#enfusion_scenario
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@lime kestrel @solid nebula is making KOTH iirc
KOTH is on hold atm. i might make the original codebase pub
Is there any way to add objects to the terrain without having to rebake/repack the entire map?
Game master maybe? I assume that would be temporary though
How can I edit the vehicle that spawns in the repair depot in conflict?
^^ Faction Manager > Default Transportation Prefab π
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.
Yes, I'm actually using conflict 2.0 as my base (dependency)
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..
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?
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?
Does your mission happen during night time? I've noticed the AI is pretty much blind at night.
No, I've got it set to noon, in the middle of the day.
I must be missing some AI-related setting somewhere, but I cannot figure it out.
well if you manage to invade their personal space, the AI can't aim at you that is true
they start aiming at the sky instead
Thats a bit spectrum-y
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! π
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.
Awesome, thanks! And thanks for the tip, I'll give that a shot!
KOTH AI is now fixed
What waypoints are you using?
I'm using Defend waypoints. But I think I left them default; maybe there's a setting somewhere inside them that I should be changing.
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.
The easiest way to edit a Prefab is to drag it into a world in the world editor, make edits to the components there, then in the left sidebar drag the top level entity down into the resource browser (into a folder of the project you own, not the ArmaReforger folder) to save as your own version of the Prefab
I've been finding this with defend waypoints too, AI on patrol waypoints seem better
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?
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
Thanks, I will check!
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
I'd suggest just spawning a regular Ammo box prop, and add lots of ammo. On the ammo box's SCR_UniversalInventoryStorageComponent:
- add a multi-slot of EquipmentStorageSlot type
- Set the 'prefab' field to the Ammo you want
- set 'Num Slots' to some high number so they won't run out
Either that or you might want to try following along with RabidSquirrel's scripting extension of the SCR_ArsenalComponent to do something similar: https://www.youtube.com/watch?v=HH2Xx0HL7Mw
Ok. I'll check that out
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.
Yep, figured it out later on, but I can't remember how. But yeah, using campaign character as a template for custom player characters in mission making is necessary to make conflict related actions and functions work
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
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
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?
Not sure if this is what you are looking for but in Exocs sample mission he was words floating above stuff.
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.
Well, not exactly but I'm referring to this tags
Just abobe the allies in MP modes like conflict
Well, I have found a solution to the problem with nametags
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 π
how to add NATO sign (image) to image of SCR_MapDescriptor ? There are only map (buldings and other) useless images
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)```
Its there any form of get rid of this error?
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
So.... After the latest update none of my project files can be seen within tools. I already tried re-adding the project.
same, found a fix yet?
Nope not yet
I just found one! Copy your ArmaReforger/addons/ folder to ArmaReforgerWorkbench/addons/ SOLVED! π
It worked! Thank you!
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
your player also falls through?
Nop
Sometimes
I need to erase the folder that its into reforger addons folder (the mission with map addon) and reinstall it from workshop.
Then sometimes the problem its fixed
The objects spawn without problem
But all that takes moves , fall throught the floor like there isnt floor in map
Without collision
Then yes, the player sometimes fall throught floor and IA, vehicles always
any chance you've moved your generic terrain entity away from position 0?
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
1 dec
Sec
All 0
hmm idk then
Hi, I have a question. Do you guys know how to change time of day in a mission?
Thank you π
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?
Properly working lights are on the roadmap for an upcoming update.
They're also in a mod
is it just my map or is AI not able to move through buildings/over walls easily
does the AI behave differently on your map than on everon?
maybe the navmesh needs to be baked again
i dunno the AI on my map does not seem capable of navigating urban areas
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?
Yes
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! π
Thanks! I'm lacking knowledge in how to then take those files and turn it into a mod that can be used online
Using the pretty simple publishing tools In the workbench.
Done that, can't seem to open it now though
Everything I change to the campaign.layer gets saved and works fine ingame
Everything I change to eden doesn't
Is there any way to delete objects from the map and have that be in the project?
I just tried that recently, deleted a tree that was in the way, but it's still loading in after publishing. π’
Hey! does anyone know how to make a trigger activate only first time? So after first activation it never get triggered again
delete the trigger after it fires
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!
do you have an AI world entity and a navmesh?
anything relevant in the console log?
I am not sure what you mean, I better send a screenshot. Is this what you mean?
yeah I guess it's not the lack of nav mesh then
someone more experienced than me in conflict scripting will probably be able to help
Thanks for taking the time! Then I just keep waiting for salvation. π
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.
