#reforger_workbench

1 messages Β· Page 28 of 1

harsh walrus
mellow mortar
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Well that’s something

proper widget
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I just reinstalled the tools and the game and still cant create a project NM_peepoSadSwing

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Do I need to make a bug report?

harsh walrus
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and yeah I would

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(just copy them into your projects directory and they'll show up)

proper widget
harsh walrus
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what happens after clicking okay?

proper widget
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just open up the dialog to select a gproj again

jagged pilot
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small tip. save your projects GUID's somewhere. I just accidentally deleted the project and without that your mod is loose on the workshop.
You can set a new projects GUID to an older projects and it will update that project on the workshop.

willow wraith
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Has anyone figured out this damn debugger? It keeps telling me my game is connected but all my debugger controls are greyed out, I never hit my breakpoints (even though my code runs if I check the mod in game), and anything I run in the console does nothing...

harsh walrus
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otherwise idk

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Works fine for me

willow wraith
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I am, it lets me click the "Run" button but nothing happens 😦

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If you do Print("Hello World"); in the console does that show up in your Output window?

pastel copper
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Yes if it gets called

harsh walrus
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So you're loading into the game in world editor, doing whtever triggers your script, then looking back at the console in script editor?

willow wraith
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No... the actual game. Am I dumb? πŸ˜…

harsh walrus
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I'd open up a world in world editor and do it

willow wraith
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Opening the Script Editor while the game is running automatically attaches the debugger via the default port,
Per the docs

harsh walrus
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Yeah no idea lol

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world editor basically is running the game within the tools though so that's how I do it

willow wraith
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Also consistent with the "Game Connected" message I'm getting... just nothing works.

harsh walrus
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hm yeah

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sure your mods are being loaded

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World editor is easy because it does that all for you πŸ˜‚

willow wraith
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That's the funny thing, if I tick my mods in the workshop section then my mod works but script editor seems to stop recognizing its connection to the game because my "Run" button on the console is greyed out.

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and If I reload script editor with the mod ticked then it never gives me the "Game Connected" message

mellow mortar
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@wise axle Any news on your β€žpublishing breaks the modβ€œ problem?

harsh walrus
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Yeah I'd recommend just trying the tutorial/eden mission (or VR in the samples) in the world editor lol

wise axle
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bizzare

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so it's on workshop now as Stamina Bar xd

mellow mortar
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Bizarre indeed

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Glad to hear it’s working now tho

willow wraith
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@harsh walrus thanks I was going insane

harsh walrus
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Working now?

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Might still be broken πŸ˜‚

willow wraith
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Yeah I got it working with world editor now

harsh walrus
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Nice

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world editor is really really nice

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Especially it's integrations with the other tools

native relic
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reforger workbench world editor the terrain sculpt tools doesnt work, someone knows why?

lucid bolt
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How do you move around with the camera in the world editor mine is just stuck to one side like top, back, or right

harsh walrus
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If you make a new terrain you can

native relic
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i have a new terrain

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i loaded the heightmap

harsh walrus
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Hm I remember something like that happening, I'll jump in and see if I can remember it

lucid bolt
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It's like my camera is locked in the corner

humble anvil
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did anyone already figured the workflow to import anything into reforger?

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surely yeah, but any vids or tutos?

mellow edge
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Sorry if this is the wrong place, but I want to create a really simple mission on reforger to test it out (10 min job on the Eden editor). Is it best to use Game Master or can the workbench be used simply to create scenarios?

hardy marsh
vague holly
mellow edge
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Thanks - I feared that was the case

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Will play with game master for now

glossy relic
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Anyone else unable to publish a mod due to an API error? I'm trying to test a sample weapon mod and I can't compile/publish it.

ruby jungle
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has anyone done the capture and hold setup tutorial? On step 5 it says find a suitable scenario location and they choose St Philippe, but it does not saw how to choose it. Any help would be appreciated.

wheat cloud
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You just put the spawn points near it

fathom pine
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Is there any high profile mod makers (red hammer, ace, cup etc) say there workin in mods for reforger?

hexed pine
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How are colliders added to a model?

real matrix
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Do we have any cool mods yet?

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I’m still trying to figure out how they work

fathom yarrow
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how can i add water?

rugged sapphire
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anyone know where I can find solid documentation for the workbench?

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haven't been able to find much outside of the BI github page

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which is pretty cool I'm ngl

brazen plaza
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How are we gonna be able to make new maps ?

worn eagle
wheat cloud
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pls giv scripting commands docs

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I'm dying here

hardy marsh
brazen plaza
wheat cloud
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Like this

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Obviously if is pretty self explanatory, but to see whats available for map markers, respawn, gear, ect

serene iris
wheat cloud
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One of my buddies linked it on our discord

serene iris
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Do you know where the source is?

tepid valley
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Could anyone help me import my custom Man HX-77 Truck into reforger?

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Can VC

wheat cloud
brazen plaza
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the material editor is so nice

soft marsh
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anyone know how to get AI to turn on when in the workbench?

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they just stand there PES_Cry

vague hamlet
spark briar
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Is there a way to bind hit particles not to a specific weapon, but to all at once?

sand fox
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Dum question, I know it's possible to create custom gui elements, but is it possible to replace the whole default inventory menu?

sand fox
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Also for what is the core dependency?

sour lantern
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Anyone know how to adjust the center of mass/attachment point for Magazines
Trying to crate a custom PMAG but cant get the magwell/Animation to lineup
Thanks for any help

forest oxide
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Ok, I don't know if I'm missing something - Has anybody managed to run the MPTest example? I do not spawn in if I switch to game mode (aka Preview)

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I spawn at 0,0,0 as an immovable entity

soft marsh
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ah, I saw that, placed it in the world and still nothing

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am I supposed to do something with it?

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in that case, do AI not shoot at you when you play in editor?

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because they didn't do that either

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ah

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yeah, gun shots didn't set em on alert either for me

sand fox
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I'm trying to figure out how to create GUI elements ;-;

forest oxide
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thank you

hazy crypt
patent tundra
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Following the Wiki Weapon Modding Tutorial.
Mentions "Inherit Prefab"
I really can't find that button anywhere...

I think they mean "Duplicate to 'project name' " don't they?

sand fox
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So we have a dependency system right, so basically I could create a lib or base mod and others can built upon it right?

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Gosh I love these mod tools

golden sapphire
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Hi all, sorry for asking what I assume is a common question (i had a quick peek and couldn't find an answer), but is there any guide on creating missions available? The new tools look very powerful but also intimidating!

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fwiw i have found the capture and hold setup tutorial, but that seems to almost exclusively use resources that comes from the capture and hold mod which doesn't seem to help in getting started on anything else πŸ˜„

junior canyon
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For anyone trying to get the weather manager to work from scratch make sure you drag and drop the weather state machine in rather than finding it through the directory otherwise it will hard crash

lost minnow
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Is it some how possible to retexture uniforms or are they locked for the time being?

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And have anyone figured out how to setup a string table with prefixes?

lost raptor
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Anyone figured out how to efficiently navigate the World Editor yet? Like is there a 2D map view hidden somewhere? Scrolling with the camera seems highly inefficient, just as clicking on random objects in the scene graph until you end up in an interesting location.

lost minnow
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What i have done is first selecting a object so i get to the island THEN i use rightclick to lookaround and move from there not found any 2d map

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So unsure if there are any smarter way atm

lost raptor
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That's what I've been doing as well but it's terribly inefficient.

forest oxide
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Same for me

wide wind
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thats a good start for me

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Its so hard to learn this new workbench but I love it so much already

forest oxide
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I have a simple skeleton (I just spawn in as a soldier and that's it), but I can't seem to be able to export it to the Scenarios, locally. I created a Mission Header, replaced the preview images etc with my own. It does show up as a "downloaded" addon, but when I activate it, I can't see it in the Scenarios list.

