#enfusion_scenario

1 messages · Page 2 of 1

wild trellis
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What do I use for the Loadout Resource? I tried one of the custom player prefabs I edited for my mission, is that the issue? Is there a component I'm missing?

lunar lance
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@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.

wild trellis
lunar lance
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Ah lol well I'll stop wasting mine as well thank you.

wild trellis
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pretty sure you at least need an arsenal component and a saved loadout slot in your loadout component

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might have to add that when it goes stable, who knows

lunar lance
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Ok thank you.

austere path
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are there any updated guides for mission making that work as of now?

wild trellis
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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?

gritty vortex
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delete the spawnpoint lol

wild trellis
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lol rip

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I found the culprit! My AutomaticRespawnHandler that forces player faction. I guess I need to script something there to prevent random respawn loadout/position?

tidal hearth
wild trellis
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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();

zinc wharf
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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?

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the layer is locked, so I can't tweak settings - only added new tasks/areas etc

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am I missing something?

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when i say 'tweak settings', i mean edit existing instances properties

zinc wharf
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ok I was unaware of 'Save World As' this allows me to make a copy

lunar lance
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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

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I forgot to add, defender AI work, just not the remnant's

wild trellis
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They spawn fine on my conflict scenario. Using remnantsSpawnPoint or something like that?

lunar lance
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Yeah I didn't change anything with the FIA or messed with any spawn points.

lofty marlin
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did you tick the "Spawn AI" in your CampaignGamemode? Its an attribute, if thats not ticked remnants are ignored I think.

zinc wharf
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is it simple enough to disable player respawning and have a spectator mode instead?

lunar lance
wild trellis
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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...

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Something sounds seriously wrong

lunar lance
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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.

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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.

wild trellis
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Sounds very strange! You for sure published and incremented the version number yeah?

lunar lance
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Yeah

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I'm gonna try to compare some other conflict mods and see if I'm missing anything.

wild trellis
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I can try to look around if you tell me the name of yours. Mine is ConflictPVERemixed if you want to look at mine.

lunar lance
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Ok I appreciate that mine is ARXRP Conflict

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This is something I noticed I don't have. How do you get that?

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I also only have the missions and worlds file for mine. Are the others necessary?

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Nevermind figured out the basenavmesh thing lol

odd bear
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How can I create a new faction label?

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How can I create a custom faction label say like "FACTION_TALIBAN"

tidal hearth
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can explain if my words make no sense

odd bear
tidal hearth
# odd bear 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

vivid anchor
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enum EEditableEntityLabel@odd bear

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I think that's what I used

odd bear
tidal hearth
tidal hearth
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i might be able to jump in in an hour or so. feel free to give some context by then

wild trellis
lunar lance
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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.

wild trellis
lunar lance
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Appreciate it

wild trellis
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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.

lunar lance
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Could it be because I've removed some from when I first created it?

wild trellis
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did you add some of those modded vehicles to the buy lists etc?

lunar lance
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Yeah I did

wild trellis
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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.

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Im actually wondering if it might be the custom FIA groups you made?

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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.

lunar lance
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@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.

wild trellis
# lunar lance <@220980493276020736> Ok I imagine I royally messed something up when trying to ...

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```
lunar lance
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Ok sweet I'll try that out.

odd bear
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Another thing though for those who are knowledgeable. Anyone know a lot about PrefabSpawners?

vivid anchor
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wdym?

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like spawning prefabs from prefabs?

odd bear
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Im missing something.

vivid anchor
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i haven't messed with spawning ai, you might have to create a group, add ai to it, then spawn the group

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that's how it seemed at least last time i looked at anything related to spawning ai

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i could be wrong though

odd bear
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Cause I have a PrefabSpawnerManager, PrefabGenerator, and then a PrefabSpawnPoint setup but nothing is working.

zinc wharf
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no matter what I do, my custom components do not show up in the editor

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i am reloading etc

odd bear
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I’m also having a lot of errors with the workbench rn aswell.

sullen girder
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Hi! Do i need publish my mission or players can download running mission from server?

spiral coral
sullen girder
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Then what is visiblity? public / test?

spiral coral
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If you want to distribute it to other people you should probably just select public

gritty vortex
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so by default not visible, have to click test filter

sullen girder
gritty vortex
odd bear
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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?

gritty vortex
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fog stuff is part of weather preset

odd bear
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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.

wooden owl
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How does one add prefabs to the locked Eden layer?

odd bear
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Press this icon at the top left of your screen, then select "sub scene".

