#enfusion_scenario
1 messages · Page 2 of 1
@wild trellis were you ever able to figure out how to add saved loadouts to conflict? I'm having the same issue. I tried adding the ENH Conflict Save Loadout mod as a dependent but it won't work. Seems to work fine on vanilla SP conflict but not on my custom version.
negative, I heard it was in experimental build already so I stopped wasting my time XD
Ah lol well I'll stop wasting mine as well thank you.
pretty sure you at least need an arsenal component and a saved loadout slot in your loadout component
might have to add that when it goes stable, who knows
Ok thank you.
are there any updated guides for mission making that work as of now?
Is there a component I should use to prevent automatic respawning when the respawn timer runs out in conflict? Or will this require scripting to accomplish?
delete the spawnpoint lol
lol rip
I found the culprit! My AutomaticRespawnHandler that forces player faction. I guess I need to script something there to prevent random respawn loadout/position?
You can replace it with briefing screen, when you die you will go back to spawnpoint selection and loadout selection. Instead of AutomaticRespawnHandler use a RespawnBriefingComponent. Not sure if this is what you are looking for.
Thanks! That might fix it, but I found it pretty easy (and quick) to override the component i was using to keep the faction forced to US and then just comment out 1 line: ```c
playerController.RequestRespawn();
hi there, i have a simple question - what is the point of creating a sub scene of lets say 'Combat Ops' when I cannot 'change' anything, only add new content?
the layer is locked, so I can't tweak settings - only added new tasks/areas etc
am I missing something?
when i say 'tweak settings', i mean edit existing instances properties
ok I was unaware of 'Save World As' this allows me to make a copy
I'm trying to make a custom edit of conflict and can't seem to get the remnants to spawn when the games played on my server. They spawn just fine in the workbench but not on my server. Can anyone tell me what I'm doing wrong? Lol
I forgot to add, defender AI work, just not the remnant's
They spawn fine on my conflict scenario. Using remnantsSpawnPoint or something like that?
Yeah I didn't change anything with the FIA or messed with any spawn points.
did you tick the "Spawn AI" in your CampaignGamemode? Its an attribute, if thats not ticked remnants are ignored I think.
is it simple enough to disable player respawning and have a spectator mode instead?
Yeah I have all those checked. I generated a new nav mesh as well and set that up properly but still nothing. I thought maybe it was a mod I was using as a dependent so I published a separate mod where I had no mods and just saved the CTI world as my own but they still won't spawn. So it has to be something I'm not adding.
I never had issues with plopping down a spawn point entity. They always spawn in for me. I'd start over if I were you...
Something sounds seriously wrong
So I'm not adding spawn points I'm using the ones already in the CTI_Eden world. They spawn in fine when I play the scenario in the workshop. It's just after I publish it, they won't spawn.
I also did basically start over but I didn't change any vanilla settings and same thing. They spawn in the workshop but not after I publish it.
Sounds very strange! You for sure published and incremented the version number yeah?
Yeah
I'm gonna try to compare some other conflict mods and see if I'm missing anything.
I can try to look around if you tell me the name of yours. Mine is ConflictPVERemixed if you want to look at mine.
Ok I appreciate that mine is ARXRP Conflict
This is something I noticed I don't have. How do you get that?
I also only have the missions and worlds file for mine. Are the others necessary?
Nevermind figured out the basenavmesh thing lol
How can I create a new faction label?
How can I create a custom faction label say like "FACTION_TALIBAN"
You will probably have to mod the enum in a script file.
can explain if my words make no sense
Can you explain a little more?
I am not 100% sure but these labels are most likely an enum. Wich means a list of string. You will need to mod that enum and add you string. Will have to be done through scripting. If you right click on the faction label there should be an option show script definition. You should be able to see how this string is created
Random question are you pretty knowledgeable on factions and spawn points by chance?
i'm sure there are more knowledgeable people here but we might be able to figure something. What do you want to do?
Got a minute for a discord call?
i might be able to jump in in an hour or so. feel free to give some context by then
Alright awesome!
Just getting back to my PC, you get everything figured out? If so, what solved it?
Unfortunately no I added the Navmesh_CTI_Everon_sondiers.config and make duplicates of the FIA Remnants prefabs under my project folder but still nothing. I'm currently starting over using Conflictofnations as a dependent and using it as a base to start from.
maybe something to do with the navmesh generation? I just saw you posted the name of yours, Ill have a look soon! 🙂
Appreciate it
first of all, this could be a game bug, but it says 32 dependencies but when i click on the dependencies tab it only shows me 20 of the 32.
Could it be because I've removed some from when I first created it?
IDK Its not even letting me play in world editor, its crashing with a null pointer on SpawnNewItem in SCR_WeaponRackSlotEntity.
did you add some of those modded vehicles to the buy lists etc?
Yeah I did
My first conflict edit was like this, but then I stripped back all the dependencies and it still worked well enough for me. The only thing I kind of want to re-add are custom weapons for FIA and that would require a dependency. But as far as why your AI is not spawning, Im not seeing anything that stands out right away.
Im actually wondering if it might be the custom FIA groups you made?
When this update releases, a bunch of mods are going to break. For now, I know for sure MH60 and landmines mods. And if your scenario is dependent on those mods working then you may be stuck waiting a while.
@wild trellis Ok I imagine I royally messed something up when trying to get it to work so I'll just start over and get rid of some of the mods. Thank you very much for the help.
No problem! To solve the vehicle dependency issue, I figured out how to add support for custom vehicles without requiring their mods be added as a dependency, however, you can't add them to the buy list I don't think. So I ended up placing a few custom vehicles around the map at bases as rewards for capturing them. Here's a rundown of the process for doing so: ```- Load up your mission in workbench
- Add dependencies (restart workbench) and place some on your map
- Generate your new navmesh and save
- remove dependencies, save and restart workbench
- Publish
- Profit```
Ok sweet I'll try that out.
What are you trying to do?
I figured it out!
Another thing though for those who are knowledgeable. Anyone know a lot about PrefabSpawners?
Im simply trying to get AI to spawn via a prefab yes but am having no luck.
Im missing something.
i haven't messed with spawning ai, you might have to create a group, add ai to it, then spawn the group
that's how it seemed at least last time i looked at anything related to spawning ai
i could be wrong though
Cause I have a PrefabSpawnerManager, PrefabGenerator, and then a PrefabSpawnPoint setup but nothing is working.
no matter what I do, my custom components do not show up in the editor
i am reloading etc
I’m also having a lot of errors with the workbench rn aswell.
Hi! Do i need publish my mission or players can download running mission from server?
Yes it has to be uploaded to workshop. Then when a player joins it will autodownload
Then what is visiblity? public / test?
I dont know what the different settings do. Maybe test is published but unlisted? Not sure
If you want to distribute it to other people you should probably just select public
test is a filter that makes your mod only visible if people search with test enabled
so by default not visible, have to click test filter
but server mission downloading still automatic?
i not really want publish for all the unfinished 0.5 version but need for my server
its still public, all it impacts is the mod search
GenericWorldFogEntity changes fog when in world editor but when I run and play the gamemode the edits I made to the fog dont show up. Any ideas on what I am doing wrong?
fog stuff is part of weather preset
Anyone know where I can edit the everon map and label special locations? For instance what I am trying do is label a cave entrance and when a player views their map they will see a mark on it where the cave entrance is.
How does one add prefabs to the locked Eden layer?
It didn't work
it just created another world layer
nvm
You cant add prefabs to the already existing world layer, you can only create a new layer and add prefabs to that one.
then how did this get in there?
Obviously you can somehow.
You need to overwrite the prefab you want to place your scr_spawnpoint inside.
Yeah that's what I'm asking, how do you do that?
Overwrite the prefab, place the scr_spawnpoint in the scene, then hold alt and drag the scr_spawnpoint under the overwritten prefab.
Find the table prefab you want to overwrite in your resource browser.
Thank you.
👍
You could place a GenericEntity and add a MapDescriptorComponent
Hey, I know that post is old, but I just created a loadout restriction mod, and I believe I can probably add this feature to it, configurable via json. Would you still be interested in a feature like this?
🙂 Im looking into it now, but Im a bit busy in the coming days, but I'll work on adding it! 😉
it actually might be way quicker than i thought, Im already iterating through all the players to get what slots they have
yeah just get their id from backend api
just to clear my conscience, you're not going to be charging money for these loadout slots are you? Cuz I'm pretty sure that's hella illegal with the devs...
no lol
It's more to just keep people who shouldn't be using sniper rifles from using sniper rifles
good! 🙂 those kinds of servers are so cringey
yeah like restricting slots on a public server i totally get it
i just like to think of ways my creations can be used for bad too
and preventing people who aren't authorized from grabbing explosives and randomly detonating them on base 😐
yeah, if you have an arsenal available this is all pointless, but it seems like you may actually benefit from this
do you know if its even possible to convert bohemiaId to steam64Id?
I see mine come up from battleye, but im not finding anything in scripts about that
na, you can't afaik
they must do that on the backend i guess, or in battleye.
there is only one identity id in script and it's unique per "each reforger"
unique per xbox account, per steam account
hi guys, please tell me who knows how delete standart object of base scene in sub-scene
can`t find info
you can't make any changes to the base scene, you can only add a new subscene and make changes to that
If you really need to , you can write a component for your game mode that deletes map objects.
yeah, but like real thing in dayz, it will be like delete object on server restart that shit
no
they delete at runtime when the component deletes them
ive done tests specifically with deleting trees, seems to be fine
Can anyone explain this?
It appears when i place AIWorld in the scenario.
It literally says what the problem is
👀 Is this a new friendly fire protection component orrrrr....?
Hello everyone how do I make a custom faction label?
It's a new subscene, there shouldn't be an AI World
there must be
Hypothesis, if there is already an AI World presents then there is no need for adding one and the AI should be able to navigate.
Experiment, place out AI in the scene and give them a move order.
Result, the AI was unable to navigate to given move waypoint.
Conclusion, there is no AI World present in the scene, at least not one configured correctly.
what world is it a subscene of?
How to change the menu briefing, change the layout for example. Thank you in advance
Hello everyone, why after saving and reloading my mission, all entities disappear, although they are registered in the layer file?
put your world in subfolder, not directly in the root folder
How do I enable Game Master mode in my scenario?
Depends on what you want to do. Admins always have access to GM. So no special setup is required. If you want to set up a GM game mode, there's a specific game mode entity that you can place. It's called something like *_editor.et from what I remember.
Is there a way to make yourself admin when you run the scenario locally? When I run my scenario I don't have the option to enable GM
No idea. Maybe have a look at the GM game mode entity if there's a specific component that it uses for enabling GM.
is it possible to remove a single rock on the Eden map? or is it impossible to edit anything in the base map?
You should probably just remove it by script. It is possible to mod Eden, but that would affect any world depending on it while the mod is loaded.
good to know. i will have to look into scripting than. any suggestions on where to start?
For deleting, there's SCR_EntityHelper.DeleteEntityAndChildren
For detecting nearby objects, I think there some methods available for the world entity (whatever class GetGame().GetWorld() returns)
Hello everyone, in the tools (world editor) i know its possible to write notes for player to read and place them in the map (like a document item you would pick up and be able to read) but i dont know how to do this very simple thing ( i guess). If someone can give me a hint it would be very appreciated.
thanks for the help. i mangaed to get it working.
but is there a way to remove the grass in a small area? i see a flattengrass script but not sure how it works
There are also dirt patches that remove gras, so that might be a starting point to check how these objects accomplish it.