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Any step I am missing?

vague pecan
forest oxide
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And coupled with "Error 400 can't log in" ... isn't that a nice catch-22

lost minnow
forest oxide
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(To be fair, there are very clear disclaimers everywhere about the unfinished state of this title)

wide wind
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im just pissed about the netcode but thatl be fixed within the month im sure

raven arrow
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Hey, I am very new to modding and blender
Is there a tutorial on how I can import a prop from blender into the workbench?

wide wind
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No, but it should be fairly simple

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import an obj or an fbx

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aswell as the textures I think

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I dont have much modding experience but Ive done stuff in blender

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thats such an awsome thing πŸ₯΅

raven arrow
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Thank you very much, I will give it a go! πŸ™‚

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"Cannot drop anything in here.
This folder is read-only."
😩

raven arrow
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Ah I did it πŸ˜„

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Gotta say though, it's sad we cant send screenshots here

wide wind
raven arrow
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Okay so I got the asset to show in-game, but it does not have any collision
Could you tell me how I would go on to do this as I don't quite get what you mean

neon raven
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Is t here a way to look what's inside a prefab?
Let's see I'd like to see what everything is inde the CaptureAndHold_Major.et
Any ideas?

raven arrow
hazy crypt
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Some extra info regarding collider shapes:

name for collider shape model = COLLIDER SHAPE_name_of_the_object = UBX_Car or UCS_wall1_part1 for example.
collider shapes (primitives, which can be created in most 3d software):

UBX_ -box
UCX_ - convex
USP_ - sphere
UCS_ - capsule
UCL_ - cylinder
UTM_ - triangle mesh (trimesh)

native relic
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guys should i use faction manager or SCR faction manager to add a faction?

neon raven
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So the CaptureAndHold_Major.et is the SCR_CaptureAndHoldArea.c script in a "visual" and placable form and the Attribute are the things we can change on the side in the wold editor right? monkaHmm

raven arrow
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If you could give me a hand then that would be great πŸ˜„

turbid mountain
sand fox
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Is SVN some kind of source control tool?

turbid mountain
raven arrow
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:c

sand fox
raven arrow
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Hey dedmen, could we possibly get permission to send screenshots in here?

worldly minnow
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It's hilarious that we have SVN integration. The fuck uses that nowdays

raven arrow
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I'll play around with it a bit more then
Thank you for your help though, really helped me out

neon raven
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And it has it's reasons

worldly minnow
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I think you just made my case πŸ˜‰

turbid mountain
rotund cargo
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I really don't want to spam about this but I really can't get my head around it...
How in the world does the arsenal boxes work ?
Debug console doesn't show any error, I don't think I'm missing any prefab but the boxes keep showing empty, what am I doing wrong ? sadcat

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Am I supposed to add items in there myself ? That wouldn't be an issue, but I can't find any way to do that either πŸ€”

lost minnow
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check if you can find the already existing item list

native relic
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someone knows why my thumbnail doesnt appears on my addon?

rotund cargo
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And I'm pretty sure I don't have to go this far to make the arsenal work

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People here seem to just drop the box and... Well it just works ?

lost minnow
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does the prefab item have any settings for listed arsenal items?

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(limited ability to check my self, ive been digging in prefabs allot yesterday and it look like all stuff is pressent there)

rotund cargo
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I might have found something like this yeah, hold on I'm trying to add something

rotund cargo
lost minnow
rotund cargo
lost minnow
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If not that could mean that ether that the items are not replaced or you use a inherit item so its a new """"classname"""" if you will

brazen plaza
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So what mods are in the world ? Anyone working on anything cool?

lost minnow
alpine brook
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There are a fix for the login to workbench issue?

brazen plaza
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I’m excited to see al the new stuff

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As a console player new to arma

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I can say I’m very pleased with what I’ve experienced so far

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Ambushes are shit scary

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Me and my platoon were in a convoy, making sure our supply trucks reached the next objective

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And the next minute, a bunch of society’s run down the the hillside both left and right and start lighting us the fuck up with rpgs and grenades

rotund cargo
wide wind
brazen plaza
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Wtf

fair oriole
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Hi all

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Does anybody know how to import a heightmap with workbench ?

lost minnow
ashen totem
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Do use think that DayZ mod will be brought on Arma Reforger ?

brazen plaza
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Hey it looks great though

wide wind
rotund cargo
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@lost minnow I finally managed to put items in there, thank you very much πŸ™

wide wind
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I hope we are able to figure out uniform modding fully

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I'm gonna make some much once someone figures it out 😩 😩

lost minnow
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Well if we got access to atleast parameter changes to model file (dont remember the file extension name) i would be happy

lost minnow
wide wind
native relic
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someone knows how to add a vehicle to a faction on editor?

rotund cargo
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πŸ™ƒ

lost minnow
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(spelling grammar and writing not my strong side.)

wide wind
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I know but I think we won't be able to use that as an actual mod from what I know

raven arrow
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Okay, I managed to solve it by adding a RigidBody component and turn on Model Geometry

elfin belfry
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@turbid mountain what does bohemia use if not git? floppy disk sharing?

lost minnow
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they use svn

turbid mountain
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particularly ones that are better suited for literally 100s of gigabytes of binary data, like game assets

elfin belfry
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I dont think git is bad. I once initialized repo in C:/ and versioned my whole disc. Pretty based

wide wind
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Uniform stuff

lost minnow
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be able to save that

wide wind
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we would have used the base uniform but its locked

lost minnow
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there are no options to duplicate or copy the base model file

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dont remeber the file name atm
/Assets/Characters/Uniforms/Jacket_BDU_M81/modelfile.whatever

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its located there

wide wind
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If you figure it out brostrom let me know so I can make divisional patches 😈

lost minnow
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xob is the file i that hold the terxture so i need to make a compleat new mech just to be able to retexture it?

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!

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seen

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ill test it in 2 h

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if it works i will litterly give you a littel start at the side of the book

wide wind
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Man lewd you are already so accustomed to the editor πŸ™‚

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I envy you lol

compact zephyr
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I dont get what I am doing wrong, when I switch out the MeshObject in the prefab to one of my models. Sometimes my model shows up properly in the viewport, but other times it refuses to show up. No matter what I do the original model is there in the viewport, I can save the prefab and the MeshObject changes are saved properly, it clearly says its using my .xob file but its still showing the original .xob in the viewport.

lost minnow
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that is amazing

wide wind
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I'd get on and try it but for now im gonna ask this to get it.out of the way

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How do I download the base texture to retexture it?

lost minnow
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yeah i litterly took 6 screenshots xD

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and puzzled them togeter

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i trying to use the string table with no effect
so i resorted to use that shown above. But it works for me

turbid mountain
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Even that gets quite large when you have years of hundreds of people pushing changes, and everyone needs to have the full history downloaded.
It doesn't scale as well as SVN.
And i don't even see the issue with SVN in the first place, it works nicely, battle hardened and worked for years, no reason to change

wide wind
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Just so its easy for me to do it too lol 🀣

lost minnow
wide wind
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best photo editor 😎

neon raven
# turbid mountain Even that gets quite large when you have years of hundreds of people pushing cha...

My first encounter with SVN was back in the day when it was the only way to download Star Gate mod for Garry's Mod, second encounter was Arma3Sync now.
But in the meantime, I fell in love with git. But yeah, I never used it for games and all my projects are relatively small apps, usually CLI ones.
It all has it's uses, but i think GIT just took the role of the "better" versioning system and is presented as such

raven arrow
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Okay, so I am still stuck with the whole collision ordeal
It works fine with a simple cube with 6 faces, I am even able to stretch one of the edges to create a ramp and it still works

But the moment I add more edgeloops it stops recognising the collision mesh and spits out errors in the log

spiral wraith
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I may be completely blind, but I wrote simple script and tested it in world editor, it works. How do I actually export it? I can compile it etc, but I do not actually see the option to build/export it.

fair oriole
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is workbench crashing much for you guys ?

