#enfusion_scenario

1 messages Β· Page 1 of 1 (latest)

lime kestrel
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hi everyone! does anyone work on a Squad like mission or KoTH for Arma?

vivid anchor
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@lime kestrel @solid nebula is making KOTH iirc

solid nebula
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KOTH is on hold atm. i might make the original codebase pub

lean scroll
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Is there any way to add objects to the terrain without having to rebake/repack the entire map?

wild trellis
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How can I edit the vehicle that spawns in the repair depot in conflict?

wild trellis
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^^ Faction Manager > Default Transportation Prefab 😎

lime kestrel
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is it possible to re-design certain mission without creating everything from scratch? I have good ideas for conflict, but I do not want to rebuild the current features.

wild trellis
kind sundial
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odd thing in game master mode the arsenal works fine but when building in mission build mode, arsenal saves as empty. tested using system arsenal and prefabs. I can't seem to get arsenal to work when mission building..

fathom pumice
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I'm having trouble getting the AI to ... work well in missions that I make. They don't seem to notice each other until they're within about 10 meters, they won't suppress, etc. They act really dumb.

But when I play mods like the "KOTH_AI", they are awesome to play against. I tried duplicating that mod on my own, using all of the same modules/managers/etc. I've got the PerceptionManger, and I've assigned the CTI_Campaign_Eden Navmesh file. But it seems that the AI is always dumb in every mission I create.

I'm sure I'm missing something simple. Any ideas?

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In my missions the AI will even end up right next to each other, firing point blank while crouching, and missing almost every shot. It's like they're on a skill of 0.01.

Has anyone else had the same issue with their custom-made missions?

ruby sequoia
fathom pumice
gritty vortex
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well if you manage to invade their personal space, the AI can't aim at you that is true

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they start aiming at the sky instead

fathom pumice
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As of the latest Reforger update it looks like the KOTH AI scenarios need to have the Navmesh re-selected. Currently the AI act as if they don't have one.

Also kudos on the scenarios! I've tried to re-create what you did, but I cannot get the AI to be nearly as dynamic or smart as they are in your scenario. So whatever you did to make them behave that way, well done! πŸ™‚

slow thicket
# fathom pumice As of the latest Reforger update it looks like the KOTH AI scenarios need to hav...

Thank you so much for letting me know I will try to push a fix as soon as possible!

As far as how I got the AI to work I appretiate the complement it wasn't much but I did my best. There are actually 3 or 4 smaller defend waypoints on the objective. Then I scripted it so that whenever a unit spawns it randomly selects one of the waypoints. The trick is in placing the waypoints in good locations based on testing.

fathom pumice
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Awesome, thanks! And thanks for the tip, I'll give that a shot!

slow thicket
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KOTH AI is now fixed

fathom pumice
wild trellis
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Why can I not edit Campaign_ArmoryDepot_US.et? I've tried both duplicate to my mod and overwrite to my mod. All I get in world editor is "Force Save" Which doesn't even save what I add or change.

subtle bronze
west karma
coral smelt
#

Hi, I'd like to ask for some help again. I cannot figure out what am I doing wrong in my conflict campaign scenario, because when I am in the editor there is AI, but when I make an in-game test there is absolutely no AI. Maybe I made a mistake with the scenario sturcture? Actually, does it have to be Sub-scene, or I should start different?
Example: What should I load first: CTI_Campaign_Eden.ent or Eden.ent? Then choose next Sub-scene or how further?

west karma
# coral smelt Hi, I'd like to ask for some help again. I cannot figure out what am I doing wro...

Hey,

I would recommend looking at the Night Ops framework, it solves a lot of the initial issues for Reforger mission making and has a nifty tutorial here:
https://nightops.de/arma-reforger-basic-mission-guide/

NightOps.de - A Arma Platform Modding Project providing open-source frameworks & dependencies for mission maker and new game modes for players

tepid kestrel
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Does anyone know if it is possible to force an arsenal crate to only spawn a single type of ammo? I'm looking to make a crate that has the BTR's gun ammo so I can manually reload

subtle bronze
tepid kestrel
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Ok. I'll check that out

pastel mortar
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hey don't know if you ever figured this out but for everyone else.... The building functionality is tied directly into the campaign character, if you set up your own loadouts building will not work, however you can copy the campaign character, add or remove what you need and create multiple versions to select from on the loadout screen.

stable carbon
wild trellis
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Speaking of loadouts, has anyone figured out how to limit a loadout in conflict? Like only allow one team leader and 4 squad leaders etc

slow thicket
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Currently I'm using the night ops framework and was wondering if there is a way to change the AI's waypoint once a task is completed. IE: if Task1 is active the AI waypoint is waypointA; if Task1 is successful then AI waypoint is waypointB

undone kelp
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Hi, I'm having a problem with the nametags on MP, i put the TagManager from the prefabs but it doesn't work, does anyone have any solution?

gilded gorge
rose pier
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A video tutorial series that shows how to create a basic, dynamic coop insurgency format (akin to Fireball's back in the day) from scratch would be greatly appreciated.

undone kelp
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Just abobe the allies in MP modes like conflict

undone kelp
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Well, I have found a solution to the problem with nametags

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The solution is so simple, the point is that if you have used the GameMode_Plain prefab you have to configure the name tag parameter, first search in the object properties of the GameMode_Plain and search SCR_NametagConfigComponent, then enable the module and in config path search NametagFriendlies.conf

I hope that this message helps anyone πŸ‘

supple oar
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how to add NATO sign (image) to image of SCR_MapDescriptor ? There are only map (buldings and other) useless images

fathom granite
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Having this error when someone try to join a custom mission on my server

00:46:43:872 rpl::Pip::FixedStep
00:46:43:872  RPL       (E): IReplication::JIPError: Terminating connection. (identity=0x00000000)```
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Its there any form of get rid of this error?

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Its a mission with the dependency of our mod only (No error on it, all tested and looked on enfusion console) and the maps only have vanilla assets

slow thicket
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So.... After the latest update none of my project files can be seen within tools. I already tried re-adding the project.

slow thicket
wild trellis
hollow solar
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hi guys ,i dont know if its in this area or not but i have a problem with IA. If i spawn an objects or anything else that its different than IA (houses, bunkers, objects) it spawns good , in the floor but if i spawn IA , vehicles etc in the floor , they cross the floor and go down like the floor doesnt exist. This is happening in my Custom Terrain

I did the navmesh and put the SCR_AIWorld with navmesh file

gritty vortex
hollow solar
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Nop

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Sometimes

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I need to erase the folder that its into reforger addons folder (the mission with map addon) and reinstall it from workshop.

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Then sometimes the problem its fixed

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The objects spawn without problem

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But all that takes moves , fall throught the floor like there isnt floor in map

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Without collision

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Then yes, the player sometimes fall throught floor and IA, vehicles always

gritty vortex
hollow solar
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I must to see it but i dont think so. In tools , triying it, its all ok but in the server happened that things spawning

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1 dec

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Sec

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All 0

gritty vortex
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hmm idk then

lethal bramble
#

Hi, I have a question. Do you guys know how to change time of day in a mission?

lethal bramble
lethal bramble
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When you start mission at night, is it normal all the street lights are off? Or I need to do something, like provide electricity to Everon?

tepid kestrel
wild trellis
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They're also in a mod

naive pivot
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is it just my map or is AI not able to move through buildings/over walls easily

gritty vortex
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does the AI behave differently on your map than on everon?

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maybe the navmesh needs to be baked again

naive pivot
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i dunno the AI on my map does not seem capable of navigating urban areas

fervent ocean
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quick question, is it possible to open the conflict scenario in the workbench to change around objectives and add objects, and then export it as a mod?

wild trellis
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Yes

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I learned a fair bit doing so, feel free to ask questions if you get stuck! You can even add new cap points. Check out the list of features on my mod/scenario "ConflictPVERemixed." I now know how to do all that stuff! 😎

fervent ocean
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Thanks! I'm lacking knowledge in how to then take those files and turn it into a mod that can be used online

wild trellis
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Using the pretty simple publishing tools In the workbench.

fervent ocean
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Done that, can't seem to open it now though

fervent ocean
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Everything I change to the campaign.layer gets saved and works fine ingame

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Everything I change to eden doesn't

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Is there any way to delete objects from the map and have that be in the project?

wild trellis
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I just tried that recently, deleted a tree that was in the way, but it's still loading in after publishing. 😒

wanton bough
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Hey! does anyone know how to make a trigger activate only first time? So after first activation it never get triggered again

gritty vortex
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delete the trigger after it fires

coral smelt
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Hi, I am still desperately looking for a solution. AI absolutely does not appear in my Conflict Campaign-based mode. In the editor everything seems to be ok, but when I would play it in Reforger no AI spawns. I have already asked about this here on Discord but nobody could help me with a working method yet. It seems the CampaignRemnantsSpawn and the motor pool does not work.
Thanks in advance for any advice!

gritty vortex
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do you have an AI world entity and a navmesh?

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anything relevant in the console log?

coral smelt
gritty vortex
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someone more experienced than me in conflict scripting will probably be able to help

coral smelt
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Thanks for taking the time! Then I just keep waiting for salvation. πŸ˜„

hardy belfry
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Sorry if wrong place to ask. I'm just struggling with my map icons, I cant seem to get them to update? Everytime I make a change and load, the spawn icons are all the basic diamond, no changes taken into account ~ clearly im altering the wrong thing, but could anybody tell me what id need to adjust? brain absolutely fried.

tepid kestrel
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Alright, what's this about? I missed something in my gamemode?

muted birch
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Anyone planning to re-make one of the original missions from Operation Flashpoint? πŸ˜„

severe abyss
muted birch
tepid kestrel
wanton bough
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Does anyone know how can i make AI recognize building or obstacles I placed like the rest of the default buildings, etc with navmesh?