Not exactly sure what you mean. Can you link a screenshot of an example?
is there something special i need to add to my scenario for it to be listed with -listScenarios enabled? because I only get official scenarios listed when starting my server with that.
If you just need the id of your scenario, you can also open the *.conf.meta file that gets automatically generated with your config file
I know how to get it, I'm just not sure why it doesn't show with that parameter enabled. I'll have to try another scenario when I get home, but it used to also show workshop scenarios with that parameter enabled.
Is it possible to copy a texture from the editor to modify and add back?
Screenshot it
Eden.ent
Hello, guys! How can i properly test my custom Conflict layout (like {C700DB41F0C546E1}Missions/23_Campaign_NorthCentral.conf)? Can i use that .conf in world editor preview?
throw it on a local dedicated server and that config path goes into the config json file, see here: https://community.bistudio.com/wiki/Arma_Reforger:Server_Hosting
yes, i can do that, only i have to publish addon to workshop
would be nice to have more fast way, and also wouldnt need to spam workshop servers for testing
https://community.bistudio.com/wiki/Arma_Reforger:Startup_Parameters#server that will start a local same machine server. -server disables -config, and you need to use -client on your client to join it.
Does anyone have a tutorial on intel retrieve missions? I can´t seem to find one
Getting the same error. Only when the publish dialogue opens. Did you fix it?
Yes
you have to give it images
the default icons etc are broke
I have done that already. I added .png (which convert correctly to .edds) files to root directory and it still won't load
to all three images?
That is how I fixed it, you probably not doing something correctly
It’s fixed itself now. I had to barebones the test scenario, publish, then update with my world
I've run into an issue when wanting to add a TDM Scenario to my project. I think ive added the necessary managers/spawn points, yet I get no option to spawn as USSR or US.
Any help would be appreciated
Make sure you have selected “playable” in the SCR_FactionManager for the faction you want people to select
I've made sure now. It was ticked as being playable
Is it working for you yet?
Nope, messed around with USSR and US faction, but cant play either
dont get any faction menu, I cant even spawn on the spawns I placed
Do you have a SCR_RespawnSystemComponent
And are you using the correct spawn point?
I have not, found the script, but where do I put it?
Pretty sure I got the correct spawns
I have GameMode_TeamDeathmatch_Selection1, does this not cover the Respawn ?
Check the components in it. Try adding these too if you don't have them
as the docs suggest -
The first and most important is the SCR_RespawnSystemComponent which handles spawning ... Additionally required is a component of SCR_RespawnHandlerComponent
(https://community.bistudio.com/wiki/Arma_Reforger:General_Game_Mode_Setup)
They're all there and enabled ..
Yeah, Idk, thanks for trying 🙂
I'll make a new project and add the components to see if it reacts differently
Have you tried disabling autorespawnhandlercomponent?
I do not have autorespawnhandlercomponent. Should I add it to GameMode_TeamDeathmatch_Selection1 ?
Tried adding it, and forcing the different types USSR Rifleman US Rifleman. I spawn in as a US Rifleman, but it says I joined the Soviet. Nothing very visible has happened overall
Other than it forcing me on USSR side
Oh i have only used gamemode_plain, don't know about deathmatch
Hm, I dont understand lol. Tried new project with both Deathmatch and Plain
Should be pretty simple
Hey, does anyone have a template of a Combat Ops mission? I admit I didn't understand everything in Arland's components
Precisely what corresponds to what, there are many prefab that I do not understand
Can anyone help me with the im sure easy question. I’m trying to save the base conflict world into a save-as folder for my custom scenario to edit it and such and when I save it into a folder for my mod name it doesn’t appear as a selectable world to edit. Any ideas?
Is AI not able to jump over wooden fences or at least go around them?
Hey Guys, since I've gotten some questions about the Scenario Framework I've created a starter guide. It has some information about how it works and a workshop component where you can create a basic starter mission without doing any scripting!
https://jacobmeister.github.io/ScenarioFrameworkExplained/
This should be added to the wiki when it's done
If you have any suggestions I can make some additions to the guide 🙂
I have a problem with the patrols, the AIs don't move.I copied and pasted from arland's combatOps, I must have missed something but I can't see what!
Make sure that the name you gave to the waypoint layer (WP_Forest1) is added as a waypoint set for the slot that spawns the units.
Nvm, I see you actually did that already
I think the issue could be that the units are spawned before the waypoints
CombatOps circumvents that by actually spawning the waypoints already on the init of the area
It doesn't work either.
I wanted to test another technique, I put a SCR_AIWaypoint (WP_Forest1) with a radius of 80 then I added a unit prefab by adding a "static waypoint" with the name WP_Forest1, it doesn't work either.
That approch should work though, since it's used in CombatOps and I used it plenty of times too. You might have messed up some of the layer or slot settings. Hard to tell without more insight. Can you send a simple test scenario?
Yes, I'll send it to you
I'm preparing a mission but the AI stopped following the waypoints
There are many possible reasons that units stop following a waypoint:
- You did a mistake when configuring the waypoints
- Navmesh is broken
(For instance Redline Core can break them on Everon) - The leader collides with one of his subordinates and gets stuck (see https://feedback.bistudio.com/T172414)
Thank you
To finish up a audio tutorial I need to place a character and control him.
What are the steps to make my world capable to interact and control a character?
Hello, so I have a terrain I have been working on. I know need to add gamemaster to it. But I need a little help. If anyone know has a tut I could follow, or if there is a wiki on it, that would be so helpful.
Thank you...the broblem for the navmesh now is ok...the mission work for the host and no work for the single...how is the settings for change this?
That could be anything. Might be some code that checks for IsServer instead of !IsProxy
has anyone figured out how to place an armed mine in world editor?
PressureTriggerComponent has a checkbox for "live," nice!
Trying to bundle a mission in the Reforger tools, however the bundle option has been removed. When I click publish it says “unable to bundle see console log for errors” any tips?
Yes bundle has been removed. See console log for errors.
Is bundling not a thing anymore? So how would we publish a mission then?
Another question is there a shortcut key to bring up console log? I can pull it up…
it automatically bundles before publishing when you hit the publish button. In my world editor the "Log Console" shows up in the bottom middle, just scroll up to look for errors. (might want to clear console before you attempt to publish)
Thx I’ll go ahead and attempt to use those tips.
I added a couple new cap points in my custom scenario, why would I have 5 Alabama's now? always grouped up at one end or the other of the map. Are all 50 states names not being used?
Didn’t work, does anyone know a link to an updated/recent video tutorial on how to do it? This last update through everything off…
how to read the console to find your error?
No just how to publish a mission in the workshop
let me know when figured it out 😄 its the main thing preventing a proper 1 life game mode
Just push publish button, if it has an error, you need to read the logs to figure out what's wrong
Anyone know where I may be able to delete base world buildings? I heard that theres a delete prefab tool but im just trying to figure out how to remove some buildings on the base Everon map to replace them?
Thx, that’s what I did I had to take a look and read through all of the errors and finally fix it.
Hi ! Sorry to ask the question again but I really can't understand when I publish my mod, it gives me the error of copying the image, but as you can see on the screenshot below the images are well in my project, I really can't understand where I should put them
you need source (PNG) for the EDDS
Thanks ❤️
I'm trying to get the sample faction conflict build mode to actually have objects to place but nothing I do seems to work. I've looked at the normal conflict game mode and I have everything setup the same but I'm probably missing something very simple like a config file that defines what items I can place as a specific faction?
Where would I find that?
Nevermind I finally figured it out
How did you fix it?
Overrode the EditorModeBuilding prefab and added in prefab copies of the ones located in there with my faction's affiliation applied to them
Next I'm trying to figure out how to spawn my custom vehicle with the vehicle maintenance spawner
not even getting a prompt
AI squad wont move to waypoints I set. Any reason for this?
have missed adding anything in?
So i have been working on my scenario for a few days saved went to bed last night woke up to work on it again this morning and now my layers have been duplicated and im not sure how? anyone got any idea what happened or how to revert it?
The Arland locked world is just regular Arland map and my layers were made onto a subscene and now my layers are now apart of the orginally locked arland world?
whats wrong if i cant see the roads on the map in game or in workbench (customized everon)
...turns out in my SCR_MapEntity I was missing the Map Geometry Data
is there a way to override a gameMode entity in a subscene of the world containing the original gamemode?
I tried just adding it to the subscenes default layer via text editor, but it gets confused on load and just puts me floating in the water.
The base scene cannot be edited. You should make a copy of the world rather than a subscene for that
Or if you want the change to the game mode entity applied to all scenarios, you can alterantively just mod the base game mode prefab.
well thats inconvenient... Now I have to copy the whole map to change one parameter in the game mode for an alternate scenario.... at that point it might as well be its own mod too then!
@wild trellis you have to do the sneaky trick of overriding the whole world. Then you have access to the stuff that already exists.
If it is the campaign gamemode/campaign faction manager your trying to change just override the campaign gamemode in a subscene and just have your override as the mod no need to do other work I think
Thanks guys Ill have to look into these solutions further! I ended up making copies pretty quickly, so it wasn't really the time, more that my mod is way bigger than it needs to be now. 🤦♂️
got stuck for the longest with that classic error: Failed to load metafile of mission config image Turned out it was because i was trying to change the images, once i put the original images back into the mod (that im not even using anymore) it quit crying lol!
I still can’t figure out whats causing my layers to duplicate and override the base world for some reason…
@uneven laurel
Try asking @short vapor for more explanation, I don't fully understand it myself. What I understand is the source image needs to come from Arma reforger itself for some reason. Or atleast that worked for me.
Why would the motor pool building at a major base say that the spawn is blocked? theres nothing in the way, i just captured the base...?
@short vapor have you solved the issue? I'm still can't publish the mod, even it seems everything ok
Try using a .PNG file for the source image
Already tried but nothing, doesn't work
Ok then grab the sample faction files for it. Should be a .edds and the corresponding meta file as well as a png.
The sample faction scenario image is an override of an Arma image and overwriting the PNG should allow you to change the .edds file while keeping the override
when you say "the source image needs to come from Arma reforger itself" I think that just means you need to include the image in your mod. I put my images in an Art folder.
for missions/scenarios you can only use images located inside your mod folder
@short vapor really don't understand 😅. Can't catch what does mean "faction scénario image" and "sample faction files". I mean what's the relationship between icon image of scenarios and faction image
To summarize: before the update, I was able to publish easily, but now with the same images I published with before (without changing anything) after the update it stopped working
If you get the sample new faction files from the bohemia GitHub, the scenario config file uses an overridden Arma image file
Use that file
Will try thank you
it doesn't work 🤕 , really tired ....this new patch it's a nightmare!
can you put those textures into some subfolder? Like UI
done, but nothing changes. still not working
can you show print screen of the folder?
Is mod outside of i.e. one drive synced folder?
as you can see is in the mod folder
can you do it from window explorer?
can you also show mission config again? Do you have any other mission configs in Missions folder?
yes there is another mission config, the older one
with wrong paths? If yes, then it will prevent uploading
what do you mean with: wrong paths
what do you mean by old config? Old, with paths pointing to vanilla data?
what do you mean by that? What is in that old config file?
