#reforger_workbench

1 messages Β· Page 29 of 1

static cloak
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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:

errant shuttle
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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

plucky burrow
static cloak
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@errant shuttle @plucky burrow works fine now - seems I was never logged into the game itself, thanks for the help!

errant shuttle
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had the same problem πŸ˜„

plucky burrow
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I tripped over that step too, you are not alone πŸ˜„

past thicket
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Hey I'm playtesting my scenario but I don't see player loadouts so I can't spawn

static cloak
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now after login I published a cube test project as unlisted - any ideas where I find it on steam webpage?

static cloak
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or is the workshop semi closed currently?

plucky burrow
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@static cloak did you find it?

static cloak
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@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

plucky burrow
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needs more sciencing πŸ˜…

vocal sinew
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can the Esc key be rebinded when in playmode in world editor??

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I am just about to smash the keyboard to pieces πŸ˜„

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keep hitting it all the time in the UI menus

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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

pale finch
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Have someone the same error 401 authentication error?

plucky burrow
reef coyote
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can someone help me figure out how do I export a vehicle I made to the ingame editor?

steady oasis
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Having some issues with World Editor where it crashes every time I try to open it, any ideas as to why this would be?

past garden
mossy zephyr
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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)

spark pelican
dry pasture
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hey, found out a solution to the problem? experiencing the very same thing now

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"failed to load metafile of mission config image"

frail juniper
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my reforger tools always crash with no error reports

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its like auto close

river bramble
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Hi all ! In World Editor , i can't move my camera ... But i can rotate , not move πŸ˜’ Have you got an idea why ?

dry pasture
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ok found an answer

split cobalt
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Anyone know how to switch back to the regular render mode in the world editor?

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Not sure how I did this

dry pasture
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you probably disabled the layer of original world in top left?

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right click and enable again or something similar

split cobalt
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Thanks!

dry pasture
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lmk if it works xd

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not sure if this is the problem

split cobalt
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It was

dry pasture
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sweeeeet

naive meadow
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next to Object Properties

river bramble
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Yeah it's work πŸ˜„ !

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Thanks chAos πŸ™‚

feral ember
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hi, can somebody please tell me how to publish a mod to the workshop?
thanks

feral ember
reef coyote
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how do i assign a parent to this file

turbid warren
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Hi everybody i have a question, I don't want to have nametags in gamemod how did i deactivate them ?

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And @spark pelican You are the best...In the world.

vocal sinew
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anyone knows why the Tutorial mission doesn't load all it's layers in the World Editor?

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there should be 12 layers, not just the default one

fervent wraith
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I'm new to modding and have no idea what to do with the workbench, does anyone know why all my files are locked?

reef coyote
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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

haughty vapor
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when duplicating any script, they get placed as read-only in my own mod. any idea what im doing wrong?

tulip quiver
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save and restart

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will fix it

haughty vapor
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that was actually it

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-1h

native relic
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They are read only, you can use them or see how they work to make your mods

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There's no much documentation about the workbench

fervent wraith
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Or are they just examples? Showing us how it was done and giving us the finished product?

native relic
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You can make prefabs with them too

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Or use them in your world

weary minnow
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is it just me that the world editor and workbench crashes each time i try to add weather manager to my terrain?

worldly minnow
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The load times are excessive :(

worldly minnow
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To be exact the scripting reload times

grave ridge
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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 πŸ™

brazen jacinth
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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.

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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```
tight dune
upbeat cedar
haughty vapor
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could someone explain to me how prefabs are correlated with scripts?

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so what runs when i interract with a radio ingame for example

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i found the action binary tree but its a bit confusing

jagged pilot
haughty vapor
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yeah i see, but how are these properties connected to the source file?

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i dont see them anywhere in ActionsManagerComponent.c

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in my head i would expect to see i.e. a list of actions in the class, or am i wrong?

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or are they from the one it inherits?

