I'm still getting an error trying to login into BI Account from Workbench. Even created a new account: BACKEND (E): [RestApi] ID:[12] Error Code:404 - Not Found, ApiCode: BACKEND (E): Identity authentication failed - Error Code=404 BACKEND (E): Error response: {"platform":"bi-account","token":"REDACTED"} BACKEND (E): [RestApi] ID:[13] Error Code:400 - Bad Request, ApiCode:
#reforger_workbench
1 messages Β· Page 29 of 1
stop workbench, start the game, login there, quit the game, start workbench, you should be logged in, if it still throws an error just logout in the workbench and login back again
Login in the game, then launch workbench - it should show you as logged in, then logout from workbench and login again.
mine has been working fine since I did that.
@errant shuttle @plucky burrow works fine now - seems I was never logged into the game itself, thanks for the help!
had the same problem π
I tripped over that step too, you are not alone π
Hey I'm playtesting my scenario but I don't see player loadouts so I can't spawn
now after login I published a cube test project as unlisted - any ideas where I find it on steam webpage?
not steam, ingame workshop
or is the workshop semi closed currently?
@static cloak did you find it?
@plucky burrow yes, but not sure if it found the local version or workshop. However, the cube is not zeusable yet, need something in the prefab I bet
needs more sciencing π
can the Esc key be rebinded when in playmode in world editor??
I am just about to smash the keyboard to pieces π
keep hitting it all the time in the UI menus
i just really dont understand who could get the idea to set keys that stupidly .... F5 to launch playmode, Esc to kill it... wtf rly
Have someone the same error 401 authentication error?
Login in the game first (top-right next to your player name), then open the workbench (you should be logged in), log out from the workbench and then back in again and it should fix it.
can someone help me figure out how do I export a vehicle I made to the ingame editor?
Having some issues with World Editor where it crashes every time I try to open it, any ideas as to why this would be?
You can rebind it inside the options menu in the main workbench window.
does anyone know if there is a limit of how many items can be in the arsenal? cuz i added more items and at some point its not showing some of them... i even tested changing order and for some strange reason it showed that item when i moved it to a different spot (earlier on a list)
Ive created a basic mission following this guide
https://github.com/Herbiie/ArmAReforgerMissionMakingGuide/wiki/
however now when i start the scenario i can choose a faction, group and kit but it will not let me respawn on any respawn points... Anyone have any ideas?
hey, found out a solution to the problem? experiencing the very same thing now
"failed to load metafile of mission config image"
Hi all ! In World Editor , i can't move my camera ... But i can rotate , not move π Have you got an idea why ?
Anyone know how to switch back to the regular render mode in the world editor?
Not sure how I did this
you probably disabled the layer of original world in top left?
right click and enable again or something similar
Thanks!
It was
sweeeeet
click move in the bottom right corner
next to Object Properties
hi, can somebody please tell me how to publish a mod to the workshop?
thanks
nvm, hadn't seen the option in the menu ...
how do i assign a parent to this file
Hi everybody i have a question, I don't want to have nametags in gamemod how did i deactivate them ?
And @spark pelican You are the best...In the world.
anyone knows why the Tutorial mission doesn't load all it's layers in the World Editor?
there should be 12 layers, not just the default one
I'm new to modding and have no idea what to do with the workbench, does anyone know why all my files are locked?
SCRIPT (E): Cannot load prefab '{89447B8C503232EA}Assets/Vehicles/Wheeled/BTR70/BTR70_body.xob', it's not a prefab! Only .et files can be loaded.
Getting this error despite it clearly being a .et file, idk what is wrong been at this for hours
when duplicating any script, they get placed as read-only in my own mod. any idea what im doing wrong?
That files are from arma reforger, you can't edit them
They are read only, you can use them or see how they work to make your mods
There's no much documentation about the workbench
How do I use the sample mods then? I'm tryna follow the tutorials but don't understand how
Or are they just examples? Showing us how it was done and giving us the finished product?
Sample mods are on github
You can use them as examples yes
You can make prefabs with them too
Or use them in your world
is it just me that the world editor and workbench crashes each time i try to add weather manager to my terrain?
The load times are excessive :(
To be exact the scripting reload times
hey guys, i have a problem with the reforger tools. every time i open the application i'm able to get to the project selection screen but whenever i load/create a project the app closes instantly. i've reinstalled it to every hard drive on my pc and tried every compatibility setting, reinstalled my graphics drivers as well as reverting to previous drivers. it worked for a bit when i first installed the tools but out of nowhere they stopped wanting to work. any ideas are greatly appreciated π
I reinstalled Arma Reforger to fix a few things, but now when I open workbench it wants me to open the Arma Reforger Project which only accepts the steam "Arma Reforger\addons\data\ArmaReforger.gproj" file, then when I point the workbench to my project, it opens up the main reforger game project. It doesn't have any of my folders from my test folder.
When I try to add my test and "hat" as a dependency it just gives me this error
" ENGINE (E): Addon 'Test' dependency '591AF5BDA9F7CE8B' can't be added
ENGINE (E): Addon 'Hat' dependency '596B0BAC0673826B' can't be added"
ENGINE (E): Addon 'Hat' dependency '596B0BAC0673826B' can't be added
GUI : Creating menu 'ConfirmationDialog'
RESOURCES : GetResourceObject @"{1D6A0D44F647D7AC}UI/layouts/Menus/Dialogs/ConfirmationDialog.layout"
GUI : Layout load @"{1D6A0D44F647D7AC}UI/layouts/Menus/Dialogs/ConfirmationDialog.layout"
RESOURCES : GetResourceObject @"{1123A3569ACDCDEC}UI/layouts/Menus/Dialogs/DialogBase.layout"
GUI : Layout load @"{1123A3569ACDCDEC}UI/layouts/Menus/Dialogs/DialogBase.layout"
RESOURCES : GetResourceObject @"{08CF3B69CB1ACBC4}UI/layouts/WidgetLibrary/Buttons/WLib_NavigationButton.layout"
GUI : Layout load @"{08CF3B69CB1ACBC4}UI/layouts/WidgetLibrary/Buttons/WLib_NavigationButton.layout"
RESOURCES : GetResourceObject @"{AF1955F09606B450}UI/layouts/WidgetLibrary/RichTextWidgets/RichTextInteractive.layout"
RESOURCES (E): Failed to open
RESOURCES : GetResourceObject @"{AF1955F09606B450}UI/layouts/WidgetLibrary/RichTextWidgets/RichTextInteractive.layout"
RESOURCES (E): Failed to open```
BTR70_body.xob is not a prefab. XOB is just a model. Prefab has .ET extension
if you create a new project, can you then open it ? the problem may be with your files being somehow corrupted
could someone explain to me how prefabs are correlated with scripts?
so what runs when i interract with a radio ingame for example
i found the action binary tree but its a bit confusing
Go to radio prefab, Look at the actionManagerComponent
yeah i see, but how are these properties connected to the source file?
i dont see them anywhere in ActionsManagerComponent.c
in my head i would expect to see i.e. a list of actions in the class, or am i wrong?
or are they from the one it inherits?
think i answered my own question
trying to open my mod, however this shows up... anyone experience the same?
Hello, just a question, can I manage the mod I published ?
I dont find the possibility
Thanks
does anyone know how to open map (before it was M button in old arma versions) or modify map or add/edit map markers?
Hey, I made a map to test stuff (because of faster loading) but how do I load another mod with the map itself?
Adding dependencies?
Anyone know what may be causing this publishing error?
Is it possible to make the resource manager just a text list rather than show icons? The reason I ask is because there are some prefabs that crash the workbench when the thumbnail loads if it ever happens to pop up during a search.
hello I have a problem I can not connect :BACKEND (E): [RestApi] ID:[11] Error Code:404 - Not Found, ApiCode:
BACKEND (E): Identity authentication failed - Error Code=404
When using Peer Tools, my peer client is crashing with the following error in the error.log file:
ENGINE (E): Addon 'ArmaReforger' dependency '5614BBCCBB55ED1C' can't be added
Nvm, setting -addonsDir to ArmaReforger's addons folder manually fixes it
Is there a way to add a layer of inheritance after you create a new class (i.e. unit)?
For example right now I have
Reforger_Base > MyUnitWest_Base > MyUnitWest_Rifleman
Could I do the following without having to wholly remake my current structure?
Reforger_Base > MyUnit_Base > MyUnitWest_Base > MyUnitWest_Rifleman
My workshop crashed when I was uploading my mod and I can't update it anymore as it says my last one is still processing, is there a way I can fix this?
same thing happened to me awhile back, hopefully it gets fixed in some sort of update to the workbench
hi, do u know how to fix that ? :
Where do you get the tools?