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It crashes every time i try to save a terrain

raven arrow
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Occasionally crashes when it loads for a playtest

fair oriole
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right

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i keep getting the same reason in the logs. "Reason: Access violation. Illegal read by 0x7ff7eeaf5463 at 0x50"

spark edge
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yea i just reinstalled it

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ok thanks

turbid mountain
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you probably don't need to add the core file

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only the ArmaReforger.gproj in game addons folder

spark edge
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its not in steamapps anymore?

turbid mountain
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it should be

spark edge
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ah i went to wrong drive 2 secs

native relic
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EditablePrefabsComponent_EditableEntity from where that comes?? its on a config on a sample, but when creating a config that class doesnt exists!

spark edge
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all i see is core.gproj

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yay

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thanks

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lol

lost minnow
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Workbench play nice with junctions btw

PS > ll

    Directory: C:\Users\andre\Documents\My Games\ArmaReforger

Mode                 LastWriteTime         Length Name
----                 -------------         ------ ----
l----          2022-05-18    18:39                addons -> D:\ArmaRAddons\
d----          2022-05-18    21:15                profile
spark edge
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nope that editor is way complicated to make a mission lol

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however i made a map building upside down lol

compact zephyr
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New weapon this time or replacement?

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Good

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I have a pretty good AX50 model, specced to the Danish military with Full attachments. Would be cool to get it in, but currently struggling on my Binocular. I'm trying to configure it to have the same ALT + Scroll wheel variable zoom like the M21 Sight has.

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Try and right click on the prefab on left side, and click the break prefab instance. It will turn red, then make your change. And save as a new prefab

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Yeah np πŸ™‚

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Anyone know how I can "merge" two .xbo's into one?

lofty granite
compact zephyr
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I have a scope and scope rings as seperate objects. But would obviously like to have them in the same .xob

fair oriole
lofty granite
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Are you saving the terrain you are making in project folder you made? , as acceses violation pops up when its saving towards one of those locked folders from the enfusion engine other could be to try to launch it in adminstatior mode and se if that fixes it 🐸

fair oriole
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Ah i made sure that the folder was not set t readonly but win 10 keeps resetting it. I will see if i can fix that part first

lofty granite
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πŸ‘

alpine brook
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There are a fix for the login to workbench issue?

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I can't login or something to bundle it offline?

compact zephyr
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Try what I Said above. Right click on the Prefab you are editing on the left side. Hit break Prefab instance, it will turn red. Then do your changes and save it as a new prefab

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After you have done your changes drag the edited Prefab down into one of your own folders and save with your name of choice

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I have had the same issue before where the save prefab choice is greyed out Even tho I have done multiple edits.

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That Sucks, ive had the same issue and that workaround fixed it for me.

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It seems to me that the Prefab edits are a bit hit or miss. Maybe a bug like you Said?

warped crypt
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Have you figured out how to do that by now?

lost minnow
hasty shoal
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Anyone else is having trouble with the script editor debugging? I have the script editor connected to the game and use to be able to execute commands with the console, but somehow it doesn't work anymore... (Should print the test in the output window)

vague wren
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Where can I find a scripting documentation?

vague wren
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Thank you

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How is the "mouse wheel" menu called in Arma?

cobalt jay
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Context menu I think?

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Interaction/Context menu

vague wren
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Ahh ok, do you know how I can add a Interaction to an Prefab?

turbid mountain
vague wren
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Thank you

lost minnow
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@warped crypt it kind of works

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it overtook the uniform

warped crypt
mortal arch
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Hey there, I got a noob question regarding the World Editor:
Can You make holes in a map mesh as like entrances for "real" underground terrains or will it be the old tricks for building tunnels?

obsidian flume
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Hit apply to prefab on the bottom right after your changes?

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I can't wait to use all your guys new weapons

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really? interesting.

compact zephyr
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Hey Lewd, how have you gone about fixing hand placements etc for your custom guns?

lofty granite
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i am having a wierd issues with the arma reforge tool I dosn't seem to want to launch propely, i get to the screen to select my project and after that nothing

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tried reinstalling it and validating files - fixed it after reinstalling the main game, could be possible update that did some funky to my tools

fleet anchor
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@brazen plaza have you figured out how to specify

teal basin
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has anyone figured out why the workbench crashes when saving a world?

lofty granite
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^most likely you are saving to a lockedfolder, you need to save towards you're own project folder

compact zephyr
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How do you actually send images in this chat? Using Imgur share link works perfect in some other channels. But here it wont embed properly?

teal basin
lofty granite
compact zephyr
teal basin
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You can copy and paste an image into the chat

compact zephyr
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Whatever, I posted some pictures in #enfusion_model Managed to get my AX50 Model in, looks alright. Needs some texture changes and small stuff done. But not bad for a start.

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Yeah which should be easier to make this time around I've heard

lost minnow
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How do i make sure a image have the following image data format when converting?
TEXFMT_BC7_SRGB (99)

twin osprey
twin osprey
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Yeah I tried this yesterday and it didn't work, but i'll try it again

wheat cloud
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Those 5 modules are what you need to create a TvT scenario

lost minnow
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Allright i have figured out how to make a uniform retexture reliable

twin osprey
wheat cloud
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Oh

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sorry

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uhhh

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LoadoutManager_USxUSSR.et

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You need to duplicate it though if you want to change the default gear

twin osprey
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Any idea why I got this error?

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When trying to spawn in

wheat cloud
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Probably something with your map

twin osprey
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All I did was create a new world and add those resources

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:/

wheat cloud
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Sorry I cant help more I haven't really looked into that side of things

twin osprey
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It's just frustrating how complicated it is to get anything to test without basing it off the original map/C&H

fleet anchor
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Saving game files/ applying to prefab and it just resets upon reopening map

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😦

last glacier
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does somone have the googledoc on creating a new world. saw it last night

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cant find it now

twin osprey
last glacier
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lit. thanks

sudden smelt
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Hello,

When I try to bundle a project (Just a scenario by following tutorial on wiki) I have this error:

RESOURCES (E): Failed to load metafile of mission config image: 
DEFAULT   (E): Cannot copy image: 
RESOURCES (E): Creating bundle failed

So I can't bundle and test my scenario in game

twin osprey
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Well I added a map entity and i'm able to run it, but I still can't control my character and my camera is just positioned at the unit's boots 🀣

lost minnow
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QUICK GUIDE FOR NEW ITEMS RETEXTURE

  1. Make a duplicate of the item you want to use
    example \Prefabs\Characters\Uniforms\Jacket_US_BDU.et
    save it as the same name as the origional Jacket_US_BDU
    This is now inherited to the mod ready to be used.

  2. Select edit Prefab for Jacket_US_BDU This opens the world editor.
    In the word editor Resource browser find your copy of Jacket_US_BDU

  3. Right click it and select Inherit Prefab in Addon.
    Select a name of choise Jacket_US_BDU_inherited

  4. The new uniform is now ready to be edited Jacket_US_BDU_inherited
    To retexture a item select the Object Properties > BaseLoadoutClothComponent and add a new Worn Material Override now select your imported texture.

I made a texture puzzling peaces together from screenshots.

turbid mountain
lost minnow
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@warped crypt @brazen plaza @wide wind

dusty elbow
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Is it worth learning Reforger modding now or should I wait a few weeks for more documentation to come out? Seems like a lot of the documentation is pretty sparse

turbid mountain
dusty elbow
late hare
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so when i load up Eden.ent on the workbench all i get is an ocean ?

oak jay
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guys can sombody give me a tip how i can edit original texture

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i want to retexture some models

twin osprey
# late hare

On the left hand side, click on an entity that is in the world and press F to move your camera to it

late hare
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thanks

old cosmos
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is there a way to create a custom tearrain yet? cause i have seen one on the workshop, but i dont know how the person did it

turbid mountain
golden oxide
#

There seems to some funkyness with the arsenal boxes, try setting the item type to default instead of weapon see what happens

brazen plaza
#

Is there anyway to view a mods contents?

#

One mod here has 141mb but I can't figure out what it adds

#

Well that's fair

golden oxide
#

yeah IDK I have the same issue

fair oriole
#

i cant seem to get the tool to save the island, it always crashes. Win10 seems to keep resetting the folder permissions to read only

twin osprey
golden oxide
#

the wheel objects are really "real"

#

the phsyical diameter is an axle parameter

#

could be a collision mesh thing too

twin osprey
#

Yeah I guess I just mean it's odd that the physics realizes the body of the vehicle is colliding and not where the wheel is supposed to be represented

alpine brook
#

DO the update fix the login problemes to workbench ?

sacred moth
outer nacelle
#

Is there a way to make a http call from the Server to a Rest API?