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think i answered my own question

vocal sinew
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πŸ‘€

modern shore
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trying to open my mod, however this shows up... anyone experience the same?

sick folio
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Hello, just a question, can I manage the mod I published ?
I dont find the possibility
Thanks

cursive orbit
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does anyone know how to open map (before it was M button in old arma versions) or modify map or add/edit map markers?

spiral wraith
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Hey, I made a map to test stuff (because of faster loading) but how do I load another mod with the map itself?

twin knot
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Anyone know what may be causing this publishing error?

west timber
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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.

sharp wasp
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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

lone mantle
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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

lone mantle
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Nvm, setting -addonsDir to ArmaReforger's addons folder manually fixes it

wheat cloud
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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

south cave
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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?

cunning delta
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same thing happened to me awhile back, hopefully it gets fixed in some sort of update to the workbench

trim topaz
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hi, do u know how to fix that ? :

dawn axle
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Where do you get the tools?

south cave
cunning delta
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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

turbid mountain
trim topaz
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i get it on steam @dawn axle

cunning delta
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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

south cave
cunning delta
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^ but basically this

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when logging in

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then it does the same thing when attempting to publish

dawn axle
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@trim topaz where? I have the game but don't see the tools on steam.

turbid mountain
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Thanks peoples salute
Forwarded.
There should be a dialog that lets you cancel/overwrite, but apparently isn't working as designed

cunning delta
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thanks also with the error 400 thing when publishing itll say this

trim topaz
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U can get it in the library @dawn axle, check ur filters

dawn axle
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Got it! Thanks!

turbid mountain
# cunning delta

Can you send me your BI account's email address, via DM?
Multiple programmers are getting pinged about that issue now 🀣
Being able to look at the data for your workshop item would help alot

cunning delta
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yeah

south cave
turbid mountain
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yes, would probalby help too

trim topaz
frosty gale
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Hello, I can't login to my BIS account from the workbench, it throws errors :(

turbid mountain
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What errors exactly?

frosty gale
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it somehow fixed it self cat_dance

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First time it works

frosty gale
turbid mountain
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its the aura πŸ˜„

ionic knot
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the workbench does crash a lot

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at least its pretty fast tho

grave ridge
valid reef
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woo, we can login in the workbench now?

ancient wasp
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is there a editor preview generator?

reef coyote
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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

valid reef
grave elm
jagged pilot
reef coyote
reef coyote
jagged pilot
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That's the easiest way I believe. Probably not the most efficient though but that for you to decide.

lone mantle
reef coyote
grave elm
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What doing Prefab World\Game\PerceptionManager.et?

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What kind of navmesh is more detailed for AI?

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As i understood navmesh determine AI behaviour. How AI will be oriented in the space.

lone mantle
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You can have a look at them when you double click on these files in the workbench browser.

grave elm
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How to read this map?

lone mantle
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If I remember correctly, the red zone is water, black are unclaimable walls

grave elm
lone mantle
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then there are gray arrows that indicate interactions

grave elm
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First and second. What better?

lone mantle
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I usually go with the GM_eden one

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if you place a lot of additional buildings, generating your own mesh might be useful.

jagged pilot
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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.

lone mantle
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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.

jagged pilot
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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...

obsidian elbow
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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

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when I add a new key to my string table, it just gives the ID, I can't actually add any translation targets

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default AR localization ST:

ancient wasp
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in EditableEntityCore i keep trying to make a faction and when i select it, it ignores my faction and switches to TRAIT_ARMOR

native relic
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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.

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very good pipeline

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πŸ€—

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its a bit hard at the start to understand, but once you did, its just perfect

brazen jacinth
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any devs can help me???

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I've reinstalled both reforger and enfusion and still the same error

native relic
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which error you have?

brazen jacinth
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@native relic

native relic
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are you inheriting from reforge addons or overriding?

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i had similar problems when using reforge addons directly, what i do is make a dupe

brazen jacinth
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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.

native relic
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you are not suppose to edit reforge addons or delete them

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maybe theres something on your project that makes the workbench crash

brazen jacinth
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No I did that AFTER

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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...

β–Ά Play video
native relic
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its like you are referencing {AF1955F09606B450}UI/layouts/WidgetLibrary/RichTextWidgets/RichText_Interactive.layout

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and for some reason the workbench cant open it directly

brazen jacinth
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I'm not intentionally doing that so

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It's a fresh install of the program

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I reinstalled everything

native relic
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it happens on new projects too?

brazen jacinth
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yes

native relic
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you tested reinstalling reforger?

brazen jacinth
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yes

weary fern
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Is there a way to copy all properties of a component and apply it to another component of the same type?

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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

brazen jacinth
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how do I completely wipe reforger?

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VERIFYING THE CACHE FIXED IT

tight dune
weary fern
tight dune
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full documentation about prefabs, component templates, etc will appear hopefully later this week

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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)

weary fern
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Sweet, that saves a lot of time!

sturdy hinge
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anyone know how you adjust mouse scroll zoom in world editor?