I deleted the old mission config file, perhaps this created some sort of conflict
so solution for all, do not leave two files even if they have different names
thanks @vestal berry
did old mission config file contained paths pointing to default paths?
no
perhaps it was pointing to some wrong paths then
you can have multiple mission configs in Mission folder so having two missions is not a problem
I think too thanks
Simple Question for yall -I built a mission using this tutorial (which is great) https://www.youtube.com/watch?v=2BM7stNyaNk
Today in the enfusion workbench powered by the enfusion engine we are making a base arma reforger mission for you to build up from. The mission in this video is geared more to singleplayer but in part 2 we can discuss co-op and multiplayer aspects including expanding the mission for a future series.
Win condition trigger script: https://pastebi...
Only problem I had is that my OPFOR AI sections don't navigate through or around obstacles. ie. I set and assigned a waypoint of move to a USSR Quad and they walk into a building and don't move any further. Is there a setting I am missing?
Sounds like possibly a navmesh issue. Check your scene has AIworld prefab set up with navmesh as in Everon/Arland.
Let me check.
I am making a mission in Eden and have the "SCR_AIWorld_Eden_1" selected under managers
I think the issue is that I had to create a better route. So I made a bunch of patrol points and connected them to a Cycle. Seems to work now as long as they don't run into a fence or something. Then they jsut stop there.
So I started over on a simple mission build. I followed this video exactly. I was not able to do a local test as this instructor explaned as I keep getting an error that "There are differences in the required mod versions. Affected mods: 1" I was, however, able to upload it to the Arma Reforger Mod site. SO I am wondering if something changed recently or if there are updated instructions on how to do a local test?
Today in the enfusion workbench powered by the enfusion engine we are making a base arma reforger mission for you to build up from. The mission in this video is geared more to singleplayer but in part 2 we can discuss co-op and multiplayer aspects including expanding the mission for a future series.
Win condition trigger script: https://pastebi...
user created content like this will usually be behind at some point, best to refer to the wiki for all the information you can get, but I'm not sure how much in terms of mission design is in there (technically, this game does not have a concept of missions in the same sense the previous titles did)
Thanks for the heads up
Most of the existing mission design guides seem to be teaching at least some bad practices, I'm not sure if there's actually any good ones. As bacon said, I don't think the wiki has much info on that, apart from maybe some basics on the Scenario Framework specifically.
Like creating User Scripts instead of actual classes, that approach almost cost me weeks.
Honestly I wouldn't even recommend using Triggers, if e. g. a GM deletes AI, the trigger will never learn and thus your end conditions break.
Im trying to figure out why some of my custom conflict capture points are getting this error on the building sign/prompt: ```
UpdateEntities
WORLD : Frame
SCRIPT (E): ScriptCallQueue::Call: Incompatible parameter '0', expected 'int', got 'SCR_Faction' (method 'FinishCapture')
UpdateEntities
WORLD : PostFrame
SCRIPT (E): NULL pointer to instance
Class: 'SCR_CampaignBuildingStartUserAction'
Function: 'CanBeShownScript'
Stack trace:
scripts/Game/UserActions/SCR_CampaignBuildingStartUserAction.c:94 Function CanBeShownScript
i feel like SCRIPT (E): ScriptCallQueue::Call: Incompatible parameter '0', expected 'int', got 'SCR_Faction' (method 'FinishCapture') is the key to the solution here but im having trouble figuring out why FinishCapture is getting a SCR_Faction instead of a playerInt 🤷♂️
I cant even find the print statement for this error, so maybe its happening where i cant see (in the engine)
I'd recommend also posting your code.
its vanilla game code im looking through, not mine. No idea why Im getting this error sometimes, other cap points are completely fine.
Im following the stack trace, but Ive gone as far as I can tracing things back, cant figure it out
void FinishCapture(int playerID = INVALID_PLAYER_INDEX)
```is only called like 5-6 times and most of those use an int, no idea how it could be getting an SCR_Faction in there 🤷♂️
got me thinking it must be the ones that just do ```c
m_base.FinishCapture();
cant reliably reproduce it so i dont think i can create a ticket for this
On my mission I created I have three BLUFOR Infantry Squads about 100m apart from each other. I have two MOVE waypoints assigned to them. I also have the same for OPFOR with their own two waypoints. When I test the mission it works but then after I go back to the editor and test again the BLUFOR troops stop moving to their waypoints. I have tried deleting them all and re-adding and assigning them new ones. Same thing happens. It works the first time then stops. And it only happens to the BLUFOR troops. The OPFOR (USSR) work every time. Any advice?
very strange, I modded a couple classes to add some prints and it stopped giving me errors, took out my prints and modded classes and its still working, no idea why... 🤷♂️
ok now why wouldnt my SCR_CampaignBuildingProviderComponent be found? I figured out its coming up null sometimes
I completely uninstalled my tool, reinstalled, and built a simple mission from scratch. Added 1 waypoint for enemy troops. Tested in the tools and it worked. Tested again and they AI stopped moving. Published to the Mod Store and they AI wouldn't work once downloaded. Seems like a significant glitch now that happens to all my missions.
What would cause my main conflict control points to not show in game?
loading the old save file of an updated scenario i suppose did it! 🤦♂️
anyone know how i can force a player to select a group before selecting a loadout?
why would my AI at base show one with a name, but the rest say GETNAME_ERROR
You keep asking questions without providing any context, you're not going to get useful answers like this.
Im editing a conflict scenario, i have ai at base, and only one is showing a name. the rest of the ai have GETNAME_ERROR above their heads, not sure what more context i can add here? luckily the rest of my questions ive figured out on my own so far. and im leavng solutions to some things as well, def feels like im talking to myself in here a lot lol!
happens when faction has no identities configured
Are you able to create a "copy" of Eden and move objects around without the objects being locked?
what in the heck would cause a group=1 reason=1 kick on player spawn on my server, when everything works just fine in peer tool... 🤬 It was just working fine before workbench/world editor crashed on me a few times while saving...
anything in the logs?
Yes, you can, but it's not straightforward. You can use the "save as" option to copy the world first. You gonna then have to right click on each layer and click on "save" in the context menu. The only thing that is then missing is the .ent, which you have to create in a text editor yourself.
Nope, server just says client disconnected, client gives me group=1 reason=1 at least.
I was searching last night saw you had the same issue once
1,1 is a replication error I think, if I remember it correctly it will be in console.log on both client and server
It is, only get that client side though. all I messed with was my campaign faction in one of my two worlds and now both worlds give me this error. I'm about to just start over today I was pretty fed up last night trying to figure out what went wrong.
so what is the issue in the console.log?
ok so how can I look up an entity id? 08:26:34.243 rpl::Pip::ProcessNetToGame 08:26:34.243 RESOURCES : GetResourceObject '{5682FD26B072EB02}' 08:26:34.243 RESOURCES (E): Unknown object type, missing extension! 08:26:34.243 NETWORK (E): LoadNode failed: entityId=50D8C49B3558F152, prefab= 08:26:34.243 RPL (E): RplLayoutError: Node creation was not successful! nodeId=0x80009898, cl='_RplComponent_Layout', sl='script::Game::RplComponent' 08:26:36.084 ENTITY : Create entity @"ENTITY:2" ('Music', GenericEntity) at <0.000000 0.000000 0.000000> 08:26:36.084 AUDIO (W): SignalManagerComponent not present, functionality will be limited 08:26:36.411 DEFAULT (W): No GameMode present in the world, using fallback logic! 08:26:36.411 DEFAULT (E): Kicked from game. group=1 reason=1
good question
I'm not sure how to find one, but it seems like one of your entities might be missing a rplcomponent but should have one
Im thinking something got really screwed up when i was saving and it was crashing yesterday, I have absolutely no problems having peers join using peer tool... 🤷♂️
but put it on a live server and its broken 🤦♂️ Thanks Enfusion!!!
theres no way to retrieve a specific version numbers source files is there? no unpacking app in tools?
in tools no
well crap, looks like im starting that project over! 🤬
of course it had to happen on the last update that fixes all my bugs... It has to be because world editor was crashing while saving the files! Damn that was a lot of time i spent on that... 🤬
i didnt even touch any rpl components, just added stuff to entity catalogs. Maybe something I added, and if thats the case, its something with RHS stuff.
Learn to use git or svn for version control^^
i used git once, im not even sure if it was a pull or push request that i did on there lol fixed someones mod tho! And at least doing it a second time, I can easily avoid all the bugs I had the first time. Still got the scripts I had to write etc!
......completely forgot to check my dev version of the mod which luckily still works!!! whew!
Is there a wiki list anywhere for the options to go into the Name Filter/ Class Filter on the Trigger entities? Specifically targetting players only?
Class filter I think would be something like chimera character or something.
Okay anyone have an idea when I publish my scenario when I load in and I’m stuck at the ocean view?
Do you think an MP_Controller.et could work in the class filter?
Issue with the game mode, something with the respawn or a component you have set up on it
Custom conflict: why would the supplies depots not spawn the supplies prefab in its slot?
no idea really 🤷♂️
Didn't work 😦
A.I. also have SCR_ChimeraCharacter so I don't think that filter would work
Strange becuase I go to check logs and run through it in workshop and runs fine on a test on workbench of respawning and everything lol
Are all of the mods you're using enabled on the server you're testing it on?
Yea
And you're spawning in on the editor, not spawning from camera? (Going through the full loadout selection I mean)
and using peer tool to catch potential client side errors?
Hey guys, anyone knows what I am missing since players nicknames are not visible? Not even friendly AI. I added TagManager, but it just doesnt work
NVM found it, for people who are looking how to enable nicknames , simple GameMode manager, SCR_NameTagConfigComponent, and select config path over there
Hello, i have a question. How exactly one does add vehicles to conflict factories? I have edited Configs/Factions/US_Campaign.conf, i have even edited editor catalog, and i do see edits inside CampaignFactionManager1 in conflict map world, but in game i spawn and still dont see the changes to the price and new vehicles. I was exploring others' conflict edits but cant find anything i have missed
I added mine under entity catalog in factionmanager. When you look at the vehicles list under the entity catalog, it needs a SCR_EntityCatalogSpawnerData. Give it a name under IU Info, assign it the proper slot types, min req rank, and supplies cost.
hm, that SCR_EntityCatalogSpawnerData doesent ring any bells, where can i find it?
Found it, thank you!
You have to use SCR_ChimeraCharacter for the characters. Not sure if there is a way to determine if they're a "player" after that though
Yeah that's the issue I'm running into, since the AI are used under that SCR as well there's no way to distinguish
@coral viper have you tried to get the the player id? Not sure what it returns if it's an AI. Maybe as AI it returns -1?
I haven't, but wouldn't really be practical for what I'm working on as I'd have to do it for every single player
What are you trying to do then?
Not too sure why a triggers OnActivate() would need to do anything to all the players and not just the one triggering it.
Im so livid why Bohemia would have your mod be a dependency for its own mod is so dumb I just deleted hours of progress because of it, tried to remove all the dependencies not knowing my mod is a dependency for itself and just lost everything
I think you can generate a new GUID from the work bench or possibly find what your GUID was from the workbench folder?
Not sure how to do that I really just am getting started into This
On the main page of the Mod, theres an option at the top called Utilities
In there, you can select the "Generate GUID" option
Copy that ID, find the target items file in your mods Folder under Documents > My Games > Arma Reforger Workbench > Addons, delete the META file for it and edit the .et file, and itll say ID
incorrect, there is no "self dependency"
if you have added your own mod to your list of dependencies just remove it, either in workbench or in notepad by editing the gproj file
I call nonsense becuase when I made my modded scenario there was only 3 dependencies I selected. When I went to delete the dependencies after I published it. It showed 4 and after I deleted all 4 all of my progress was gone. The modded worlds folders and all of that. And the worlds that left in the folder doesn’t load and crashes workbench now
are they physically gone from the hard drive or just not showing up in workbench?