Alright, what's this about? I missed something in my gamemode?
Anyone planning to re-make one of the original missions from Operation Flashpoint? π
I think the escape mission would be most suitable.. in which everyone is leaving everon, your are on your own, (no ai, no vehicles to ride etc)... That would work pretty good with the current state
Thats a great idea! π I hope the old missions get revived some day.
If anyone has this same problem, it looks like this guy found the solution.
#enfusion_scripting message
Does anyone know how can i make AI recognize building or obstacles I placed like the rest of the default buildings, etc with navmesh?
AI keep stomping against a building when engaging combat like theres nothing there
Yes, but I haven't tried myself yet.
can you guys help me adding weapons and stuff to a crate? How do I do that?
duplicate the vanilla crate you're trying to edit to your mod folder. edit that prefab in world editor to allow the weapon you're trying to allow.
but crates are empty, not even vanilla weapons
which crates? US arsenal, or weapon box, or equipment box?
Im guessing youre looking at Props/crates?
yeah
look in Props/Military/AmmoBoxes
empty
Arsenal crate is in Prefabs/Compositions/Misc/CustomEntities/Systems/ FYI
the folder is empty?
no crates under props... gonna check this second one
if youre searching for crates, you wont find them, they are called a box not crate
still empty, im missin something
Equip Box, Weapon Box etc
those are also locked. you need to copy to your mod to be able to edit them/ ope n in workbench
copy to your mod or "Duplicate to " your mod
Actually probably better is PrefabsEditable/Auto/Systems/Arsenal/
everything is there, arsenal box, weapon boxes, & weapon racks
will try tnx
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?
try restarting the workbench
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
still no luck with spawning items inside crates... could anyone help me out?
do you just want to add one item to one crate?
like in the world
many
do you want these items to be infinite like in arsenal?
then you need to script it
or make your own version of an arsenal config
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?
tnx
nvm figured it out, open UniversalInventoryStorageComponent of the box and do it like this (example)
I own you a beer bro, hope it works

it did for me in play mode
lets see what happens if I put a BTR in it 
π

now take it out xD
cant its only the trunk thing it seems
ohhπ
still went better than expected, was thinking it'd just crash
yep me2
poor btr
cant find this options, did u used prefabeditable?
you need one of the arsenal boxes
look at my previous screenshot really carefully
ye found it
why is my scope like this?
nice instagram filter
might be something wonky with post process? do you use the worldpp prefab?
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
@gritty vortex would u know mby?
uh in mission header maybe and also in server config
@gritty vortex
what about the mission config thing for your scenario
where can I find this?
where did u find this?
you made this file when you were making your scenario
I dont remember to be honest, now I cant find it
cant find this tab in editor
tab? it's a config file
you have the path to it in your server config
I found everything, do you know maybe how to add this scenario to a server?
in server config, there is a parameter for Scenario ID, you specify the resource name of the scenario file in there
?
its more like GUID/path/to/file but just right click your scenario config in the resource browser and then click "copy resource name"
works for any resource not just config
then just paste it in there
ohhh thank you!
I can just ignore this part?
I have custome game mode with no teams
you can try leaving missionHeader empty
ok, what about if mods have dependency?
this mod has dependency, but I can just leave it with this rite?
yeah it should work
I tried adding dependency mod as seperate mod idk if it works
you can, but it should be automatically resolved if you don't
they had us in the first half XD
first make sure the server starts, also #reforger_servers
I will ask there tnx
How do I move spawn point after a trigger is triggered?
set its transform like you would any other entity?
this is in the log of my mission with no heads
what's the use for SCR_PIPCamera in the world?
im not sure
why did you add it?
I thought it has something to do with my scope glitch
should I delete it?
I loaded CTI_Campaign_Eden and it does not have this entity, so I would try it
I've seen this happen when there are multiple cameras in the scene, the game will usually prefer the first one
(your player spawns AFTER)
ok will try that, now I just have to update it and change version in my server config right?
sure, or remove the version from server config and it will fetch whatever is newest
ohh ok
restart the server only when you see the update in your game
if you do it too fast it may not be available yet
dang, ok, I'll have another look after work
ok thank you
I have to camera managers tho
*two
make sure there's just one, also I don't see the mod update in workshop yet
what's the mod with the scenario called?
free for all i think
can you give me mod id of it?