#

Or any method to save Data persistant

worn charm
#

it's like that for everyone, you have to wait for the devs to update the skeleton

#

blender also has issues

elfin belfry
#

So basically you paid 30$ for a non working game. Fine...So you decided to make free content for others by modding. It already costs you your own time + 30$. And now you can't even mod it because nothing works basically. πŸ˜„

worn charm
#

are you using blender or 3ds max?

#

me too, tried using the skeleton from the fbx file and it still didn't work

#

weighted and all

strange kayak
#

workbench crashes for me whenever i want to save a world. does someone know a fix ?

#

i dont get any error it jsut closes

worn charm
#

How did you get it to work?

#

and its the skeleton from the 'Headgear_Example' fbx?

#

could you show me your export settings?

#

because your like the only person to get blender to work with skeleton

#

sorry to bother

#

and your using the Headgear_Example fbx?

#

alright thank you

spiral wraith
#

I tried to search around workbench, but how do you actually build/export mod? Wrote some hello world and tested it in the world tool, but cant really find the option to export/build it

tight dune
brazen plaza
#

Anyone here know how to take a prefab from the game, and save it as a new prefab after editing it?

worn charm
#

im still getting a floating helmet, do you think you could like send screenshots going over the bones and like what vertex grouped you weighted too? @brazen plaza

#

you dont have to but im kinda stuck here and you are my best bet

#

yeah ok

#

any chance you could send over an fbx you have?

#

i understand if you dont wanna

#

yeah

#

ok

#

because i legit just tried exporting the fbx and that didn't even work

void hollow
#

i think he is dont know about weight trasnfer

worn charm
#

its weighted

#

ill just try to figure it out

tight dune
#

I forgot to add it to sample

#

add it to helmet material

rocky stag
#

what does DEFAULT (E): Kicked from game. group=1 reason=3 mean when joining own server from workbench?, got battleye disabled

tight dune
#

I'm curious though, how did you get matching skeletons?

worn charm
#

meanwhile im trying to simply import and export the example fbx without touching it and it doesn't work

#

skill issue

tight dune
#

didn't you get armature bone?

#

aahh, helmet doesn't have that issue since nothing is skinned to it, right.

#

so armature is not created in this case

worn charm
#

its turned on

rocky stag
worn charm
#

i think i have something wrong with my import settings but just dont know what

#

its either that or my blender is ruining it

#

bruh

#

yeah

#

i cant

#

it controls the whole skeleton

#

it deletes all the bones when i remove it

#

ill try looking it up

#

I have no clue how you are using blender and dont have an armature bone?

meager locust
#

Hey! Has anyone managed to start a scenario from the Workbench with "Server localhost" selected and actually connect to it from inside the game?

tight dune
#

blender creates armature bone only when root bone in mesh is skinned to something

#

in case of character, it has to be skinned so that character is working correctly

worn charm
#

thats what I get on a fresh import

#

and im not sure how to fix it

#

i think i might've figured it out

#

I GOT IT WORKING

#

thanks you

#

this fixes a ton of issues i was having

knotty lark
#

Hey guys, is there a quick guied or tutorial on how to start modding with the workbench? Just need some sample projects to understand the process.

#

Thank you!

brazen plaza
#

Ok I duped it and renamed it, then when I try to edit the prefab, I cant delete certain assests within it. and saving prefab doesnt seem to save it

fallow willow
#

If I wanted to create a script that would add points on the map when the map was open, would I have to mod SCR_MapEntity and loop into the OnMapOpen and OnMapClose and add stuff in there to manage the markers? Just want to see if I am remotely on the right track...

minor depot
#

Idk if this would be the right place but when I try to save a project it just crashes causing me to have to restart all my work. Does anyone else have that problem as well ?

hazy forum
#

Hello, letΒ΄s make a trend, we need VR support, done by the devs, or the community, but we need it

#

I donΒ΄t know if itΒ΄s possible to do it with Workbench

lament cloud
#

i got the mod done I THINK

#

how do i actually see it in game

#

or spawn it

compact zephyr
#

Does anyone know if the PIP Aiming with Sights work for Binoculars as well? I haven't seen a PIP option for the Optics selection. And I tried adding the PIP sight component on my bino but that did not work. Variable zoom doesnt seem to work either with Binoculars..

brazen plaza
#

Is there a way in the editor to be able to switch between game and editor view while playing in the editor/in game mode (everything is greyed out when in play mode)? Similar to Unreal Engine or Unity where you can switch between the editor and game windows while playing to see the scene hierarchy and inspect things in runtime. That'd be very helpful for troubleshooting and tinkering.

wraith dust
#

i noticed theres a heli controller in files can anyone do something with that?

raven arrow
#

Does anyone happen to know the dimensions of a doorway in reforger?

thin rapids
#

Where can I download the workbench tools?

deep grove
thin rapids
teal basin
#

I think my workbench is broken. Reinstalled the tools and the base game, validated files, tried clean install. Still says "Arma reforger project not found. Please import manually." But I can't import any project or create a new one. It just gives me this pop up no matter what I click

wide wind
#

when I go to put a texture on something it does not show my folders but only arma reforger and core

vocal sinew
#

hello did anyone figure out how to create custom prefabs from scripts?

whole ore
#

@compact zephyr Binos seem to be not PiP, I’ve used them on both faction sides and they haven’t been.

#

It’s a bummer

wide wind
#

how do I test a mod in game?

vague wren
#

In which Component can I make a weapon shoot, without someone holding it?

native relic
#

@turbid mountain do you know how to fix this?

turbid mountain
#

no

native relic
#

:c

#

i tried reinstalling, but doesnt work

turbid mountain
#

is that in world editor or where?

native relic
#

yes

#

on world editor

#

on all projects, even samples without being modified

wide wind
turbid mountain
#

Never seen this error before

vague wren
native relic
#

let me take a photo

#

as you see doesnt appears anything

turbid mountain
#

Oh

#

maybe because you cannot edit basegame files

native relic
#

happend with my files too

turbid mountain
#

oh :sad:

#

Oh i see

#

Dunno :/

#

maybe some errors in log console at bottom?

native relic
#

theres no error

#

this warning appears

#

but shouldnt affect the editor

#

how can i uninstall completely the tools? maybe it will work

#

as when i uninstall from steam, and reinstall, the projects still appear so theres some appdata that is being stored on the pc even when is uninstalled

#

but i dont find where they are installed

#

also, if i "paste" the values on the object properties, they got changed

#

so its a visual bug that doesnt let you see what are you doing

modern niche
#

The world

spiral delta
#

is anybody having issues with reforger tools? Can link a dump if it helps, won't allow me to save any subscenarios without crashing

vague wren
#

can I view all methods of a prefab?

spiral delta
native relic
#

@turbid mountain the worst is that it was working yesterday, so i dont know how it got broken :C

vague wren
#

Im still not finding any method that makes me use a weapon 😦

native relic
#

@turbid mountain i just found which was the bug

#

it was an overflow

#

if i made the object properties window very big i can see the options

#

and i could rezise it

#

it look likes that theres no side scroll if theres overflow

brazen plaza
#

starting to get used to the new way of scripting

fallow willow
#

If I wanted to create a script that would add points on the map when the map was open, would I have to mod SCR_MapEntity and loop into the OnMapOpen and OnMapClose and add stuff in there to manage the markers? Just want to see if I am remotely on the right track...

quartz anchor
#

anyone having problems logging in to the enfusion workshop to publish a project?

dim thunder
#

So anybody have any idea where I could find the script for spawning on players?

harsh walrus
#

Is anyone having issues signing into workbench?
Just says invalid username/password, which is definitely is not

quartz wren
#

I am subscribed to Capture & Hold, but it does not show up in Projects, anybody have solution?
Also tried to "Add existing" from mod folder - nothing

quartz anchor
quartz anchor
#

okay thats weird

inner crypt
#

Is there any documentation on the workbench? Like a tutorial for dummies like me?

fallow willow
#

I'm a senior software engineer and experienced in C# and the documentation is severely lacking on the scripting side.