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i barely move it and it zooms in/out crazy fast/far and cant control it at all

tight dune
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alternatively, you can use this menu to adjust camera speed

sturdy hinge
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thx a ton

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also, how to open map view in editor?

tight dune
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in world editor you mean?

sturdy hinge
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yea

tight dune
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there is no such thing unfortunately

sturdy hinge
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😒

brazen plaza
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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).

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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.

weary fern
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The worst part is he isn't lying... It legit is exactly that

barren remnant
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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 πŸ™‚

  • 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?
eternal moss
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worldeditor is now crashing everytime i load my .ent file πŸ€” is there an error log

tight dune
brazen plaza
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Is it possible to make a decal fade in, or change decal material properties during runtime?

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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?

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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

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https://youtu.be/WNL_oFhlmLU

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 ...

β–Ά Play video
weary fern
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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

turbid mountain
tight dune
weary fern
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Did twice

tight dune
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those classes can be also stored separately - you can drag and drop config class and create config

dusk echo
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didn't find anything about it, but the workbench doesn't seem to scale correctly on a 4k screen

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inputs are not alligned with what I'm seeing on screen

tight dune
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or you can try editing that component template and add those details there

turbid mountain
weary fern
brazen plaza
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Reyhard, when is there expected to be more beginner friendly documentation for the engine? Stuff like navigating UIs and the workflow/layout of mods

tight dune
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every working day there are new pages appearing in modding category

eternal moss
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are workbench crash dumps uploaded automatically? or do we have the option to do so, like the game does

brazen plaza
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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

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aswell as new wars like vietnam war and grenada and panama

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and etc

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ill be making vids on my progress with the Multi mod

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In the near future

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I suggest a first project, model the AK-74 into AR @brazen plaza

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alr noted down

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I forgot the game has am-74

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Ak

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it should have the AK74M

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ill add that

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aswell

brazen plaza
brazen plaza
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but fires a shorter caliber

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Good idea to start with

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Consider the type 56 as well for FIA

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1956 AK-47 clone

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mass produced

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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

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i have Many ideas

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on what to add

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I’m 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

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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

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what does LOD mean?

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Level of detail

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ah alr

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Are you a 3d modeler/texture artist?

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ill keep that in mind

brazen plaza
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How are you planning on getting these models

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For the AK

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And animations?

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ill make my own

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ill make it all

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Ah okay so you are a modeler

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do you have any experience

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Please, update us on your progress in this stuff, and do not stop learning

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not rn no

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Okay

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i said

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i will go learn

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the neccessary skills and experience

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so no ww2 weapons?

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they were still used

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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

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alr

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ill try to make a colt m1911

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@brazen plaza

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should i try that first to make a Colt m1911

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Yes

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alr

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ill try that first in the near future

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i have my own Development company called IOI AKA INNOVATIVE ONLINE INDUSTRIES

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rn i have 5 devs

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Have you made anything

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i have made a test game

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its very basic

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@brazen plaza

brazen plaza
brazen plaza
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no im not

median bone
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out of curiosity, are melee weapons technically possible now?

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i assume "blocking" would be a bit funky

haughty elk
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is it possible through modding for more extensive gore system to be implemented

native relic
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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.

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The line of what is excessive violence is diffuse, but if bohemia thinks that's excessive violence, they will take out the mod

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Of course you can email bohemia and ask them if they consider it excessive violence, here's the email: support@bistudio.com

pulsar quail
native relic
pulsar quail
finite dawn
hollow notch
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blood effects.. understandable

glass pike
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is there a modder mods request or ideas lol or something like that?

reef ferry
glass pike
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I am not looking for something fancy

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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

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had the opportunity to work with those guys irl, I want it badly lol

hollow notch
zinc glen
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try flushing the toilet @hollow notch

hollow notch
glass pike
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I found out about it mid fight

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I was running into a house and just like oh, I guess you can do that

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haha

worldly minnow
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Anyone got the peer tool working?