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@wooden owl

wooden owl
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thank you

wooden owl
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it just created another world layer

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nvm

odd bear
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You cant add prefabs to the already existing world layer, you can only create a new layer and add prefabs to that one.

wooden owl
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Obviously you can somehow.

odd bear
wooden owl
odd bear
wooden owl
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There is no Overwrite button

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What does that mean?

odd bear
odd bear
maiden pivot
wild trellis
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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?

wild trellis
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🙂 Im looking into it now, but Im a bit busy in the coming days, but I'll work on adding it! 😉

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it actually might be way quicker than i thought, Im already iterating through all the players to get what slots they have

vivid anchor
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yeah just get their id from backend api

wild trellis
coral viper
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It's more to just keep people who shouldn't be using sniper rifles from using sniper rifles

wild trellis
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good! 🙂 those kinds of servers are so cringey

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yeah like restricting slots on a public server i totally get it

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i just like to think of ways my creations can be used for bad too

coral viper
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and preventing people who aren't authorized from grabbing explosives and randomly detonating them on base 😐

wild trellis
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yeah, if you have an arsenal available this is all pointless, but it seems like you may actually benefit from this

wild trellis
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I see mine come up from battleye, but im not finding anything in scripts about that

vivid anchor
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na, you can't afaik

wild trellis
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they must do that on the backend i guess, or in battleye.

gritty vortex
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there is only one identity id in script and it's unique per "each reforger"

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unique per xbox account, per steam account

wicked thicket
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hi guys, please tell me who knows how delete standart object of base scene in sub-scene
can`t find info

soft thistle
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you can't make any changes to the base scene, you can only add a new subscene and make changes to that

vivid anchor
wicked thicket
vivid anchor
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no

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they delete at runtime when the component deletes them

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ive done tests specifically with deleting trees, seems to be fine

storm ravine
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Can anyone explain this?
It appears when i place AIWorld in the scenario.

vivid anchor
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It literally says what the problem is

coral viper
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👀 Is this a new friendly fire protection component orrrrr....?

odd bear
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Hello everyone how do I make a custom faction label?

storm ravine
vivid anchor
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there must be

storm ravine
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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.

vivid anchor
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what world is it a subscene of?

wicked thicket
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How to change the menu briefing, change the layout for example. Thank you in advance

modern spear
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Hello everyone, why after saving and reloading my mission, all entities disappear, although they are registered in the layer file?

vestal berry
flat island
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How do I enable Game Master mode in my scenario?

maiden pivot
# flat island 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.

flat island
maiden pivot
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No idea. Maybe have a look at the GM game mode entity if there's a specific component that it uses for enabling GM.

ripe moss
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is it possible to remove a single rock on the Eden map? or is it impossible to edit anything in the base map?

maiden pivot
ripe moss
maiden pivot
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For detecting nearby objects, I think there some methods available for the world entity (whatever class GetGame().GetWorld() returns)

hollow nexus
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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.

ripe moss
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but is there a way to remove the grass in a small area? i see a flattengrass script but not sure how it works

maiden pivot
maiden pivot
wild trellis
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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.

maiden pivot
wild trellis
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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.

ripe moss
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Is it possible to copy a texture from the editor to modify and add back?

storm ravine
modern elm
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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?

wild trellis
modern elm
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yes, i can do that, only i have to publish addon to workshop

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would be nice to have more fast way, and also wouldnt need to spam workshop servers for testing

wild trellis
modern elm
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nice, gonna try

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thank you

vapid monolith
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Does anyone have a tutorial on intel retrieve missions? I can´t seem to find one

steel patio
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Getting the same error. Only when the publish dialogue opens. Did you fix it?

steel patio
wooden owl
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That is how I fixed it, you probably not doing something correctly

steel patio
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It’s fixed itself now. I had to barebones the test scenario, publish, then update with my world

proud vine
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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.