What fixed it for you or are you still not able to publish that project?
still not able to, also been getting an error 400 and 409 recently aswell, so hopefully ill be able to once the workbench gets fixed or something
You and @cunning delta can you send me screenshot of the message you get when it fails?
i get it on steam @dawn axle
yeah lemme see if ican, for the processing fail one i cant send an image of that one anymore due to me getting the 400 and 409 error when logging in
Just when I open to publish I get this
^ but basically this
when logging in
then it does the same thing when attempting to publish
@trim topaz where? I have the game but don't see the tools on steam.
Thanks peoples 
Forwarded.
There should be a dialog that lets you cancel/overwrite, but apparently isn't working as designed
U can get it in the library @dawn axle, check ur filters
Got it! Thanks!
Can you send me your BI account's email address, via DM?
Multiple programmers are getting pinged about that issue now π€£
Being able to look at the data for your workshop item would help alot
yeah
Would you like my BI account email as well?
yes, would probalby help too
Np π
Hello, I can't login to my BIS account from the workbench, it throws errors :(
logging in with email even though it asks for username?
What errors exactly?
it asks my email adress
it somehow fixed it self 
First time it works
Thanks for the help tho :)
its the aura π
no matter how many new projects i create, none of them will open :^(
woo, we can login in the workbench now?
is there a editor preview generator?
is there a way to remove this tripod but still have the MG function like it would normally? just visually remove the tripode/make it invisible
nope, not yet
Hi guys. What does provide "core" section for Workbench project?
https://cdn.discordapp.com/attachments/975861284899807332/978397650485383228/unknown.png
Can't you slap a transparent texture onto the tripod?
I havent really looked into it
idk how to get the individual parts of an asset/prefab
in the tripod prefab, go to meshObject. This controls the tripod itself. Simple put in a transparent emat
That's the easiest way I believe. Probably not the most efficient though but that for you to decide.
You never need to select it. Reforger already depends on it.
I've found the meshObject component and the materials associated with it, how would I go on about putting in a transparent material tho
What doing Prefab World\Game\PerceptionManager.et?
What kind of navmesh is more detailed for AI?
As i understood navmesh determine AI behaviour. How AI will be oriented in the space.
They specify how AI can move on the map like inaccessible areas, doors, climbable walls, etc.
You can have a look at them when you double click on these files in the workbench browser.
How to read this map?
If I remember correctly, the red zone is water, black are unclaimable walls
then there are gray arrows that indicate interactions
First and second. What better?
I usually go with the GM_eden one
if you place a lot of additional buildings, generating your own mesh might be useful.
Any way to make the workbench preview use a different name for your player then PC-ID/USERNAME? Want to record somethings and doxxing myself isn't really on the menu right now.
Yeah, it's a general issue that the workbench really tries to expose you. It also always adds your user name to the string tables as well.
Geuss my username will be changed. I don't really want to spend the time figuring out how workbench gets its info and if it could be changed...
Has anyone run into issues with the string table editor? I'm trying to create a custom string table but I can't seem to get all the same properties as the default localization string table. I've already followed the wiki directions and I have added my custom string table to the projects list of string tables along with setting all of the stringtableruntimes
when I add a new key to my string table, it just gives the ID, I can't actually add any translation targets
default AR localization ST:
Mine:
in EditableEntityCore i keep trying to make a faction and when i select it, it ignores my faction and switches to TRAIT_ARMOR
after using the workbench for over 60hs, i have to say thanks bohemia for making the tool the way it is, its just so good for modding once you learn how it works, i love it.
very good pipeline
π€
its a bit hard at the start to understand, but once you did, its just perfect
any devs can help me???
I've reinstalled both reforger and enfusion and still the same error
which error you have?
are you inheriting from reforge addons or overriding?
i had similar problems when using reforge addons directly, what i do is make a dupe
Long story, but I tried restarting and this error popped up. Then I tried making a new project, but it kept crashing. So I reinstalled, and same issue. Then I found all the addons and removed them. Stil lthe same issue.
you are not suppose to edit reforge addons or delete them
maybe theres something on your project that makes the workbench crash
No I did that AFTER
the error happened while I was following a tutorial for making a mission. "after closing the editor at 17:10, the editor does not load the map again" https://www.youtube.com/watch?v=2BM7stNyaNk this tutorial
Today in the enfusion workbench powered by the enfusion engine we are making a base arma reforger mission for you to build up from. The mission in this video is geared more to singleplayer but in part 2 we can discuss co-op and multiplayer aspects including expanding the mission.
Win condition trigger script: https://pastebin.com/4fYGXJbh
Shout...
its like you are referencing {AF1955F09606B450}UI/layouts/WidgetLibrary/RichTextWidgets/RichText_Interactive.layout
and for some reason the workbench cant open it directly
I'm not intentionally doing that so
It's a fresh install of the program
I reinstalled everything
it happens on new projects too?
yes
you tested reinstalling reforger?
yes
Is there a way to copy all properties of a component and apply it to another component of the same type?
The Copy and Paste properties only seems to work on selected, and I don't know how to select more than one thing, so it's faster to do it manually
You can create component templates
Oh? How does that work?
full documentation about prefabs, component templates, etc will appear hopefully later this week
there is possibility to change existing component to inherit from your template but that has to be done in text editor - there is no workbench support for that (yet)
Sweet, that saves a lot of time!
anyone know how you adjust mouse scroll zoom in world editor?
i barely move it and it zooms in/out crazy fast/far and cant control it at all
hold RMB and then use mouse wheel
alternatively, you can use this menu to adjust camera speed
in world editor you mean?
yea
there is no such thing unfortunately
π’
Would be nice if we could see references to a symbol (see what calls a function, what references a property, what uses a class, etc).
What I've been doing right now is just doing a text search across the entire solution for the symbol name, but this could be more streamlined imo.
The worst part is he isn't lying... It legit is exactly that
Hey, n00b here, just playing around with making a custom scenario and it's working pretty well. Workbench seems quite intuitive for people without any experience. Two things I was wondering though:
- Is there a way to set the weather ready for the scenario start, or can that only be done by a Game Master? - Figured this one out, it's the Weather Editor panel. You can select it on the top row of icons, it's the Cog behind the Cloud π
- Currently the players who spawn don't have an active objective present for their faction. I know you can add that as a Game Master, but can you set one for a faction before anyone spawns?
worldeditor is now crashing everytime i load my .ent file π€ is there an error log
%userprofile%\Documents\My Games\ArmaReforger\profile logs are located in your profile
Is it possible to make a decal fade in, or change decal material properties during runtime?
And also for animated materials, is it possible to make them not loop? Like a one-shot animated material that simply plays through an image sequence and stops at the last frame?
I know with World.CreateDecal, we get a Decal pointer back, but from what I've seen, there's not much we can do with it
Really good tutorial for beginners, not advertising just genuinely giving the resource
ALL of the Resources for this tutorial: https://hq.uselessfodder.com/p/how-to-make-missions-in-arma-reforger.html
Buy awesome tactical games: https://nexus.gg/UselessFodder
Join in future operations: https://discord.gg/UselessFodder
Support the channel and community: https://patreon.com/UselessFodder
This is a COMPLETE guide to making a custom ...
When doing the component copying thing, it doesn't bring over any class values, and there are a lot of small details that exist in some of these classes that take a while to match
It's on game folder, but you probably don't want it as dependency, you should use ArmaReforger as dependency for mods you make
can you restart workbench maybe?
Did twice
those classes can be also stored separately - you can drag and drop config class and create config
didn't find anything about it, but the workbench doesn't seem to scale correctly on a 4k screen
inputs are not alligned with what I'm seeing on screen
or you can try editing that component template and add those details there
I think there is a -name or -profile start parameter or profileName, something like that
-username
I'll take another look at it tomorrow, heading off for now, but it would be nice to just be able to completely copy all the nitty gritty details of a component over. It would help with running into inheritance issues where I can't remove things like sight ranges, or zoom level due to it existing from inheritance.
Reyhard, when is there expected to be more beginner friendly documentation for the engine? Stuff like navigating UIs and the workflow/layout of mods
https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding/Tutorials/Assets here you have some tutorials already
every working day there are new pages appearing in modding category
are workbench crash dumps uploaded automatically? or do we have the option to do so, like the game does
Thanks, I saw this page a while ago just havent caught up
ill be making a Multi mod for AR And A4 with new equipment factions etc once ive learned the neccessary skills and experience in coding programming modelling and etc
aswell as new wars like vietnam war and grenada and panama
and etc
ill be making vids on my progress with the Multi mod
In the near future
I suggest a first project, model the AK-74 into AR @brazen plaza
alr noted down
I forgot the game has am-74
Ak
it should have the AK74M
ill add that
aswell
Difference between 74 and 74M?
74M is black color
but fires a shorter caliber
Good idea to start with
Consider the type 56 as well for FIA
1956 AK-47 clone
mass produced
ill also add type 56 type 58 for NVA VC VM aswell as type 81
and colt m1911
and xm4
and xm177
and luger p08
and Walthe p38
i have Many ideas
on what to add
Iβm not a 3D artist or a audio/vfx person, I probably will mostly be creating Scenarios and game modes, and perhaps some small systems here or there, hopefully you modelers and visual engineers can provide me with easy to use frameworks
I would suggest you keep the weapons within the 1950s-1980s time period @brazen plaza and try to maintain a similar LOD to the current weapons, it makes for good integration
what does LOD mean?