The world is gone from workbench when loading the mod but even trying to like export the gproj file or whatever it still doesn’t work. And everything was fine before removing the dependencies again that weren’t even on the map or being used except for the 4th one that showed up that clearly had something to do with the mod itself because now the world is gone and the only things remaining are the assets I added personally in a file
I think you may have unintentionally changed dependencies of the Arma Reforger or core projects, you can try to fix this by navigating to Steam Apps folder, then to Arma Reforger, finding the .gproj files, deleting them and THEN validating via Steam
I believe core shows up as a dependency, sounds like you removed core dependency
is there a wiki article on setting up a scenario?
Speaking of, here's a tiny framework class that I wrote for my next mission - I don't use the official ScF.
Anyone, feel free to have a look inside if you're interested, the way it works is by inheriting from it, overriding the main loop and implementing your logic there.
Be aware that it is intentionally very bare bone, it does have these features though:
- Count in Radius: Players of faction, AI Groups of faction, Entities by name (I don't use triggers because they don't notice when entities are deleted)
- Count globally: All alive players of faction
- Delete AI Groups of faction in radius using a probability parameter (and optionally an exclusion string)
- Send out global hint messages
- Respawn Player as member of a given faction
- End the game (victory, draw)
- Send a player into a basic spectator mode
interesting! spectator mode! 🙂
where would I find the conflict point names, like the states for US faction?
When I place down a task prefab, play and assign it or just open the map in GM, I get NULL pointer errors originating from SCR_BaseTask.UpdateMapTaskIcon():227:
GetTaskIconkWidget().SetColor(m_TargetFaction.GetFactionColor());
What mistake am I making? Do I need to modify the task entity in some way if I don't want to place it at runtime?
Or is it not supposed to be placed outside of runtime at all?
when a vehicle entity type is set as HEAVY, why would it show up in my LIGHT vehicle spawner on conflict? Is it actually considering the weight of the vehicle for that?
Hey guys, I'm new to the arma enfusion engine. Just wanting to know if there is an easy way to add the water and food bars?
Depends on what you want them to do - if it’s just a prop or an item you can hold like the medical items then very straightforward - open up the .xob, look at what lods and colliders it has and replicate those in your model
If you want to interact with them, scripting is involved, or perhaps custom animations, more complexity
Would recommend doing all the vanilla tutorials first to learn how the engine and tools work
sorry I should have explained better. I want to add the motabolism system icons. Is there an easy way to add them?
There's not really an easy way.
Does Reforger have a clutter cutter yet? Something to delete/hide foliage underneath it?
I'm pretty sure the conflict mode prefabs do that.
Or maybe it was just some placeable prefabs in game master
Decal Entity has Clutter Occluder property. Check for instance https://enfusionengine.com/api/redirect?to=enfusion://ResourceManager/~ArmaReforger:Prefabs/Decals/Dirt/Decal_Dirt_Patch_04.et
@lime stratus @vestal berry Thanks!
I am currently working on my Gulfcoast Island terrain and I am wanting to test it in game. I know I need a mission. I am looking for a basic mission file just for testing with no AI or actual game modes. I am not very familiar with mission making so I really do not know what is the best practice for this. I was wondering what the file structure is because I did a striped down mission. It did not work. I just need to spawn in vehicles and random items to test the terrain.
Have a look at the GM world files for Arland and Everon in the worlds folder. You should be able to just drag in a GM game mode prefab and it will work and allow you to spawn stuff in
Should I just drop the components in to the default layer? That is my issue. I am not sure where I should place the components. I have already tried the to make a mission for it but I am not sure on the file structure. I already have a world folder and all the tutorial's say the create one and save it in the worlds folder.
You need to create a sub world of your map first, so that when you release it others can make missions on your map. Open your map then go file > new and create sub world, call it GM_yourmap or something. Then drag the gamemaster prefab from the reforger prefabs folder into the new world, into the default layer is fine, then save and hit play. In order for it to work in reforger (not workbench) you also need to create a mission config so it shows up in the scenarios screen in game
Thank you that helps. Should I save the sub world in the same world directory as the main?
Up to you, doesn't matter, but it does need to be in "worlds" or a subfolder of worlds
Best to follow whatever standard is set in the reforger worlds folder
That clears it up for me thanks. One other thing I have not found any documents on is getting you city names to show on a map.
You add a generic entity with a map marker component and choose the village/town/city type
I forget the exact component name but it should come up if you search for marker, or just search Arland/Eden world for a town name and see how they did it
Thanks for that. I am working on my Gulfcoast map from Arma 3 to add it to reforger. This is way different from what I am use too
Good luck, I will port my overthrow game mode to it one day when it's finished
Well its going to look a bit different due to the lack of assets but I will work it out
Custom Conflict buildables: How do I prevent prefabs from being under both Fortifications AND objects?
apparently the answer is: remove THEME_MILITARY AuthoredLabel under its SCR_EditableEntityComponent. Seems kinda silly to have fortification objects use TRAIT_FORTIFICATION and regular objects using THEME_MILITARY. Who came up with those names? lol
Hey guys, not sure if this is the right place to post, but wanting to know how to add traders to my private server. I tried adding through game master, but my client crashed everytime I interacted with the npc. Been told that I have to add traders via workbench?
Yes, use the" shop system " mod of the workshop as a mod dependency and place the trader from the mod file into your world : for question go to this mod thread for further questions
By the way there could be other way to implement trader but its by far the easiest way i believe if you are new to this
Excellent, thank you so much.
Are there specific files i need to be aware off? Like for shop list prices.
I am not sure to understand
there is the need for tow thing : you place the guy who is the shop, and when you place the game manager, at the very bottom you should replace the character controler by the shop controller file of the mod
Awesome thank you so much
hi everyone, I just wanted to write somewhere after 8 hours of faffing about that I've found my triggers to have an issue where they repeatedly trigger within a fraction of a second for the first second and then complete, even when "once" is enabled, it was causing a script I had to spawn hundreds of times
is it possible to override briefing text from within the mission header?
help please lol, i am new and cant unlock anything to do anything
What exactly are you trying to do? To start a new project you create a new world, then based on what you want to make/change you grab a prefab from the menu and duplicate it to edit
i am trying to just move, delete or add things to eden world, but its locked
https://m.youtube.com/watch?v=sp0EXZLxz9c
This helpful?
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Today I will take you through the basics of using the Arma Reforger/Enfusion World Editor from world/terrain creation to publishing to the workshop.
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Chapters:
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no, i can do a new world and stuff, its if im trying to do one of the worlds that already exist.
https://m.youtube.com/watch?v=WNL_oFhlmLU&pp=ygUYYXJtYSByZWZvcmdlciBlZGl0IHdvcmxk
What about this one?
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This is a COMPLETE guide to making a custom ...
its not that. i apperciate it tho.
what are you trying to move, like trees, buildings, or game entities like for conflict mode?
To create something based on an existing world, you have to create a subworld.
This can be done by opening the base world (like Eden), clicking the New icon in the top left and selecting the subworld option.
You will then be able to place your own entities in the subworld.
Keep in mind though that you will not be able to edit or delete any entities from the base world though, you can only add new things.
The exception of course being runtime changes via scripts, since at that point the subworld hierarchy is no longer relevant.
thats lame, thanks i apperciate it!!
hey guys... i've been wanting to add wild animals to my map, but not sure where to start?
is it a seperate mod that i need to load to be able to place the animals in, or is it part of the base game?
Neither vanilla nor mods (<- to my knowledge) adds any form of animal, the closest thing we have is birds on the roadmap
ok, thanks for that.
im wondering if we already have "birds." I keep hearing them in game, so maybe we just get the audio of birds? o.O
Oh no there is actual AI files and animation export profiles for birds/seagulls
@lean scroll you on here?
@rugged roost whats up?
Checking out your Combat Op’s Mission on our test server and it seems to work great! Do you know how hard it would be to add an arsenal box to the spawn point?
do you have a pc?
All the crates for BLUFOR equipment are by the vehicles. You should be able to get everything out of them. If you are looking for weapons attachments and don't see them, then check out Gramps mod to add attachments to crates. Other option is to login as Admin and drop a full arsenal crate as a GM. As Gramps suggests, if you are on a PC, just create a new mission and add combat ops as a mod. Or copy and paste to original position, everything from it, and then remove the mod. You'll have a fully editable CO-Kunar mission.
I am going to rework FOB Michigan but that will be awhile.
Awesome man! I know everyone appreciates the hard work!
Thank you! Hope you enjoy...appreciate it.
I have updated my mod Dynamic Operations - Everon to version 1.2.0. It is now fully compatible with the new update 🙂
Anyone knows how to change the max number of radio backpacks for conflict mode?
Mission file
Ohh I was looking in the entitys
They combined two old values
It'll now only spawn how many radios you want active at a time
So if you set 5, 5 will spawn in the boxes on HQ tables at FOBs and MOBs, and 5 people can be respawned on at a time
Can you also edit the respawn timer for only radio backpacks?
I think so, check the game modes settings components
There may be.... 3, I think, Respawn based components?
What was changed with the "GameMode_Editor_Full" prefab?
Last time i used it it put me straight into Game Master interface it still does but only in workbench.
However if i use the same mission with my published project and test it in-game it will put me straight into an A.I. character instead of the Game Master interface?
Is it bcuz i have editor placed ( pre-placed ) A.I. in the mission.
I've noticed the same behavior with official "Arland Game Master" scenario.
At start ( without any A.I. placed ) it will give me the usual Game Master interface where i can move the camera and place stuff.
However when i save/leave and re-play ( continue ) the same scenario it will again put me straight into any A.I. character i've created previousely?
hey guys, is there an easy way of increasing the amount of loot spawns?
What loot are you referring to?
wanting to make it easier to find loot. is there an easier way of doing it other than placing down extra loot spawns in the world editor
yes so you could create a ressource variant of buildings / bed / shelves etc.. with the the loot spawn tied to it : so the game will pick your version of the buildings / bed / shelves etc .. instead of the vanilla one
In theory you will have automatically your loot on all the map
then you just need to create your loot settings and probability
Thanks again @hollow nexus
Having some issues with the new Deploy menu in Multiplayer, using the MenuSpawnLogic.
When joining as a client, I can click on a faction but it will only show me joining that faction on the server, not in my own window.
I can't join groups at all, they are greyed out, and clicking on them does nothing. These issues do not occur when you are the server.
When the server player joins a faction, you can still click the "Create new Group" button. But otherwise, you cannot join groups as the client.
Any idea why?
Is there a forum post or an article anywhere that explains what each manager does?
Edit: Figured it out, FactionManagers RplComponent still had Streamable: Enabled.
The loadout icons are all interchanged for some reason, any idea why?
Edit: After restarting the Workbench a couple of hours later, it just... went away?
things.
When you edit a prefab do you need to save it in your mod folder? I want to make the personal radio have only 1 channel. I found the prefabs for the radios and found how to edit the prefabs. It takes me to the prefab editor. I found where to delete the additional channel. I just don’t know how I’m supposed to structure saving prefabs. Do I just hit save or do I need to save as and put it in the mod file? Is it like the world editor?