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AI keep stomping against a building when engaging combat like theres nothing there

wanton bough
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Im on it but not getting anything

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I think i should do a partial regeneration?

ruby sequoia
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Yes, but I haven't tried myself yet.

frank shore
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can you guys help me adding weapons and stuff to a crate? How do I do that?

wild trellis
frank shore
wild trellis
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which crates? US arsenal, or weapon box, or equipment box?

wild trellis
frank shore
wild trellis
frank shore
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empty

wild trellis
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Arsenal crate is in Prefabs/Compositions/Misc/CustomEntities/Systems/ FYI

wild trellis
frank shore
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no crates under props... gonna check this second one

wild trellis
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if youre searching for crates, you wont find them, they are called a box not crate

frank shore
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still empty, im missin something

wild trellis
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Equip Box, Weapon Box etc

frank shore
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these are empty when I place rhem down

wild trellis
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those are also locked. you need to copy to your mod to be able to edit them/ ope n in workbench

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copy to your mod or "Duplicate to " your mod

wild trellis
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everything is there, arsenal box, weapon boxes, & weapon racks

grand ocean
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I'm having trouble placing groups of units. A box appears, but the units arent visible when I drag them in the window. Does anybody know what the issue might be?

undone kelp
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maybe it could be a preview error, you should start the game and with the gamemaster camera go to the place you have got the units placed

frank shore
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still no luck with spawning items inside crates... could anyone help me out?

gritty vortex
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like in the world

frank shore
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many

gritty vortex
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do you want these items to be infinite like in arsenal?

gritty vortex
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or make your own version of an arsenal config

grand ocean
# undone kelp try restarting the workbench

Both didn't work sadly, I created a custom map but I also tried on eden map. Only box appears, but when I load the soldiers individually they show. Am I missing some kind of logic for them to appear?

frank shore
gritty vortex
# frank shore tnx

nvm figured it out, open UniversalInventoryStorageComponent of the box and do it like this (example)

frank shore
gritty vortex
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it did for me in play mode

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lets see what happens if I put a BTR in it KEKW

gritty vortex
frank shore
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now take it out xD

gritty vortex
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cant its only the trunk thing it seems

frank shore
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ohhπŸ˜‚

gritty vortex
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still went better than expected, was thinking it'd just crash

frank shore
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yep me2

lean scroll
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poor btr

frank shore
gritty vortex
frank shore
gritty vortex
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yea these

frank shore
gritty vortex
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look at my previous screenshot really carefully

frank shore
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ye found it

frank shore
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why is my scope like this?

gritty vortex
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nice instagram filter

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might be something wonky with post process? do you use the worldpp prefab?

frank shore
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ayo how can I add player slots to my MP scenarios... I already made spawnpoints and gamemode, but on my server it shows 0/0 player slots

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@gritty vortex would u know mby?

gritty vortex
frank shore
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@gritty vortex

gritty vortex
frank shore
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where can I find this?

gritty vortex
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you made one when you made the scenario

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are there player limit settings there?

frank shore
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@gritty vortex this?

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I have my terrain + MP mission all in one

gritty vortex
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maybe here

frank shore
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where did u find this?

gritty vortex
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you made this file when you were making your scenario

frank shore
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I dont remember to be honest, now I cant find it

gritty vortex
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its the file you load in ScenarioID

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on the server

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I think

frank shore
gritty vortex
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you have the path to it in your server config

frank shore
gritty vortex
frank shore
gritty vortex
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aye

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thats the one

frank shore
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{here is scenario id? same as modid}

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then there is path

gritty vortex
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works for any resource not just config

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then just paste it in there

frank shore
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ohhh thank you!

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I can just ignore this part?

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I have custome game mode with no teams

gritty vortex
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you can try leaving missionHeader empty

frank shore
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ok, what about if mods have dependency?

gritty vortex
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it should be handled automatically

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just specify the main mod

frank shore
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this mod has dependency, but I can just leave it with this rite?

gritty vortex
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yeah it should work

frank shore
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I tried adding dependency mod as seperate mod idk if it works

gritty vortex
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you can, but it should be automatically resolved if you don't

frank shore
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they had us in the first half XD

gritty vortex
frank shore
lethal bramble
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How do I move spawn point after a trigger is triggered?

gritty vortex
frank shore
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this is in the log of my mission with no heads

gritty vortex
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what's the use for SCR_PIPCamera in the world?

frank shore
frank shore
gritty vortex
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why did you add it?

frank shore
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should I delete it?

gritty vortex
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I loaded CTI_Campaign_Eden and it does not have this entity, so I would try it

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I've seen this happen when there are multiple cameras in the scene, the game will usually prefer the first one

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(your player spawns AFTER)

frank shore
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ok will try that, now I just have to update it and change version in my server config right?

gritty vortex
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sure, or remove the version from server config and it will fetch whatever is newest

frank shore
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ohh ok

gritty vortex
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restart the server only when you see the update in your game

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if you do it too fast it may not be available yet

frank shore
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roger that

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@gritty vortex still no heads

gritty vortex
frank shore
frank shore
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*two

gritty vortex
frank shore
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I saw update when I started the game

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and it updated

gritty vortex
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what's the mod with the scenario called?

frank shore
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free for all i think

gritty vortex
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can you give me mod id of it?

frank shore
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{
"modId" : "5A489337E0CB18DE",
"name": "FreeForAll Tarkov",
"version": "1.0.1"
},

gritty vortex
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the mod one

frank shore
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"scenarioId": "{84DBB39DCEB0C6EB}Missions/ScenarioConfig.conf",

gritty vortex
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Yeah I still see the PIPCamera in the scene

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make sure you are editing the world you have defined in the scenario config

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I see you have one in each mod

frank shore
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ohh yeah

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forgot about that

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should i also delete one camera manager?

gritty vortex
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probably

frank shore
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no luck with deleting PIPcamera

gritty vortex
# frank shore

please edit the world you have in your mission header file

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or change it

frank shore
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I did delete it there also

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but my scenario world is

gritty vortex
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OK, see the World setting?
step 1 ensure it points to the world you want to play
step 2 ensure the pip camera is not in it

frank shore
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yes and yes

gritty vortex
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I see it point to ArmAfield.ent, I open ArmAfield.ent, the camera is still there, and there are no updates on workshop for this mod, it's still 1.0.4

frank shore
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wait scenario is 1.0.2 ... my map is 1.0.4 I have to update my map also since they are liked.

gritty vortex
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like I said, make sure you modify the correct world

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the scenario config contains the world that will be played

frank shore
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after map update

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my server doesnt even use all these mods

gritty vortex
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ok but where's the console.log

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what about the one from your game?

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also DM me so you don't give everyone your IP address (and delete the message)

frank shore
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any simple way to random spawn AI with a waypoint?

rigid kraken
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I am just trying to build a simple Deathmatch map. I found the information about the General Game Mode Setups (https://community.bistudio.com/wiki/Arma_Reforger:General_Game_Mode_Setup#Basic_Setup) and everything sounds so easy and out-of-the-box. Maybe someone can point be to the right direction? I would gladly get familiar with the game modes as described but I cannot the ent-File that is at the link: enfusion://ResourceManager/~ArmaReforger:worlds/FeatureTests/GameModes/Deathmatch/TestGameMode_Deathmatch_Auto.ent Where is that? Does anybody has a nice DM template that I could use? πŸ™‚

sullen talon
foggy cairn
sullen talon
foggy cairn
gritty vortex
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le baguette? duckthinking

vital iris
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Anyone know how to make a vehicle spawner on arma Reforger tools on world editor?

vital iris
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?

vapid nymph
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anti stasi yet ?

lean scroll
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never

nocturne zealot
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Do you have a tutorial for creating a game master?

gritty vortex
gritty vortex
# nocturne zealot Thats all?

this will handle the game mode ingame, next step is to create a config of class SCR_MissionHeader and place it in Missions (I think?) to have the scenario show up ingame for people

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that's it

rigid kraken
# foggy cairn I added myself a reminder, will do!

Hi Lou, can you tell, when this will reach top of your priority list? I believe that good documentation could really have a big impact on the motivation of the community who is creating content for this great game.

foggy cairn
rigid kraken
rigid kraken
rigid kraken
foggy cairn
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all the links work, you have to register the enfusion:// protocol in Workbench

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Workbench > Options > Workbench tab > Register enfusion:// protocol

rigid kraken
foggy cairn
sullen talon
nocturne zealot
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Hi guy, i would like to publih my mission but i don't have this game master on my mod in reforger, but I think I did everything right, don't you?
I created a new world with sub-scene and added the modules for the GM (copy and paste from the world CM_eden.ent) then I created a mission config file in the Missions folder (see 2nd screenshot)
Any idea?

gritty vortex
nocturne zealot
gritty vortex
nocturne zealot
gritty vortex
nocturne zealot
gritty vortex
nocturne zealot
rigid kraken
# nocturne zealot Hi guy, i would like to publih my mission but i don't have this game master on m...

I suggest that you create a folder within your mission file for everything that might link to an image. Put a dummy picture there, register it - maybe convert it. Then point all values in the publication dialogue to that images. Afaik there is still a bug that any default values during the publish process that aim outside of your mission directory will stop the publishing. Take a look at this: https://youtu.be/nc9oThUL7IE?t=1283

Arma reforger tutorial for custom missions (scenarios), following the bohemia enfusion workbench tutorial from the wiki to help brand new modders step by step. (links below)

Enfusion workbench documentation and resources:
Capture and Hold Text Tutorial: https://community.bistudio.com/wiki/Arma_Reforger:Capture_%26_Hold_Setup
Known Issues: https...