Level of detail
ah alr
Are you a 3d modeler/texture artist?
ill keep that in mind
no im not
How are you planning on getting these models
For the AK
And animations?
ill make my own
ill make it all
Ah okay so you are a modeler
do you have any experience
Please, update us on your progress in this stuff, and do not stop learning
not rn no
Okay
i said
i will go learn
the neccessary skills and experience
so no ww2 weapons?
they were still used
I suggest you start asap, learn Blender and the basics of 3D modeling, create a simple mosin gun as a personal example, and then extend that to Reforger engine
alr
ill try to make a colt m1911
@brazen plaza
should i try that first to make a Colt m1911
Yes
alr
ill try that first in the near future
i have my own Development company called IOI AKA INNOVATIVE ONLINE INDUSTRIES
rn i have 5 devs
Have you made anything
i have made a test game
its very basic
@brazen plaza
Bump, in case anyone has tinkered with animated materials and decals.
are you nolan sorrento?
no im not
out of curiosity, are melee weapons technically possible now?
i assume "blocking" would be a bit funky
is it possible through modding for more extensive gore system to be implemented
check the bloodlust2 mod
You have to be aware that excessive violence is not allowed on workshop
This says the workshop terms of use: The Content does not contain anything that is abusive, threatening, obscene, defamatory, libelous, or racially, sexually, religiously, or otherwise objectionable or offensive or anything that contains nudity, excessive violence, or offensive subject matter or that contains a link to such content.
The line of what is excessive violence is diffuse, but if bohemia thinks that's excessive violence, they will take out the mod
Of course you can email bohemia and ask them if they consider it excessive violence, here's the email: support@bistudio.com
I assume they mean real gore by that. Would be weird if they took down mods because they considered it "too much".
its their criteria, so basically we dont know until asked.
You're right, but still I personally think they mean real gore.
search for the term shovel in the script editor
is such gore even possible through mods?
blood effects.. understandable
is there a modder mods request or ideas lol or something like that?
not currently.
and generally speaking - it is not actually needed, so that will most likely not change
I am not looking for something fancy
tbh I just wanted Old school vietnam US Special Forces tiger stripes and headband, people already making uniforms and head gears so thought why not
had the opportunity to work with those guys irl, I want it badly lol
i didn't know this was even in the game
try flushing the toilet @hollow notch
already done that and it's now become a thing for me to flush it whenever i see it
YES
I found out about it mid fight
I was running into a house and just like oh, I guess you can do that
haha
what is the best way to test my world with multiple player clients?
The peer tool
Server localhost + PeerTool right? it opens a single game instance, how do I open more?
I tried opening the game from steam, but joining 127.0.0.1 is not working
In plugin settings you should be able to set multiple to open at once
Anyone able to debug the server when running peer tool? Still the biggest issue for me blocking development. Debugging server doesn't seem to work in any workbench play mode.
But how did you get it to load the mod?
Set the addon dir in the peer settings
what's a good guide to read up on placing AI units?
If someone wants to make custom themes, here is the default stylesheet that I extracted for DayZ Workbench. It also works flawlessly here (Restart WB after applying it)
What does it look like?
I think it looks easier to the eyes
You can modify it to your own liking
Oooo Nice
All the QT widget rules are there
If you want to change the overall font then add a font family rule in the QTWidget one
And for scripts, do it in the ScriptTextEdit one
If you add a font with ligatures then ligatures will be enabled on the script editor
Where does one download Workbench?
On your steam library, change your filters to include Tools option, then you will see Arma Reforger Tools
You need to purchase the game
Ah, yeah I typed workbench. Thats why it didnt come up. Thanks @kind dock
I can't get the PeerTool to work, I added an Peer Window Config, but when I press the play button is still opening just a single game window, am I missing something?
How can we start a VR Support mod?
VR support is essential
yes, i dont know where to start in the workbench... i assume core rendering programming...
You guys probably should hold off on VR I mean there is some critical issues that need to be resolved, but likewise I am pretty sure VR support is not going to be easy with the engine
sure
to what extent does the workbench lend you control over camera positions and rotation
i think the full control wont be an issue, it was done in arma3, but the 3d rendering needs to be programmed
How do you increase the render distance of the preview window in the Workbench?
Script editor font can be set in the Workbench options in the Script Editor tabs
Is there an easy way to prevent me from selecting any of the base map objects in the preview window? It is a little annoying, even when the layer is locked
Lemme hard code it 
I mainly wanted to point out where in the qt stylesheet the script editor stuff is located at
So annoying
what do we know about serverside? is there any docs?
never worked with sqf servers
You could just send them an email and ask
Better to know if it will be taken out before doing any work on it
I have some older preset, maybe it can be of help to you
Am I stupid to try and make a 60mm mortar, considering it may be out in a week?
Even if it would, you can test it, provide feedback and learn something on the way, so I'd say no, you are not stupid π
Sounds like a good project either way. Thanks~!
β€οΈ thanks
120MM
I'll see what I can do.
Is there a way to Refresh the World Editor because sometimes it's not updated to the most recent changes.
I usually have to close it and open again
That may just be a growing pain for the editor. I mean, try in the file and edit tab but the reality is that we may just need to live with it for now.
Okay, no problem. Just wondering so I could save some time.
F5 maybe?
Lmao, I tried that because of Skyrim earlier
@tight dune So I did that Component Drag thing to the Recourse Browser, and used it to add the component settings to a new prefab, but when I then delete the Component Item in the browser when done, the Component that I just added looses all it's values again.
Is there a reason for this?
yes, you have deleted component template - all data is stored there
it is reference and not coping of component values
Could the Data be input manually to match what a template can be?
Not sure, perhaps yes
Okay! I guess it's just strange to me that there isn't a way to quickly copy over settings to components of the same type like copy/paste without needing to make a reference.
I don't have a use to keep a preset after I have created it, so it just clutters a project, and manually inputting each setting is super time consuming. Just my take on it, but thanks for the info
in this case, try to adjust your structure
you can create some base prefabs which inherits from some common base
so you don't have to copy paste values
Yeah, that was my same thought process too, the issue is some values for weapons can't be removed or altered if you inherit, like the M16's Sight ranges can't be removed, but the sight component itself has other useful values I'd like to use for the rest of a new gun.
If you start with a rifle base, you then have to add missing components to complete the gun, but then run into the same issue of needing to add a bunch of values to complete it.
if you duplicate m16_base, then you will be able to remove sight values
I didn't think of that
m16a2.et is child prefab - it almost doesn't have any values set and it inherits from parent
Yeah, I have been building off that for most my mods atm
you can remove values inherited from parent but if you are using m16a2_base duplicate, then it will be possible to change those values
you will have to use inheritance tree ( see https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Modding#Method_2:_Use_Inheritance_Tree ) and then you should be able to remove elements from that duplicated prefab
Yeah, you're right, I think I made a mistake in my testing which lead me to think the M16 Base wasn't functional
This fixes a good bit of those issues I had. Thanks a ton, I'm going to share this around to people who I've helped.
it is also a good practice to create base classes in your own projects too!
Any examples?
Like, I'm doing a G36 right now, so you're saying to do a G36 Base, then make variations of it that inherit from that?
Like the M16 does
indeed
Sweet, that I have done
so if you have G36 black and G36 pink, then they all should inherit from G36_base
when you are making changes, you should be also applying them to base and not the child - you can either use inheritance tree or select proper level in Apply To Prefab button flow
Yeah, that makes sense. I'm going to rework my workflow for guns and probably fix the mods I released
This may be a bit more of an involved question, but can you put attachment slots on attachments?
There's a channel for suggestions for the workbench and the workshop?
I think that bohemia could add a option to put license when publishing mod and searching on the workshop a determined license, it could be cool
Also they could block the option to duplicate from a APL-ND mod on the workbench.
such solution might not be feasible if you would like full protection
you could still place prefab on map and then create new prefab or just edit inheritance or guid in text editor
thats true
but the thing of searching by license is not bad idea anyways
makes no doubt of which license a mod uses before you download it
I thought of something useful, but it would be nice to lock this inheritance tree thing, or a toggle to remember what it was set to prior to selecting a new entity.
Lots of back and forth sometimes, and I keep forgetting I'm setting values on the Entity, and when I select a new object, they go away.
@tight dune About the M16 Base stuff we talked about, when it comes to barrel lengths, I have a short and long G36 variation, would I need to make 2 different bases, one long, one short, because the muzzle flash and effects can't be moved due to inheritance after it's set in the base.
what do you mean by can't be moved?