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Any help would be appreciated

steel patio
proud vine
steel patio
proud vine
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Nope, messed around with USSR and US faction, but cant play either

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dont get any faction menu, I cant even spawn on the spawns I placed

steel patio
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And are you using the correct spawn point?

proud vine
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I have not, found the script, but where do I put it?

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Pretty sure I got the correct spawns

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I have GameMode_TeamDeathmatch_Selection1, does this not cover the Respawn ?

steel patio
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Check the components in it. Try adding these too if you don't have them

proud vine
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They're all there and enabled ..

steel patio
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jeez

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I'm out of ideas tbh

proud vine
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Yeah, Idk, thanks for trying 🙂

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I'll make a new project and add the components to see if it reacts differently

flat island
proud vine
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I do not have autorespawnhandlercomponent. Should I add it to GameMode_TeamDeathmatch_Selection1 ?

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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

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Other than it forcing me on USSR side

flat island
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Oh i have only used gamemode_plain, don't know about deathmatch

proud vine
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Should be pretty simple

nocturne zealot
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Hey, does anyone have a template of a Combat Ops mission? I admit I didn't understand everything in Arland's components

nocturne zealot
rough pivot
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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?

frigid moon
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Is AI not able to jump over wooden fences or at least go around them?

flat island
lime stratus
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meowheart This should be added to the wiki when it's done

flat island
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If you have any suggestions I can make some additions to the guide 🙂

nocturne zealot
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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!

maiden pivot
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Nvm, I see you actually did that already

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I think the issue could be that the units are spawned before the waypoints

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CombatOps circumvents that by actually spawning the waypoints already on the init of the area

nocturne zealot
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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.

maiden pivot
crimson tree
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I'm preparing a mission but the AI ​​stopped following the waypoints

maiden pivot
crimson tree
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Thank you

solar pelican
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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?

lean scroll
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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.

crimson tree
maiden pivot
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That could be anything. Might be some code that checks for IsServer instead of !IsProxy

crimson tree
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How is this settings

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?

wild trellis
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has anyone figured out how to place an armed mine in world editor?

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PressureTriggerComponent has a checkbox for "live," nice!

eager forum
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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?

wild trellis
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Yes bundle has been removed. See console log for errors.

eager forum
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Another question is there a shortcut key to bring up console log? I can pull it up…

wild trellis
eager forum
wild trellis
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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?

eager forum
wild trellis
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how to read the console to find your error?

eager forum
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No just how to publish a mission in the workshop

dire wing
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let me know when figured it out 😄 its the main thing preventing a proper 1 life game mode

wild trellis
rough pivot
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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?

eager forum
pale egret
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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

vestal berry
pale egret
short vapor
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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?

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Where would I find that?

short vapor
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Nevermind I finally figured it out

wild trellis
short vapor
# wild trellis 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

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Next I'm trying to figure out how to spawn my custom vehicle with the vehicle maintenance spawner

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not even getting a prompt

sick gazelle
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AI squad wont move to waypoints I set. Any reason for this?
have missed adding anything in?

willow breach
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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?

willow breach
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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?

wild trellis
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whats wrong if i cant see the roads on the map in game or in workbench (customized everon)

wild trellis
wild trellis
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is there a way to override a gameMode entity in a subscene of the world containing the original gamemode?

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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.

maiden pivot
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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.

wild trellis
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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!

vivid anchor
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@wild trellis you have to do the sneaky trick of overriding the whole world. Then you have access to the stuff that already exists.

willow breach
wild trellis
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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. 🤦‍♂️

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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!

willow breach
lean scroll
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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.

wild trellis
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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...?

uneven laurel
short vapor
uneven laurel
short vapor
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Ok then grab the sample faction files for it. Should be a .edds and the corresponding meta file as well as a png.