Do you want to make every radio have 1 channel or just a specific one? If just a personal one, try right clicking on the radio, and look for "Duplicate in (your mod)". All the changes you do to that should be saved. After that its all about adding it to your loadout. If you want all the radios in map to be affected by it look for "override in (your mod).
check this, might be helpfull.
https://community.bistudio.com/wiki/Arma_Reforger:Prefabs_Basics
anyone know how to fix opfor and blufor to fight eachother?
What map is this?
Looks nice from the little bit I see, love the Arid tone
Maybe add PerceptionManager Prefab to your world?
yeah its like 40 miles north of area 51 and ill give that a try now
That map gives me Arma 3 Vibes
I love what I see
Is there a % on its completion so far? You've really piqued my interest
maybe 20% and that fixed it immediately thank you!
Can't wait until I get to mess around on it! And you're welcome
ill let you know when i post it
will do
So when I create override in mod it doesn’t let me delete the second radio transceiver anymore
Anyone got an idea why AI wont go beyond the first waypoint set in a series of waypoints?
are you using the hierarchy waypoints or regular ones?
Does it have to be the hieracrchy? Im speaking on behalf of a buddy and hes saying hes using regular ones
but he doesn't care if ones easier then other.
The two waypoints that i know for sure work are the Patrol_hierarchy and Defend_Hierarchy which you add as a child to your patrolspawnpoints and the AIgroup will follow the waypoints in order of the heirarchy
interesting. If it means anything this video is where he was getting any of his instruction, I'll skip to exact timestamp https://youtu.be/WNL_oFhlmLU
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This is a COMPLETE guide to making a custom ...
This video is horribly outdated, a new one needs to be made
hes gonna try hierarchy and let me know whats happening. Yeah was thinking it was out dated lol
oh i know the video well....its how i know everything but it has changed a lot since then a lot in the video is now outdated and obsolete
Is there a better vid tutorial or set of tuts he can follow that are more current?
not really just trial and error, biggest tip i can offer constantly flip from a completed map to yours and see what yours is missing
This is how the waypoints work AFTER you have your conflict gamemode managers/gamemode put into the world
Now does anyone know how triggers work? Like if i wanted a counter attack to spawn ONLY AFTER a base has been taken would i use seize trigger with the patrolspawnpoint as a child? This is for conflict mode
So the heirarchy waypoints your using, do they only work on spawned guys on events? I'm presuming your working on a CTI style map with spawning AI, my buddies got static AI. We're just trying to figure out the nuances right now
I dont think the old waypoints work anymore...at least to my knowledge. I havent tried on groups I see what you are trying now, maybe try to add the heirarchy component to the waypoint and then add that to your groups?
But yes the waypoints i am using are specfic for CTI but it is really easy to change up the gamemode settings to suit your needs as creating new gamemodes involve creating scripts (At least to my knowledge)
Would it make a difference if we were using gamemaster game mode prefrab?
let me go try real quick and see if i can get a actual answer
ok i am guessing you are just taking a group and placing them into the world...with that you will go to Prefabseditable-Auto-AI-Waypoints and drag those onto your groups
just make sure the world your using has all the right managers and it should work. My quick test was just 4 waypoints in gamemaster mode with the editable waypoints and they walked all the way
I am wondering if the managers are all there, but he's peaced out to bed. He's new to this, I actually haven't tackled custom mission making myself yet, I've been knee deep in terrain making stuff but I'll make sure he sees your comments there, hopefully it helps and thank you!
it takes a lot of trial and error to really learn anything on it. I hope it helps!
For sure. While were on the topic of CTI though, thats the only mission type I plan besides deathmatch and TeamDM I want to release with my map. Are all the CTI and mission entities/prefabs handled on a fresh copy/dependency of the map file, or does a map maker need to insert certain managers for that before packaging and uploading?
kind of a confusing question I know. Just trying to picture how the flow of file creation works with this engine, and from what I've gathered it seems to all flow downwards
you used to be able to open the CTI world and make a copy of that and edit it how you want but now you cant do that.
Now it is more like getting the base map and placing all the managers/Spawnpoints for FIA/Bases and other things yourself instead of just being able to edit them. you may be able to edit the whole premade gamemode but i havent figured out a way so ive just been making them from scratch. Just compare what they have in the completed version to yours and add whats missing. It isnt as hard to make a conflict mission now as it used to be
I gotcha there. What happens if you need to update a mod or mission after the fact? Can you just upload it again and it will update?
depends on how much changes in the update...sometimes yes...sometimes you might have to change some things....sometimes you will have to redo it from scratch (I prefer doing it from scratch cause i get faster each time)
you really do not need this many bases but the whole CTI gamemode is basically this
Arland is great for checking components of an official scenario. It's small and loads fast!
Speaking of CTI, does anyone know which components control the building segment? I've been aiming to use it for an objective in a PvE scenario, so I want to be able to allow my players to construct fortifications, like how you can use transport trucks to do so in CTI.
The managers all work together using the CTI gamemode i dont think you would be able to use it separately without the rest of the stuff
I'd be pretty surprised if there wasn't a way to utilise it.
I'm just wondering if anyone else has managed to have it working separate already and save me digging around components in the CTI files.
I’m having a bit of trouble editing a prefab the way I want. Can you use the .xob file to create a new a new prefab of the same name and will that override the existing prefab?
what seems to be the problem? Did you manage to override the radio? If so you can edit the prefab and replace anything in there.
I managed to override to mod and I can edit it but what I want to do is delete one of the 2 existing radio transceivers. When I right click on it the delete option is greyed out. I can add additional transceivers just can’t remove existing transceivers it seems. I’m really green with prefabs so I also tried disabling the radiobase (idk if that’s exact name) and adding the same file again but was also greyed out.
You cant delete prefabs of base game. From what i understand you want to replace all radio models with yours?
Basically the goal is to edit the personal radios in conflict mode so that they only have a single transceiver in the radio (currently they have 2) and edit the max frequency to not reach 48 (can do that) so that the man pack (radio spawn point) is platoon channel and personal radio is group channel. Kind of a teamwork oriented radio set up more in line Squad than the current chaotic radio chatter in Conflict
Ok, so you will probably have to override both radios and then configure them to be identical. That would be the easiest i guess, so you wont have to play around with loadouts and arsenal since both are configured to spawn on appropriate places and loadouts. Let me try to do a quick vid to show you.
I really appreciate that man.
So right click and override both, and then you just need to press edit prefab, it will open the prefab on the world editor and there is where you will be able to apply changes to your override. After you make the changes make sure to save.
You can try to disable existing radio component via "Enabled" property and then add brand new radio component with all params set from scratch by you
alternatively, you can duplicate that R148 prefab and then change stuff in BaseRadioComponent - that will require adding that prefab to characters which you want to use in scenario
I have made my first map and added Team Death Match scenario to it. When anyone joins the server it just spawns them in the water at co-ords 0,0,0 If I test in tools it works correctly after I kill myself but there is no initial option to choose side, spawn point etc. I have read various replies and watched all the tutorials but am still missing something. Is there a common issue or do I need to post screen shots of hierarchy?
Faction manager?
did you make a config file for your gamemode?
Why can't I get my sentry group to go past the sencond waypoint in a line of waypoints I want them to patrol? Using the E_AIWaypoint_Patrol.et and dropping it onto the unit in the hierarchy.
ok i got them to go through wps by making a new SCR_AIWorld.. but how do i get them to repeaet the cycle or waypoints, its a loop. TIA
Do the same missions for different triggers/setups come with documentation? It's hard to understand even whats going on with some of these setups in contrast to what others are showing that works.
Did you try
@empty prairie I use the SF to create patrols and aiwaypoints. Also make sure no waypoints are below the terrain. The group won't move if they are.
What does this mean?
23:17:37.064 RESOURCES (E): Wrong GUID/name for resource @"{F65D59AED393FF8F}UI/Textures/Notifications/Notification_Player_Joined.edds" in property "Icon"
I am using the us vs ussr faction manager.
Yes I did as per a tutorial.
you have respawn components in your game mode? I dont remember if I had to add respawn stuff to team deathmatch selection mode
I got it sorted thanks. I had wrong world selected in the config so after I had moved some managers to another layer it broke it.
Do any of you have any experience in setting up a capture point? Iam using the prefab: TestcapturePoint, and I need to know, how do I get it visible for the players. (on game map)
Mods will get on you about cross posting... probably best to leave this question and delete the rest.
No problem. Just dont know the right place for the question.
i not see mapdescriptor component on that prefab. My fixed size CTI capture marker uses SCR_MapDescriptorComponent:
https://github.com/HTomJMW/up/blob/master/Markers_0.mp4
Question: how would I go about setting up a spectator role in Reforger? Is it possible to move a player into a spectator role on death?
there shouldnt be spectator mode on vanilla game. But i remember seeing this, not sure if it went anywhere. Or maybe there is someone else working on spec mode.
#enfusion_scenario message
I'll take a look later, thanks.
What does this mean guys?
wrong image in a mission file
That's wierd. I dragged in the PNG and it created the edds file.
Is the PNG still present or did you delete it?
No
No. When I had that error, it was because I deleted the source image
I guess search for "cannot copy image" and try other solutions
Yeah I will do once I'm home.
Thanks for your help
I'd like to use "Random_Based_On_Player_Count" for task spawning. But there is an issue with it sometimes returning 0 instead of a minimum of 1, and no tasks are spawned.
According to the wiki https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework_Setup...
RANDOM_BASED_ON_PLAYERS_COUNT: Children spawning is balanced based on players ratio (connected / max players), the maximum players in the game mode being defined by the mission header.
This also happens with AI Counts as well. Setting "Spawn Children" to players count with only 1 player results in 0 AI spawning. The minimum should be 1.
Using "Balance On Players Count" check box yields always minimum 1 AI with 1 player on server. But this is only an option in the slotAI entity.
Hi. This option is currently not working exactly as supposed - Framework fault.
Hello, with the new maj the Scr_gamemode has changed, when I duplicate the "plain" and when I add / modify component in particular the welcomscreen when I launch the mission it makes me spawn directly without showing me the selection menu etc, I tested by modifying the identical one had capture of flag and it still does not work, an idea?
You need to change the spawn type to use the menu. Find the SCR_RespawnSystemComponent and find the Spawn Logic option; change the class of that to SCR_MenuSpawnLogic. Should give you your menu back.
amazing ! thanks
Is making a vehicle respawnable as simple as adding a "Respawn Component" to it? I can't seem to find much related to it and i just want the vehicle to respawn at its start location once it dies
I can find stuff related to player respawns, but not vehicle ones
Respawn component is specifically for characters. If you want a vehicle to respawn once it "dies" you'll have to write your own logic.
ok thanks
if its conflict related, you can just use SCR_AmbientVehicleSpawnPointComponent. It will not spawn in until players are nearby, and to respawn, you just set the "Respawn Period" in the component. Not sure if it works for other game modes tho.
yeah, I'm using a basic game mode, but might be worth a try
it should give me something to off at least
Didn't respawn but I'll have a play with it
The vehicle just sat there burning, not sure if its just because i blew it up in its spawn location
did it despawn? I think thats when the timer starts, once destroyed
maybe adjust your garbage manager for testing this
no, it just sat there burning
ah yes, garbage manager
it deleted it this time, but no respawn on the vehicle
I did put the SCR_AmbientVehicleSpawnPointComponent on the vehicle I want to respawn - or is this the wrong place?
there is actually a prefab for it. Theres a base, and one for each faction, so maybe try the prefab? You place it on the map where you want it to spawn.
if players are in range (i think like 1km) it will spawn in
I can only see that in the components to add to somewhere, not under prefabs or the create tab
oh yeah! Also, it pulls the vehicles from the lists in the factions config for vehicles
are you looking in the resource browser? I just search for AmbientVeh and it pops up
ah, found it
AmbientVehicleSpawnpoint_Base
so like in conflict missions, they use the FIA prefab and it pulls from ent cat for FIA_Vehicles.conf
yeah, I have US faction defined to i'll use the US one
not quite what I wanted, but i'll have more of a mess tomorrow night
I basically wanted them to just respawn where they started (like in A3), but it looks like I'll have to code it.