So I have a G36 Base, and a G36 Long Barrel and Short Barrel inherited prefab of that Base. The location of the Muzzel effects come from the G36 Base, and I can't seem to offset them for the longer barrel version
can you tell me names of the property you want to change and which component?
as side note, I would do G36_base and then G36_long_barrel_base & G36_short_barrel_base
Ahhhh, so I closed my tools and reopened them and it then seemed to work. I thought it was an inheritance problem because it didn't update.
That gets me from time to time, sorry for that one. But yeah, thats also a good idea I'll do
overriding/changing & adding parameters in child prefabs is possible
only removing of parameters is not possible
Yeah, that's why I thought it was a bug
sometimes properties have "Enabled" checkbox - in this case you can sometimes disable some component or part of config in child prefab
Yeah, just sometimes when you change values and try to use them in editor, they don't update unless you fully restart Reforger tools
Hello people, anyone knows how to toggle gizmos? Mine stopped working, I think I might've pressed a key or something. I can no longer see any kind of gizmos (even the classic transformation ones)
omg... I figured it out.. Pressing G toggles "Visualizers"
I'm having trouble getting my vehicle recolor to show up in game, I can get it to work in the world editor and I added it to NewEnfusionProject > configs > editor > placeableEntities > goldUAZ.conf.
I also did override in NewEnfusionProject to EditorModeEdit.et and added goldUAZ.conf to the SCR_PlacingEditorComponent registry.
is there a way to edit certain parts of a vehicle, for example making a hole on the roof of a vanilla vehicle?
I followed that
and how did you verified that this variant is not visible in editor?
keep in mind that currently only localized entries are searchable in asset browser
other than that, you need to use filters
I went into game master and filtered by modded
I actually didn't mention about "modded" tag - this has to be manually added
I will add it to documentation
in any case, use "vehicles" filter
I also tried that, it isn't there
How do I get Ammo Caliber and Ammo Types?
can you share some pics of your configuration?
should I DM or go to another channel?
link to album https://imgur.com/a/7DzCuaX
you can DM me mod files if you want and I will take a look
the bundle.zip?
I'm going to have break right now so I will get back to it later
aye
ok, managed to quickly check it before break - its working for me
that uaz with puzzle icon is your creation
I see it now, thanks
not sure when it started working but at least it is now
If anyone can help me with some issues:
-
AI character prefabs without a group do nothing, even though waypoints can be assigned to them and they possess all AI functions
-
Is the only way to have single units (so I can position them and fine tune them on the map) to create a new prefab of a squad with only one unit? Seems excessive
-
Why can I walk through AI?
-
See first question
Is there an easy way to generate the correct file paths for an enfusion project? I've just been making the folders manually so far (example: Assets-Items-Equipment-Binocular-MyBinocular)
Or is this filepath not mandatory? Could I simply have this "Mymodfolder-Binocular-mybinocularname-prefab-assets-
Hi did someone already try to make a big text which you can see ingame? i only found the comment prefab buts its not visible while ingame π¦
Anyone have any tips on optimizing the workbench? Testing my changes takes too long wkth it building the world etc
Other than creating my own map
Find the file in ArmaReforgdr dependancy and right click duplicate or override
Thanks!
I'm still struggling to get my item to show up in the blufor arsenal, I have duplicated the Arsenalconfig and added my item to it. What more is there to do?
tbf there is so many hidden dependencies that you never know exactly what u need to do
but in ur case i think what ure looking for is in the map, there is a Loadout or Arsenal Manager under the logic layet
look there
im now trying to understand how rpl works and i wont lie im completely lost
never seen this client-server model
there is bug in arsenal - even if some item is in correct state in config by default, you still have to select it again until text is bold
how are you guys doing roleplay server without any civil clothign etc?
Reforger mods will work on arma 4 right?
da
it's not a given
I'm trying to follow the vehicle creation tutorial https://community.bistudio.com/wiki/Arma_Reforger:Vehicle_Creation
but I'm having problems trying to get the car to show up in game master
Hello, I seem to be having a issue with my Enfusion tool, just started learning it.. but when I try to open anything 3d... the world or a vehicle it just locks up and the program closes out with no message. I've uninstalled it a few times installed it on different drives all the same issues.
I tried to look how the sample does it, and from what I understand it overrides EditorModeEdit.et, which I'm trying to do as well. The problem is, when I go to game master, it doesn't show any vehicles
https://community.bistudio.com/wiki/Arma_Reforger:Asset_Browser_Mod_Integration game master integration is separate page
thanks! will check it out π
is there link to mod tools without having steam arma reforger
Coming from Arma3 where pbo packages allowed relative ordered amd easy co/development environment were one pbo handling its thing independently and only inherited sertain things from others. Ace exsample were medical_system were its own pbos.
In workbench this works diffrenly, obviously, is the idea to have one mod with one big tree or is it possible to have multiply mods as modules be bundled in one mod?
exsample structure:
core
my_mod
vehicles
infantry
faction
or what is the convention?
you can do dependencies - sample mod - main addon is example of that. Be aware that sharing such mod on workshop will be quite huge mess - you would need to upload each addon separately. Therefor, it is rather recommended to have one addon, unless you really want to have some modularity
yeah it's what I was getting from how workbench is structured. thx for the awnser
Anyone know if its possible to create custom compositions?
my workbench crapped the bed, whenever I want to create a new project it tells me that it cannot find the .gproj file. Is there a way to reset its cache?
So im making a weapon mod, and have imported it into the game, i can use it, but when i or an AI die holding it, the game gives me an Illegal Access violation
is there a way to figure out whats causing it?
is there any way to run a mod in the editor without needing to boot up the game?
yup if you click on editors, world editor, then file, load worlds -> eden. -> Eden.ent
you can drag the mod into the world there
in treecrown shader would be nice to have ellipsoid visualization in viewport like with colliders
daft question but how do i change how much the mouse wheel moves the camera in world editor?
it was fine earlier, but it only seems to do massive jumps now...
really wish I could use the editor π¦
Is there a way to get out of read only mode on my mod in the workbench?
my mod now has a bunch of locks on the files
Can you duplicate a prefab and merge the whole prefab into a new item?
i think i goofed, i kind of lost the file and downloaded it again from the workbench hoping it would be bound to my account
since i was listed as the creator
So, I bundled a mission and published it, but had to delete the original files from my pc. I downloaded the mod from the workshop and started editing it back, but when I got to bundling it, it wouldn't let me, saying that the .conf file was readonly
Is there any way to bypass this?
Why are all my files locked?
Those are files in your dependency. You cannot alter them directly but you can override them in your mod if that's your aim
I'm trying to add a new vehicle but the create new option is also blocked out?
Because that folder is not your mod, it's Arma reforger
Scroll down you will have a folder in the root
You recreate that folder structure there and put your new vehicle
Could somebody explain FireGeo as opposed to other colliders? I'm searching through the Wiki, and don't really know what it's used for yet
You assign engine-defined materials to each piece of the fire geometry which determine whether there is ballistic penetration. It's the part of the model relating to damage.
The fire geo colliders can be more complex than the 'standard' colliders, but still simple compared to LOD 0.
For a vehicle you might model a simple outer shell, place colliders inside for the seats, dashboard, engine, battery and fuel tanks, glass windows and rubber wheels.
Here is my FireGeo on a G36 I am finishing up, I also have a body collider for I'm guessing interacting? I never had used the firegeo because the default collider usually took care of this all.
I guess like, why pick it instead of Weapon?
I notices some weapons like the M9 only have 1 collider setup as a body
What determines two colliders should be used? I'd guess size, but the SVD does the same thing as the M9 with only having 1 collider.
hey, I seem to be having a issue with my Enfusion tool, just started learning it.. but when I try to open anything 3d... the world or a vehicle it just locks up and the program closes out with no message. Anyone else having this issue at all? I've uninstalled it a few times installed it on different drives all the same issues. When I uninstall it and install it again, it automatically opens up the last 3d vehicle I was looking at.
hey guys how do i dl or get acess the new engine
@chilly summit Tools and it's called Arma reforger Tools in steam π
@pallid gust Thanks man
Anybody who has happened to get a custom PIP sight working yet?
I ended up getting custom PIP to work, but I'm not sure what is causing this yet
PIP Camera point was the issue.
Any luck? Lol
Use offset instead of pivot idto attach scope. Changing pip offset will break your scopes once issue with pivot id is resolved
I ended up getting it working by changing the Camera Point position. I haven't had any issues with the Pivot ID, but I'm using a combination of "eye" to get general position, then offset to put them forward in the right place.
And for attaching the scope, I'm not really sure about an issue because in this particular case, this is the default gun sight
You had issue with pivot id :) incorrect position of pip camera is caused by using pivot id to attach scope
Camera point should be placed ideally at the end of the scope
Well it was more my own doing because I copied the dovetail scopes camera offset, so I was at fault for it looking broke there. I was just copying values to match it.
I'm sure once I better understand the scope pip stuff I'll see the issue you mean
The reason I think this is because I turned off the pivot IDs before
And that didn't fix it
In attachment component?