β–Ά Play video
nocturne zealot
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I have an other question.
I created a sub scene for a game master, in the layer I put GameMode_Editor_Full in the viewport and saved. Then in the Missions folder I created a configfile with the SCR_MissionHeader. In it I filled in this (Picture)The world point to my world sub-scene.
However once published in reforger then downloaded, I launch the scenario and the game crashes. I missed something?

gritty vortex
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why does it crash? the reason will likely be in the logs

nocturne zealot
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23:11:35:806 GetResourceObject 'Missions/GM_Zimnitrita.conf' 23:11:35:806 RESOURCES (E): Failed to open 23:11:35:806 RESOURCES (E): MissionHeader::ReadMissionHeader cannot load the resource 'Missions/GM_Zimnitrita.conf'!

gritty vortex
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try delete and download the mod again

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if the file is fine, it might have been a broken update download

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I downloaded it, plays fine for me

nocturne zealot
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it(s work for you?

gritty vortex
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yup

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mod updates are cursed

nocturne zealot
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hummm arma with funny error

rigid kraken
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Lets say you created a scenario and want to copy it to use it on a different location. What is the best way? Right now I end up creating the project manually, creating the empty layers manually that I have in the original scenario, copying all layer-files into the new directory and renaming them corresponding to the new maps name. Is there a better way?

upper bramble
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Anyone know how to update an AI group's waypoints via a trigger? e.g AI group is to defend an area until the player(s) walks into a trigger?

gritty vortex
coarse totem
#

How difficult to learn is Mission Making in the workbench? Would love to have a dynamic co-op mission scenario with one main base to go back to in between objectives for my server (similar to Invade and Annex in Arma 3) but I don't really have any coding or game engine experience

austere cobalt
coarse totem
gritty vortex
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well some level of scripting will be essential for any game mode that isn't standard

upper bramble
# gritty vortex clear the group's waypoint and then add your new one

What? Like on the group's object properties? I don't think that's what I want. Perhaps I should reiterate with more detail. I have waypoints WP1, WP2, and WP3. I want my AI group to go to WP1 then hold at WP2 until a trigger gets activated. After which the AI group proceeds to WP3.

upper bramble
gritty vortex
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perhaps clearing their current waypoint from script as well

upper bramble
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All right, I'll look into addwaypoint and removewaypoint.

gritty vortex
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skip number 2 if there's no waypoint

signal condor
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How do I make a group (with one unit) stand still while still targeting enemies? I tried disabling AIGroupMovementComponent and AIPathfindingComponent but they seem to be required to properly spawn the unit on top of terrain objects

lethal bramble
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use defend waypoint

signal condor
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thanks

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it doesn't work. the ai still moves when engaging

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It doesn't run to another location but I'm looking to accomplish something similar to disableAI "PATH"

lethal bramble
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reduce the defend size waypoint... check the above uselessFodder video tutorial

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around at 44:10 min

signal condor
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I used a 1m radius

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same as he did

lethal bramble
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I see... then I have no idea.

signal condor
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setting it to 0 may have worked

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nope. throwing a grenade made him run away

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Can anyone help me understand how to set up weather? I found the weather editor panel but I'm not sure how to apply that to my world

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time and weather manager does not seem to have settings for clouds and rain

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FogHaze_Default prefab also doesn't have an effect beyond the workbench view

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sorry this is my first go at making a mission in reforger

signal condor
visual vale
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Any way to edit the vehicle spawn list in conflict? I wanna add shit like a custom Black Hawk spawn point and add more vehicles to the spawn lists instead of the usual five, and I wouldn't have a clue how to do that

I saw another server managed to do it, but I can't figure out how to on mine. Any idea?

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Maybe have someone do it for me, since I have absolutely no Idea what im doing with the workbench?

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Looked over the vehicle code for the 23_campaign file, and cant find any useful information regarding the mission, or how to add anything to it

gritty vortex
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vehicle spawns as in requesting vehicles in the depot?

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these are done via actions in the actions manager component in the entity that you request them at

visual vale
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How would I take a modded world as a base, and add it to the editor?

gritty vortex
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you can add its ID as a dependency in your project options (Workbench -> Options -> Dependencies)

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then after a workbench restart the mod should be visible in the sidebar

visual vale
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And what if that mod has a dependency already? Would I throw another dependency in there?

gritty vortex
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if its dependency is downloaded, it should appear automagically

visual vale
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I must be doing something wrong, because it doesnt seem to work

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It just adds the same CTI scenario rather than adding the modded one i want

gritty vortex
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so the mod folder does not appear in the resource browser?

visual vale
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Im trying to figure out how to properly add a dependancy

#

cause the dependancy doesnt show up when I restart

gritty vortex
#

the mod ID goes in there, like the one you'd use on a server

visual vale
#

Tried that, didnt work

gritty vortex
#

if this doesn't work, there might be an issue loading it, you will see it in the Log Console

visual vale
#

I did that, and it didnt add the mod as a dependancy on the main screen
It just added an entirely new project

#

I cant find a mods folder anywhere

#

Literally the only thing im trying to do is add a Black Hawk spawner using the MH-60 mod to Conflict 2.0 somewhere in Saint Phillipe

visual vale
gritty vortex
#

your downloaded mods would be in your profile directory, it might be my games / armareforger

visual vale
#

yes
Its not listed as a resource in my fucking editor

gritty vortex
#

you may need to do "Add Existing" for the mods you want to use (in the Workbench launcher) before adding it as a dependency to a project

#

I don't remember if this is the case still or not

visual vale
#

And how would I do this

gritty vortex
#

press the "Add Existing" button in the Workbench launcher

#

add the mods one by one this way so they show up in the launcher

visual vale
#

Added the mod I wanted

gritty vortex
#

in any case it's just guesses, the reason something may not be loading is likely going to be in the log console or the console.log file

visual vale
#

So

#

One of the mods worked flawlessly, the helicopter

#

the other one, the scenario, didnt load properly

#

This is what I have to work with

gritty vortex
#

thanks but the reason will be a bit earlier in the log file, you may need to scroll up

visual vale
#

"Cant be added"

#

How specific

gritty vortex
#

try adding them in the launcher

visual vale
#

I

#

Did

#

I hit add existing

#

And hit the Addon.gprom or whatever the extension is

gritty vortex
#

their dependencies too?

visual vale
#

That is the dependancy

#

Thats the dependancy im trying to add

#

Thats the mod im trying to add, so I can modify it, and throw it up on my server

gritty vortex
#

it looks like you need to add the IDs it's complaining about, and IDs of dependencies of these IDs

visual vale
#

I gave it the IDs and it didnt accept them

#

I gave it to them in three ways, and none of them worked

#

Saying "Add the IDs its asking for" doesnt tell me what I need to know

#

I did exactly what you told me to do and its not working

#

I have no clue man

gritty vortex
#

in the launcher, not in the dependencies of your project

visual vale
#

Yes, Add Existing

#

I hit that, went to my mods page, and added it manually

#

I said this already

#

it worked for the black hawk, not for the conflict mod

#

Comes up as a blank project and not a mod

gritty vortex
#

ok, I don't see their dependencies in this window

#

so Land Mines, Flags of the World, and Conflict 2.0

#

I'm guessing

visual vale
#

Doesnt list those as dependencies in the mod data file

gritty vortex
#

they are visible in the log console screenshot you've shown earlier

visual vale
#

where at

gritty vortex
#

red text

visual vale
#

I see the mention of the conflict mode

#

Nothing about landmines

gritty vortex
#

you need to read the whole line, it has the ID it's not finding

#

so add it to the launcher

#

the one that ends in *CA7 is the Land Mines mod

visual vale
#

I see

gritty vortex
#

if it stops at the first dependency it's not finding, you will probably need to add the remaining ones anyway

#

alternatively (not tested) you can just copy all your mods from armareforger/addons to armareforgerworkbench/addons and then create your project

#

that is its default addons folder I believe so it might be able to resolve all dependencies in there

visual vale
#

Sounds like that would work well

gritty vortex
#

they will not automatically update in that folder though, so you'd need to update them on your own

visual vale
#

So add a new vehicle depot, add an area for it to spawn vehicles, and select the modded Black hawk?

gritty vortex
#

I don't know how Conflict works, but there are some folks here that have made their own versions that could help I hope

visual vale
#

Id have to add the Black Hawk mod as a dependancy to the mod itself, and reupload it to the workshop, correct?

gritty vortex
#

correct, you only need to add main dependencies though (helicopter, conflict 2.0 pve)

visual vale
#

This shit is so confusing

#

Took me ten minutes to figure out what component to add

#

Now I dont know how to save it properly

#

Without it fucking up and refusing to save

gritty vortex
#

you're going to need patience for this

earnest night
#

my bad, wrong channel. thanks for the hind!

gritty vortex
#

love me some helicopters

fathom pumice
#

@slow thicket FYI the latest 0.9.6 version seems to have changes that are preventing your KOTH AI scenarios from loading.

I get the message:
"Can't compile "Game" script module.
Scripts/Game/UI/Map/OVT_MapPlayerLocation.c(10): Function 'Update' is marked as override, but there is no function with this name in the base class"

Just thought I'd let you know. πŸ™‚

slow thicket
fathom pumice
#

Oh heck, you're right. False alarm, sorry about that, hah. It's definitely one of my other mods; not sure which (I don't have the show-player-on-map mod).

slow thicket
#

No worries! I thought the same thing at first.

fathom pumice
#

Oddly it seems to be the "Overthrow" scenario that's causing the issue. When I disable it your KOTH AI works great.