{
"modId" : "5A489337E0CB18DE",
"name": "FreeForAll Tarkov",
"version": "1.0.1"
},
thanks, what scenario ID do you use in the config now?
the mod one
"scenarioId": "{84DBB39DCEB0C6EB}Missions/ScenarioConfig.conf",
Yeah I still see the PIPCamera in the scene
make sure you are editing the world you have defined in the scenario config
I see you have one in each mod
probably
please edit the world you have in your mission header file
or change it
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
yes and yes
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
wait scenario is 1.0.2 ... my map is 1.0.4 I have to update my map also since they are liked.
like I said, make sure you modify the correct world
the scenario config contains the world that will be played
after map update
my server doesnt even use all these mods
ok but where's the console.log
what about the one from your game?
also DM me so you don't give everyone your IP address (and delete the message)
any simple way to random spawn AI with a waypoint?
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? π
@foggy cairn : Can we check if the paths are up to date? I am afraid we moved a bit here and there π’
I added myself a reminder, will do!
Merci, monsieur π
hon hon hon - and bon appΓ©tit
le baguette? 
Anyone know how to make a vehicle spawner on arma Reforger tools on world editor?
?
anti stasi yet ?
never
Do you have a tutorial for creating a game master?
drag prefab called GameMode_Editor_Full into the scene (or something named similarly)
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
that's it
Thanks bacon
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.
Unfortunately it was done⦠the files were not pushed to release. We have them internally but that's it
Oh ... π’ ... could you remove the dead links in the wiki so that there are not more people trying to understand that content and get frustrated like I did?
Are there any plans to have a basic documentation on how to create a DM scenario?
I did that, no ?
Not in my version π https://community.bistudio.com/wiki/Arma_Reforger:General_Game_Mode_Setup#Basic_Setup
Sorry: You did remove the Deathmatch links but all the others are also just dead in the same table ... with enfusion://
which ones?
all the links work, you have to register the enfusion:// protocol in Workbench
Workbench > Options > Workbench tab > Register enfusion:// protocol
Wow, thanks for the input. π I had no idea that this is even possible. Interesting! Is there a chance that your internal DM files get a revision soon and will show up again?
that's for @sullen talon to see & decide! π
It should be possible to construct it even from current prefabs, besides the missing maps. Can you hit me up tomorrow with a ping so I can recheck? Maybe (no promise though) I could check if a GitHub repo couldn't be created π
That would be cool.
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?
does this also happen when you move the mission config to /Missions?
The mission configuration file is in the Missions folder
in your screenshot it's in "/Zimnitrita/Zimnitrita/Missions", not "/Missions"
Hummm, maybe directly mission, i try later
I have this
The error you get does not seem to be related to the mission file.
When you publish can you show me your tree structure
have you already tried doing what the error message in your console log suggests?
Yes but when I use F:/zimnitrita/zimnitrita i canβt have my mission on workshop
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...
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?
why does it crash? the reason will likely be in the logs
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'!
try delete and download the mod again
if the file is fine, it might have been a broken update download
I downloaded it, plays fine for me
it(s work for you?
hummm arma with funny error
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?
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?
clear the group's waypoint and then add your new one
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
Then it will be really hardπ
Haha yeah, I figured, especially after I read through the message history here a bit lol. Too bad, a guy did start to create an Invade and Annex scenario but it looks to be abandoned now
well some level of scripting will be essential for any game mode that isn't standard
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.
unless there's a method to clear and add waypoints via script...
I would remove wp3 and then add wp3 when you want them to go there
perhaps clearing their current waypoint from script as well
yes to both
All right, I'll look into addwaypoint and removewaypoint.
you can do something like get current waypoint -> complete waypoint -> add new waypoint
skip number 2 if there's no waypoint
This might give you an impression: https://www.youtube.com/watch?v=WNL_oFhlmLU
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 ...
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
use defend waypoint
thanks
it doesn't work. the ai still moves when engaging
It doesn't run to another location but I'm looking to accomplish something similar to disableAI "PATH"
reduce the defend size waypoint... check the above uselessFodder video tutorial
around at 44:10 min
I see... then I have no idea.
setting it to 0 may have worked
nope. throwing a grenade made him run away
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
time and weather manager does not seem to have settings for clouds and rain
FogHaze_Default prefab also doesn't have an effect beyond the workbench view
sorry this is my first go at making a mission in reforger
Figured this out - WeatherStates.conf needs to be duplicated or overridden
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?