#

I can't even figure where to do basic things, so I doubt someone not in this field would know where to start.

mighty glacier
#

Can’t be that experienced then….the documentation is lacking but saying it’s impossible for anyone without a CS background to understand the basics is a bit of a reach

fallow willow
#

Sure, the basics on how it technically works is there. But the documentation on the classes and areas of the game to modify is essentially non-existent. You have to search keywords in the explorer and reverse engineer what the game is doing in order to know where to modify it. And that is way too time consuming for me, with all the other projects I have going on. So it's disappointing.

opaque mica
#

Getting a RestApi 404 error identity authentication failed when trying to login or publish... is this stuff still broken?

dim thunder
#

@fallow willow to be fair it's pretty well commented and structured

#

I've had to work on codebases of less quality with less docs for work

fallow willow
#

Can't disagree with that statement.

#

Also a whole new IDE that will take time getting used to. Nothing like visual studio's capabilities, but it's just got a learning curve.

wicked crag
#

Hey so currently I'm trying to add a model onto a vehicle using SlotManagerComponent however to add something to the vehicle I need it to be a prefab but my model is a .xob Is there a way to make it into a prefab?

dim thunder
#

What I'd like is just a few more example projects and snippets

hasty shoal
#

Does someone know how to get your localplayer? aka player you are controlling

harsh walrus
#

Is there a way to remove something from the workshop
given it will no longer publish i'd like to take it down
(randomly stopped publishing with the error)

BACKEND   (E): [RestApi] ID:[15] Error Code:500 - Internal Server Error, ApiCode:
DEFAULT   (E): Uploading failed! Reason: ""
RESOURCES (E): Publishing failed
hazy crypt
wicked crag
#

Forgot to mention I figured it out thanks :)

weary fern
hazy crypt
#

Will give you specifics when I arrive at the office πŸ˜… πŸ™οΈ 🚈

weary fern
#

No problem, take your time. I tried to do it and drag into the Resource Browser but it was the Red no symbol.

vague wren
#

Which Component or Method is used in a Weapon to make it shoot from a script?

river thicket
#

Anyone knows of a good way to share the project with the team?

tribal plaza
turbid mountain
turbid mountain
native relic
#

It's very easy to replicate :P

turbid mountain
#

Oki I'll take care of it

eternal moss
#

is there some auto-save? can't find any setting

#

the world editor kinda likes to crash randomly when putting down entities and i lose all progress

native relic
#

Published addons with the workbench are obfuscated? I haven't checked if they are

wicked crag
#

Hey so I have created a modified vehicle how would I go about having it listed in the game master?

#

and would my vehicle be available for servers to use?

vague wren
#

How can i send pictures into this channel?

daring cargo
#

Hello, probably a stupid question, but.. where I can download the editor? DidnΒ΄t find any link on the website nor on the Steam πŸ™‚

vague wren
#

When you own Reforger, its on Steam called "Arma Reforger Tools" under "Tools"

#

In your Steam Library

tight pasture
#

Why is shit read only do I have to mess with perms to remove it?

vague wren
#

Does anyone know how I can make a Compartment Slot use TurretCompartmentSlot instead of BaseCompartmentSlot?

daring cargo
harsh walrus
#

anyone know what's happening here when trying to publish? ```
BACKEND (E): [RestApi] ID:[5] Error Code:500 - Internal Server Error, ApiCode:
DEFAULT (E): Uploading failed! Reason: ""
RESOURCES (E): Publishing failed

#

Not only an internal server error but reason = "" πŸ˜‚.
And whenever i try to login it says successful but console says error 400

cinder cairn
vague wren
wicked crag
#

If anyone knows the process of adding a modified vehicle into the editor/gamemaster I would greatly appreciate it :D

#

Actually I've noticed my mod gets disabled every time I try to go into game master

#

^ got that part worked out

raven arrow
#

He says without posting what he did wrong

wicked crag
#

My b earlier I posted my modpack as Private so I just moved my modpack files somewhere else and download it then removed it and placed my original files back

brazen plaza
#

Can someone let me know if its possible to add a gore system? Like blood trickles from a wound onto a surface?

inland forge
#

I have been working on a couple tutorials for the tools as there doesn’t seem to be much online yet. For importing textures I made a substance painter exporter for the texture format in the tools, is it ok If I drop a google drive link to it here?

lost minnow
brazen plaza
#

how do I delete a published mod?

#

from the workshop

magic temple
#

how do I log into the enfusion workbench with my steam acc?

#

like the steam account login for bohemia cc

brazen plaza
#

then use that with your steam email

iron idol
#

someone can point me in the right direction to create my own prefab entity?

magic temple
#

but I dont have a current password?

brazen plaza
#

should just be able to set a password, thats what it said when I logged in with steam

magic temple
#

says, error old passwrod missing

cursive orbit
#

is there classes/functions reference for Enfusion like we have for SQF?

brazen plaza
#

I would do a reset then

#

you must have put it in at some point in the past

magic temple
#

cheers travo

#

Anyone know how I can get a scenario to appear in the scenarios tab? I enabled it in the workshop tab but nothing

brazen plaza
#

you figure it out?

junior sinew
#

enabling sample core fixed it for some other samples

brazen plaza
junior sinew
#

within the sample mods there's a mod called sample core

brazen plaza
junior sinew
#

idk, i didn't have it enabled at first and activating it seemed to resolve my problem for some sample mods

brazen plaza
#

ok, well it was worth a shot to ask, mine keeps disabling when going into GM mode

junior sinew
#

yeah, i still have this issue

#

enabling core only fixes it for like 2 or 3 mods

magic temple
#

Is there anyway to get the game to re-read a mod's directory? It doesn't seem like its receiving any changes im making.

agile crow
#

Is there any published guides on how to add models etc? I know it's early but I'm excited to see some learning tools so the modding ball can start rolling a bit more

tight pasture
#

everyone is in the same boat

#

just gotta wait while people figure things out

#

and make tut's

turbid mountain
tribal plaza
#

Hello. Workbench is more related to Enfusion rather then Arma Reforger. It would be clearer to name this as #enfusion_workbench (next to #enfusion_engine ) and put it into the Enfusion Modifications categories. It is just a small detail.

vague wren
#

Tried that, it says "There are no classes to change!"

iron idol
#

any idea how to get AI to enter a vehicle?

#

Ive tried putting the GetInNearestVehicle tree but no effect

#

Do i need to set those variables inside the behaviour tree manually?

fallow willow
#

How do you go from writing a script and loading it in reforger for debugging? I tried "Compile and Reload Scripts" but it just says 0 B when I look in the Downloaded tab in the Workshop.

vague wren
#

Basically you can run your script in the World Editor and have the scripting Editor open and it will be connected

fallow willow
#

Oh, so you don't do it from having the game open?

vague wren
#

Nope

#

Just drag & drop your thing that has the script into the world editor and hit "Run" on top

fallow willow
#

It's just a script. It isn't a thing

vague wren
#

Ahh, so its not connected to an entity

#

I think there is a "Run" option in the Script Editor aswell but idk if it works just out of the box

fallow willow
#
class SCR_MapMod : ScriptComponent
{
    // If the map is open or not
    protected bool m_bIsMapOpen;
    protected bool m_bIsFirstTimeOpened = true;
    
    // Map Instance
    protected SCR_MapEntity m_MapEntity = null;
    
    // When the script initializes
    override void EOnInit(IEntity owner)
    {
        // If the map is null, get the instance
        if (!m_MapEntity)
            m_MapEntity = SCR_MapEntity.GetMapInstance();
        
        SCR_MapEntity.GetOnMapOpen().Insert(OnMapOpen);
        SCR_MapEntity.GetOnMapClose().Insert(OnMapClose);
    }
    
    protected void OnMapOpen(MapConfiguration config)
    {
        Print("SCR_MapMod: The map was opened");
    }
    
    protected void OnMapClose(MapConfiguration config)
    {
        Print("SCR_MapMod: The map was closed");
    }
}
#

It's just this basically

vague wren
#

I think you have to put your script somehow in the world

#

I dont think theres a script "emulator"

fallow willow
#

I just figured it would automatically run on each client/player.

vague wren
#

Ahh ok, did you add the script to the player? Or how did you do that

fallow willow
#

I didn't do anything. Just wrote the script.