Hey guys. So i have added a mission to a community server.
He said he cant get in GM mode, so i have added the "GameMode_Editor" prefab to the managers. (which i think is what is needed)
But the owner said he cannot login as "Server Admin" is there something i have to add to the mission which will allow him to login as admin (server admin)
no, chat commands for admin login are separate
Is there any proper (video) tutorial about the scenario framework yet?
In the description of this addon it says that "This world is used in the video tutorial."
https://reforger.armaplatform.com/workshop/5C6B0EEDE1D9A78E-SFTutorial
Anybody know where to find the tutorial?
Question on waypoints..... AIWaypoint_Patrol.et vs AIWaypoint_Patrol_Hiearchy.et, what is the difference? Didn't see anything in the SF wiki on them. Same for defend waypoints. Any info would be great, thank you.
I just go to the samples, and copy them out of there, and into my mission, then modify accordingly. It's pretty easy, don't really need a video to figure out how they work.
did you add "ScriptedChatEntity" to the world? It is required to login as admin.
Apologies if I'm being a meathead, but all of these seem to be read only, and I am unable to copy them to my mission
@quick harbor
- Open your scenario in world editor
- Then open the sample in the world editor. Don't worry you won't do anything to your scenario.
- Select the area. Copy the area (Use ctrl-C), and then reopen your mission, and paste it.
TIPS: Create a layer called "Import", and make it active before pasting.
Thank you! Wow, I feel stupid now 
YW. We all start ignorant, and learn as we go.
I copied the task presets, gamemode and task manager prefabs to my existing mission.
Something still seems to be missing, as the task locations are in the 0,0,0 position on the map, and when accomplishing any of the tasks, I get the following error:
Virtual Machine Exception
Reason: NULL pointer to instance
Class: 'SCR_ScenarioFrameworkActionInputOnTaskEventIncreaseCounter'
Function: 'OnActivate'
Stack trace:
Scripts/Game/ScenarioFramework/Components/SCR_ScenarioFrameworkActionsInputs.c:52 Function OnActivate
Scripts/Game/ScenarioFramework/GameMode/SCR_GameModeSFManager.c:171 Function OnTaskUpdate
Scripts/Game/Tasks/SCR_BaseTaskManager.c:652 Function UpdateTasks
Scripts/Game/Tasks/SCR_BaseTaskManager.c:675 Function EOnFrame
@pukke tasks must be put at the location they are to be accomplished at.
Don't show this image to anyone.... it's super secret scenario I am making. LOL!
I've created a spawn point at OP Eagle, I have a move task to Sarab, and when I hit the trigger perimeter, it spawns one of the 4 tasks in the TasksToDo Layer.
I have some posts on the forums.... They are a work in progress. https://forums.bohemia.net/forums/topic/238794-reforger-task-system/
I have started creating my new mission. Long Range Reconnaissance Patrol. I have my base created. I now want to start creating my tasks. Trying to poke and plod my way through. Any resources about the task system? Post them here please. Ill update as I go as well. And one more thing.... WE HAVE F...
Start at June 25 post, the others are from last year.
Thank you for the invaluable tips!
I found the issue and got the tasks working: I had to assign a Faction Key for the area containing the tasks.
Which component controls enabling the radio voice over network showing names/channels?
@coral viper Faction manager allows you to set up freqs, and call signs.
and groups. Radio Manager I think controls the VON. Not sure though.
Has anyone come across this problem before.
I have spent lots of time making a mission, but i have loaded my mission up in workbench. And the mission files have disappeared.
This is very confusing and very frustrating.
Cant even find my world map. Nothing, its like a new project
This is sorted now 👍
@quick harbor I've created a guide explaining some of the hierarchical components of the framework here: https://jacobmeister.github.io/ScenarioFrameworkExplained/
I have it on good authority that more documentation on the scenarioframework is in the works at BI
Just to help out those who may run into it, you have to ensure you "Add Existing" the dependencies you are using in your project to the Enfusion Workbench Launcher Projects for your project to display correctly in the workbench. And always add Arma Reforger to the launcher when you first open it.
In my project, I am using CRX AI mod, so I have to add it to the launcher.
To add a project, Click "Add Existing", and browse to the addon.gproj file. of the mod.
SUBJECT: Scenario Framework, LayerTaskDefend.et
ISSUE: Countdown Title Text does not display on dedicated server
I am trying to get the countdown hud to display on a dedi. Does anyone know if there is another .layout that can be used to display the timer on a dedi server.
ahhhh caught the error in a clean spamless console log...... There she is.
maybe someone can use that....
Is there a way, where I can make a Defence map.. Like Hell Let Loose, you start with, lets say OPFOR controlling all bases, and when OPFOR loose a base, they cant capture it back?
It's absolutely possible, you will probably just have to write the code yourself.
😖
I mean it sounds like a game of Conflict except one side is modified to own all bases and not be able to capture any. But yeah probably requires a fair bit of work still
in conflict mode there are checkboxes under each SCR_CampaignSeizingComponent for "Igonre Non Playable Attackers/Defenders"
Yeah, thats AI (Non Playable) .. Need to have "Ignore Playable faction attackers"
probably wouldnt be too hard to alter that to actual players, probably easier than writing something from scratch
You can maybe exploit the deffend task for this. I am not sure how the game mode you mentioned works. But from what i gathered this is just a few Dominance triggers with condition to trigger when OPFOR are gone or when enemies of it are in it in bigger presence, it will trigger and fail task for OPFOR . OPFOR is supposed to deffend them. And if all tasks fail OPFOR losses. Once the deffend task is failed you spawn some enemy AI in there to kinda sell that the "base" was taken over. Depends really if you want to do it PVE or PVP.
Its conflict mode. Two pvp teams facing off
Server 1 is up
wasnt aware it was conflict, thought you were setting up a scenario.
from a little search i found SCR_SeizingComponent wich you would prob have to modify. So i guess the above answers stand. You'd have to script a bit.
I'm just about to put my map out there for my homebrew terrain, but I get this error and I don't want to mess things up more then they are lol. Someone give me a hint where I'm going wrong? https://ibb.co/rvPz2nx
Iam suffering a metal breakdown from scripting...Can anyone please tell me what the script ID is for RU,US, FIA ..(-1, 0??`)..cant remember
script ID?
Yes, in the script you have a (-1, 0, 1) to identify factions..?
as far as I know faction keys are strings
as bacon said. And each faction's key is deffined in factionmanager.
Cheers!
Ok, I tried this script to make the faction USSR not able to capture points. Iam inside the SCR_SeizingComponent
And have this added in the "OnQueryFinished"
// Evaluate the highest attacking presence
for (int i = 0, cnt = factionsPresence.Count(); i < cnt; i++)
{
// Non-playable attackers are not allowed
if ((m_bIgnoreNonPlayableAttackers || factionsPresence.GetKey(i) !=USSR) && !factionsPresence.GetKey(i).IsPlayable())
continue;
presence = factionsPresence.GetElement(i);
if (presence > highestAttackingPresence)
{
highestAttackingPresence = presence;
prevailingFaction = factionsPresence.GetKey(i);
}
else if (presence == highestAttackingPresence) // When 2 or more factions have the same presence, none should prevail
{
prevailingFaction = null;
}
}
SCRIPT (E): @"scripts/Game/GameMode/Components/SCR_SeizingComponent.c,262": Can't find variable 'USSR'
But it dont seem to work... where did I go wrong?
put the factionkey in " ", its a string. Maybe that?
should be "USSR"
and maybe move this disccusion to scripting chanell if you need help with scripts.
ok will do! Cheers!
You might want to post this in #enfusion_terrain channel.
Please use code blocks if you're gonna post scripts
What settings in the editor would make players stay unconscious for longer, i.e. not die so quickly? GM can do something about that, but it would be good to have a ready template.
these can be adjusted on the character's damage manager. Should be possible to make them wake up later by reducing unconscious regeneration scale on the bottom, and also reduce the bleeding by reducing the DOT scale.
thanks, im going to investigate that
I was working on a Conflict on a custom map, but ran into a problem:
When you go into build mode, navigating around will be very weird. Up and Down will sometimes be reversed, when you try to go straight you also go towards the ground, or the other way around. It's really weird.
Any idea what could be causing this?
I have an Eden world. How to spawn player on it?
Could someone help me as I have a "LayerTaskKill" with children slotKill1, slotKill2 and slotKill3 and now the task ends after killing the first slot when it is supposed to end after killing all 3?
@west steeple I think you have to set it up using "OnTaskProgress" and "OnTaskUpdated", along with counters. I've thought about trying this, but haven't got to it yet. Look at the extraction logics for insight on utilizing counters.
What you want is a counter to say that when 3 slotKills are finished then the Task if finished. Additionally you need the main task to update/progress when each slotkill is completed
Somehow I guessed that logic counters must be used, so let's give it a try
exactly like this
That is what is great about the framework there is so many ways to do this. Look at the plugins for slotkill. One "OnDestroyEvent" and Actions on Destroy could be "IncrementCounter"
Keep us posted on what you come up with please. This is great info.
I really like this SF logic as it makes it relatively easy to have a bit more unusual scenarios. Thanks for the help and I'll keep practising 😉
Speaking of logic...I don't know if LogicOR and LogicSwitch are functioning yet. They don't seem to have any OR/AND functions.
that makes me wonder a bit too
I guess I should create a truth table and work out the inputs and outputs.
This would already be solved with those
Input = input OnActivate = Output
Yea I've been doing some nice dismounted patrolling tasks going from checkpoint to checkpoint and using logic counter to triggers nearby tasks.
I need some help with some code I think, I’m new to it all so could be somet easy but I haven’t a clue
What are you trying to do? Create a spawn?
Probably yeah I think I kinda fucked up and rushed when doing everything so I don’t really know what even caused it
ah yea.... not sure what you are trying to accomplish.
To create a USSR Spawn point: place SpawnPoint_USSR.et in the world.
To spawn a USSR Spawn point: Use the Scenario Framework. Place an Area, and nest a layer in that, then use the slot.et and fill in the Object to Spawn with SpawnPoint_USSR.et
I’m using AI USSR ain’t gonna be a playable faction
I’m trying to make a PVE think pretty much
ok.. thats fine. Then here is what I recommend you do....
Are y gonna recommend me to not do it haha
LOL Nice.... but NO!
Go here. in the map editor
Open the Coop_CombatOps_Arland.ent in world editor.
And learn how BI did theirs. It's all there, and same with the Scenario Framework folder has examples of all the tasks.
I’m not using arland tho I’m using a moded map if that makes a difference
Also go to the wiki
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework_Setup
Good info here on how to set up and use the SF
Cos I’ve just also tested it with a mate and apparently it isn’t even in the scenario part either
Ah
I think I’ve royalty fucked it uo anyway so I may delet it all and start again
First.... did you setup the scenario with the base components?