Maybe have someone do it for me, since I have absolutely no Idea what im doing with the workbench?
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
vehicle spawns as in requesting vehicles in the depot?
these are done via actions in the actions manager component in the entity that you request them at
How would I take a modded world as a base, and add it to the editor?
you can add its ID as a dependency in your project options (Workbench -> Options -> Dependencies)
then after a workbench restart the mod should be visible in the sidebar
And what if that mod has a dependency already? Would I throw another dependency in there?
if its dependency is downloaded, it should appear automagically
I must be doing something wrong, because it doesnt seem to work
It just adds the same CTI scenario rather than adding the modded one i want
so the mod folder does not appear in the resource browser?
Im trying to figure out how to properly add a dependancy
cause the dependancy doesnt show up when I restart
the mod ID goes in there, like the one you'd use on a server
Tried that, didnt work
if this doesn't work, there might be an issue loading it, you will see it in the Log Console
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
No such thing as a mod folder
your downloaded mods would be in your profile directory, it might be my games / armareforger
yes
Its not listed as a resource in my fucking editor
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
And how would I do this
press the "Add Existing" button in the Workbench launcher
add the mods one by one this way so they show up in the launcher
Added the mod I wanted
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
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
thanks but the reason will be a bit earlier in the log file, you may need to scroll up
try adding them in the launcher
their dependencies too?
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
it looks like you need to add the IDs it's complaining about, and IDs of dependencies of these IDs
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
in the launcher, not in the dependencies of your project
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
ok, I don't see their dependencies in this window
so Land Mines, Flags of the World, and Conflict 2.0
I'm guessing
they are visible in the log console screenshot you've shown earlier
where at
red text
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
I see
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
Sounds like that would work well
they will not automatically update in that folder though, so you'd need to update them on your own
So add a new vehicle depot, add an area for it to spawn vehicles, and select the modded Black hawk?
I don't know how Conflict works, but there are some folks here that have made their own versions that could help I hope
Id have to add the Black Hawk mod as a dependancy to the mod itself, and reupload it to the workshop, correct?
correct, you only need to add main dependencies though (helicopter, conflict 2.0 pve)
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
you're going to need patience for this
my bad, wrong channel. thanks for the hind!
love me some helicopters
@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. π
Hey thank you for letting me know. I dont think its my mod since i tested it on the expiremental branch and again today. Try disabling all other mods other than KOTH AI and C&H because I know a lot of other mods broke. Based on the error though my best guess is its the mod that shows the player location on the map.
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).
No worries! I thought the same thing at first.
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!
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.
How do I create Topology and Sound map files?
isnt topology the in game map?
@wild trellis I can't remember right off how to do the topo stuff but I can show you when I get home
isn't that in the export map data tool thing
yes it is. @vivid anchor Thanks, but I think I got it figured out now! π Found some useful info under #enfusion_terrain
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.
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.
Hi, Workbench crashes when trying to add GameMode_Editor.et to the world. Do you have any idea to fix that ?
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
is the navmesh assigned to AIWorld?
Before the update it was so usefull , without problema, that update has broken all of that
Problem
can anyone help me with my mission I've completed a game master mission but the Buildings I've preplaced aren't loading in..
roger I fixed it I didnt have my pathing correct \
thanks for the help though Bacon I'm a idiot
oh like a workbench mission
correct well like when players are spawning in they can click the briefing tab and read a briefing instead of basic instructions of the game mode
I changed what I believed the briefing file is
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?
Our scenario guy can overwrite base game loadouts and what you spawn in with so yes itβs possible but you need a custom scenario to do it
We have a custom scenario But couldnβt figure out how to create load outs because when I thought I changed the correct file the 7th ranger uniforms kept being the default load out
@random forum can you maybe explain to @naive trout what you did to overwrite the uniforms on our server
when two mods override the same thing you are at the mercy of which mod loads last
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
@naive trout What game mode are you using for the stage, the full editor or the editor?
The full editor is there anyway I can hop in on a call with you and share my screen to show you? or you @gritty vortex
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
@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
I just got home I had to hit the gym from frustration I have a default layer now can you send me the two managers you are referring too brother?
better yet if you're free I could call you real fast and screen share if that's cool!
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
how do i upload a reforger mod to a map i am making?
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?
Did you specify correct scenario file in server config?
Yep, the problem appears when I'm loading mods.
any chance you are using some generic name for your terrain like unnamed or something, and a mod is overwriting it by using the same name in the same directory tree
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? π€
hmm when you join conflict they have that team / group selection menu
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?