#

Like in SQF days, mods would initialize themselves on init.

#

Without attaching to things

vague wren
#

Didn't really do SQF, but nice to hear that it works just like that

fallow willow
#

Ok, so I loaded Eden, and added a character down, but no idea how I become that character or add my script to it...

vague wren
#

I cant tell how to add a script to something either. I cant find my script when i click "Add Component"

weary fern
stark bobcat
vague wren
#

Try alt-tabbing or opening the inventory via Tab and you should have a cursor

stark bobcat
#

awesome, thank you

vague pecan
#

So just trying to setup the most basic of game modes here. Added these prefabs and set FIA to be the only playable faction in FactionManager, added the FIA unarmed loadout to LoadoutManager_Base and I get the following error:

SCRIPT    (E): Cannot set loadout 0 to player 1! Is loadout index valid?
#

camera just spawns in the ocean and cant do anything

brazen plaza
#

Do you need to add a default loadout?

vague pecan
#

hmm maybe

#

but where

brazen plaza
#

No idea but that error seems to suggest the list of loadouts is empty

vague pecan
#

ok I think I used the wrong Loadout class

#

hmm nope even using LoadoutManager_Editor gets the same error

#

ill keep exploring, if anyone knows whats up pls ping me πŸ™‚

static cloak
#

I see these errors when starting the workbench: Authorization failed, check your token. What to do about it?

tribal plaza
static cloak
#
 INIT         : Reload WB scripts
 PROFILING    : Reload WB scripts took: 76.752700 ms
 DEFAULT      : Using thumbnail cache directory: C:/Users/User/AppData/Local/Temp/Enfusion/Projects/TeTeTCube/thumbnails
PROFILING    : Workbench startup took: 6247.524000 ms
BACKEND   (E): [RestApi] ID:[2] Error Code:401 - Unauthorized, ApiCode:
BACKEND   (E): Identity authentication failed - Error Code=401
BACKEND   (E): Error response: {"url":"/game-identity/api/v1.1/identities/reforger/auth","message":"ErrID: 22b239bd-bff7-4b1e-9b86-bb6d29a100e8: Authorization failed, check your token."}
BACKEND   (E): [RestApi] ID:[4] Error Code:401 - Unauthorized, ApiCode:
BACKEND   (E): Identity authentication failed - Error Code=401
BACKEND   (E): Error response: {"url":"/game-identity/api/v1.1/identities/reforger/auth","message":"ErrID: 4f238b9f-1ae0-472c-8404-4644a6ef1871: Authorization failed, check your token."}
BACKEND   (E): [RestApi] ID:[5] Error Code:401 - Unauthorized, ApiCode:
BACKEND   (E): Identity authentication failed - Error Code=401
BACKEND   (E): Error response: {"url":"/game-identity/api/v1.1/identities/reforger/auth","message":"ErrID: 15374e2d-655a-4589-b62c-6da2019e6b50: Authorization failed, check your token."}```
tribal plaza
static cloak
#

I logged into accounts website with same email and password, no probs

tribal plaza
tribal plaza
# static cloak exactly, yes

Please do it again and send relevant extract of the log. Make sure that there is not any personal information of yours like Bohemia account email so you not share it here.

static cloak
#

no idea what token contains, so sent via DM, thanks

obsidian elbow
#

this might be super obvious, but is there a way I can open a new project without having to close and relaunch workbench to get back to the project launcher?

graceful ore
obsidian elbow
#

ah okay, thanks!

iron idol
#

How do I create an entity prefab ? I can create an entity in my mod directory with an arbitrary entity but then I cant edit that and put an entity I want

#

How do I create an entity prefab directly with the entity I want?

vague pecan
twin tapir
#

Well, I'm going to ask this in here because the terrain channel was unsure: I'm creating a terrain, and I've gotten the map entity working, but there's a pretty glaring issue with it.

For some reason, the topography map that I exported from the map data is not lining up with the actual terrain. The sat image appears to be correct, but the .topo file just won't line up, no matter what I do to it.

vague pecan
#

is there a reforger equivalent of "setCaptive" or a CIV faction?

#

or do I have to mod that in

weary fern
#

Has anybody figured out how to register placeable prefabs for the Game Master yet? I've gotten pretty close I think.

alpine brook
jagged pilot
#

Sadly the plugin that allows you to generate a preview image isn't working for me.

weary fern
jagged pilot
#

Needs to be overwrite

weary fern
#

I created prefabs, and set up the component

jagged pilot
#

Not duplicate

weary fern
#

Ah

#

That would probably be why

jagged pilot
#

You can add a config file to the EditorModePrefab or just add your asset directly. Works either way. Config way is just cleaner for the future and works better with the plugins.

weary fern
#

Which Config file needs to be created? And does it matter where?

jagged pilot
#

Take a look at the sample NewProp

#

It just adds a cupboard that is placeble in GM. Very clean and explains itself well. Can't give you more then that rn, as I am on my phone

weary fern
#

No problem, that should be enough, but I can't find NewProp lol

jagged pilot
weary fern
#

Ah, Okay. Do I do add existing to open these?

iron idol
#

How do I create an entity prefab ? I can create an entity in my mod directory with an arbitrary entity but then I cant edit that and put an entity I want
How do I create an entity prefab directly with the entity I want?

jagged pilot
iron idol
jagged pilot
magic veldt
#

hey, I am trying to add a new part I made part to a vehicle but I cant make it stop incoming rounds. They go through it as if it was never there.

#

does anyone know how I can fix that?

dusty elbow
#

When I open Eden.ent, I end up in the middle of the ocean. In the tutorial I'm following, the guy is on Everon when he opens Eden.ent

iron idol
jagged pilot
#

That's a component

#

You need to create a prefab first to use that components or you need to write a enscript class that inherit the component

#

To create a new component based on SCR_BaseTriggerEntity

iron idol
#

almost, SCR_BaseTriggerEntity would be the parent which gets a component thats doing stuff when the trigger gets activated like spawning ai or blowing up vehicles

#

but ive yet to figure out how to add my own component, its not showing up when i want to add it

sonic rampart
iron idol
#

u can also double click any entity in the hierachy window

terse snow
#

Does logging in to your account in Workbench work for others?

sonic rampart
vapid aspen
#

I am having an issue with the workbench will crash every time i have 2 or more tabs at the top open, if i swich from 1 tab to the other and back it will crash, with an error of

Faulting application name: ArmaReforgerWorkbench.exe, version: 0.9.5.0, time stamp: 0x62841f52
Faulting module name: Qt5Core.dll, version: 5.15.2.0, time stamp: 0x5fa4dd59
Exception code: 0xc0000005
Fault offset: 0x0000000000134260
Faulting process id: 0x5ff0
Faulting application start time: 0x01d86c76ff02f7f2
Faulting application path: C:\SteamLibrary\steamapps\common\Arma Reforger Tools\Workbench\ArmaReforgerWorkbench.exe
Faulting module path: C:\SteamLibrary\steamapps\common\Arma Reforger Tools\Workbench\Qt5Core.dll
Report Id: ef7e067d-cea1-4906-a579-aa30b63be0ce
Faulting package full name:
Faulting package-relative application ID:

brazen plaza
#

How do i view the AK example rifle i downloaded in the workshop within the workbench?

sonic rampart
brazen plaza
#

That doesn't explain how to find the project I downloaded from the workshop though.

fast yacht
#

where can i download the workbench?

brazen plaza
#

then search for " arma reforger tools

little nimbus
#

How do these coords translate?

fast yacht
#

tools = workbench? why people calling different names lol

#

tks mate

little nimbus
brazen plaza
#

@sonic rampart Care to elaborate where workshop files are located?

little nimbus
#

Anyone have any idea why this is popping up in console.log of an internal server? 20:03:58:365 SCRIPT (E): Trying to unregister a SCR_LoadoutManager, but different one is registered! 20:04:03:914 SCRIPT (E): Trying to unregister a SCR_LoadoutManager, but different one is registered!

brazen plaza
#

Thanks ^

turbid mountain
vapid aspen
turbid mountain
#

It should pop up when it crashes notlikemeow

vapid aspen
#

it dosnt a box just pops up saying

fossil charm
#

I've also never seen the crash report dialog on any of the crashes I've had so far. But mine didn't even show the above dialog, just poof and it's gone.