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It just refuses to load my addon

kind dock
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what is the best way to test my world with multiple player clients?

worldly minnow
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The peer tool

kind dock
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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

fickle stratus
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In plugin settings you should be able to set multiple to open at once

cerulean apex
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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.

worldly minnow
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But how did you get it to load the mod?

cerulean apex
remote jungle
#

what's a good guide to read up on placing AI units?

neon ore
#

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)

weary fern
#

What does it look like?

neon ore
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I think it looks easier to the eyes

neon ore
weary fern
#

Oooo Nice

neon ore
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All the QT widget rules are there

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If you want to change the overall font then add a font family rule in the QTWidget one

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And for scripts, do it in the ScriptTextEdit one

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If you add a font with ligatures then ligatures will be enabled on the script editor

fresh solar
#

Where does one download Workbench?

kind dock
fresh solar
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Ah, yeah I typed workbench. Thats why it didnt come up. Thanks @kind dock

kind dock
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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?

hazy forum
#

How can we start a VR Support mod?

sturdy hinge
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VR support is essential

hazy forum
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yes, i dont know where to start in the workbench... i assume core rendering programming...

brazen plaza
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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

brazen plaza
#

to what extent does the workbench lend you control over camera positions and rotation

hazy forum
#

i think the full control wont be an issue, it was done in arma3, but the 3d rendering needs to be programmed

brazen plaza
#

How do you increase the render distance of the preview window in the Workbench?

graceful ore
brazen plaza
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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

neon ore
#

I mainly wanted to point out where in the qt stylesheet the script editor stuff is located at

haughty vapor
#

what do we know about serverside? is there any docs?

#

never worked with sqf servers

neon ore
#

Better to know if it will be taken out before doing any work on it

graceful ore
manic snow
#

Am I stupid to try and make a 60mm mortar, considering it may be out in a week?

graceful ore
manic snow
neon ore
manic snow
weary fern
#

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

manic snow
weary fern
#

Okay, no problem. Just wondering so I could save some time.

manic snow
#

F5 maybe?

weary fern
#

Lmao, I tried that because of Skyrim earlier

weary fern
#

@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?

tight dune
#

yes, you have deleted component template - all data is stored there

#

it is reference and not coping of component values

weary fern
#

Could the Data be input manually to match what a template can be?

tight dune
#

Not sure, perhaps yes

weary fern
#

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

tight dune
#

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

weary fern
#

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.

tight dune
#

if you duplicate m16_base, then you will be able to remove sight values

weary fern
#

I didn't think of that

tight dune
#

m16a2.et is child prefab - it almost doesn't have any values set and it inherits from parent

weary fern
#

Yeah, I have been building off that for most my mods atm

tight dune
#

you can remove values inherited from parent but if you are using m16a2_base duplicate, then it will be possible to change those values

weary fern
#

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.

tight dune
#

it is also a good practice to create base classes in your own projects too!

weary fern
#

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

tight dune
#

indeed

weary fern
#

Sweet, that I have done

tight dune
#

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

weary fern
#

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?

native relic
#

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.

tight dune
#

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

native relic
#

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

weary fern
#

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.

weary fern
#

@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.

tight dune
weary fern
#

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

tight dune
#

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

weary fern
#

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

tight dune
#

overriding/changing & adding parameters in child prefabs is possible

#

only removing of parameters is not possible

weary fern
#

Yeah, that's why I thought it was a bug

tight dune
#

sometimes properties have "Enabled" checkbox - in this case you can sometimes disable some component or part of config in child prefab

weary fern
#

Yeah, just sometimes when you change values and try to use them in editor, they don't update unless you fully restart Reforger tools

vocal sinew
#

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)

vocal sinew
sage hearth
#

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.

reef coyote
#

is there a way to edit certain parts of a vehicle, for example making a hole on the roof of a vanilla vehicle?

sage hearth
#

I followed that

tight dune
#

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

sage hearth
#

I went into game master and filtered by modded

tight dune
#

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

sage hearth
#

I also tried that, it isn't there

reef coyote
#

How do I get Ammo Caliber and Ammo Types?

tight dune
sage hearth
tight dune
sage hearth
#

the bundle.zip?

tight dune
#

I'm going to have break right now so I will get back to it later

tight dune
tight dune
#

that uaz with puzzle icon is your creation

sage hearth
#

I see it now, thanks
not sure when it started working but at least it is now

brazen plaza
#

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

compact zephyr
#

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-

high agate
#

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 😦

haughty vapor
#

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

haughty vapor
compact zephyr
#

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?

haughty vapor
#

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

tight dune
slate thunder
#

how are you guys doing roleplay server without any civil clothign etc?

native relic
#

Reforger mods will work on arma 4 right?

kindred kindle
reef ferry
viscid karma
#

but I'm having problems trying to get the car to show up in game master

pallid gust
#

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.

viscid karma
#

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

viscid karma
lavish pewter
#

is there link to mod tools without having steam arma reforger

lost minnow
#

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?