I use SCR_InventoryStorageManagerComponent and then you can just do: inventoryStorageManager.TryInsertItem() and afterwards for players I use inventoryStorageManager.EquipAny()
It will also return a bool and let you know if it was successful
Yes but this is using script, can't we add items from World editor?
ok, i have been messing and i haven't found any vanilla object with preinserted items
yep but this doesn't seem to work
I have used the SCR_ArsenalInventoryStorageManagerComponent as example to do my own inheriting from InventoryStorageManagerComponent but for some reason the FillInitialPrefabsToStore is ignored
ok i will try. I really don't understand how a inventory system can be this convoluted π
I agree π It took me quite a while to figure out how to do scripted stuff
A really good wiki page might help
yep a lot of stuff needs documentation, but it seems that the documentation generation machine for reforger has been paused XD
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
are you using the time and weather manager prefab?
You're right. The Weather Prefab work. I was using an entity "TimeAndWeatherManagerEntity". By deleting it and putting the prefab one, it work. Thanks
is there a rest api yet
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.
"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
@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.
if you're putting any of those in the root folder, put all of those in a subfolder and it should work
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?
well if the navmesh is made for everon then it will probably not work for other terrains
its just a simple coop on everon, done as a subscene and been looking on the GM to get the "basic" setup (aiworld etc)
ok well, if you've added some static things like a building it may help AI pathfinding if navmesh was regenerated in those regions
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.
how I done it
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
after the latest update they say something about Scenario Framework - is there any tutorial to this already?
nvm, I've found it π€¦ββοΈ
where is it? i didnt spot it at first glance too π
thanks!
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 π
you need to open your workbench project not the downloaded mod
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
move your project away from armareforger addons folder
add it from there
after moving
maybe
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
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
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.
You can open the world layer file in a text editor and copy the settings to the same entity in the arland map
Just make sure its going to the same component
@spiral coral Think thats worked, thanks
Ok peeps I need help since I'm being stupid
, 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 
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.
Thanku
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 ?
in the inventory item component (and derivatives) there was a checkbox "Visible"
The only "visible" checkbox i saw that have effect is this one (screenshot), and it make it disappear from normal inventory too.
ah so if you disable vicinity component it doesnt do anything?
Nop, first of all, Vicinity component does not exist in the item. I have to add the component. But maybe i'm doing it wrong.
I mean the character vicinity component
I have no character placed. It's a spawn prefab. Where can i find the player vicinity component ?
in the character
but I'm not sure that this actually deals with displaying the items
I think "CharacterVicinityComponent" is the way to go, but as i have no character placed inside the scenario, how should i use it ? Maybe in the character prefab.
I investigate..
you are the character, you spawn in one via the player controller prefab
Ok solved, i modify the two characters i use to respawn.
so you can make a new character and assign it to the player controller in your game mode
yeah
did that work?
Yes !
yay
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 !
bet
Has anyone figured out how to make a custom conflict mode.
Not yet, i'm still at very basic things right now
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...
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 βreviveβ 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
no idea what this is
An Uncon state lol
SCR_GameModeHealthSettings
Permit Unconsciousness checkbox maybe.
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
Anyone know about Ai difficulty? Havnt had much success with it.
How much blood loss must be lost to simulate such a condition?
In addition, are you pc or xbox?
Missing navmesh errors anybody? My mission works in the editor, but when publishing i get missing navmesh error and ai will not spawn.
Not sure cause theres not a indicator, we shot a player 1-2 shot on legs or arms and wait until he fall to the ground
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?
Yea there is a way, but its not that straight forward.
The conflict of nations scenario has that functionality already, save yourself the headache.
oh wow i didnt know they had an arland variant thank you!
There's also the 3rd health pool.
Health, blood and like resilience.
I think resilience loss will also cause knockouts
That's how dayz works as well btw
Health, Blood, Shock
player takes lots of damage to shock, goes unconscious
Is this a know problem with the respawn menu?
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 π https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework_Setup
my editor keeps freezing when trying to load a addon?
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?
@gritty vortex can you disable AIworld?
don't remember but probably not
Or does being locked prevent that?
I'll test it
I tried to message you but Clyde wouldn't let me
@gritty vortex if that doesn't work message me
what, Clyde? wut
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.
going through this tutorail got the problem
https://github.com/Herbiie/ArmAReforgerMissionMakingGuide/wiki/1)--ArmA-Reforger-Mission-Making-%7C-Getting-Started
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?