There is no attachment comp
In weapon
Sweet, I'll keep an eye out for what you said though when doing scopes on attachments though
Oh? What would that be?
Afair rmb on pip component
There should be option to enable visualisation of pip camera position
Sweet!
Since I got you for a second, do you know if it's possible to make attachment inventories for attachments, like how weapons have them when you double click?
For example, some optics have rails on top for another sight.
Ey folks, bit of a confusing question here
Buddy of mine and I made a sound replacement mod for the screams in game. One set for each side, but...for whatever reason, it's randomly selecting from either of the two sets, regardless of what side they're on.
Any ideas? Point is to have one side with one set of audio files, the other side with another set.
I will be looking into that soon π
Is there a way to increase the world editor view distance?
Does anyone know how you can fix the console not executing anything despite it being connected to the game via world editor with the GM mode loaded?
When in doubt, restart workbench
l will do it again and see if its working now, Edit: Still not working
try
Workbenchgame
and make sure it's got the debug
on the top left of script editor
Ohh right
And you NEED a file open
Open a game file
I think that was a problem I had in dayz tools
I tried all the debug options and none of them worked and everything that you said I done, I had a file open in the script editor and the debug options are like in your screenshot, it's interesting that it just stops working even though that it was fine the other day
Your debugger port might be occupied by something, try restarting WB or check which ports are being used by what services, eventually either restart your machine or try running with custom -debuggerPort
Has anyone experienced crashes on every startup?
I've tried checking data integrity, launching from steam and from .exe - nothing helps.
This is the crash.log
Log C:\Users\nielu\Documents\My Games\ArmaReforger\profile\crash.log started at 2022-05-26 18:29:43 (2022-05-26 16:29:43 UTC)
------------------------------------
JNIELEK-DESKTOP, 26.05 2022 18:29:43
Unhandled exception
Program: F:\SteamLibrary\steamapps\common\Arma Reforger Tools\Workbench\ArmaReforgerWorkbench.exe
Reason: Access violation. Illegal read by 0x7ff7cb8acbda at 0x18
[zlibVersion]: ??? addr:0x7ff7cb8acbda
[zlibVersion]: ??? addr:0x7ff7cb8a966b
[zlibVersion]: ??? addr:0x7ff7cb514693
[zlibVersion]: ??? addr:0x7ff7cb1ff553
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff7c9f7c12f
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff7c9f98144
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff7c9f861ff
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff7c9f6cc30
[zlibVersion]: ??? addr:0x7ff7cc0063c7
[zlibVersion]: ??? addr:0x7ff7cc00133e
[BaseThreadInitThunk]: ??? addr:0x7ffdc7917034
[RtlUserThreadStart]: ??? addr:0x7ffdc9522651
[RtlUserThreadStart]: ??? addr:0x7ffdc9522651
(Press Retry to debug the application - debugger must be attached)
Workbench mode
Do you have an addon or any local data nodifications that could be causing this?
No, nothing. I wasn't able to open the editor since reforger launch
Is there a way to quickly get distance in the editor?
@robust merlin try removing the settings with regedit, solved a few issues for me
HKEY_CURRENT_USER\Software\Bohemia Interactive\Arma Reforger Workbench
Is it normal for our own mods to get disabled whenever we launch the game? I think even after playing a scenario they even get disabled.
Solved! Thank you very much 
i don't know what im looking
Arma Reforger isnt showing up in my resource browser
it takes me to my project as default and core files are not provided
Running a mod? Wrong dependency?
Also check the log
no warnings or errors in log and default dependency :/
nvm it fixed itself and seems to be working now
actually
im stupid
apparently there are two resource browsers
So, funny situation, I left my pc for a bit and when I came back my kid was playing with my keyboard, somehow it got me here and I have no clue how to go back to normal, any ideas?
is there a way to make AI force path 0 or hold position?
Is anyone able to help me with a big problem, My Enfusion tool still keeps crashing when I load in anything 3d I've tried so many different things to try to fix it.. but just keeps crashing straight away when loading a 3d Object?
Has anyone figured out how to open the map in the world editor
there is no such option
How do you put map markers?
that I don't know but I guess in the 3D viewport
Is there anyway to see what a script it applied to? i.e the prefabs its apart of? like an asset reference
So my workbench crashed and now it won't open my project or any new project, it can't find any addon i had even though they're all still present in the right folder. Already verified cache files from steam but can't think of anything else, has anyone had the same issue?
Is there a way to view Everon's map in the editor?
in in-game editor (aka zeus) you can press "M" to open map. Otherwise see this #reforger_workbench message
you can also launch some scenario in World Editor and then open map in game
Ah ok. That's fine, thanks for the response
How can I get a mission I made go into the scenario tab? Do I have to publish it first?
Fixed this issue, apparently it doesn't like the option to add new dependencies at all.
how did you defined your dependencies?
From this area in options, i added one with the ID just like that and it breaks my gproj file for some reason, but if i add same id by manually editing the file it works.
have you checked how dependencies were looking like in gproj after you have added that additional entry via Workbench?
When ever I type: "World" in the resource Browser, Tools always crashing to desktop, ever other search is fine, anyone else had this?
@wraith latch does opening Arma Reforger then closing, and restarting tools not fix the issue either?
hello guys I have very big problem to create new project using workbench tool, will send you pictures so maybe this will help you
this is my screen before start
I can only open this arma reforger and unable to create any new project or add existing
this occurs when I try to make default new project
this occurs when I changed the default path
also workbench does not see any workshop things I have subscribed that should be there such as capture&hold. Also adding any existing things EXCEPT arma reforger (in game file .gproj) does not work
If anyone knows the solution please let me know π’
tried repairing, reinstalling, deleting document files and s on
where are you trying to create that new project?
actually rn something started working because I added capture&hold by myself but the default path is in documents/mygames folder
i tried to change anywhere on C disc
it seems to work but partially, very weird
do you have some special characters in your profile name?
yeah this might be the point because my profile name on pc is "wΕaΕciciel"
I use special polish letters
so maybe If I change the user name on pc this might be fixed? Well..I could try that
"shading" is on "wireframe", set it back to lit π
can i change the genericEntity? in the World Editor? https://prnt.sc/zqOrg1XtY3N-
Delete registry for workbench. Search for my other post in here to find where it is.
Misread, ignore
any reason to my AI is not showing and not spawning?
Look in the console
what a console? i'm learning
When messing with Sight Ranging, do these values here actually have an effect, or are they just for UI value indication? I'm struggling to light up some iron sights because the front and rear sight aren't aligned horizontally on a model, and I want to range their sights to 50m. Not sure if I should go about it by moving the physical sight model down to match the front sight in Blender, or if their is an offset for bullet climb so I can line up the sights, then change the range it's aimed for without losing the position.
I don't have too much experience with IRL Iron Sights, but my guess is this image is not how the sight's should be aimed on a G36 Iron, although, this allows for a clean headshot with offsets zeroed out.
^ I'd guess this is more how you should aim, but I could be wrong. The issue here is it's offset, so you actually miss a good bit above their head at this range. Any ideas/solutions/expertise that can be shed?
anyone got pages on triggers? π
Whats a good way to know if you can trust a mod? I heard about people having accounts hacked after downloading some mods.
Saw it in this discord when the game first launched. They didnt say which mods.
Only mod i felt i could trust was the arma life mod. But i see so many cool ones but im scared to download
I do wonder the same what measures BI have or gonna put in place to make sure stuff like th is doesnt happen. I really hope it hasnt happend yet
Well, the scripting is mostly same as it is in DayZ, so...
Where? I didn't see it, we didn't have any reports of it and are not aware of any account hacking issues?
It could have been in the arma life discord. But i do recall seeing someone saying there account had been hacked after downloading a mod. So im just wanting to know how to know if a mod is safe to download. The guy could have been full of it also. But it just got me worried.
if that really happened then I wonder why it was not reported to BI. I haven't heard of such
Hopefully he was just full of it and trying to start drama and it didnt happen. Does BI have things in place to help prevent that sort of stuff with mods?
When a security issue appears it will be fixed and the mod taken down from workshop (if reported)
tfw you're in play mode in the editor and accidentally press escape instead of F10
anyone know how to zoom out in scripts your working on
the read only ones from the base game zoom in and out fine in the script window
but any scripts that I make dont zoom in and out which leads to a cramped working space with lots of side scrolling required lol
yo is anyone having a problem with loading the base world (Eden.et) on the workbench? mine shows a couple errors on the log and basically doesnt load anything but the sea
the same thing is happening to me, i launch the game and open game master and it doesn't appear, when i go back to modlist it appears as disabled
yea it's really annoying
anyone know how to setup SVN properly with github?
asked yesterday but i still cant find anything, is there a melee weapon in the game like a shovel or the likes that i can use as a base for a custom one?
this look so guuuuuuuuud
But we should be able to sell our mods or games we do with the workbench.