tight dune
lost minnow
turbid vortex
#

Anyone know if its possible to create custom compositions?

dusk echo
#

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?

wheat ruin
#

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

wheat ruin
#

is there a way to figure out whats causing it?

viscid karma
#

is there any way to run a mod in the editor without needing to boot up the game?

wheat ruin
#

yup if you click on editors, world editor, then file, load worlds -> eden. -> Eden.ent

#

you can drag the mod into the world there

dire relic
#

in treecrown shader would be nice to have ellipsoid visualization in viewport like with colliders

low quest
#

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...

brazen jacinth
#

really wish I could use the editor 😦

wheat ruin
#

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

worldly minnow
#

Can you duplicate a prefab and merge the whole prefab into a new item?

wheat ruin
#

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

ember frost
#

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?

wheat ruin
#

you are in my boat lol

#

but for me its for a weapon

fading shard
#

Why are all my files locked?

vague pecan
fading shard
#

I'm trying to add a new vehicle but the create new option is also blocked out?

vague pecan
#

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

fading shard
#

Thx

#

Found it

weary fern
#

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

lament girder
#

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.

weary fern
#

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.

pallid gust
#

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.

chilly summit
#

hey guys how do i dl or get acess the new engine

pallid gust
#

@chilly summit Tools and it's called Arma reforger Tools in steam πŸ™‚

chilly summit
#

@pallid gust Thanks man

weary fern
#

Anybody who has happened to get a custom PIP sight working yet?

weary fern
#

I ended up getting custom PIP to work, but I'm not sure what is causing this yet

weary fern
#

PIP Camera point was the issue.

ember frost
tight dune
weary fern
#

And for attaching the scope, I'm not really sure about an issue because in this particular case, this is the default gun sight

tight dune
#

Camera point should be placed ideally at the end of the scope

weary fern
#

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

tight dune
#

In attachment component?

weary fern
#

There is no attachment comp

tight dune
#

In weapon

weary fern
#

Its the G36, so the scope is part of the base gun

#

I didn't use attachment

tight dune
#

Ah, OK then

#

Then it's correct

#

There is debug to show camera position

weary fern
#

Sweet, I'll keep an eye out for what you said though when doing scopes on attachments though

#

Oh? What would that be?

tight dune
#

Afair rmb on pip component

#

There should be option to enable visualisation of pip camera position

weary fern
#

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.

thorny silo
#

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.

graceful ore
small tendon
#

Is there a way to increase the world editor view distance?

south cave
small tendon
#

When in doubt, restart workbench

south cave
small tendon
#

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

south cave
#

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

graceful ore
robust merlin
#

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
graceful ore
robust merlin
#

No, nothing. I wasn't able to open the editor since reforger launch

weary fern
#

Is there a way to quickly get distance in the editor?

worldly minnow
#

@robust merlin try removing the settings with regedit, solved a few issues for me

#

HKEY_CURRENT_USER\Software\Bohemia Interactive\Arma Reforger Workbench

brazen plaza
#

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.

finite dawn
#

i dont think its supposed to look like this

#

help 😭

worldly minnow
#

i don't know what im looking

finite dawn
#

it takes me to my project as default and core files are not provided

lament pulsar
finite dawn
#

nvm it fixed itself and seems to be working now

#

actually

#

im stupid

#

apparently there are two resource browsers

plush horizon
#

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?

solar bridge
#

is there a way to make AI force path 0 or hold position?

pallid gust
#

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?

magic temple
#

Has anyone figured out how to open the map in the world editor

tight dune
magic temple
tight dune
#

that I don't know but I guess in the 3D viewport

magic temple
#

Is there anyway to see what a script it applied to? i.e the prefabs its apart of? like an asset reference

wraith latch
#

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?

dusty elbow
#

Is there a way to view Everon's map in the editor?

tight dune
#

you can also launch some scenario in World Editor and then open map in game

dusty elbow
#

Ah ok. That's fine, thanks for the response

magic temple
#

How can I get a mission I made go into the scenario tab? Do I have to publish it first?

wraith latch
tight dune
wraith latch
tight dune
#

have you checked how dependencies were looking like in gproj after you have added that additional entry via Workbench?

visual pike
#

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?

last wharf
#

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 😒

#

tried repairing, reinstalling, deleting document files and s on

tight dune
last wharf
#

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

tight dune
#

do you have some special characters in your profile name?

last wharf
#

yeah this might be the point because my profile name on pc is "wΕ‚aΕ›ciciel"