Also those bots are BRUTAL now that they've been taught to throw grenades, haha. I love it!

slow thicket
#

Good to know and oh yeah the AI improvements are great. Once Reforger gets AI vehicles I plan on adding vehicles to the game mode as well.

wild trellis
#

How do I create Topology and Sound map files?

naive pivot
#

isnt topology the in game map?

vivid anchor
#

@wild trellis I can't remember right off how to do the topo stuff but I can show you when I get home

gritty vortex
#

isn't that in the export map data tool thing

wild trellis
#

but speaking of, I wonder if its possible to just use vanilla files for sound map and topo as I didnt change anything there. Or if it will complain like the navmesh that it gets outdated with any change i make to the world file.

vivid anchor
#

You're just trying t modify the vanilla map?

#

@wild trellis

wild trellis
#

yep

#

not even really, just changing settings in the conflict mission

rigid kraken
#

I just edited one of my existing scenarios with the new Reforger Tool. While publishing I get these warnings:
DEFAULT (W): Sound map is missing
DEFAULT (W): Topology map is missing
DEFAULT (W): Navmesh is missing
Can someone give me info on that? The scenario is a Capture And Hold based on the Bohemia CAH scenario set.

waxen raptor
#

Hi, Workbench crashes when trying to add GameMode_Editor.et to the world. Do you have any idea to fix that ?

hollow solar
#

I just edited one of my existing scenarios with the new Reforger Tool. While publishing I get these warnings:
DEFAULT (W): Sound map is missing
DEFAULT (W): Topology map is missing
DEFAULT (W): Navmesh is missing
Can someone give me info on that? The scenario is a Capture And Hold based on the Bohemia CAH scenario set.

#

i have the same issues

#

and it can create the new navmesh of the scenario

#

cant

#

i dont know what is the fix

#

its since the new update has been realeased

#

the navmesh its created like before of the update, but without a lot of size than before (now 500 kb and before 118MB) and when you try to publish it , the error that i said before appears

gritty vortex
#

is the navmesh assigned to AIWorld?

hollow solar
#

Yep sure

#

And the topo the same

hollow solar
#

Before the update it was so usefull , without problema, that update has broken all of that

#

Problem

naive trout
#

can anyone help me with my mission I've completed a game master mission but the Buildings I've preplaced aren't loading in..

gritty vortex
#

I don't think vanilla GM saving works yet

#

might be wrong tho

naive trout
#

roger I fixed it I didnt have my pathing correct \

#

thanks for the help though Bacon I'm a idiot

gritty vortex
#

oh like a workbench mission

naive trout
#

I changed what I believed the briefing file is

fervent barn
#

So we are using 7th ranger modpack with USMC uniforms. the 7th Ranger Modpack has it defaulted to their uniforms for loadouts when you spawn in Game Master. Is there a way I can set a Game Master mission to use the USMC MARPAT uniform but spawn with 7th Ranger Chest Rigs and still save loadouts?

rough pivot
naive trout
rough pivot
#

@random forum can you maybe explain to @naive trout what you did to overwrite the uniforms on our server

gritty vortex
#

the 7th rangers mod in particular overrides base game characters, so what you can do is create a new character (like via a duplicate of an existing one), set up its gear, drop it down to the Faction Manager inside your world under loadouts

#

and it will pop up in the spawn screen

random forum
#

@naive trout What game mode are you using for the stage, the full editor or the editor?

naive trout
random forum
#

sometimes the full editor is very stubborn and does not make the changes and it is as if the original state is always reimported, for this you have two options, or you make another loadouts manager that will overwrite the loadouts of the full editor, or you do the full I edit with the normal editor and you add the managers separately, and if you are going to overwrite a mod, you will have to use two loadouts manager, the one from the editor and the one that overwrites it, it sounds crazy, but it is the tool that returns all the manager to the original state, and you need to overwrite it so that it stays

#

That's why I recommend you, use the editor and put your manager, garbage, loadouts, faction, radiochat, aiworld, perception, chatscrip, and the rest that I don't remember, if you want to make it walk faster and if you don't use it, you can leave out the task manager

#

and you overwrite the loadouts in your mod just in case the manager fails the override forces it to walk that way

#

if you want send me the photo of the layer to see what you put and what helped you improve

random forum
#

@gritty vortex Hey bro what else, look you're busy, I could chat with you for a second, I want to ask you something about your mod

naive trout
naive trout
random forum
#

yes bro

#

send me a screenshot of the scene in the layers part and show me which manager and which game mode he is using

vital stirrup
#

how do i upload a reforger mod to a map i am making?

small belfry
#

Maybe some of you have an explanation of the problem that we are facing.

We have created a "mod", and for some unknown reason the mission which is loading is different of this one that i specified in config.json file.

We have worked on mptest layer for testing purposes in Workbench, but now the mission that is loading with the mod on the server is in full conflict.

Does anyone have a clue what is happening?

gritty vortex
#

Did you specify correct scenario file in server config?

small belfry
#

Yep, the problem appears when I'm loading mods.

gritty vortex
dire wing
#

is there any concept of slots in reforger? like where can i set a limit of players per faction? is this tied to loadouts somehow? πŸ€”

lean scroll
#

hmm when you join conflict they have that team / group selection menu

limpid mulch
#

Hi, how do you add items into a box storage from world editor? (e.g. AmmoBox) Do you use InventoryManagerComponent or there is a better way?

spiral coral
#

It will also return a bool and let you know if it was successful

limpid mulch
spiral coral
#

Ohhh I see

#

I'm unsure

#

I found this

limpid mulch
#

ok, i have been messing and i haven't found any vanilla object with preinserted items

#

yep but this doesn't seem to work

spiral coral
#

this worked

limpid mulch
#

I have used the SCR_ArsenalInventoryStorageManagerComponent as example to do my own inheriting from InventoryStorageManagerComponent but for some reason the FillInitialPrefabsToStore is ignored

spiral coral
limpid mulch
#

ok i will try. I really don't understand how a inventory system can be this convoluted πŸ™ƒ

spiral coral
#

A really good wiki page might help

limpid mulch
#

yep a lot of stuff needs documentation, but it seems that the documentation generation machine for reforger has been paused XD

unborn jackal
#

Hi guys, i am creating my world to create missions. But i'm stuck in the editor with a weather problem. It's stuck on clear, no way to change it.
When i play this error happen :

SCRIPT (E): Index out of bounds.
Class: 'TimeAndWeatherManagerEntity'
Entity id:14

Function: 'Get'
Stack trace:
scripts/GameCode/World/TimeAndWeatherManagerEntity.c:358 Function GetDayTimeUIInfo
scripts/GameCode/World/TimeAndWeatherManagerEntity.c:320 Function GetCurrentDayTimeUIInfoAndPhase
scripts/Game/UI/Components/SCR_IngameClockUIComponent.c:51 Function UpdateIngameClock
scripts/Game/game.c:560 Function OnUpdate

gritty vortex
unborn jackal
worthy glade
#

is there a rest api yet

spiral coral
frigid hare
# spiral coral Yes, since day 1

The real answer is more complex. There is half a rest API. It's missing some HTTPS methods, and even the ones it does have are not to spec, so the only way to get it to work is if you are also writing the server on the other end.

severe abyss
#

"Checking world file @"$SFPReforgerSVN:Worlds/Release_Test.ent"
DEFAULT (W): Sound map is missing
DEFAULT (W): Topology map is missing
DEFAULT (W): Navmesh is missing"

Someone else get these errors when building? I don't see where I can be missing something, when compare to the official missions

winged current
#

@severe abyss I have had the same errors when bundling for workshop, I have not looked or found a solution as yet, will look later today.

gritty vortex
severe abyss
#

I have just reused the official ones, linking for example GM navmesh rather than my own, but that's wrong way of doing it then I assume?

gritty vortex
#

well if the navmesh is made for everon then it will probably not work for other terrains

severe abyss
#

its just a simple coop on everon, done as a subscene and been looking on the GM to get the "basic" setup (aiworld etc)

gritty vortex
#

ok well, if you've added some static things like a building it may help AI pathfinding if navmesh was regenerated in those regions

severe abyss
#

I just want the error message to go away :p the only thing static I added was some washing machines.. its a very simple mission, start outside the village, some russian in the center.. clear it.

gritty vortex
#

it's a warning, not an error

#

but yea aiworld should have some kind of navmesh

severe abyss
#

how I done it

gritty vortex
#

I'm hoping you get the warnings because you have not made "your own" navmesh or something

#

try publishing, downloading it in the game and spawning AI, see if they move around

severe abyss
#

yeah that works fine

#

its just that I of course want a build without warnings πŸ™‚

fleet galleon
#

after the latest update they say something about Scenario Framework - is there any tutorial to this already?

fleet galleon
#

nvm, I've found it πŸ€¦β€β™‚οΈ

dire wing
#

where is it? i didnt spot it at first glance too πŸ˜…

dire wing
#

thanks!

silent trout
#

I just attempted to publish my mod to the workshop (to test it a bit), I got the error about images which I was expecting. But, now whenever I open my project, it seems that everything is locked and read-only? Anyone ran into this? I hope I'm just being stupid πŸ˜‚

gritty vortex
#

you need to open your workbench project not the downloaded mod

silent trout
#

That's what I'm doing I believe - on the projects screen my project now shows locked. I've tried adding the .gproj file again and same thing

gritty vortex
#

move your project away from armareforger addons folder

#

add it from there

#

after moving

#

maybe

silent trout
#

That didn't fix it unfortunately - it was in my documents and I tried moving it to my desktop but was still locked. I did notice however that the addon.gproj file had been duplicated multiple times so I'm assuming something went terribly wrong when I clicked publish. Moved all of the core files out and into a new project and that seems to have fixed it

brazen pier
#

Anyone able to help why I'm getting this error when trying to use the Respawn menu:

NULL pointer to instance
Class: 'SCR_RespawnBriefingSubMenu'
Function: 'OnMenuShow'
Stack trace:
scripts/Game/UI/Menu/GameMode/SCR_RespawnBriefingSubMenu.c:220 Function OnMenuShow
scripts/Game/UI/Menu/SubMenu/SCR_SuperMenuBase.c:100 Function OnTabShow
scripts/Game/UI/Components/WidgetLibrary/SCR_TabView/SCR_TabViewComponent.c:225 Function CreateTabContent
scripts/Game/UI/Components/WidgetLibrary/SCR_TabView/SCR_TabViewComponent.c:315 Function SelectIndex
scripts/Game/UI/Components/WidgetLibrary/SCR_TabView/SCR_TabViewComponent.c:356 Function ShowTab
scripts/Game/UI/Menu/GameMode/SCR_RespawnSuperMenu.c:279 Function UpdateTabs
scripts/Game/UI/Menu/GameMode/SCR_RespawnSuperMenu.c:86 Function OnMenuOpen
scripts/Game/GameMode/Respawn/SCR_RespawnSystemComponent.c:964 Function OpenRespawnMenu
scripts/Game/GameMode/Respawn/SCR_RespawnMenuHandlerComponent.c:155 Function EOnFrame

halcyon patrol
#

Hey, I created a custom game master mission for everon a few months ago that just had some pre-defined loadouts for our group.