Look at all the managers BI used in combat ops.
I think so I watched a tutorial on how to do it all and legit followed it step by step
Task and loadout are towards the bottom.
Use the latest version... some of those videos are 2 years old.
I have done the one I saw was 12 days ago
And DON'T follow BI's organization of entities. Create layers and organize your work.
Ok cheers
Ima need more than that
I’m trying to define areas of the map to set a boolean value for the players inside and so far the only obvious way I see to do it is with triggers. However I want to make quite complex shaped areas and to do it with spherical triggers would require a lot of them. For example if I want to cover a stretch of road and a couple of metres either side I would need a string of them. Should I be looking for a different way to do it or will it be easier to just use loads of triggers?
@tall horizon
You can use a polyline for triggers, i've never been able to get it to work though.
But i also only tried once like 8 months ago or something
Where this from?
Trigger entities
Thanks
I can't see an obvious way to tell it what polyline to use. The sphere and box just appear. It would be very nice to be able to attach triggers to the existing polyline fences and walls.
Yeah, I only tried once forever ago. Not sure how to do it really. I may mess with it again in a bit or something.
It feels like it just might not be implemented yet. Or more likely I'm missing something.
May have to add the polyline as a child or something
I have tried it and it’s definitely going to be more efficient than spheres.
Is there away, where I can set a max number on players who can play a faction?
@dreamy night You can create a predefined group in faction manager and set group size. Check the box "Create Only Predefined Groups"
When setting up a Conflict, how can I control what factions HQ is where?
@digital creek I don't do conflict, but there is an entity called "ConflictMilitaryBase". I think that is how you control where the factions HQ base is, when you place it in the world.
I figured it out, the base has a FactionAffiliationComponent which I previously missed.
Look for startingPoints in the vanilla scenarios, something like that
Hi Guys, Any ideas on building patrols. I am working in SF. Need a method to get AI to patrol around inside buildings and small walled compounds. I used the scout waypoint, and it works ok, but not every building. I am trying to avoid having to laydown individual move wp's.
I'm currently looking into your new scenario and trying to figure out the logic. It's a bit of a challenge, but you've done a great scenario. Maybe I'll start a little easier 😉
@west steeple which one? LOL! Half of them are broken and dont work.
Glad to hear that triggers don't always work for professionals either 😉 this is what I'm looking at https://reforger.armaplatform.com/workshop/5E02D126732C5D41-AsymmetricWarfareEveron
@west steeple Professional? Where? Me? Nah! I am a hacker... I hack my way through this stuff like Livingstone through the jungles of Africa.
That mission is just Combat Ops Arland, just rearranged a little, and expanded to 19 areas.
I'm thinking of starting a compat ops-style scenario, but in Mussalo and with the FDF faction.
Cool.... good luck. I am working on AW Kunar now. Each Valley will be a mission, then combine all together into one.
Dismounted Infantry.
Good luck on really difficult map 🙂
I’m curious, how many people here are making pve vs pvp missions? I’ve decided to start by making pvp for the potentially higher player cap and so I don’t have to worry about ai stuff.
I'm looking forward to playing this with the gaming community.
@lean scroll is that just the play style you like or do you have specific ideas you want to try?
@tall horizon play style I guess. Enjoy PvE more than PvP.
I do enjoy a bit of pve but I think if I tried to add NPC logic to my list of things I’m learning, A4 will be out before I publish my mod. 😂
LOL. Better to learn now before A4 release.
I enjoy the challenge. But I need scripting and coding skills that I don't have, and will have to wait for documentation to come out.
Thats how I did SQF, and at the end was creating some ok stuff.
I'm thinking the same thing - let's be professionals when A4 is published 😉
Documentation is still very poor
All the logic I use is drag and drop Logic entities. And only one logic right now that works, "LogicCounter"
Documentation is always last.
Yeah hopefully the wiki will fill out a bit and get a little more navigable. I’m currently struggling through trying to get splines from the roads and I’m 💯 sure if I knew just a bit more about coding it would be trivial.
The wiki is community driven. A3 Wiki was guys like killzonekid and many others completing topics.
Oh right, is there no official documentation at all then?
there is some
Yes BI internals as well. Documentation is left for interns to complete. You aren't going to pay a high price developer to complete.
probably not enough docs for someone to get competent just by following what's in there
scripting is a must for good missions anyway
I almost wish that they did.
That's what is great about ARMA Community. There are some great folks who know more than some BI folks, and that is not a slight on BI. Just fact there are many people out there who are very knowledgable, and help out.
Yeah I’ve been procrastinating by making checkpoint models but not the logic.
Oh yes drag and drop will only get you so far. Enfusion Workbench is great. I love it. Much better than A3 Editor.
off to work....
The A3 editor stopped me dead in my tracks and I learned to use blender before v2.5
Nice to see another pve mission being worked on! Once it's possible and that's done, I might have to throw it into the rotation! 😎
Spawning a tent via generic entity but exploding it causes this, disabled RPL, any ideas on why this is occurring?
@coral viper Do you have some kind of trigger the does not have the check box "Once" checked?
I see this with tasks that just keep spawning one after another.
SCR_ PlayerRadioSpawnPoint? Does anyone know how to set this up? Attach it to a manpack radio?
@lean scroll look at the already existing radio backpack?
@vivid anchor ok will do.
I'm trying to add The ambientpatrolspawnpoint from Conflict to my GM game mode. They won't spawn and can't figure out what I'm missing. Any help would be greatly appreciated.
@lean scroll if you're ever trying to recreate something that already exists just look at the vanilla implementation. That's the best way tbh.
yeppers. I nest a regular spawn point into vehicles no problems. Just saw this in here, wondering about it.
@lunar lance Some entities do not work across game modes. I can't use conflict mode with scenario framework. AFAIK you can't have 2 game modes in the world. Now what you can try is creating a new game mode by adding components to GM Mode that are in campaign mode.
Roger that. I'll give that a shot next time I'm at my laptop. Thank you for your help.
I got this to work in scenario framework. You need a couple things. An AIWorld, and a CampaignFactionManager. Look at vanilla conflict to see how it should be set up. FIA is the faction that spawns AI (you can spawn any factions groups under there as long as you have made some _NotSpawned AI groups).
you can also add more group types if you want to use more than 5 group types (TEAM_SENTRY, FIRETEAM, TEAM_MG, etc) under enum SCR_EGroupType if you know any scripting
It could very well work in GM mode, Im pretty sure the CampaignFactionManager is the main thing here.
I have added 9 different loudouts to LoudoutManager, but only 7 appear in the menu itself. Can you tell me why?
can you show them in the loadout manager. Works fine for me however many i add.
Seems correct. Maybe a typo on faction key or smth? I cant seem to find anything that would limit it really.
@lean scroll How about doing a taskClearArea-style task with two patrols and when they are eliminated in that area the task is completed? I can't get my own hierarchy to work.
If been looking in the chat, but havnet found this question, so here goes.
How do I turn off.. FIA in the "depoyment setup" So it dont show that faction?
@west steeple I don't nest the patrols and waypoints inside the task layer.
@lykke you have to edit the SCR_WelcomeScreenComponent. Play with Title Text and Bottom Title Text. Or to remove the all faction content, remove SCR_WelcomeScreenFactionContent all together.
I've release a preview of my upcoming "Asymmetric Warfare - Kunar" scenario. It is the opening mission.
https://reforger.armaplatform.com/workshop/5E1769346560CCF5-AsymmetricWarfare-Kunar
any known issues I should be aware of before throwing 60 people into it?
ive been trying got get pass 64 players, but server stability gets a bit rocky after 65 players...
Is that 65 with ai or just players?
I was asking for a heads up on known issues in the mission
You wrote;
"any known issues I should be aware of before throwing 60 people into it? "
I wrote
ive been trying got get pass 64 players, but server stability gets a bit rocky after 65 players...
Thats to let you know, that up to 60 no problem, but going beyond 64 players could be troublesome.
I was replying to a post about a released mission preview, my question is in context of that mission preview
64 players sucks regardless of what missions you run
Yep.
Just quick question for the bright people in here.
if I want FIA to be able to build obj - off a USSR supply truck, what do I need to do?
uh yeaaaa I wouldn't be putting 60 people on a mission for 16. You can if want... but it will be done in about 3 seconds. This is only a preview of the first section of the valley. And even when complete it would be tight operating in the valley with 60 people.
roger
I'll probably do it anyway, for science
lol ok cool.
Blackheart_Six looks around.... ain't talkin to me.
My new scenario has a seemingly random client crash when you open up your map. Can not reproduce, and I get no crash log, just straight to desktop. Anyone ever experience anything similar? Last thing in logs is [SCR_RadialMenuController] - has no menu selected to control! Does this mean the map is a radial menu? o.O
I get map entity errors but only in WB. Haven't seen them client side YET.
Always happens when the map is opened. Everon, Kunar etc.
@lean scroll can you help? I can't get a task to show up correctly on the map with this and add some extra tasks as well
@west steeple I don't think that is a task in respect to other tasks like clear area. That looks like the entity for the User Interface for tasks to appear on the map.
Thanks
Let me look at the entity...
That is a script file. SCR_MapUITask.c
Used to create the ability for the user to click on tasks on the map and display info, it looks like to me.
I cant click "Set as active" to the layer. How can i solve it?
if its not your mod you cant, not possible to edit other peoples missions
hmn im creating this mod/scenario 🙂 Ill set SpawnPoint only, Tools was crashed and started again. Now it shows me this 🙂
weird, if its just a spawnpoint i would say delete the whole thing and start over. Is it just a plain world?
hmn ok, Yes its just a plain world setting this from Eden
Ill start again now, thx for your help
If I want to just change which points are the main control points in conflict do I need to do the whole Arland.et then sub world and manually re add all the points?
Anyone have a guide of how to take your custom terrain piece and properly make a scenario for it to be used on a server as a scenario? I've asked before but getting kind of desperate again as I can't seem to find anything concrete about the proper steps to take. I seem to have done what others a year ago did but it fails to upload to the workshop when I select the scenario folder sayng DEFAULT (E): Addon processing failed
RESOURCES (E): Publishing failed. The terrain uploaded fine it seems but not the scenario. I'm just trying to do a basic GM style scenario, and in the terrain editor the scenario seems to work fine and as expected but I can't get it online, just the terrain
And I tried to make it as a subset of terrain when generating it
Is it possible to prevent using mission on another servers? In case of Arma 3 you can to divide scripts on client and server side. Nobody can't to start your missions without server side.
How to edit Everon environment? In 2022 world editor has allow to move trees and rocks etc. Today i cant edit landscape.
Out of curiosity why would you want to prevent people from using your mod? Also, Reforger only allows for client mods. There are no server only mods. In regard to modifying Everon, they've removed the option for that.
Ok instead of linking, Ill post it here as this channel is more appropriate, Example for editing Everon conflict mode: Open Eden.ent world. Create Sub Scene and save as. Open CTI_Campaign_Eden.ent Right click on default layer > "Select all entities" Edit menu > Copy. (Dont close world editor) Open your saved eden sub scene. Edit menu > Paste on same position. This creates a new default layer and allows everything in the previously locked default layer to be edited and/or removed.
Geez (at BI) has confirmed this method is valid to use.
as far as not letting anyone else use your mission, that just sounds like pure selfishness. There are no server/client side mods for reforger. both client and server need to have the same mods loaded to be able to join your server.