brazen plaza
#

WASD keys not working for me to move camera in World editor.Whats wrong?.Any solution/option?

fossil charm
brazen plaza
fossil charm
fiery scaffold
#

How do I edit one of the sample mods?

turbid mountain
#

Can someone send me a workbench crash that is reproducible with some specific steps?
I need to make my workbench crash
got one

vapid aspen
daring gull
#

So I'm running into a really weird issue where when I try to open my project it says "Arma Reforger project not found. Please locate the project manually." When I go to do that it says "This is not the Arma Reforger project. Please try a different one." Anyone else know what's going on?

turbid mountain
daring gull
#

Does the game need to be open for the tools to work?

turbid mountain
#

no

daring gull
#

hmm I had already launched the game and been working on the project for a while

#

but seemed to work anyway, thanks

dry path
#

Is there a way to make the Cinematic Timeline export as a video format and not in individual .png/.bmp?

compact zephyr
#

Sights FOV Info

Base Zoom
Zoom Max

What do these actually mean? Its limited to 1-15

#

I want to do a 3-20 optic

elder oyster
desert warren
#

is it easy to change some weapon to shoot rockets instead of bullets?

elder oyster
#

Oh wait, I think I fixed it... I closed it and tried again and it worked

desert warren
worldly minnow
#

I don't think it should look like this

tranquil saffron
#

getting this when bundiling

#

says cannot copy preview image and then this directory

#

its the publish directory and then some previewImage

vapid aspen
#

i get this in the log window when i load

RENDER : (OK) Adapter 'NVIDIA GeForce RTX 2080' supports feature level 12_0
RENDER : (OK) Adapter 'Intel(R) UHD Graphics 630' supports feature level 12_0
RENDER (W): Adapter 1 (Intel(R) UHD Graphics 630) failed to provide some output
RENDER : Basic screen setup:
RENDER : Back buffer format : TEXFMT_R8G8B8A8_SRGB (29)
RENDER : MSAA : 4 samples
RENDER : Detected 2 output devices:
RENDER : Generic PnP Monitor (.\DISPLAY1), 2560x1440 (offset 0x0)
RENDER : Generic PnP Monitor (.\DISPLAY2), 1920x1080 (offset 2560x0)
RENDER : GPU_NVIDIA (0x10DE) (NVIDIA GeForce RTX 2080) with 1 GPU detected, VRAM 8010MB (fast 0MB), shared 16294MB, driver version 512.77, stereo not available
RENDER : Multithreaded resource creation is supported
RENDER : Multithreaded command buffers are supported
RENDER : Compute units are supported
RENDER : Structured buffers are supported
RENDER : Concurrent frames limit 2
RENDER : Shader precision support 16bit is not supported
RENDER : Main RT format setup.
RENDER : Main RT format for quality 0 : TEXFMT_R11G11B10F (26)
RENDER : Main RT format for quality 1 : TEXFMT_R16G16B16A16F (10)
RENDER : Reload shaders
RENDER : Shader version 49

the only one that comes as a warning is

RENDER (W): Adapter 1 (Intel(R) UHD Graphics 630) failed to provide some output

#

i crash when ever i have 2 or more tabs open and try to switch between them

fierce pagoda
#

Is it possible to preview prefabs without closing the currently open world?

#

Disregard, was using the wrong window

tranquil saffron
#

[RestAPi] ID:[11] Error Code: 400 - Bad Request, ApiCode:

#

error when publishing

#

anyone have any ideas what it means?

crystal bridge
#

what file type does a model need to be to import it i have tried way to many options that did not work to make me think this new engine is not "newbie friendly" xD

worn eagle
#

sometimes i when am in the world editor it wont let me move with wsd dose anyone know how to fix this

fathom pine
#

Someone make keyboard and mouse work on Xbox please!

wicked crag
#

Has there been any talk about adding more control over addons/mods? Such as viewing download count/statistics, removing screenshots and possibly editing description/summary without updating? Also removing mods lol

brazen plaza
#

protip: Shift+F11 maximizes the game window in the editor

#

Shift+F10 binds to the escape key

zinc lagoon
#

How do you get to the workbench?

tribal sorrel
#

Has anyone else had this huge list of data come up randomly in their workview?

#

I can't seem to figure out how ot get rid of it

harsh walrus
#

anyone know a fix for a new project not having the right folders in resource browser πŸ˜‚
Usually I just remake my project but that aint working now πŸ˜‚

grave elm
#

How to switch into Map Mode in World Editor?

magic temple
#

is there any difference between the different worlds? like the GM_Eden.ent, Eden.ent?

twilit rivet
frail juniper
#

anyone know how to fix reforger tool keep crashing if open more than 1 tab

grizzled sand
#

do you get an error message?

frail juniper
#

nothing.. it just close the program

urban hollow
#

Can someone just make an easy mode conflict with map markers and team icons? 🀣

boreal moss
#

Autosave feature when?

boreal moss
worldly minnow
#

So my workbnech is completly broken.

#

Can't seem to fix it, redownloaded and all.

tight dune
worldly minnow
#

All my editor widgets are broken, checkboxes are not rednering etc

lapis basalt
#

I have a weird issues here, I can't select the Category at all. somehow ended up in this where I can Bundle, but cant Publish. If I go one commit back, the Bundle doesnt work, but the category selection does...

#

And now back to this bug... great.

magic temple
#

How do I open the map in the editor?

magic temple
#

Where does that specify how to open the map?

#

I mean like the paper map, not a world

lapis basalt
#

ah ye not sure about that one then.

fiery scaffold
#

Alright so I have this one fbx model of a gun

#

So what do I do now

#

To make it into an actual gun

#

and not just a static model

desert warren
# tight dune it is still missing pictures which should make it more clear but it should be up...

I was having issues with the first steps, maybe I was looking in the wrong places, I dunno.

Method 1: Create Inherited Prefab
On that new prefab inside SampleMod_ModdedWeapon addon, click on "Inherit prefab"

There is no "Inherit prefab" when I right click it.

Next I couldn't do this, I have Resource Browser windows and World Editor window, but not sure how I'm supposed to drag and do this:

Click on the entity instance in Hierarchy window and drag it back to Resource Browser, still in the World Editor window. A new window will pop up and ask to specify the name of the new entity prefab

#

not sure about the rest, kind of gave up

desert warren
#

oh ok

tight dune
#

or wait

desert warren
#

I just wanted to try to mod a weapon (maybe the M2 tripod) to shoot grenades or rockets, as an experiment, is that possible?

tight dune
#

this is still correct

#

the method over there is correct

#

Resource Browser (and only one which is attached to World Editor - it is not present in a separate Resource Browser window this is really important

native relic
#

I had been using workbench for 42hs since launch, this shit Is amazing

tight dune
#

in any case, I will add pictures to it in a moment - it should be much more clear

desert warren
#

yes, please, pictures or even video tutorials would be excellent, if possible

tight dune
#

check the page now

#

I have yet to figure out how to autoplay gifs in wiki

#

in any case, there is plenty of pictures, gifs (in gif or short videos in mp4) but uploading it to wiki is bit slow

sweet verge
#

i am following the tutorial of the script, where do I specify in the workbench the audioresource?

sand fox
#

Is there some way to test my mods without uploading them first?

jagged pilot
#

If you don't need the GM game mode, the multiplayer test world also works and loads significantly faster.

sand fox
#

Whoa ty so much

sweet verge
#

how do I commit suicide in the game? is killing myself with a grenade considered suicide?

tight dune
#

yes, killing yourself with grenade is indeed a suicide game wise

sweet verge
#

then my script is not working, cause i don't hear the music i set in the script

tight dune
#

do you have some error in console?

desert warren
sweet verge
#

after i have created both script files is there anything i need to do in the world editor?

#

I have added a print message in my script to test, but it doesn't come out in the log console

#

how do I add the scoring system?

#

solved

tight dune
cursive orbit
#

is there way to adjust view distance in World Editor?

desert warren
#

sorry, I don't get it, where is this resource list in resource browser?