Is there an easy way to just swap out Everon for Arland in this project and create a new mod/scenario?

It took me awhile to configure all the loadouts in the editor so wanting to save some time if possible but I'm not sure if this is possible at all.

spiral coral
#

Just make sure its going to the same component

halcyon patrol
#

@spiral coral Think thats worked, thanks

burnt scroll
#

Ok peeps I need help since I'm being stupid derpsify , how do I actually access the new scenario framework? Does it come packaged with the recent workbench update or am I supposed to download it? If its the latter im too stupid to use the downloads FoxBlepDerp

tidal hearth
#

It comes together. If you go inside the prefabs forlder you will find a scenario framework folder with all the Areas, triggers, layers and slots. Somehwere there you can find the game-mode manager, task manager etc.

unborn jackal
#

Hi, I'm hiding some stuff in a Deathmatch scenario, I want to make it disappear from the "Vicinity" menu when you open inventory. To prevent players searching an entire room just by pressing the inventory button. They will have to check under a bed or things like that.
I found two "VICINITY" component. So that is what i do :

  • I place a weapon,
  • I add a component
  • Choose "CharacterVicinityComponent" or "SCR_CharacterVicinityComponent"
  • A "Discovery Radius" option appear, but have no effect.

Does someone know a way to make items disappearing from the "vicinity" menu ?

gritty vortex
unborn jackal
gritty vortex
unborn jackal
gritty vortex
#

I mean the character vicinity component

unborn jackal
gritty vortex
#

in the character

#

but I'm not sure that this actually deals with displaying the items

unborn jackal
gritty vortex
unborn jackal
#

Ok solved, i modify the two characters i use to respawn.

gritty vortex
#

so you can make a new character and assign it to the player controller in your game mode

#

yeah

#

did that work?

unborn jackal
#

Yes !

gritty vortex
#

yay

unborn jackal
#

So perfect. For my Deathmatch i duplicate two characters from the base game. Then, doubble clicking on it, i can edit thoses ones. Then i can edit all values.
And there is the "CharacterVicinityComponent"

#

Thanks for helping me investigating !

gritty vortex
#

bet

hasty lagoon
#

Has anyone figured out how to make a custom conflict mode.

unborn jackal
#

Not yet, i'm still at very basic things right now

hasty lagoon
#

Yea, ive done a couple of tuts and got them working. Now im just stumbling in the dark...

#

Actually, i just figured it out.. sorta. Just load up the CTI_Campaign_Eden.ent. thats the Conflict mission...

rough pivot
#

Hey can anyone try to help me figure out what setting causes this to happen? I would love to have this built on an made happen more often to kind of give medics roles and such! I know an ally can β€œrevive” you or something similar to have you get up! Sometimes you can get up on your own but other times you die after a certain amount of time

#

Like have this build into a mission scenario

gritty vortex
#

no idea what this is

rough pivot
hasty lagoon
#

SCR_GameModeHealthSettings

Permit Unconsciousness checkbox maybe.

fathom granite
#

We investigated this, as we know, the unconsciousness is related to blood lost, if someone lost too much blood but not all, he fall to the ground, them if he is pached with a bandage, some later get up (But sometimes lose weapon if he have it on the hand)

#

The blood lost related is our conclusion, tried another alternatives and only get it by that way

hasty lagoon
#

Anyone know about Ai difficulty? Havnt had much success with it.

terse light
#

In addition, are you pc or xbox?

hasty lagoon
#

Missing navmesh errors anybody? My mission works in the editor, but when publishing i get missing navmesh error and ai will not spawn.

fathom granite
willow breach
#

So this may be a stupid question but i am trying to recreate Arland conflict but with loadouts, isnt there a way i can duplicate the CTI_arland gamemode delete the loadout manager related to conflict and replace it with gamemaster loadouts and arsenal boxes?

hasty lagoon
#

Yea there is a way, but its not that straight forward.

#

The conflict of nations scenario has that functionality already, save yourself the headache.

willow breach
#

oh wow i didnt know they had an arland variant thank you!

storm roost
#

That's how dayz works as well btw

#

Health, Blood, Shock

#

player takes lots of damage to shock, goes unconscious

storm ravine
#

Is this a know problem with the respawn menu?

rigid kraken
#

I am putting highest hopes in the documentation of the scenario framework. Please give enough resources to this as it will give high motivation to the people who love to create content for your great product. Please add example and also video tutorials ... I know that this is painful since its probably changing a lot but I am very certain that this time is very well invested πŸ™‚ https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework_Setup

vital stirrup
#

my editor keeps freezing when trying to load a addon?

gritty vortex
#

is there a note somewhere on steps needed to rebuild navmesh tiles for a structure placed on everon, inside a GM subscene?

#

so I can't add navmesh stuff to AIWorld as it's locked, how do I inject my rebuilt tiles?

vivid anchor
#

@gritty vortex can you disable AIworld?

gritty vortex
#

don't remember but probably not

vivid anchor
#

Or does being locked prevent that?

gritty vortex
#

I'll test it

vivid anchor
#

I tried to message you but Clyde wouldn't let me

#

@gritty vortex if that doesn't work message me

gritty vortex
#

what, Clyde? wut

vivid anchor
#

A bot

#

Saying we don't share a server

normal hawk
#

I'm just dipping my toes in the water and learning how to make my own missions. I've followed some tutorials to make tasks for missions, but I always get an error from SCR_TriggerTaskData. When I start typing it in script editor there are matches that pop up until I start typing the data part of the name. It appears as though I have no SCR_TriggerTaskData. These tutorials are about 6 months old. Could the game's programming have changed by then and SCR_TriggerTaskData is not a thing anymore and handled differently? Please help, I just want to make tasks/missions for players to choose from.

compact gate
#

when i am oppening eden world - its locked by default, but I want to change it.
How can I do the copy, that I can change myself?

grand arch
#

It's called "Creating a SubScene" in the guide.

compact gate
vital stirrup
#

when selecting the map entity there should be a blank one @compact gate

compact gate
vital stirrup
#

eden assets are all locked

compact gate
#

i want to duplicate it, and edit the existing one

vital stirrup
#

you cant move or edit them

#

you can only add to it

compact gate
#

there are only two ways:

  1. Fill the blank map with your own layers
  2. Work on existing eden, without editing it
    Got it right?
vital stirrup
#

yes

compact gate
#

thanks ❀️

vital stirrup
#

np πŸ™‚

gritty vortex
#

what controls which faction is playable on start of a GM scenario?

#

there is a Is Playable switch in the faction manager but I can't interact with it since it's a subscene of a BI scenario

#

also GM will enable a faction when you spawn its spawnpoint, where is this functionality coming from?

zinc wharf
#

how simple is it to get combat ops working with more than 6 players?
is there a guide somewhere?

tidal hearth
dire wing
#

i only can open quick inventory and not the real one in my mission. guess i missed some inventorymanagercomponent, anyone knows which one is necessary? (there are a lot πŸ˜„ )

dire wing
#

NULL pointer to instance
Class: 'SCR_InventoryWeaponSlotsUI'
Function: 'UpdateOwnedSlots'
Stack trace:
scripts/Game/UI/Inventory/SCR_InventoryWeaponSlotsUI.c:91 Function UpdateOwnedSlots
scripts/Game/UI/Inventory/SCR_InventoryWeaponSlotsUI.c:64 Function CreateSlots
scripts/Game/UI/Inventory/SCR_InventoryWeaponSlotsUI.c:19 Function HandlerAttached
scripts/Game/UI/Inventory/SCR_InventoryMenu[...]
this is what i get when trying to access full inventory

#

or is maybe sth wrong with preadded items thonk

#

i might have disabled a weapon slot on that player prefab πŸ˜…

#

solved

merry frost
frank shore
#

Anyone knows how to make a safe zone area? Any info would be appreciated

gritty vortex
#

so navmesh overrides are great but how do we apply them to subscenes

willow breach
thin depot
#

Having an issue getting the mission to bundle

#

Any thoughts from anyone?

thin depot
#

I am getting the same error about my preview image every time I try to fix it

tidal hearth
willow breach
#

try resizing the images using paint and resize by 65 percent thats what i do everytime i have that issue

next prawn
#

Are there any Antistasi STYLE missions available for reforger yet? Yes I'm aware the Antistasi guys are not making one for it

brazen pier
#

Anyone got a template blank Co-op mission they are wiling to share I've tried setting up my own but keep walking into this issue

#

If I ignore it the deploy doesn't work

tidal hearth
#

you should be able to take the stuff out of combat ops and use that. Unless want something really blank

brazen pier
tidal hearth
rigid kraken
# rigid kraken I just edited one of my existing scenarios with the new Reforger Tool. While pub...