I would say you could start a patreon to get donations, im sure many would donate. I believe once you put it on workshop bohemia owns it, could be wrong tho. I know that alot of people in the gamming community at large have an issue with paid mods.
Okay do you have anything about island creation ?
China is building man made islands in the south China sea, im not actually sure what your asking lol.
a wiki about creating a new map
??? how did we go from selling mods, to island creation
I'm fast
it's probably this page: https://community.bistudio.com/wiki/Arma_Reforger:World_Editor:_Terrain_Preparation_Tutorial#World
A lot of those pages are tbd
my terrain is flat and I'm trapped in a 3k x 3k box
hum so it's possible to have a huge view distance
Ok so unchecking resample height when importing heightmap and reloading the world solve everything
Does anyone know about that? any hint?
Don't think there are any specific melee weapons
@mortal yoke #enfusion_terrain
happy to see that this crashes way less often than unreal engine 5
I just noticed lights are not breakable(turn off on hit) atm. anyone want to mod that? 
Actually some are

can you link/name someone who is? maybe I could follow their progress
I am having this same problem. Just started today. Cannot load any past projects and when I point to the files manually, they will not load. Cannot create a new project as well. Anyone know of a fix?
for me it turned out that my polish letters were making the files/folders unseen
my user name on pc was "wΕaΕciciel", it contain polish letter "Ε". I had to create new account on my computer without any special letters and right now I dont have any problem
btw: I've confirmed that error with polish letters - hopefully after the weekend is over someone from the team will take a look at it
I have also reported this issue on reforger feedback tracker
I use nothing special on my profile. Nothing has changed also. Worked fine last night and then this AM, no go....
I can launch the Enfusion Workbench fine, but when I open anything else - e.g. the world editor - whatever i've opened starts running incredibly slowly, often totally locking up and crashing without an error within about a minute. Anyone else experienced this, or know a fix?
Would it theoretically be possible to create a system where players can use available resources to spawn in extra AI defenders?
I'm now getting this error everytime I start up Reforger Tools and try to open any project. Even occures when I try to create new project.
When I locate to the projects addon.gproj it then gives me this
Anyone know the work around? I've restarted PC, reinstalled Reforger tools, verified game files for both Reforger and Tools, nothing.
Nevermind, strangley it resolved itself. Pure speculation, but I was playing Arma Reforger and had an unexpected crash with error messages before trying to open an project in workbench.
Then opened Workbench and had the project errors. Existed Workbench loaded back up Reforger then gracefully existed Reforger. Opened workbench back up and projects all fixed and working.
Maybe you could try opening Reforger and exiting, see if my theory has any merit
Hey, I've never used Arma tools in any capacity before. I'm wanting to make a gamemode with a friend of mine, where I handle the scripting and he handles the map editing. Is there any easy way to go about doing that?
Use Git (as in Github or Gitlab) or even SVN (#reforger_workbench message only if you like pain). Create a Repository and inside it the Project you want to work on.
Okay, word
Do I need to publish my game mode/mod to the workshop before I can play it on my server?
or can I keep it private?
I cant for the life of me figure out how to put an NPC driver in the driver seat of a vehicle.
This is getting to the point of being annoying
Ive been trying to use the SCR_BaseCompartmentManagerComponent but no luck yet
Is anyone having the same issue as me, when I open up enfusion and try to open up anything 3d it freezes and the crashes the program, I've tried multiple times of reinstall and move to another drive?
Any way to remove a dependency from a project?
Do you know where can i look at what is causing my workbench to crash? I have tried UI editor and the moment i have a list box in my UI the UI editor crashes. Than i tried particle editor and as soon as i loaded a different material from the default one it crashed. And this is a repeatable issue. I have tried verifying integrity of files.
Man, I donβt think anyone can really help you with that one. That really sucks. Maybe youβre missing a .dll file or something.
No clue man. Did you figure it out?
Nope, i did not π
Will try that next chance I get. Will keep you posted. Thanks.
When trying to save "World as", Workbench shuts down and returns me back to desktop. As well, I'm totally unable to modify any mission that I've made after creating a .conf file. The .conf file is read-only. Anyone experiencing this issue and knows how to solve it per chance? Thanks in advance.
DEFAULT (E): xxxx\icon.png
RESOURCES (E): Creating bundle failed
I deleted the file, do I need to do a refresh somewhere?
I get this, have you found any fix to it at all?
No fix yet, unfortunately
okay i just turned off hdr on my monitor and it just worked. if you have hdr you might wanna try the same
Hey all, I'm a bit lost on my project. I was trying to add a star wars blaster just to try and familiarize myself with the tools. I followed the weapon creation mod tutorial to the best of my ability but I can't get the gun to show up in game, either as an object or in any arsenal. Anyone know how to fix this?
Ah, I do, thanks, I'll try that in a bit!
How do I create my own prefabs?
I have tons of idea of mods but I do not know how to make mods. I only have experience of using dds files to modify files in War Thunder
thats all I have as modding experience
can someone help me?
for at least a simple retexture mod?
Question about factions- When applying a new faction to a prefab... is there any way to easily import character details like models/sounds/mesh/etc
Or do I have to do it manually every time? It's a huge time sink
I'd help you if I knew how... sorry. I think it's a bit dead in here because everyone is trying to figure it out themselves
I would start with a video or two on YouTube... that's been a tremendous help to me
I'm not on my PC but just search for Arma reforger workbench on Youtube
alright
https://community.bistudio.com/wiki?title=Arma_Reforger:Weapon_Modding you can start with this π
you can create duplicates of prefabs or create a structure where most of the data is inherited from base prefab
it is also possible to use component templates
I'm having an issue where my workbench keeps crashing,
Program: C:\Program Files (x86)\Steam\steamapps\common\Arma Reforger Tools\Workbench\ArmaReforgerWorkbench.exe Reason: Access violation. Illegal read by 0x7fff3c84fba0 at 0x200000008
illegal read 
Anyone know how to assign a gun to a faction? I can't seem to get it in game
what do you mean by that? Like adding it to a character from new faction?
is there a way to see the framerate directly into the world editor? Rivatuner just crashes for me
where do i find ARs Workbench to make mods?
err you mean the one under tools on steam?
then i believe you wont have the tool either
alr
ill buy it next month
@manic ledge ill buy it next months friday
becus i REALLY wanna make a MULTI MOD for AR
cool π
i have my own Development server called IOI
what happens if you enter this in a browser ? steam://install/1874910
it should install the tools if eligiable
yea. pitty. was worth a try
yes
ill be making a AR MULTI MOD
which adds all kinds of new content new weapons guns firearms vehicles factions units etc
sounds like a handfull.
Im more into the simple things... like how does one turn on a light in the world editor?
but it seems impossible to turn it on. tried applying the lightcomponents.. nothing works.
yes it does sound like a hanfull
once i go to media courses for coding moddeling programming making games mods YT Vids and etc ill start learning
becus in finland they start at august
@brazen plaza - you keep repeating that, that you will make insert endless list . I honestly suggest you go ahead and just make it, or start making anything at all, before making lists of thing, especially considering your lack of experience
alr
ill do that in the near future
but rn i dont have AR
I Will buy it next months friday
and start testing out stuff
if i could make a new small faction like Militia or rebels it would be good to test out my current modding skills and experience
i got it, no need to keep on repeating the same stuff over and over again in multiple channels.
buy the game -> install tools -> play around -> release mod (or not)
alr sorry im very sorry i wont do it again i swear
ill play around with different factions stuff
there are only 2 factions, the 3rd is a copy of sorts of one of the other 2
thats why ill be making new factions
ill make 2 new factions called
Militia and
Rebels
both with their own gear and equipments
ill then release it on workshop
so that yalls can test it out
i have very many a lot of ideas
Has anyone figured out setting up Custom Iron Sight Ranges?
I know how to do it, but it seems quite difficult to actually set them up to be correct for the range you want
Okay, thanks. I think I also just noticed that 2D PIP scopes have random deviation from the reticle. I've been testing, and with PIP on, the bullet always goes to the reticle, but on 2D scope, it just goes in a random area not lined up with weapon sway.
I've been running into an issue where this X Angle doesn't actually do anything. If I understand from the M16, it's suppose to correct the rotation so the sight's match up again after an offset, but in my testing, I can crank it to any number I want, and it doesn't do anything.
I think angles are obsolete - eye will be always look at the front ironsight
Okay, that makes sense then
how can I figure out why the editor crashed? are there logs somewhere?
I followed the tutorial as best I could, but I can't the gun to show up in the game and don't know why
Could you describe context please?
I decided to try to get into modding with the new tools, my buddy suggested I try using a premade model and I found a star wars blaster. I used my model, spent a whole night unpacking and repacking the textures to work properly with the reforger tools, I then started to follow the BI tutorial for creating a new weapon. After doing what it says I can't get the gun in the game, even with the mod enabled in my workshop
what do you mean by can't get the gun in the game?