New Ammo Config can be created in Resource Browser by using in Resource List. From that context menu select "Config File" under "Create Resource" tab and type the name of the new config, e.g Ammo_545x39_Modded.conf. It will ask to specify the kind of config to be created; search for Magazine and select "MagazineConfig" from the filtered list.

#

ok I got it, but

#

I have no "create resource" tab, it was under Resource Browser -> Create -> Config File

tight dune
#

that is context menu and there is Create Resource tab

sweet verge
#

how do I turn off debug info in upper left corner of the world editor

sand fox
#

I'm just trying to load my mod which modifies the inventory

jagged pilot
sand fox
jagged pilot
#

Yes

sand fox
#

Tyty

desert warren
#

nice, now whenever my ak bullet hits something it explodes like an rpg πŸ˜„

crystal bridge
#

what file type does a model need to be to import it? i have tried way to many options that did not work to make me think this new engine is not "newbie friendly" xD

crystal bridge
#

ight thx

plucky burrow
#

How do I get around the Error Code 400 to login with Workbench?

terse snow
plucky burrow
vague wren
ocean sinew
#

-resolved-

thin trout
#

Did the FileIO thing get fixed? Or is it still unsafe to download mods?

manic snow
#

It was always safe.

twin tapir
#

As you can see, the topography map is just off in the top right corner, and I can't figure out what's causing it

#

Hopefully someone here will know

spiral orbit
twin tapir
#

The Topography map disappears, and there's no topography lines on the map itself

spiral orbit
#

afaik the code that scales the contours should be done on the same level with forest areas etc but those seem to be working from your image πŸ€”

twin tapir
#

Yep, forest areas and roads work perfectly

#

It's just the topography

spiral orbit
#

Have you tried it outside of GM mode as well? It shouldnt matter but they are different in some cases
Anyways it looks like a bug, please report it feedback tracker with all the map files attached

twin tapir
#

It's both in player and GM mode

#

Have done

cursive orbit
#

how to open map in World Editor?

vague wren
#

Either: In World Editor "File" -> "Load World" and select or double click in Resource Browser

cursive orbit
#

I mean map under 'M' key in the game

#

but in editor

lavish pewter
#

is there a way to mods on xbox arma without pc
or 3d models

hybrid dragon
#

Pc mod tools are required to make mods

errant notch
#

Do we know if anyone is working on a revive mod?

thick field
#

idk how this engine works at all why is everything set to read only

vocal sinew
#

is that freaking Stratis? πŸ˜„

twin tapir
#

Yus

vocal sinew
#

Phew πŸ˜„ I knew I could recognize the shape anywhere πŸ˜„

#

Did anyone solve the login issue? I am getting the 401 error code and there were multiple users experiencing the same issue. So any hint to solve it?

#

Identity authentication failed - Error Code=401

twin tapir
#

log in in reforger first

vocal sinew
#

Well, I did that even before the launch stream ended

#

So I am logged in reforger already

#

yup, double checked, I am logged in the game

twin tapir
#

I mean open reforger and then open tools

vocal sinew
#

wtf

unique bay
#

anyone having the problem that enfusion crashes on every open? i tried to create new project, and open others, both cases, it just closes and does nothing.

twin tapir
#

Worked for a few people

#

Who knows

vocal sinew
#

like let the game log in first and then while still running the game, open the tools? πŸ˜„

twin tapir
#

Yep

vocal sinew
#

jesus

twin tapir
#

Should only need to do it once

vocal sinew
#

can't imagine folks with less RAM budgets do this

twin tapir
#

Tools aren't exactly intensive

#

You don't need to do anything, just open both and login

#

then you can close it again

#

If it works, great, if not, who knows

#

check your bohemia account, make sure you've got everything correct

vocal sinew
#

Do I need to relog in the reforger?

twin tapir
#

Β―_(ツ)_/Β―

vocal sinew
twin tapir
#

Nah

vocal sinew
#

still got the error, even when following your procedure

twin tapir
#

Who knows tbh Β―_(ツ)_/Β―

hexed pine
#

Anyone know how I can change the item preview in the inventory?

twin tapir
#

I'd search the message history

#

Uh...I think that's probably the wrong place to ask that

teal plover
#

I removed ArmaReforgerOnline.bin found in "My Games\ArmaReforger\profile" and then re-logged in, and that worked for me

vocal sinew
#

Will try

vocal sinew
#

thx

#

and I logged straight from the tools

#

and I stayed logged in in the game πŸ˜„

teal plover
#

No problem - hopefully it'll also be properly fixed soon

weary fern
#

Probably already known by people, but for those who may not, you can Fullscreen the Editor with F11 to play the game largescreen without stuff.

vocal sinew
#

or you can press the arrow next to play button

twin tapir
#

welp

#

I kinda have custom wall generators working?

#

Emphasis on the kinda

candid pilot
#

how do you make a entity a prefab?

vocal sinew
candid pilot
devout nest
#

me and my friend are trying to figure out how to create our own prefabs so we can have instances of our own custom scripts in the world. is this the right approach to creating game logic for a gamemode? if so, how do we create our own prefabs/entities?

vocal sinew
#

literally two messages above you, there is an example

#

it's a package of entities basically

devout nest
#

haha should have just scrolled up a bit, thank you

vocal sinew
#

anyone knows if the World Editor has some kind of 2D map?

twin tapir
#

Only way to do it is to load into the map with a valid MapEntity

turbid mountain
#

what do you mean? available to the right?
It is just there, what are you trying to do?

#

Ah! one sec

#

ahh notlikemeow

cunning delta
#

i tried to publish my mod yesterday and it was stuck at processing so i aborting it, i tried republishing it today and for some reason it still says your last upload is still being processed. please try again later, is there anyway i could fix this?

mossy zephyr
#

is it only me or is that a common bug that when i try to rotate/pan/select object (world editor) then my camera rotates to top view and is impossible to rotate unless i use in workbench one of the options in view menu or 2x click object in hierarchy in world editor?

magic temple
#

Do i need to publish a mission for it to show up in my scenarios? I followed the capture and hold tutorial but it doesn’t appear in my scenarios tab

median bone
#

wheres the blender plugin located in the tools again?

mossy zephyr
median bone
#

aha, thanks

mossy zephyr
magic temple
mossy zephyr
magic temple
#

ill try that thanks

graceful ore
cunning delta
#

the mod is Shipment Alpha test also lemme get the GUID if need, and for logs i think it mightve crashed while uploading so idk if i have them,

graceful ore
#

Shipment Alpha, noted, thanks

cunning delta
#

5964191A718A43B4

magic temple
#

Anyone else get Server connection failed. Publishing not available when trying to publish?

#

lol, is there anyway to fix it?

#

rough

pseudo turtle
#

Why is bundling even bound to an online service? I get the workshop upload but bundling should work without an internet connection ...

pulsar dove
#

Someone should make a heli or ghillie suits for the game

brazen plaza
#

ayy the workshop is back up

magic temple
#

When bundling, I get

RESOURCES (E): Failed to load metafile of mission config image: 

Anyone know how to fix this?

green rivet
magic temple
green rivet
#

are you able to upload it as a test bundle?

#

@magic temple

magic temple
#

Cant publish it without bundling it

winter lion
#

Is there a UV preview editor in workbench?

magic temple
#

@green rivet

green rivet
#

if it works then copy the stuff over, else - you have bigger problems

magic temple
#

same shit :/

green rivet
magic temple
#

yeah just uninstalled it, tried it with the original and it still doesn't work will try the empty backage

fleet drift
#

how to use tarrain tools?

magic temple
#

yeah it bundled an empty one, no idea why

#

Yeah the problem is the mission config file, without it the mission bundles fine but with it, it freaks out

alpine brook
#

How to remove mod from the workshop ?

#

my mod is broken

brazen plaza
#

So how does modding β€œwork”?

Do you export things to a β€œmods” folder that you download, and the scripts/assets organize themselves into a mirrored directory structure?

#

I am new to the interface entirely, the bohemia site seems@to not have much intro tutotials

green rivet
#

easier than ever

past thicket
#

hello, the sample mod does not show up for me on reforger workbench

#

I want to do some checks