#

I use special polish letters

#

so maybe If I change the user name on pc this might be fixed? Well..I could try that

feral ember
wet shard
worldly minnow
solid hatch
#

any reason to my AI is not showing and not spawning?

worldly minnow
#

Look in the console

solid hatch
#

what a console? i'm learning

weary fern
#

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?

manic ledge
#

anyone got pages on triggers? πŸ™‚

stray shell
#

Whats a good way to know if you can trust a mod? I heard about people having accounts hacked after downloading some mods.

loud star
#

Where did you hear that from? πŸ€”

#

And what were the mods in question?

stray shell
#

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

manic ledge
#

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

loud star
#

Well, the scripting is mostly same as it is in DayZ, so...

turbid mountain
stray shell
turbid mountain
#

if that really happened then I wonder why it was not reported to BI. I haven't heard of such

stray shell
turbid mountain
#

When a security issue appears it will be fixed and the mod taken down from workshop (if reported)

brazen plaza
#

tfw you're in play mode in the editor and accidentally press escape instead of F10

deft swallow
#

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

analog night
#

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

valid maple
brazen plaza
#

yea it's really annoying

candid pilot
#

anyone know how to setup SVN properly with github?

median bone
#

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?

mortal yoke
#

this look so guuuuuuuuud

#

But we should be able to sell our mods or games we do with the workbench.

elder hollow
mortal yoke
elder hollow
mortal yoke
#

a wiki about creating a new map

elder hollow
nova herald
#

A lot of those pages are tbd

mortal yoke
#

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

mortal yoke
#

Ok so unchecking resample height when importing heightmap and reloading the world solve everything

solid hatch
vagrant beacon
median bone
#

ah damn

#

thanks

vagrant beacon
remote estuary
#

happy to see that this crashes way less often than unreal engine 5

mental shore
#

I just noticed lights are not breakable(turn off on hit) atm. anyone want to mod that? PauseChamp

mental shore
mental shore
neon lantern
last wharf
#

for me it turned out that my polish letters were making the files/folders unseen

#

my user name on pc was "wΕ‚aΕ›ciciel", 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

tight dune
#

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

last wharf
#

I have also reported this issue on reforger feedback tracker

neon lantern
grizzled crystal
#

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?

muted root
#

Would it theoretically be possible to create a system where players can use available resources to spawn in extra AI defenders?

mild scarab
#

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.

mild scarab
brazen plaza
#

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?

inland plover
brazen plaza
#

Okay, word

brazen plaza
#

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?

manic ledge
#

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

pallid gust
#

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?

brazen plaza
#

Any way to remove a dependency from a project?

summer niche
#

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.

brazen plaza
brazen plaza
manic ledge
#

Nope, i did not πŸ˜„

neon lantern
past arrow
#

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.

remote estuary
#

DEFAULT (E): xxxx\icon.png
RESOURCES (E): Creating bundle failed

I deleted the file, do I need to do a refresh somewhere?

wary forum
grizzled crystal
wary forum
fervent wraith
#

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?

grizzled crystal
merry drift
#

How do I create my own prefabs?

proud vector
#

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?

brazen plaza
#

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

brazen plaza
#

I would start with a video or two on YouTube... that's been a tremendous help to me

proud vector
#

damn, lol

#

can you give me links?

brazen plaza
#

I'm not on my PC but just search for Arma reforger workbench on Youtube

proud vector
#

alright

tight dune
#

it is also possible to use component templates

wanton niche
#

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

remote estuary
#

illegal read sus

fervent wraith
#

Anyone know how to assign a gun to a faction? I can't seem to get it in game

tight dune
dusk echo
#

is there a way to see the framerate directly into the world editor? Rivatuner just crashes for me

brazen plaza
#

where do i find ARs Workbench to make mods?

manic ledge
#

err you mean the one under tools on steam?

brazen plaza
#

yes

#

correct

brazen plaza
#

i havent bought AR yet

manic ledge
#

then i believe you wont have the tool either

brazen plaza
#

alr

#

ill buy it next month

#

@manic ledge ill buy it next months friday

#

becus i REALLY wanna make a MULTI MOD for AR

manic ledge
#

cool πŸ˜„

brazen plaza
#

i have my own Development server called IOI

tranquil grove
brazen plaza
#

uhm idk

#

let me see

tranquil grove
#

it should install the tools if eligiable

brazen plaza
#

it didnt

#

so i need to buy AR

tranquil grove
#

yea. pitty. was worth a try

brazen plaza
#

yes

#

ill be making a AR MULTI MOD

#

which adds all kinds of new content new weapons guns firearms vehicles factions units etc

tranquil grove
#

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.