It's called "Creating a SubScene" in the guide.
then how to create base scene based on eden?
its blank, but i still cant edit the existing world
eden assets are all locked
i want to duplicate it, and edit the existing one
there are only two ways:
- Fill the blank map with your own layers
- Work on existing eden, without editing it
Got it right?
yes
thanks β€οΈ
np π
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?
how simple is it to get combat ops working with more than 6 players?
is there a guide somewhere?
I havent tested it but it might be enough for you to change the player count from the server and everything should work fine. If not the option is on the mission header of your addon.
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 π )
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 
i might have disabled a weapon slot on that player prefab π
solved
It works with higher server counts but doesn't scale for reference. Just set the server to 32 players. But again it doesn't increase the number of ai
Anyone knows how to make a safe zone area? Any info would be appreciated
so navmesh overrides are great but how do we apply them to subscenes
SCR_AiWorld and there is a navmesh component where you can put your new navmesh in I believe
I am getting the same error about my preview image every time I try to fix it
This happened to me when using images from Reforger and not ones i Imported myself. But it looks like you are doing it correctly. Have you tried using a different image there?
try resizing the images using paint and resize by 65 percent thats what i do everytime i have that issue
Are there any Antistasi STYLE missions available for reforger yet? Yes I'm aware the Antistasi guys are not making one for it
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
you should be able to take the stuff out of combat ops and use that. Unless want something really blank
Can you migrate combat ops to the main map if I stripped it down?
If you go to combat ops map, you can grab all the important entities and save them in your addon. For instance you can drag the game mode manager in your resource manager, and then open you map and drop it in.
Also discussed there. I have not tried the answer yet: https://forums.bohemia.net/forums/topic/240552-error-when-bundle-a-scenario/
this error appears in the log when bundle a scenario: Quote Checking world file @$Coop Black Ops III:worlds/BO.ent DEFAULT (W): Sound map is missing DEFAULT (W): Topology map is missing DEFAULT (W): Navmesh is missing i dont know how to fixed, I seem to be missing some module but I dont know whic...
@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.
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?
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.
Prob a pretty simple question that is asked often but is there an easy way to import workshop mods into mission projects?
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
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?
If you tell me how ... π ... and what is the advantage of that? Having them separate gives me the opportunity to test them before I publish them ...
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.
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 ..
Are there any way, vanilla or mod, to enable people to join a game as spectators? Like arma vision but not game masters
My scenarios are not using AI so its strange but maybe its something from the CAH from Bohemia that is a dependency. One disadvantage to have multiple scenarios in one mod is that you will never know which one of the scenario is rated good or bad. I think that a separate feedback is useful to understand what people like.
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 π¦
don't you have a reinstall button?
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?
slow mode yeah @gritty vortex
so just post once it lets you
or are you going to use a different channel for every message
they should use Door_Base anyway
but you may need to reload into the world to see changes? I don't know
Anyone knows anything about this?
RESOURCES (E): MissionHeader::ReadMissionHeader cannot load the resource 'Missions/MMHArland.conf'!
@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
magic, you can do the steam verify thing
yeah I did just that, now im missing one addon and idk which one... is there a way to reverse search with id
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
yes you can either make it a dependincy or load it on your server and run it with mods normally
@winter estuary
how do you make it a dependency?
I wouldnt
whys that
just can cause trouble in the future
not being a jerk, but this is my first time creating anything with reforger tools can you explain?
but you add dependencies in the workbench go to options, then under gameproject , unsorted you can addmods under dependincies
having issues loading mods with dependencies currently as it is, if you make a scenario with them could cause the same issues but we may not be able to do the same fixes. your scenario do you
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
you add them the same way as i stated above
normally dependencies for maps or scenarios are things like buildings or special terrain hellicopters and weapons are loaded on the server as normal
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?
add all this as i stated before im sure youll do fine. but you add dependencies in the workbench go to options, then under gameproject , unsorted you can addmods under dependincies
i added it
i have to figure out if it saved and how to find the faction spawn now haha
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?
Could someone share simple scenario(world file) for testing MP with PeerTool in workbench?
subscene of mptest works fine
Thank you, somehow didnt see that
Hi can someone please tell me how to make waypoint zones not visible in the editor?
Are you using the /ArmaReforger/Prefabs/ArsenalBox assets or something else? There is a box for each faction that should provide what you need.