It isnt a weapon in any arsenal nor an item I can place on the ground to pick up
you have to add it to arsenal crate like here for instance https://github.com/BohemiaInteractive/Arma-Reforger-Samples/blob/main/SampleMod_NewWeapon/Configs/Arsenal/ArsenalConfig_OPFOR.conf
You are correct. Opened Reforger, closed and opened Workbench and boom, it works again. Good find and fix!
Hi! why i can't set starting hours to 8? "Starting Hours" not bold when i set 8 but all other numbers ok... when i try save with 8 i get 5 :] (SCR_GameModeCampaignMP)
is there any reason I can't login even though it is using the correct bohemia account details?
ok, sorted it, had to log in via the game then launch workbench
Ah I hadnβt thought of using a structure. Thank you
what does it mean when there is a puzzle piece icon next to your ent files in the workbench?
Where do I do this in the tools?
how do i use workbench?
i want to make some missions
are there any guides?
i don't even know how to open it lol
You download workbench from the tools tab on steam
There are a number of guides on the bistudio wiki
it means file is overriding some other file. You can click on with right mouse button and use navigate to ancestor. This thing happens when you copy paste file with its meta file, where GUID is stored. If two files have exactly same GUID, then the one from main addon is being used as override
How do I figure out what causes a crash when firing a custom projectile?
Unhandled exception
Program: C:\Program Files (x86)\Steam\steamapps\common\Arma Reforger Tools\Workbench\ArmaReforgerWorkbench.exe
Reason: Access violation. Illegal read by 0x7ff7f54423ca at 0x30
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff7f54423ca
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff7f51cc74b
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff7f543a05b
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff7f54389ab
[zlibVersion]: ??? addr:0x7ff7f6505f12
[zlibVersion]: ??? addr:0x7ff7f64f701c
[zlibVersion]: ??? addr:0x7ff7f5d5c8e5
[zlibVersion]: ??? addr:0x7ff7f5d722cd
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff7f4c1c671
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff7f4b50b0b
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff7f4b57f8c
[QApplicationPrivate::notify_helper]: ??? addr:0x7ffebc3f757d
[QApplication::notify]: ??? addr:0x7ffebc3f551f
[QCoreApplication::notifyInternal2]: ??? addr:0x7ffeb9aa9b19
[QCoreApplicationPrivate::sendPostedEvents]: ??? addr:0x7ffeb9aac0a9
[qt_plugin_query_metadata]: ??? addr:0x7ffebff0306f
[QEventDispatcherWin32::processEvents]: ??? addr:0x7ffeb9af6fb7
[qt_plugin_query_metadata]: ??? addr:0x7ffebff03049
[QEventLoop::exec]: ??? addr:0x7ffeb9aa59c1
[QCoreApplication::exec]: ??? addr:0x7ffeb9aa880b
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff7f4adcc3a
[zlibVersion]: ??? addr:0x7ff7f6b763c7
[zlibVersion]: ??? addr:0x7ff7f6b7133e
[BaseThreadInitThunk]: ??? addr:0x7ffef4bf54e0
[RtlUserThreadStart]: ??? addr:0x7ffef54c485b
[RtlUserThreadStart]: ??? addr:0x7ffef54c485b
Now it doesnt crash anymore. I changed the particle effect in my ammo's CollisionTriggerComponent but it still creates explosion particles.
How do I trace exactly what is being executed during the projectile's lifetime?
Tried searching this but, is anyone aware of enfusion workbench soft locking and crashing when you use ctrl + lmb in the view port? https://i.gyazo.com/80645891bae21d03332b835d51d4b282.png
All I did was start up the program, load up a blank project, follow the protocol guide: (Workbench -> Options -> Workbench -> Register "enfusion://" protocol), clicking the CombatBoots_Soviet_01.et protocol link here https://community.bistudio.com/wiki/Arma_Reforger:Faction_Creation
and then ctrl + lmb.
Was trying to figure out what all the manipulation controls were, not sure ctrl + lmb does anything but it's far to easy for me to fatfinger and cause the program to crash if it doesn't have a use.
theres any way to create text files from the workbench? so useful information can be embeeded on the mod? Like licence, docs, etc.
if you put it in the project root it doesnt get included in the bundle?
As i have no coding knowledge what so ever will i still be able to make maps/missions/other in the Enfusion editor?
Ive already played around with some minor stuff that is doable altho i guess im asking if able for full blown missions or MP maps?
You will but you will need to learn the how. Coding has very little to do with it.
Well thats nice to hear. Altho most of the stuff ive seen made that are available now have been using code
For more complex things some scripting may be required. It can be learned though.
Does anybody know where to find the textures of a ingame object? - i mean the physical file ( BeerBottle_01_slava_BCR.edds)
do i need to find extract this from a pbo just like arma3 ?
only option for you is doing print screen of the texture in workbench
there is no way to open the .pak files?
hmm.. ok. i will try that. kinda silly - but if it works it works.
What pc specs do I need to run the Reforger tools? I want to get my toes wet with the engine, modding, just have a look around but currently do not own a powerful pc.
the tools = the game. so game minimum / recommend specs are need for the modding toolset just as well
Go to the steam site for specs.
I see, thank you
Make the forest generator multi-threads.
it take age to generate a forest I don't know how people do it
How does one add dependencies and use other mods?
https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Creation#Adding_weapon_.26_magazines_to_crates you can use this tutorial for that
your forest there is suuuuper dense
how do you add inventories to items? i see that the arsenals dont have actual inventories that you can see in a box
Does anyone know where log files are stored for reforger tools? My program crashes when i open the world
Thanks! I ended up getting it in game, now I just need to animate it lol
Any non arsenal ammobox or vehicle is example. Inventory container component
they just open up the vicinity
when you use the open action
Has anybody figured out how to enable vehicle respawn yet? I feel like I'm losing my mind trying to figure it out
theres a a vehicle spawn component that will let you adjust the time after vehicle destruction when it should respawn
sorry its not a component
its called SCR_VehicleSpawn
@modern void
Is there a difference between Sight Component, and Base Sight Component
Yes, for us. You should be using sights component.
Most of the base components should not be visible for you actually
Okay. In the documentation for Weapon Creation, it says to use the Base Sight Component https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Creation#Adding_weapon_.26_magazines_to_crates
Not sure if it'll lead to issues if people use the Base one
Thanks for clarifying!
Has anyone come across this error, my friend has it but I don't get the error on my enfusion project, for some reason he's completely unable to import FBX files
Is there a way to increase/decrease the range of a gun without moving it's sights? I've read through the Weapon Docs, and messed around in editor, and this has been the most difficult thing for me to find.
If you look for SightsComponent in Script Editor, you would find
- SCR_2DPIPSightsComponent - use that one for sniper scopes, which should have 3d version
- SCR_2DSightsComponent - use that for simple 2d layouted sights, like BTR ones
- SCR_PIPSightsComponent - use that for 3d only sights (I think currently none in the game)
- BaseSightsComponent - lowest type, most generic, with least amount of features
- SightsComponent - most typical one, use for ironsights etc, allows for zeroing and workbench calculation of zeroing
- ScriptedSightsComponent - inherit from it if you want to write logic of your own sights
Ah, sweet. Thank you.
Setting up a Base Range on Iron Sight's for a new gun is difficult for a gun with a raised rail. For example, I would like these sights to range at 100m as the starting point. It would be nice to have a projectile offset in the sight component to correct for this. I know it exists in the Muzzel Component, but the issue is then the gun would always have that offset even if you changed sights which would create more misalignment. I know this isn't realistic to how a gun works in real life, but it would assist with issues like this.
Is it normal for the workbench to crash really frequently in world editor?
Can't even create new terrain without it crashing π
Is it possible to show action context radius bubbles in game mode? I'm having trouble getting some context actions to appear
Idk, but my peer tool game instance does not start
It would be nice to have a projectile offset in the sight component to correct for this.
Well, you could inherit ScriptedSightsComponent and try it, but honestly I think sights offset from muzzle is miniscule issue, even on your G36
If you want to set zeroing, you should have some animated parts which can be linked to zeroing anim. If you don't then you may need to at least align sights so they hit where you want it to hit.
Yeah, it's just setting up the sight's is a bit tedious of a process needing to go from Blender, to Reforger, back and forth until I get it right.
I'm just not experienced enough on the scripting field to tackle that on my own, so I've been looking for alternatives.
If you have rear sight on a bone, so it can move up down, then this could work out of the box, in sights config you need to hook rear sight position to that bone. System can generate zeroing using that data and ballistic prediction and set the animation of sight accordingly.
Unfortunately this also requires animations to work on the weapon
System can generate zeroing using that data and ballistic prediction and set the animation of sight accordingly
i have to say, that is so awesome
This is good information to know, I appreciate it. I'm going to tinker around more and see what I can do.