Also discussed there. I have not tried the answer yet: https://forums.bohemia.net/forums/topic/240552-error-when-bundle-a-scenario/

winged current
#

@rigid kraken I have the same error its related to the NAVMESH generation and only applies or is a problem if your map has AI on it but should not stop the mission working for TVT or PVP. I also have a request can you also bundle your maps as one mod rather than separate mods on the workshop.

idle dome
#

I feel like the answer is really simple, but what would it mean if the symbol next to the map name in the hierarchy is gray instead of blue?

idle dome
#

The only what I got it to not be gray is by saving a different instance of the map instead of making a sub-scene of the original.

#

Nvm I wasn't creating a new world.

graceful fossil
#

Prob a pretty simple question that is asked often but is there an easy way to import workshop mods into mission projects?

graceful fossil
#

Right so i figured it out and im kinda confused as to why this isnt pinned or isnt in some tutorial somewhere cuz i spent a good hour plus looking for it and couldnt

#

Anyways, if anyone comes in here and is thinking the same thing and this might help them then cool: If you want to import mods into a Project you made you want to go the location of the mods (Documents/My Games/Arma Reforger/addons) there will be a number of folders with IDs on them (however many mods you have) and you need to copy and paste all of them into the addons folder of the Arma Reforger Tools directory (steamapps/common/Arma Reforger Tools/addons) afterwards you need to go into your project and edit your workbench options and add a dependency for each mod you want/have and then fill in the ID with the name of each folder then restart

lean scroll
#

Where would I look if I wanted to make a mod for me to make tweaks and changes to the current conflict game mode?

More specifically if I wanted to require a player to have possession of an object.... like a key in order to be able to take over a base/territory?

rigid kraken
winged current
#

One mod can contain all missions, so you can still test each mission separately but down have to download or maintain multiple mods just update.

rigid kraken
#

There was an update of the Bohemian Capture and Hold to 1.0.3 and now the server will start but will not be shown in the server browsers any more. Any ideas on this? The errors show ReadMissionHeader cannot load the ressource: Missions/cah-the-factory.conf and more errors ..

severe abyss
#

Are there any way, vanilla or mod, to enable people to join a game as spectators? Like arma vision but not game masters

rigid kraken
rigid kraken
# rigid kraken There was an update of the Bohemian Capture and Hold to 1.0.3 and now the server...

Its seems to be the last server update from Thursday with this known issue: "Servers fail to update addons during initiation. It is necessary to delete the addon and do a fresh install of the newer version." Well that is just fantastic because now we cannot use our hosted server any more, because we cannot access the mod directory and everytime there is a mod-update I have to ask their support? I hope that gets fixed very soon 😦

gritty vortex
limpid mulch
#

Hi, we've made a component (ULU_DoorKeyComponent) that adds the functionality of locking doors. I have set it into Door_Base.et with the door unlocked so all doors have it by default. But now when loading some Everon or Airland map, after changing the door lock number (in some map existing house) and saving the change doesn't apply. Afaik the reason is the house being inside the Airland/Everon base layout wich is locked... So there is any way to edit locked instances in the layouts?

frank shore
#

slow mode yeah @gritty vortex

gritty vortex
#

so just post once it lets you

#

or are you going to use a different channel for every message

gritty vortex
#

but you may need to reload into the world to see changes? I don't know

frank shore
#

Anyone knows anything about this?
RESOURCES (E): MissionHeader::ReadMissionHeader cannot load the resource 'Missions/MMHArland.conf'!

frank shore
#

@gritty vortex Where can I find base game project? it says when I try to open my project now...

#

when I select Armareforger gproj it says that this is not base project

#

@gritty vortex

#

how did that happen

gritty vortex
#

duckwizard magic, you can do the steam verify thing

frank shore
winter estuary
#

is there a way to incorporate mods into the scenarios?

#

im currently making one and i would like to set down helicopters and Stryker's etc

lean scroll
#

yes you can either make it a dependincy or load it on your server and run it with mods normally

#

@winter estuary

winter estuary
#

how do you make it a dependency?

lean scroll
#

I wouldnt

winter estuary
#

whys that

lean scroll
#

just can cause trouble in the future

winter estuary
#

not being a jerk, but this is my first time creating anything with reforger tools can you explain?

lean scroll
#

but you add dependencies in the workbench go to options, then under gameproject , unsorted you can addmods under dependincies

lean scroll
winter estuary
#

can i add dependancies to my current project or do i have to make a new one

#

i have only been able to find 1 tutorial online on how to create scenarios so this is kind of a learn as i go thing

#

and its an old one so some of it doesnt line up

lean scroll
#

normally dependencies for maps or scenarios are things like buildings or special terrain hellicopters and weapons are loaded on the server as normal

winter estuary
#

i wanted to add a mod that has a faction with custom uniforms

#

the rest of it can be added through game master

#

in your experience do you feel that would mess things up?

lean scroll
winter estuary
#

i added it

#

i have to figure out if it saved and how to find the faction spawn now haha

winter estuary
#

another rookie question for anyone out there

#

when I place down equipment boxes in the scenario (world editor) they don't actually have anything in them. Is there specific boxes I have to place down to get that to happen or is it some sort of manager I don't have placed down?

primal ridge
#

Could someone share simple scenario(world file) for testing MP with PeerTool in workbench?

gritty vortex
#

subscene of mptest works fine

primal ridge
covert adder
#

Hi can someone please tell me how to make waypoint zones not visible in the editor?

crisp rain
lean scroll
#

Any good solo missions? I tried "Solo AI defend", no objective and no enemies, wandered around for a bit.

crisp rain
winter estuary
solid basin
#

If I want to create a modified version of the Basic combat Ops mission on Arland , what is the the best way to start something based on and existing mission?

#

Open it in the world editor and save it as myCombatOpsworld or something and go from there?

frigid hare
solid basin
#

Thanx There is also an interesting tutorial at the end, but it is not finished yet πŸ™‚

#

What I did now is create a new project and open the combat ops world in the world editor. Then save that world in my own world folder from the projects and all is editable now.

#

Now I need to figure out how it all works πŸ™‚

rough pivot
#

Can you make a scenario over a custom map of your not the owner of the map

lime stratus
#

yes

#

you can build ontop of other peoples terrains

vague crater
#

you have 4 parts to learn how to create missions

#

Read it carefully and ask us if needed

#

πŸ’ͺ

rough pivot
#

Thank you!

steady nimbus
#

hey guys, I'm build a small base for when our server GM crashes so we don't have o re-do all the basic stuff.
I'm having some issues to setup the arsenal, any ideas?

crisp rain
#

You're gonna need to be more specific bud. Are you putting down ammo boxes and there are no guns inside?

steady nimbus
#

yep

#

just trying to make on global arsenal with everything in it

#

and yes, I cna't make anything spawn in it

crisp rain
#

If you go into prefabs/systems/arsenal/arsenalbox you can go into whichever folder you need a box for (US/USSR/FIA) and place it into the world. The arsenal box will have all of the equipment for the specified faction available inside of it.

steady nimbus
#

ok I got it, I was working with a custom faction

#

ty

crisp rain
#

You're welcome bud

crystal yacht
#

taking a break from modding reforger, whats the most up to date tutorial on the basics of mission making for COOP?

crisp rain
#

I've only seen the original ones we made back in may of last year. I think majority of stuff is the same as then though

solid basin
#

The problem with most mission tutorials at the moment is the high number of crashes of the tools.

#

I think I'm going to wait for an update hoping for some more stability

#

And the nice frameworks created at the start all don't work anymore

crisp rain
#

what kind of errors are you getting? I haven't been experiencing many crashes at all in the last few days since diving back into the workbench. Which frameworks are you trying to use?

solid basin
#

The NightOps frameworks don't work anymore https://nightops.de/ and a lot of the earlier sp and coop missions use them.

NightOps.de - A Arma Platform Modding Project providing open-source frameworks & dependencies for mission maker and new game modes for players

#

also if you follow uselesfodders mission video on youtube by the letter it will crash when you fidle around with the gamemode settings.

#

It's kind of a frustrating experience trying to get a simple mission going.

crisp rain
#

Looks like the nightops people aren't currently active unfortunately. I didn't watch the video you're referencing but you could try this written guide https://github.com/Herbiie/ArmAReforgerMissionMakingGuide/wiki/1)--ArmA-Reforger-Mission-Making-%7C-Getting-Started. I have a video I made back in May but I haven't gone through to verify if it has problem points https://www.youtube.com/watch?v=2BM7stNyaNk I am currently working on a tutorial series but it'll be a little bit while I flesh out topics and figure stuff out.

#

In the meantime though if you get stuck on something in particular feel free to ask, there are still people around willing to help answer questions

solid basin
crisp rain
#

mm unfortunately I haven't dove into this yet (didnt exist the last time i used the workbench) but its on my list. I do see there are examples you can open in the editor "WorldEditor/worlds/ScenarioFramework/SF-Tutorial-Full.ent" have you tried taking a look at that in conjunction with the tutorial to see how its setup?

solid basin
#

Yes I will try to decipher it, but it would be nice if the written tutorial is also available. That seems to be on the to do list.

steady nimbus
#

hey guys I just finished publishing my 1st mission since, I was following some tutorial and stuff and after I published it I noticed on ServerData that my mission didn't create a scenario name and gameid. Any idea where I got it wrong?