I didn't say it wasn't possible, just that they removed the option for it (locked the layers). The way you do it is completely different than the way I do it as well.
Anyone know the problem with wrong name for resource in stringTableSource
https://imgur.com/jKBZzJs
Yeah, wrong GUID/name.. The error literally tells you the problem.
how can you fix it?
you? you cant
tools are trying to find source file for ingame localization
but it is not included in retail build
ok
hello!
I don't understand why i've got this when I try to test my mission in editor:
No objectives availaible
I made only one modification with deleted some starting positions
the idea is to limit Starting position for Faction, 1 at the North and 1 at the south
Build an antenna
Hi all. Is anyone currently working on a campaign, or a single player mission with cutscenes, audio (i.e papabear radio comms a-la OFP), etc.?
I've made a couple of missions on the workshop last year with my very limited skills, but the current mission formats mostly seem multiplayer focused, or very procedural
Why do I get this, In server log:
"No GameMode present in the world, using fallback logic!"
When I have Gamemode_campaign in my map?
The solution, not easy one of course, is make your own respawn and deploy prefab..
People can join, take slots and then when ready all spawn and then lock the spawn
Hi. Yes. Check out ScenarioFramework, CombatOps is built upon that, but a good way where to start is to take a look at the ScenarioFramework Samples in world editor (worlds\ScenarioFramework\Samples). You can also take a look at the official wiki (Altought it is not entirely up to date, but basics are there) https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework_Setup
Furthermore you can also check this community guide from @flat island
https://jacobmeister.github.io/ScenarioFrameworkExplained/
It's not possible to use terrain tools on Eden map?
If i want to do terra forming for example
Its Not possible
ok thx
Does your mission work? YES = Don't worry about it. NO = Worry about it.
LOL! If you notice the log is FULL of messages and errors yet everything seems to work. I think someone called log spam or something. I gave up trying to figure it out. If I have a problem, I fault trace.
I try to add dependency mods to projects, but I still can't get them to show up. This error message appears even when the mods are loaded.
@west steeple what mods are they?
TF Mattock uniforms and weapons
hmmmm I have those in my kunar mission and they work fine. When you say "
can't get them to show up" do you mean in the arsenal box?
I get almost the same message
Those mods do not appear in this list, although they should. Let me try again.
Did you add them here first...
and all the dependencies for TF Mattock mods.
And add them to your addon.gproj file.
GameProject {
ID "AWK"
GUID "5E1769346560CCF5"
TITLE "Asymmetric Warfare Kunar"
Dependencies {
"58D0FB3206B6F859" "597D72161FD1ED1D" "5D7E6170956E853D" "5C9691EA7FD7A79F" "59A30ACC02650E71" "5ABD0CB57F7E9EB1" "5AB301290317994A" "5D931A33AEB81FA3" "5CF0C3158AB2337E" "5B3ED33ADA805340" "5D0551624969C92E" "5DD55EE55380FA5C" "5AB890B71D748750"
}
Configurations {
GameProjectConfig PC {
}
GameProjectConfig HEADLESS {
}
GameProjectConfig Xbox {
}
GameProjectConfig XBOX_ONE {
}
GameProjectConfig XBOX_SERIES {
}
GameProjectConfig PS4 {
}
}
}
I don't use enfusion workbench GUI to add mods. I just edit the file.
Thanks 🙂 I add this script
Hi, I am looking for some help about the SCR_ScenarioFrameworkSlotAI in SlotAI. The AI does not respawn despite having the respawn options (Enable Repeated Spawn, Repeated Spawn Number, Repeated Spawn Timer) set.
My hierarchy looks like this: the SlotAI is in a Layer which is in an Area activated by an On_Area_Trigger_Activation.
I tried it in all different ways, doing the respawn settings for only SlotAI, Layer, or Area, and also for all of them together, but nothing works.
Thanks for your kind help in advance!
try setting up the repeated spawn on its layer and not on the slotAI, i think that's how its supposed to work.
hm, reading the message again seems like you tried it already no?
You could try setting up some breakpoints in the scripts and see what's up. The repeated spawn happens in the SCR_ScenarioFrameworkLayerBase, there is a RepeatedSpawn() function that calls the SpawnChildren function.
I think quite a few things were broken in the 0.9.9 update to the SF. I know respawn worked prior to update. I used it in defend tasks for wave attacks. I tried to get it to work yesterday but could not. It's great they are releasing updates, but "Do no harm" should be used a little more. They are causing more problems then resolving with updates as evidence of the console log exploding with errors and functions that were working great now ceasing to function. Please use feedback and report any and all issues you find. They may not even known it is broken.
Hello, everyone!
I want to try to create a couple missions for Reforger. Is there any up-to-date guides around, maybe even some github repos with examples? 🙃
Hi. Yes. Check out ScenarioFramework, CombatOps is built upon that, but a good way where to start is to take a look at the ScenarioFramework Samples in world editor (worlds\ScenarioFramework\Samples). You can also take a look at the official wiki (Altought it is not entirely up to date, but basics are there) https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework_Setup
Furthermore you can also check this community guide
https://jacobmeister.github.io/ScenarioFrameworkExplained/
I just tried one of the SF Samples and it is working as supposed. Do you have a GitHub repo where I might take a look what might be causing the issues?
Thanks for answer!
@nova onyx What sample did you try? and what is working as supposed?
For example the defend tasks works wonderful in enfusion workbench.... But try to implement it on a dedicated server, and the results are completely different.
SF-Sample-TaskDefendArea and I see that repeated spawn is working there. It spawns enemies 2x (Once initially and then 15 seconds later for the second time).
Ah, you haven’t mentioned dedicated server in your initial message. Does that mean that it is working in workbench for you but when you launch it on dedicated server it does not?
I've already filed all my feedback, I am not going to rehash here.
Hi, thanks for the hint. I tried again the different settings (without changing the script) but it did not work. Maybe it is me not knowing something but I think the AI respawn should work by now without any troubles.
I am looking for a developer who could help! 😄 😄 😄
@gilded saffron When you create your project, and have world editor open, you can open scenario framework examples, and copy/paste them into your mission to manipulate.
hello!! Any idea about this
it's happened when I try to host my mission
the mission works fine yesterday but not now
I don't know if it's mod pb (RHS) or config in mission file
That's an RHS problem, your mission file can't mess with their scripts. Anytime you see an error like that it's directly related to a mod.
What version of game and mod are you running?
It looks like you might be running experimental version of the game, with which there is no compatibility yed
Yet
cuz mod publish is broken and we cant upload fixed version of RHS...
Can anyone tell me how to make a task script so that it is completed when all USSR are killed within an area?
Or videos that teach
oh
Thanks
In Scenario Framework you set the Asset of the slotClearArea.et to TriggerDominance.et. and Faction Key to US .
Thank you very much! I will try
For those who want AI to follow a specific path like a road for an ambush mission, I found the you have to place the slot.et waypoints in reverse order. See this post.
https://forums.bohemia.net/forums/topic/243410-scenario-framework-ai-and-waypoints/
This topic will cover the following subjects... 1. Spawn AI randomly in an Area. 2. Spawn AI Way points. a. Follow way points in specific order. b. Randomize order. c. Cycle way points. I decided to post about this because I am having issues getting AI to go where I want them using way points. I ...
Need to put some module to appear the tasks?
I tried to do it the way you showed but it didn't work, I don't know what I did wrong
yeah, scenarioframework modules
How to do a rolling spawnpoint? For example in a car?
I'm having some trouble with getting my scenario to show up in the list, I've set up the mission header config and added the path to my projects folder with the addon and specified it with the ID but it's not showing.
It shows the addon as loaded, but no scenario.
Make sure to add the scenario config to https://enfusionengine.com/api/redirect?to=enfusion://ResourceManager/~ArmaReforger:Configs/Workshop/DefaultScenarios.conf similarly as other scenarios have it.
Mm, I can't seem to access that link.
In that case head over to this folder and mod this file
Also in order to open links such as these, I think you need to register this protocol. You can do that in Workbench --> Options --> Workbench and then Register "enfusion://" protocol.
It is super-helpful and super-fast where just using links you can quickly share and get to places you need.
But if the scenario/mission doesn't showup by default, would this be the case for a published mod?
Okay, one sec actually.
Just booted the game up, and still not showing.
You need to properly set everything up for it to show up.
Yee, I'm pretty sure I did.
It's a conflict scenario, I followed a few guides and read the wiki about it.
Do you have a screenshot of the mission header?
Is your scenario working in workbench when you launch and try playing it that way?
I'll do you one better.
World "{DACE29E24BCC4F5F}Worlds/Vietname_Sublayer-Conflict.ent"
m_sName "Conflict - Ferngrove"
m_sAuthor "Rage"
m_sPath "Configs/Missions/Ferngrove_Conflict.conf"
m_sDescription "A sample of the map with a small setup of Conflict."
m_sDetails "Test"
m_sIcon "{2A511803A1A9ED22}Textures/UI/Icon.edds"
m_sLoadingScreen "{2A511803A1A9ED22}Textures/UI/Icon.edds"
m_sPreviewImage "{2A511803A1A9ED22}Textures/UI/Icon.edds"
m_sGameMode "Conflict"
m_iPlayerCount 64
m_eDefaultGameFlags 7
m_bIsSavingEnabled 1
m_bRandomStartingDaytime 1
m_bRandomStartingWeather 1
}```
But if I brute force my way into the scenario by changing the default world load from main menu to the conflict map, it loads just fine in-game. But just does not show up at all in the scenarios list
Vietname_Sublayer-Conflict
Sublayer? Is that correct .ent file?
So it looks similarly to this, right?
Yes.
I might have it. I see your path is:
m_sPath "Configs/Missions/Ferngrove_Conflict.conf"
But Mission headers are supposed to be in folder:
Missions/Ferngrove_Conflict.conf
Ahh, so there's a very specific path for them?
Try relocating it to the correct folder, that will hopefully help
.
If VietnamMap is the root folder of the addon, yes.
Okay, trying again.
That did it, thank you! 
RIP, welp, now it's crashing every time I try to load it...
Time for more troubleshooting 
Check the Log when you open your world
It should give you some errors
Missing controllers, prefabs, managers, etc
14:24:28.027 BACKEND (W): Revision::GetScenarios was called on an instance without loaded scenarios!```
Apparently dependencies?
Not sure what dependency is needed, but there shouldn't be any.
I've noticted that you have loaded quite a lot of mods
I do.
I would load only the ones you want to actually use and before working with them make sure that the game is actually working with them.
Probably a good idea to disable those while testing this.
Yee, I don't need any of em, I am pretty sure I used all default assets.
14:26:54.462 WORLD : Subscene load @"{E6B777080A0BED3F}Worlds/Vietnam_Base.ent"```
This is repeated often.
Hm
First one is you don't have all the Dependent mods installed correctly and you'll need to reinstall them
Are these from the Log Console on your workbench?
Oh... so loading that world in Workbench actually fully crashes Workbench.
No, from the game itself.
Yeah, just repeating RESOURCES (E): Wrong GUID for resource @"{E6B777080A0BED3F}Worlds/Vietnam_Base.ent" in property "Parent" over and over.
Something's messed up my worlds.
I really hop eI didn't just lose all my progress.
Okay, I was able to recover it.
I place the actual vehicle entity in the world or radio backpack, and nest the US Spawn Point entity in it. Then adjust the orientation of the spawn point and increase the radius.