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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

wild trellis
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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.

gritty vortex
uneven laurel
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@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

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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

short vapor
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Use that file

uneven laurel
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Will try thank you

uneven laurel
vestal berry
uneven laurel
vestal berry
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can you show print screen of the folder?

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Is mod outside of i.e. one drive synced folder?

uneven laurel
vestal berry
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can you do it from window explorer?

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can you also show mission config again? Do you have any other mission configs in Missions folder?

uneven laurel
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yes there is another mission config, the older one

vestal berry
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with wrong paths? If yes, then it will prevent uploading

uneven laurel
uneven laurel
vestal berry
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what do you mean by old config? Old, with paths pointing to vanilla data?

uneven laurel
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I made a "save as" of the scene so I created another config file

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I SOLVED!!!!!!!

vestal berry
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what do you mean by that? What is in that old config file?

uneven laurel
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I deleted the old mission config file, perhaps this created some sort of conflict

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so solution for all, do not leave two files even if they have different names

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thanks @vestal berry

vestal berry
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did old mission config file contained paths pointing to default paths?

vestal berry
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perhaps it was pointing to some wrong paths then

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you can have multiple mission configs in Mission folder so having two missions is not a problem

zealous tartan
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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...

▶ Play video
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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?

frigid hare
zealous tartan
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Let me check.

zealous tartan
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I am making a mission in Eden and have the "SCR_AIWorld_Eden_1" selected under managers

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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.

zealous tartan
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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?

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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...

▶ Play video
gritty vortex
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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)

zealous tartan
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Thanks for the heads up

digital creek
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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.

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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.

wild trellis
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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

wild trellis
#

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 🤷‍♂️

wild trellis
#

I cant even find the print statement for this error, so maybe its happening where i cant see (in the engine)

digital creek
#

I'd recommend also posting your code.

wild trellis
#

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

zealous tartan
#

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?

wild trellis
wild trellis
#

ok now why wouldnt my SCR_CampaignBuildingProviderComponent be found? I figured out its coming up null sometimes

zealous tartan
#

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.

wild trellis
#

What would cause my main conflict control points to not show in game?

wild trellis
wild trellis
#

anyone know how i can force a player to select a group before selecting a loadout?

wild trellis
#

why would my AI at base show one with a name, but the rest say GETNAME_ERROR

digital creek
#

You keep asking questions without providing any context, you're not going to get useful answers like this.

wild trellis
gritty vortex
cyan dew
#

Are you able to create a "copy" of Eden and move objects around without the objects being locked?

wild trellis
#

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...

maiden pivot
wild trellis
#

I was searching last night saw you had the same issue once

gritty vortex
wild trellis
#

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.

gritty vortex
#

so what is the issue in the console.log?

wild trellis
#

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

gritty vortex
#

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

wild trellis
#

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!!!

wild trellis
#

theres no way to retrieve a specific version numbers source files is there? no unpacking app in tools?

gritty vortex
#

in tools no

wild trellis
#

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.

maiden pivot
#

Learn to use git or svn for version control^^

wild trellis
#

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!

wild trellis
#

......completely forgot to check my dev version of the mod which luckily still works!!! whew!

coral viper
#

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?

wild trellis
#

Class filter I think would be something like chimera character or something.

rough pivot
#

Okay anyone have an idea when I publish my scenario when I load in and I’m stuck at the ocean view?

coral viper
coral viper
wild trellis
#

Custom conflict: why would the supplies depots not spawn the supplies prefab in its slot?

wild trellis
coral viper
rough pivot
coral viper
coral viper
#

And you're spawning in on the editor, not spawning from camera? (Going through the full loadout selection I mean)

wild trellis
#

and using peer tool to catch potential client side errors?

opaque cave
#

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

opaque cave
#

NVM found it, for people who are looking how to enable nicknames , simple GameMode manager, SCR_NameTagConfigComponent, and select config path over there

modern elm
#

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

wild trellis
modern elm
#

hm, that SCR_EntityCatalogSpawnerData doesent ring any bells, where can i find it?