Any good solo missions? I tried "Solo AI defend", no objective and no enemies, wandered around for a bit.
You could try these https://reforger.armaplatform.com/workshop?tags=scenarios_sp, there may be more if you remove the 'scenarios SP' filter but then youll have to sift through all of the other mods too
iβll have to check i donβt remember i havenβt worked on it in a few days haha
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?
You might find this tutorial useful: https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework_Setup You could either use the CombatOps world, or use one of the example worlds linked there.
Thanx There is also an interesting tutorial at the end, but it is not finished yet π
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 π
Can you make a scenario over a custom map of your not the owner of the map
https://github.com/Herbiie/ArmAReforgerMissionMakingGuide/wiki/1)--ArmA-Reforger-Mission-Making-%7C-Getting-Started
inside Creating the World
it is called "subscene"
you have 4 parts to learn how to create missions
Read it carefully and ask us if needed
πͺ
Thank you!
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?
You're gonna need to be more specific bud. Are you putting down ammo boxes and there are no guns inside?
yep
just trying to make on global arsenal with everything in it
and yes, I cna't make anything spawn in it
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.
the box spawned empty
ok I got it, I was working with a custom faction
ty
You're welcome bud
taking a break from modding reforger, whats the most up to date tutorial on the basics of mission making for COOP?
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
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
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?
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.
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
Also some videos here that may be useful https://www.youtube.com/c/dascapschen
I'm trying to figure out how the framework works used in Combat ops , there is some info on the wiki https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework_Setup but it's not finished yet. So basicly how it works to create multiple start locations and various missions that the task manager puts together random on start so no 2 missions are the same.
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?
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.
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
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?
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
Where is ServerData and what do you need the gameid for? Are you trying to set up your mission on a dedicated server?
yeah gameid for a dedicated server
So you need the 'modID' for the mods section and the 'scenarioId'?
If that's the case you can do the following:
- Create a 'listScenarios.bat' file inside of your server folder with this text:
ArmaReforgerServer.exe -listScenarios - 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
haha thats the oldest mistake everyone made, dont even stress about it lol
People used to do that left and right
Did SCR_TriggerTaskData get removed from the game?
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
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
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
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
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.
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.
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
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?
Hi guys, do you know how to fix this?
Logs from dedicated server: https://pastebin.com/cwnANRgC
If I play the world from World Editor its working.
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
delete "addons/xxxxxxxxxxxx"
Now I can't start the server... Am I doing something completely wrong? I just deleted the addons folder on my dedicated server.
well since you may have deleted reforger core files it probably won't start until they are put back in there again
reinstall?
Now its the same as before.
Maybe i'm just stupid but do i have to add these files somewhere on my dedicated server?
remove the current version of the mod, updating mods on server is broken atm
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",
Fixed - Had the wrong code had to load the mission as an addon onto the server and grab it from the ServerData.json
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 ?
Maybe you missing a mission header?
Its very complicated compared to Arma 3
make your mission config file and put it in missions folder, thats it
Ok thx will try it
@gritty vortex do you know how to make a entity placable with GM?
Is there any way to prevent vehicles from spawning their internal loot on the ground when spawned in the editor?
thank you i figured it out π
no, but that loot disappears when you press play
It wasnt, it was in the live version of our operation and everyone could see it
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
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.
@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?
go into your game mode prefab and click Permit Unconsciousness under health something component
Hm... have that checked, do I need to add the component to the GameMode as well?
my mod does not add any components
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
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?
@steady nimbus @solar pelican maybe you guys could help each other.
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.
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
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??
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?
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
does it spawn correctly in vanilla game master?
Not exactly sure what you mean by that, but I did notice it does not flag the error when not pasted down in one of the Small/Medium/Large circular zones
the error is asking for a different component than the one you are using. I think you should use the compositionslotmanager instead of a slotcompositioncomponent on your game mode
Ah... I couldn't find it the first time when searching which is why I went with that one, I must have had the syntax wrong.
Testing with that one.
Still throwing the same error
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
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? β€οΈ
is it normal for frames to drop when you play from camera mode or from a spawn point when making a map??
Yes at least to me it is.
Most of the time the 1. - 3. time i use the preview function of the World Editor i have stable 75 FPS however the more often i use it the preview function the worse my FPS get till sometimes down to 20ish.
After a workbench restart i'm good for another few times till they again start dropping.
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.
okay i figured thxx
Running workbench as Administrator fixed that issue for me
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.