brazen plaza
#

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

reef ferry
#

@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

brazen plaza
#

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

reef ferry
#

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)

brazen plaza
#

alr sorry im very sorry i wont do it again i swear

#

ill play around with different factions stuff

reef ferry
#

there are only 2 factions, the 3rd is a copy of sorts of one of the other 2

brazen plaza
#

thats why ill be making new factions

manic ledge
#

the third is the ppl of the Everon isle

#

the native people i mean

brazen plaza
#

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

weary fern
#

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

weary fern
#

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.

weary fern
tight dune
weary fern
#

Okay, that makes sense then

remote estuary
#

how can I figure out why the editor crashed? are there logs somewhere?

fervent wraith
tight dune
fervent wraith
# tight dune 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

tight dune
#

what do you mean by can't get the gun in the game?

fervent wraith
#

It isnt a weapon in any arsenal nor an item I can place on the ground to pick up

tight dune
neon lantern
winged thistle
#

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)

jade cargo
#

is there any reason I can't login even though it is using the correct bohemia account details?

jade cargo
#

ok, sorted it, had to log in via the game then launch workbench

brazen plaza
fickle wave
#

what does it mean when there is a puzzle piece icon next to your ent files in the workbench?

fervent wraith
fiery gate
#

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

quiet garnet
tight dune
remote estuary
#

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
remote estuary
#

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?

tired nest
#

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.

native relic
#

theres any way to create text files from the workbench? so useful information can be embeeded on the mod? Like licence, docs, etc.

remote estuary
#

if you put it in the project root it doesnt get included in the bundle?

manic ledge
#

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?

vagrant beacon
#

You will but you will need to learn the how. Coding has very little to do with it.

manic ledge
#

Well thats nice to hear. Altho most of the stuff ive seen made that are available now have been using code

vagrant beacon
#

For more complex things some scripting may be required. It can be learned though.

tranquil grove
#

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 ?

tight dune
tranquil grove
#

there is no way to open the .pak files?

#

hmm.. ok. i will try that. kinda silly - but if it works it works.

fallow imp
#

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.

reef ferry
#

the tools = the game. so game minimum / recommend specs are need for the modding toolset just as well

brazen plaza
#

Go to the steam site for specs.

fallow imp
#

I see, thank you

mortal yoke
#

Make the forest generator multi-threads.

#

it take age to generate a forest I don't know how people do it

fresh solar
#

How does one add dependencies and use other mods?

vagrant beacon
finite dawn
#

how do you add inventories to items? i see that the arsenals dont have actual inventories that you can see in a box

smoky nexus
#

Does anyone know where log files are stored for reforger tools? My program crashes when i open the world

fervent wraith
lament pulsar
finite dawn
#

they just open up the vicinity

#

when you use the open action

modern void
#

Has anybody figured out how to enable vehicle respawn yet? I feel like I'm losing my mind trying to figure it out

manic ledge
#

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

weary fern
#

Is there a difference between Sight Component, and Base Sight Component

lament pulsar
weary fern
#

Not sure if it'll lead to issues if people use the Base one

#

Thanks for clarifying!

mystic agate
#

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

weary fern
#

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.

lament pulsar
# weary fern Not sure if it'll lead to issues if people use the Base one

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
weary fern
#

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.

raven arrow
#

Is it normal for the workbench to crash really frequently in world editor?

#

Can't even create new terrain without it crashing 😐

low quest
#

Is it possible to show action context radius bubbles in game mode? I'm having trouble getting some context actions to appear

lost widget
#

Idk, but my peer tool game instance does not start

lament pulsar
# weary fern Setting up a Base Range on Iron Sight's for a new gun is difficult for a gun wit...

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.

weary fern
#

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.

lament pulsar
dull gate
#

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

weary fern
#

Good news, I got the PIP scope to offset to a base 200m, which was nice.

solar dust
#

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?

solar dust
#

my workshop browser in the main game also constantly reloads so nothing stays on screen for more that half a second at a time.

ruby prism
#

Could someone tell me what the difference is between duplicating and inheriting something in Workbench?

plucky basalt
fervent wraith
#

anyone know what I do with an emissive texture?

weary fern
#

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.

weary fern
#

In Material Properties. This particular one is from the Basic Glass Shader

weary fern
#

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.

median bone
#

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

vagrant beacon
#

There are no examples.
But likely it would be a weapon just like rifles are

opaque canyon
#

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

topaz cloud
opaque canyon
#

Thanks, I'll give that a try

#

Works like a charm, thanks

dusky vortex
#

hey Guys, did anyone find out if we can override weapon components with the components of attachments? like the sound and weapon stability?

lament pulsar
# dusky vortex hey Guys, did anyone find out if we can override weapon components with the comp...