Good news, I got the PIP scope to offset to a base 200m, which was nice.
sorry if this is a stupid question but how do I link my bohemia login to the the reforger tools login? It just says "logging in" in my workbench dropdown menu. Do I need to set something up inside my bohemia account or another menu in tools somewhere?
my workshop browser in the main game also constantly reloads so nothing stays on screen for more that half a second at a time.
Could someone tell me what the difference is between duplicating and inheriting something in Workbench?
Inherit means anything changed in the base prefab that it was inherited from, also modifies the inherited prefab. Duplicate makes a standalone prefab, requiring you to update it all manually any time something changes in the base prefab.
At least that is how I have deciphered it.
anyone know what I do with an emissive texture?
I too would like to know this ^ Could use it for my Red Dot
Ah, Actually, I found an input for Emissive, but basically this will act as if it is lit. Not sure if a special texture needs to be made yet.
Cranked some of the values, and yeah, you get really bright lights XD
But you can do what you wish with it.
Where is this?
In Material Properties. This particular one is from the Basic Glass Shader
How would I go about maying a sight line up for multiple weapons? For example, I have a red dot that works perfect on a G36, but doesn't work on the taller version, because the sight is higher up.
So uh, im trying to work out where to start with adding an independent melee weapon, like a sword or something, not looking to do crazy stuff yet like blocking but i'd just like pointers on where to look to add it as a very basic weapon
There are no examples.
But likely it would be a weapon just like rifles are
Would it be possible for Bohemia to release the default style sheet used for Workbench ? I would really like to raise the font size, on 4k it's hardly readable
the workbench is a qt application - i.e. you can use qt environment variables to set the scaling, I'm using a .bat file with:
set QT_AUTO_SCREEN_SCALE_FACTOR=0
set QT_SCALE_FACTOR=2
start ArmaReforgerWorkbench.exe
hey Guys, did anyone find out if we can override weapon components with the components of attachments? like the sound and weapon stability?
Weapon stability is based on aim modifiers in MuzzleComponent. Currently it may be difficult to change those based on what attachments you have, but its planned for future. Your feedback is appreciated - if you have specific cases, I guess obviously front handgrips.
Suppressors have special component for them, AFAIK they were changing one of sound signals. You would need to mod the sound project of course
I want to add an Bipod to my sniper rifle. I didn't know about the suppressor component but I can't find the setting for the sound signal it looks like a normal attachment component to me
does anyone knows if BI is going to release a hotfix for tools? right now all terrains including MPTest is Read-Only and we cannot test our prefabs like we used to
Make a mod, create sub world from mptest, that's the workaround
@lament pulsar any tutorials on that? never touched a terrain
@tiny geyser Yo, look at this
Would anyone be able to provide me with a crash course in faction / load out creation? I'll trade you scripting help :)
Is there a way to allow for this turret to make a full 360 turn when aiming?
yes but character animations are not going to work
How do I unlock a layer?
that world is read only
But it was not yesterday. I set it to locked so that I don't mess up my objects that I set there. Now I want to change them and I can't unlock it.
you are on sub-scene?
I use the MPTest world as base but I had to change it because it comes with a loadoutmanager/Factionmanager e.t.c. but ofc I want mine instead because I modded them and you can't have multiple.
So I removed the default ones and locked the world. In my subworld I used myobjecs. But today I started the workbench and it had reset my changes to MPTest and now I can't unlock it again.
if you did some changes to MPTest yesterday, then most likely those changes were not saved anywhere, since this was always read only file.
Now it just properly shows state, so people don't loose their work when they try to modify read only file
Ahh ok. Is there a way to get an empty world with just some empty flat terrain like MPTest but without any gamemode/managers? Because Eden is really slow loading.
https://github.com/BohemiaInteractive/Arma-Reforger-Samples/tree/main/SampleMod_Main/Worlds/Modding here is small example small world
Thanks, I'll give it a go. Must have overlooked that one
hello i cant connect to my bis account in workbench and i dont know why cause its work in a web browser :/
i have this :
BACKEND (E): Http Error apiCode="", message="err.user.userLocked"
BACKEND (E): [RestApi] ID:[4] Error Code:400 - Bad Request, apiCode="", message="err.user.userLocked"
BACKEND (E): Error Code:400 - Bad Request, apiCode="", message="err.user.userLocked"
(im on my secondary computer)
how can i import fonts?
i want to import this font https://fonts.google.com/specimen/Fredoka+One
but when i do import and put the .tff file it doesnt imports
active layer read only - Anyone had this in world editor, how do I fix it. I have never seen this before
thats becouse you re usind a readonly map?
Just MP test
Ok, I've found SCR_Vehiclespawn but have no idea what to do with it. I can place it down but that's about as far as i can get lol.
mptest its readonly
Oh lol I swear I always used that. Thanks dude
when you put it in the world there will be something called Object Properties on the bottom right side of the window. In there under Unsorted theres a Rn Prefab where you can add a file thru click the dots ... , go there and add one of the vehhicle files from ArmaReforger > Prefabs > Vehicles > Wheeled > <filename.et> then when you load in the map there should be a vehicle spawned instead of the object you placed (in editor it wont show as a vehicle)
You will also find respawn delayed and first spawn timers under Unsorted menu
Aha I thought it might be that but as soon as i select a vehicle it crashes the workbench and kicks me to desktop. But I shall keep it in mind for future if the crash gets fixed. Thanks for the help.
that i dont know about π
is the workbench crashing A LOT MORE after the update to you too?
also seems a lot more laggy
Anyone having issues where the Workbench crashes with the following message? Any idea how to fix it?
The thread tried to read from or write to a virtual address for which it does not have the appropriate access.
Hehehe
Finally some ww2 Mods!
I have the Thompson in already. I've been trying to get done what is free to use online.
Great work looks great the Sten
I'm actually not intentionally making WW2 weapon mods, it just happens to be the models that look good im interested in bringing in lol
Well it looks really good, Any others your interested in doing?
If people provide me weapon models, I can make them into mods, but they can't be rips, and I would personally like to double check the file format to make sure its not jank to work with
Had an ancient G36 model, that was not quite PBR standard, so had to get a new model instead.
Turned out great though
I saw Someone Uploaded a mod with a pack of those today I think.
Yeah, that was me
i dont own arma reforger on steam do i need to purchase the game in order to get arma reforger mod tools
i have it on xbox
Thanks!
why?
How can I use other mods in the workbench?
hi
Do I just copy the mod folder and it will class it as a dependency?
hi everyone
Create your own project and drag files in
Dont copy addon file
and resourceDatabase file @brazen plaza
yes you do.
You can essentially play the whole game through the editor. Wouldn't make sense to give it away for free.
Is it possible to export locally (not publish) to test the mod in the game?
do you mean running game with your addon? You can do it without packing just by using addons & addonsDir CLI on game exe https://community.bistudio.com/wiki/Arma_Reforger:Startup_Parameters#addons
you can also bundle addon in publish project and then extract pak, rdb & gproj from zip file which was created by that process
Ah Thanks
im using the default eden and i still get this
anyone knows why?
yesterday i was using gamemaster and was perfectly fine
ok fixed i just created a sub world of current world
I get it ingame, and if i poke around on the dependencies it gives an effect ingame.. so I know the folder is working.. however 0 kb, and can't see my mission ingame so I assume something is wrong. See anything obviously wrong?
on the pic it isn't activiated..
but I done that, back and forth, restarting the game
-addons CLI param is missing
- addonsDir is incorrect
it should point to parent folder of the addon
so in this case it would be
-addonsDir G:\Editing\sfp_reforger_mega -addons SFPReforgerSVN (or whatever you have in title ID inside gproj of your addon)
now it crash the game, so makes sense that its my addon "working" π
what do you have in console.log?
10:57:44:321 ENGINE (E): Failed to initialize Enfusion engine
10:57:44:321 ENGINE (E): Unable to initialize Enfusion
Pastebin
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
was same with guid
is your addon depending on ArmaReforger?
do we have a bug report for the terrain creation save crash?
you right, i played with that..
finally! π
big thanks
can we get an option to ignore the error popup for issues while starting workbench from CLI? it blocks CI jobs until you manually go into the box and click the button π
Will it still set exit code?
when it crashes? Not sure tbh. Jenkins job on our end usually just failed when crash happened but I'm not exactly sure how it is set
sounds like it will, we'll see what happens π
I am sure i can generate enough βbut it should be fool proofβ bugs to βhelpβ Dahlgren find out very soon π
bohemia accounts are closed rn arent they?
how can you create an empty object
someone speaks Portuguese?
hello i've a problem with my account in the workbench its always block my accout when i try to connect to the workbench :
BACKEND (E): Http Error apiCode="", message="err.user.userLocked"
BACKEND (E): [RestApi] ID:[4] Error Code:400 - Bad Request, apiCode="", message="err.user.userLocked"
BACKEND (E): Error Code:400 - Bad Request, apiCode="", message="err.user.userLocked"