@coral viperYes me., or at least free roam building , I have not looked at the base building.
How did you manage to get it to work? I created a trigger, defined it into the building component and it just doesn't seem to do anything
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.
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.
Here's the stack trace
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
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.
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
I would recommend looking at line 112 to see what it does and why there is a null pointer(?)
...oh.. I wonder if it's persistent loadout causing it... hm
I remember that error, I don't remember it crashing
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?
Not steam ID but yeah its possible
@coral viper #enfusion_scripting message
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
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!" ...
there is no server crash in this log
Sorry mispoke, its craahing all players out and they cannot reconnect. The server itself remains up
what does it show in the kick reason when you get dc?
Dont have a screenshot but i recall the word duplication... i want to say error 4?
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?
DM'd the info
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
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
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?
Can you make the bundle again and retry ? It seemed to work for someone above , other than what I read I canβt make anymore suggestions havenβt gotten that far yet did enjoy your live last night fun watching it all come together
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
If my Server is unable to read the mission header what component is missing? Because my map is for a Teamdeathmatch
it will be unable to read it once, and then once the mod is loaded it will read it
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.
switch provider to one that doesnt require you to upload mods yourself
you got a good provider ?
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)
allright
note that switching provider might not automatically solve your issue, but the manual upload thing is a red flag either way
allright
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?
yeah i chose them because they were affordable
like on a local server ?
never tried it
like just start the game, download the mod and go to the scenarios menu
ahh nope didnt tried it
@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
the scenario file (in Missions folder) is what tells the game what World file (.ent) to load
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
i got a subscene of my terrain file there are the spawns and managers and the game mode located.
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
ill think i can handle this with the power of friendship π
How does the scenario ID is generated
I can't switch to the second page of the faction selection menu. Is this a universal issue, or did I do something wrong?
The priority option on the faction manager also does not appear to be working.
you mean the group page on the menu?
no, the faction selection one if i add >3 factions.
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
@digital creek How are you trying to go to the second page
?
Using arrows and A/D key works for me.
That works for me, thanks. There just isn't a UI button like on the loadout page.
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
I wouldn't know lol, i wish there was a way to set their ROE so they dont shoot on sight or something or rather
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
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 ...
happens after adding RespawnMenuHandlerComponent
Solved!! added SCR_RespawnBriefingComponent
I tried for weeks to get this to work thanks so much !!!!
Whenever players disconnect from my scenario they leave behind an AI. Anyone have any clue what might cause that?
can they reconnect back in that ai?
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.
If itβs on your server you can use admin login from the global chat menu . If not I donβt know much about adding it through workbench without messing it up . Iβve been wanting to change combat ops for a while but havenβt messed with it
Last time I had a similar issue a few things I messed up. Changed the mod name for the path .config file had then changed, and a single comma , Was missing.
Garbage collection entity configuration?
The bodies get left behind as AI
It leaves an invincible dude there that stops the other team from capping
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
hey does anyone knows why when i make a new subscene of Everon, and hit save as (on the worlds folder of my mod)
it does not save anything
?
do you have permissions to save to wherever its trying to save your project too?
yeah
it's supposed to
I gave total permissions to the enfusion engine, also run it as an administrator, but still the same
it's weird becouse I don't even get errors on the console log, it looks like it does nothing
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
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
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.
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
?
this is the weather:
This is what I get when hit play
anny suggestion on why is this happening?
there is no way to change weather on vanilla maps
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
can you change whole weather config using this script?
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...
Can try to ads them in text editor maybe editing the ent file
What does the ENT file usually say? Mine says "NUL NUL NUL NUL NUL" repeating
*Phew... * that fixed it thankfully... Had an old backup, I wish there was an easier way to save versions and back them up...
I think you only can use the presets of the weather editor
- Clear
- Cloudy
- Overcast
Or the one you have created
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?
Thanks for the reply, wasn't sure if I had missed them communicating that or not
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
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?
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.
Now how do I get it to use my EditorModeBuilding.et? π€·ββοΈ
Cant seem to figure this out, it keeps reverting and using the vanilla EditorModeBuilding.et it seems.
thanks to bacon, I just needed a right click -> override in addon π
fyi : the EditorModeBuilding.et is set in config EditorManagerCore.conf. There is a Editor prefab entity for every building mode. @wild trellis
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?
Thanks but already got that sorted! They use the E_ versions (in PrefabsEditable)
Not the other ones in Prefabs that I was originally trying to edit XD
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?