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

dusky vortex
#

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

sly pecan
#

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

lament pulsar
sly pecan
#

@lament pulsar any tutorials on that? never touched a terrain

sly pecan
#

@tiny geyser Yo, look at this

versed niche
#

Would anyone be able to provide me with a crash course in faction / load out creation? I'll trade you scripting help :)

weary fern
#

Is there a way to allow for this turret to make a full 360 turn when aiming?

tight dune
#

yes but character animations are not going to work

vague hamlet
#

How do I unlock a layer?

native relic
#

that world is read only

vague hamlet
native relic
#

you are on sub-scene?

vague hamlet
#

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.

tight dune
#

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

vague hamlet
tight dune
modern void
pulsar quartz
#

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)

native relic
#

how can i import fonts?

#

but when i do import and put the .tff file it doesnt imports

mild jasper
#

active layer read only - Anyone had this in world editor, how do I fix it. I have never seen this before

native relic
mild jasper
#

Just MP test

modern void
native relic
mild jasper
#

Oh lol I swear I always used that. Thanks dude

manic ledge
# modern void Ok, I've found SCR_Vehiclespawn but have no idea what to do with it. I can place...

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)

manic ledge
modern void
manic ledge
#

that i dont know about πŸ˜„

dusk echo
#

is the workbench crashing A LOT MORE after the update to you too?

#

also seems a lot more laggy

coral dagger
#

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.

weary fern
#

Hehehe

brazen plaza
weary fern
#

I have the Thompson in already. I've been trying to get done what is free to use online.

brazen plaza
weary fern
#

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

brazen plaza
weary fern
#

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

brazen plaza
#

I saw Someone Uploaded a mod with a pack of those today I think.

weary fern
#

Yeah, that was me

brazen plaza
#

Oh right hahah

#

Well Good luck with your Modeling, Great work.

lavish pewter
#

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

weary fern
rare sable
fresh solar
#

How can I use other mods in the workbench?

lavish pewter
#

hi

fresh solar
#

Do I just copy the mod folder and it will class it as a dependency?

lavish pewter
#

hi everyone

fresh solar
#

Create your own project and drag files in

#

Dont copy addon file

#

and resourceDatabase file @brazen plaza

brazen plaza
#

You can essentially play the whole game through the editor. Wouldn't make sense to give it away for free.

tawny ginkgo
#

Is it possible to export locally (not publish) to test the mod in the game?

tight dune
#

you can also bundle addon in publish project and then extract pak, rdb & gproj from zip file which was created by that process

tawny ginkgo
#

Ah Thanks

shadow edge
#

anyone knows why?

#

yesterday i was using gamemaster and was perfectly fine

shadow edge
#

ok fixed i just created a sub world of current world

tawny ginkgo
#

on the pic it isn't activiated..

#

but I done that, back and forth, restarting the game

tight dune
#

-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)

tawny ginkgo
#

now it crash the game, so makes sense that its my addon "working" πŸ˜‰

tight dune
#

what do you have in console.log?

tawny ginkgo
#

10:57:44:321 ENGINE (E): Failed to initialize Enfusion engine
10:57:44:321 ENGINE (E): Unable to initialize Enfusion

#

was same with guid

tight dune
#

is your addon depending on ArmaReforger?

remote estuary
#

do we have a bug report for the terrain creation save crash?

tawny ginkgo
#

finally! πŸ™‚

#

big thanks

slender moat
#

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 πŸ™‚

slender moat
#

Will it still set exit code?

tight dune
#

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

slender moat
#

sounds like it will, we'll see what happens πŸ™‚

tawny ginkgo
#

I am sure i can generate enough β€œbut it should be fool proof” bugs to β€œhelp” Dahlgren find out very soon πŸ™‚

magic temple
#

bohemia accounts are closed rn arent they?

dark estuary
#

how can you create an empty object

rare sable
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someone speaks Portuguese?

slender moat
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no crossposting, only english #rules

pulsar quartz
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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"