#

would the problem be on config file, the file is a SCR_MissionHeader

crisp rain
#

Did you try to go back through the tutorial to make sure you didn't miss a step when it came to configuring the mission?

steady nimbus
#

kinda, some things look different since the videos are from 8 months ago

#

I'll try a few things here, change some folders and see what I get before I ask for anything lol

crisp rain
#

Where is ServerData and what do you need the gameid for? Are you trying to set up your mission on a dedicated server?

steady nimbus
#

yeah gameid for a dedicated server

crisp rain
#

So you need the 'modID' for the mods section and the 'scenarioId'?

#

If that's the case you can do the following:

  1. Create a 'listScenarios.bat' file inside of your server folder with this text: ArmaReforgerServer.exe -listScenarios
  2. You can go into the .gproj file and get the gameId that's needed for the server.json

Here is a timestamp for my old tutorial where I am adding a custom mission to the server https://youtu.be/mYp18byD-z0?t=811

steady nimbus
#

I figured out

#

my folder was saying Mission not Missions

#

'-'

crisp rain
#

haha thats the oldest mistake everyone made, dont even stress about it lol

#

People used to do that left and right

merry frost
#

Did SCR_TriggerTaskData get removed from the game?

crisp rain
#

It's definitely gone or hidden, I know the reforger co op sample that @sullen talon made got broken at some point because it was inheriting from that class.

#

Maybe its moved into a different class now

merry frost
#

yeah, it was in one of the early tutorial videos I watched. I guess i'll go and look how the task stuff is done now

#

I believe it was uselessfodders video

#

not too worried atm, as it unlikely i'll get many in my clan to join me until helis arrive

crisp rain
#

I didn't watch that video but I assume it just used some classes that are moved/hidden since then. I haven't looked through it yet but I know there was a ScenarioFramework that was released and it may have tasks. there is an MH60 blackhawk mod on the workshop :O

merry frost
#

yeah, the video was released like a week after the early access launched so I guess it got moved. I'll have a look at the scenario framework tho

solid basin
#

The scenario framework has a lot of stuff, the problem is that there is not much documentation for it. I see some stuff in there that the nigt ops framework had. So in the end you should be able to get older mission working again by pointing at a similar class.

crisp rain
#

A lot of the process currently is just messing with currently available things. If you can get that nightops thing working then by all means go for it. But I think its better to use the provided and functioning scenario even if the documentation isn't 100% complete.

solid basin
#

I try not to use anything outside vanilla, but that is off course not a guarantee that a mission wil still work when reforger hits v1.0

steady nimbus
#

hey guys, I'm trying to update my mission, bundle, public, change version and all that but the second I open the mission in game it's always in the 1st version I uploaded, even though it's all different in the workbench, any idea how to fix this?

ornate sequoia
gritty vortex
#

delete "addons/xxxxxxxxxxxx"

ornate sequoia
gritty vortex
#

reinstall?

ornate sequoia
brazen coral
coral viper
#

Where do you put the Mission file when hosting the dedicated server on a local machine? It keeps closing out saying it can't load the mission I have the following parameters set in the config.json :

"scenarioId": "{5CA50AD67B789148}Missions/COOPTutorial.conf",

coral viper
lean scroll
#

Hi all ! I have created my first mission and just want to add it to szenario and tried it out first before publishing it to the workshop. I tried some tutorials but without a result. How can i add my mission to the scenario so i can see it and try it out ?

tidal hearth
lean scroll
#

Its very complicated compared to Arma 3

gritty vortex
#

make your mission config file and put it in missions folder, thats it

lean scroll
#

Ok thx will try it

vital stirrup
#

@gritty vortex do you know how to make a entity placable with GM?

coral viper
#

Is there any way to prevent vehicles from spawning their internal loot on the ground when spawned in the editor?

vital stirrup
gritty vortex
coral viper
gritty vortex
#

bug in mod?

coral viper
#

It's doing it on both the JLTV/Stryker is the odd thing.

Also noticing some odd behavior on the vehicles, the A.I. do not seem to always engage the vehicles, I have a check point set up and often times I can just slowly drive through and they just stare at me with RPGs, but the second i step out they light me up

coral viper
#

How would I go about loading infantry into a vehicle to save as a prefab? I've filled in the passenger compartment slots with the prefabs but they're not showing up during testing.

coral viper
#

@gritty vortex Trying to get your EnableRevive system to work on this custom mission but it's not seeming to take. Where do you need the components enabled?

gritty vortex
coral viper
#

Hm... have that checked, do I need to add the component to the GameMode as well?

gritty vortex
coral viper
#

With the down state being a fairly low percentage due to the A.I. headshot chance is there any way to make it always puts the player in the down state requiring medical attention? Would be preferable for larger groups and similar to the ACE medical system from A3

steady nimbus
#

Guys, I'm building a functional base on gm-everon so we don't need a gm every restart and I'm having some issues to make de resupply truck to work, any ideas how to enable all the construction functions?

celest brook
#

@steady nimbus @solar pelican maybe you guys could help each other.

digital creek
#

How do you use the Bounding Box / Polyline trigger options? I can't figure out how to draw the shape. The BB tool doesn't show me anything, and for the PL, am I supposed to put the trigger on one? I don't really get it.

coral viper
#

The A.I. in my Mission have suddenly started crouching / standing bouncing continuously and won't move. Has anyone else encountered this? I am running the CRX A.I. Mod

trim turtle
#

im making a map from scratch i got a terain and everything but when i go in to test and open a map its blank how do i fix this??

digital creek
#

Has anyone looked into the feasibility of some kind of post-death spectator mode yet?
If it's too hard to make one from scratch, would it be possible to put dead players into Armavision or something?

coral viper
#

I'm getting this error on my mission when placing down any prefabs, I've placed the "SCR_SlotCompositionComponent" on my GameMode but it hasn't changed anything - Any assistance would be appreciated as I believe its the cause of players crashing out

gritty vortex
coral viper
tidal hearth
coral viper
#

Testing with that one.

digital creek
#

When I try to quit to main menu in my mission, the game freezes. This does not happen for the Game Master scenario, so I suspect it might be related to one of the scripts.
Does anyone know what could cause such behavior?
Edit: Solved, it was related to the SaveLoadComponent

hollow egret
#

GetResourceObject @"{5CD4D0AE50FF8AC3}Missions/AnexRP.conf"
RESOURCES (E): Failed to open
RESOURCES (E): MissionHeader:: ReadMissionHeader cannot load the resource 'Missions/AnexRP.conf'!
SCRIPT: Profile - Using MachineName!
NETWORK: Starting dedicated server using command line args.

Can someone help me? ❀️

trim turtle
#

is it normal for frames to drop when you play from camera mode or from a spawn point when making a map??

grand arch
gaunt plaza
#

I'm getting this error but I did change the image to an image in my addon and resized the image also.
Is there a specific size I need to change the image to?

#

I've tried .jpg and .png

#

Also tried resizing the images to many different sizes didn't work as well.

gaunt plaza
coral viper
#

Does anyone have experience with making the base building mechanic work? I found the following CampaignBuilding components and placed them on the GameMode entity but I have had no avail.

winged current
#

@coral viperYes me., or at least free roam building , I have not looked at the base building.

coral viper
winged current
#

You have to override some scripts and add components to multiple items : playercontroller, gamemode and builder vehicle I will have to relook and write it down.

winged current
coral viper
#

Managed to get it working but now running into the following script error when placing down an object. Not sure where to go from here if anyone has any pointers. I've ensured the SCR_CampaignBuildingplacingEditorComponent is on the GameMode but I feel like I'm missing something.

coral viper
#

Here's the stack trace

willow breach
#

To edit campaign (conflict) build ables you gotta override the gamemode editor_builder or buildmode whatever and add the to the arma registry or add a new one for your mod and add the items there, just make sure it has the editor component with the right flags

cosmic willow
#

Do you guys know why when publishing the mission is stucked on 3%? always with no console errors.

#

(solved) I had to make the bundle again.

coral viper
#

Getting the following crash when deploying an Arsenal box forcing all players to crash out. Anyone have any ideas? There are no options to configure on the Arsenal manager component nor the RespawnSystemComponent

gritty vortex
#

I would recommend looking at line 112 to see what it does and why there is a null pointer(?)

coral viper
#

...oh.. I wonder if it's persistent loadout causing it... hm

gritty vortex
#

I remember that error, I don't remember it crashing

coral viper
#

Could have been coincidence I suppose, regardless I'm not using it so I'm just going to remove it anyway - It didn't seem to crash every time just occasionally

#

Is it possible to white list via Steam ID certain player slots, AKA Grenadier restricted to specific white list steam ID's or is that too advanced at the moment?

vivid anchor
coral viper
#

Servers still crashing out all players when putting down only the US arsenal even after removing persistent loadout... Can't figure it out.

Not sure if its the RHS radios or what's going on. Works perfectly fine in the editor but when deployed in game its suddenly crashing

coral viper
#

Found this in the personal dump file "01:23:57:368 SCRIPT (E): Cannot find editor component 'SCR_PlacingEditorComponent' on local instance of editor manager or on the curent editor mode!" ...

gritty vortex
coral viper
gritty vortex
coral viper
#

Dont have a screenshot but i recall the word duplication... i want to say error 4?

gritty vortex
#

hmm it says reason=1 in the log but I don't remember what this reason was, any chance I can try joining the server?

coral viper
coral viper
#

Going to restart it since I just busted it by putting down an arsenal again -- Should be up now

#

I'm thinking it might have something to do with the Faction Manager preset on items.. either a bad item input on the list or something maybe that was removed ... or not removed correctly from the list. I can place down any of the other arsenal boxes just fine, and the one default spawned on the mission (from several previous updates back) works okay

coral viper
#

Has anyone else had their Context menus all disappear on the most recent update?

My character has no context menus on doors, vehicles, arsenal boxes etc. They still work but they don't show up, just white dots on vehicles and nothing on doors

visual vale
#

So, I just finished a rough, first version of a scenario I've made. When I went to upload it to the workshop, it got stuck on 2%, and nothing in the Log says anything bad that would stop it

#

Any thoughts?

elder kettle
dusty grail
#

test

#

anyone see this before..

#

deleted workshop item, added items to the map, redid the zip file.. republish.. over and over.. nothing..

#

is there a hold down timer on publish intervals? *edit.. nm it cleared up.. maybe backend issue

broken jolt
#

If my Server is unable to read the mission header what component is missing? Because my map is for a Teamdeathmatch

gritty vortex
#

it will be unable to read it once, and then once the mod is loaded it will read it

broken jolt
#

I have a 4NetPlayer server and there you have to upload the mods to a FTP client. I have published my map and uploaded it as a mod to the FTP client. Should I upload the project file or rather the mod file?

I have tried both but neither one nor the other worked.

gritty vortex
#

switch provider to one that doesnt require you to upload mods yourself

broken jolt
#

you got a good provider ?

gritty vortex
#

servers are supposed to download mods from workshop on their own, if a provider asks you to upload mods it means they don't know how to run the service

#

uhh you can try logicservers or gtxgaming, the only provider I would discourage is nitrado (and 4netplayer apparently)

broken jolt
#

allright

gritty vortex
#

note that switching provider might not automatically solve your issue, but the manual upload thing is a red flag either way

broken jolt
#

allright

gritty vortex
#

all you need to do to run mods on servers is to publish them and add them to the json config thing, and they'll be downloaded next server start

#

can you play your custom scenario in the game when you download your mod from workshop?

broken jolt
#

yeah i chose them because they were affordable

broken jolt
#

never tried it

gritty vortex
#

like just start the game, download the mod and go to the scenarios menu

broken jolt
#

ahh nope didnt tried it

broken jolt
#

@gritty vortex so as it seems the Server gets the mods automatically from workshop. All i need is a mission but i just wanted to make a Team-Deathmatch xD

gritty vortex
#

with some titles, descriptions and some other optional parameters

#

so your deathmatch gamemode would be setup in the World file (.ent) which is hopefully a subscene of a main terrain file, and your mission would tell the game to load it

broken jolt
#

i got a subscene of my terrain file there are the spawns and managers and the game mode located.

gritty vortex
#

yay!! okay now go to the Missions folder in your mod (or make it if you don't have it), Right Click inside -> new Config -> SCR_MissionHeader -> name it something relatively unique (like TDM_CakekovicMap)

#

at minimum you'll need to fill out World, Name, Author, Description, Icon, Loading Screen, Preview Image (the images cannot use vanilla images, they need to come with the mod)

#

I would suggest filling out Game Mode and Player Count as well

#

it's really simple once you look at it I promise

broken jolt
#

ill think i can handle this with the power of friendship πŸ˜‚

broken jolt
#

How does the scenario ID is generated

gritty vortex
#

right click on the missions file thing

#

then click copy resource name

digital creek
#

I can't switch to the second page of the faction selection menu. Is this a universal issue, or did I do something wrong?

digital creek
#

The priority option on the faction manager also does not appear to be working.

broken jolt
digital creek
#

i see the dot for the second page, but can't switch like for the loadouts

#

if anyone can confirm that, i'll write a bug report

vivid anchor
#

@digital creek How are you trying to go to the second page

#

?

#

Using arrows and A/D key works for me.

digital creek
open pulsar
#

Is there a mod or a way to make the ai not move after hearing shots? Kinda like how Arma 3 does it.

Trying to setup a cqc mission and all the ai just runs out the door XD

untold furnace
visual vale
#

So, my scenario has a space in it that stops it from working:
{943C04367C795633}Missions/DarkGru_Conflict .conf

#

Inbetween Conflict and Conf

#

How do I go about fixing this?

#

Ive tried editing the name in the Mission file, editing it in the upload UI, entering it into all of it, and it refuses to work

smoky bison
#

I'm copying this..... https://www.youtube.com/watch?v=WNL_oFhlmLU but i get this error
NULL pointer to instance
Class: 'SCR_RespawnBriefingSubMenu'
Function: 'OnMenuShow'
Stack trace:
scripts/Game/UI/Menu/GameMode/SCR_RespawnBriefingSubMenu.c:220 Function OnMenuShow
scripts/Game/UI/Menu/SubMenu/SCR_SuperMenuBase.c:100 Function OnTabShow
scripts/Game/UI/Components/WidgetLibrary/SCR_TabView/SCR_TabViewComponent.c:225 Function CreateTabContent
scripts/Game/UI/Components/WidgetLibrary/SCR_TabView/SCR_TabViewComponent.c:315 Function SelectIndex
scripts/Game/UI/Components/WidgetLibrary/SCR_TabView/SCR_TabViewComponent.c:356 Function ShowTab
scripts/Game/UI/Menu/GameMode/SCR_RespawnSuperMenu.c:279 Function UpdateTabs
scripts/Game/UI/Menu/GameMode/SCR_RespawnSuperMenu.c:86 Function OnMenuOpen
scripts/Game/GameMode/Respawn/SCR_RespawnSystemComponent.c:964 Function OpenRespawnMenu
scripts/Game/GameMode/Respawn/SCR_RespawnMenuHandlerComponent.c:155 Function EOnFrame

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
#

happens after adding RespawnMenuHandlerComponent

smoky bison
#

Solved!! added SCR_RespawnBriefingComponent

elder kettle
#

I tried for weeks to get this to work thanks so much !!!!

visual vale
#

Whenever players disconnect from my scenario they leave behind an AI. Anyone have any clue what might cause that?

modern elm
#

can they reconnect back in that ai?

tawdry temple
#

Anyone know how to add Game Master to an existing mission? Trying to add GM to CombatOps. I already was able to add and publish a modified version with new respawn loadouts so I shouldn't need any help with the other mission making logistics.

elder kettle
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If it’s on your server you can use admin login from the global chat menu . If not I don’t know much about adding it through workbench without messing it up . I’ve been wanting to change combat ops for a while but haven’t messed with it

lean scroll
lean scroll
visual vale
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It leaves an invincible dude there that stops the other team from capping

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If it were just a visual glitch Id say its fine, but it leaves behind an actual entity that doesnt move, shoot, anything, and a Gm has to delete it themselves

cosmic willow
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hey does anyone knows why when i make a new subscene of Everon, and hit save as (on the worlds folder of my mod)

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it does not save anything

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?

merry frost
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do you have permissions to save to wherever its trying to save your project too?

cosmic willow
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yeah

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it's supposed to

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I gave total permissions to the enfusion engine, also run it as an administrator, but still the same

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it's weird becouse I don't even get errors on the console log, it looks like it does nothing

quick harbor
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Any idea why a mission would get stuck loading on a black screen without any error messages?

Everything works fine in the editor, but after publishing and downloading the mission, I can't get it running

visual vale
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Outdated mod dependencies? I know Red had a similar issue when making Gogland Conflict, and he needed to update the map in his Editor and reinstall it

quick harbor
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That could be. And it would probably be result of me using the editable project version of my map as a dependency rather than the published, and therefore locked version.

cosmic willow
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hey, one question, I have setted-up a weather in the editor, eden map, but when I press preview, on the cinematic, looks completely different

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?

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this is the weather:

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This is what I get when hit play

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anny suggestion on why is this happening?

cerulean hinge
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there is no way to change weather on vanilla maps

cosmic willow
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Ou, okey

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So if i want to make cinematics on everon with specific weather, i cant?

odd kraken
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It works for me though. But I'm in a sub-scene of Everon

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Nvm only in edit mode

cosmic willow
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I found a way to make the clouds appear, putting a game mod, for example, the plain, and adding an SCR_InitWeatherComponent, worked for me

cerulean hinge
coral viper
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Help! I was editing my mission when my power went out and now when I load the world file it is completely empty - all of the layers are still in the worlds section but the world is entirely empty when I open it now - this is hundreds of hours of work lost...

gritty vortex
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Can try to ads them in text editor maybe editing the ent file

coral viper
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What does the ENT file usually say? Mine says "NUL NUL NUL NUL NUL" repeating

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*Phew... * that fixed it thankfully... Had an old backup, I wish there was an easier way to save versions and back them up...

gritty vortex
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Try git

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Those nuls might mean some corruption in file

cosmic willow
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  • Clear
  • Cloudy
  • Overcast
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Or the one you have created

hollow siren
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Question folks, I'm considering to start porting my framework from Arma 3 to reforger to help ease into Arma 4 when it comes out. Will missions / mods made in reforger port to A4 easily? Have they told us that yet?

gritty vortex
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well, the engine is supposed to be the same

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it definitely won't be plug and play

hollow siren
coral viper
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Has anyone else had the issue where your arsenal crate is suddenly empty upon next load? - It's causing players to crash out when boxes are opened

wild trellis
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Hello! I've successfully edited a conflict base building prefab, but when I build the item in game it comes out the unedited version. Where are the building prefabs assigned for this new building mode?

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hmmm speaking of, I think I just found it in SCR_CampaignBuildingPlacingEditorComponent! Looks like they are using the E versions which I assume are the editable prefabs.

wild trellis
wild trellis
wild trellis
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thanks to bacon, I just needed a right click -> override in addon πŸ™‚

lofty marlin
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fyi : the EditorModeBuilding.et is set in config EditorManagerCore.conf. There is a Editor prefab entity for every building mode. @wild trellis

keen phoenix
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Hey all, I noticed the old guide we used for co-op tasks has been outdated now and doesn't work in the editor. Does anybody have any ideas?

wild trellis
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Not the other ones in Prefabs that I was originally trying to edit XD

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Now on to my latest problem: I tried setting up a saved loadout slot on conflict mode, but it only seems to work in SP, am I forgetting to check a box somewhere?