#

Found it, thank you!

vivid anchor
coral viper
#

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

vivid anchor
#

@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?

coral viper
vivid anchor
#

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.

rough pivot
#

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

coral viper
rough pivot
visual vale
#

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

gritty vortex
#

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

rough pivot
# gritty vortex incorrect, there is no "self dependency"

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

gritty vortex
rough pivot
# gritty vortex 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

gritty vortex
wild trellis
#

I believe core shows up as a dependency, sounds like you removed core dependency

gritty vortex
#

is there a wiki article on setting up a scenario?

digital creek
#

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
wild trellis
#

interesting! spectator mode! 🙂

wild trellis
#

where would I find the conflict point names, like the states for US faction?

digital creek
#

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?

digital creek
#

Or is it not supposed to be placed outside of runtime at all?

wild trellis
#

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?

sturdy crown
#

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?

ebon lynx
#

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

sturdy crown
#

sorry I should have explained better. I want to add the motabolism system icons. Is there an easy way to add them?

vivid anchor
#

There's not really an easy way.

shut tundra
#

Does Reforger have a clutter cutter yet? Something to delete/hide foliage underneath it?

lime stratus
shut tundra
#

@lime stratus @vestal berry Thanks!

oblique widget
#

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.

barren needle
oblique widget
barren needle
# oblique widget Should I just drop the components in to the default layer? That is my issue. I a...

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

oblique widget
barren needle
#

Best to follow whatever standard is set in the reforger worlds folder

oblique widget
#

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.

barren needle
#

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

oblique widget
barren needle
#

Good luck, I will port my overthrow game mode to it one day when it's finished

oblique widget
#

Well its going to look a bit different due to the lack of assets but I will work it out

wild trellis
#

Custom Conflict buildables: How do I prevent prefabs from being under both Fortifications AND objects?

wild trellis
#

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

sturdy crown
#

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?

hollow nexus
sturdy crown
hollow nexus
#

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

sturdy crown
#

Awesome thank you so much

keen phoenix
#

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

gritty vortex
#

is it possible to override briefing text from within the mission header?

hollow ravine
#

help please lol, i am new and cant unlock anything to do anything

lean scroll
hollow ravine
lean scroll
# hollow ravine i am trying to just move, delete or add things to eden world, but its locked

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hollow ravine
#

no, i can do a new world and stuff, its if im trying to do one of the worlds that already exist.

hollow ravine
#

its not that. i apperciate it tho.

wild trellis
#

what are you trying to move, like trees, buildings, or game entities like for conflict mode?

digital creek
#

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.

hollow ravine
sturdy crown
#

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?

odd kraken
sturdy crown
#

ok, thanks for that.

wild trellis
odd kraken
rugged roost
#

@lean scroll you on here?

lean scroll
#

@rugged roost whats up?

rugged roost
wild trellis
#

do you have a pc?

lean scroll
#

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.

rugged roost
lean scroll
#

Thank you! Hope you enjoy...appreciate it.

flat island
#

I have updated my mod Dynamic Operations - Everon to version 1.2.0. It is now fully compatible with the new update 🙂

frank shore
#

Anyone knows how to change the max number of radio backpacks for conflict mode?

frank shore
visual vale
#

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

frank shore
visual vale
grand arch
#

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?

sturdy crown
#

hey guys, is there an easy way of increasing the amount of loot spawns?

digital creek
sturdy crown
hollow nexus
#

In theory you will have automatically your loot on all the map

#

then you just need to create your loot settings and probability

sturdy crown
#

Thanks again @hollow nexus

digital creek
#

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?

formal harness
#

Is there a forum post or an article anywhere that explains what each manager does?

digital creek
digital creek
#

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? enfusion things.

steel mauve
#

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?

tidal hearth
# steel mauve When you edit a prefab do you need to save it in your mod folder? I want to make...

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

pulsar spade
visual vale
pulsar spade
#

my own thats currently a wip. its not uploaded yet

#

@visual vale

visual vale
pulsar spade
#

yeah its like 40 miles north of area 51 and ill give that a try now

visual vale
#

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

pulsar spade
#

maybe 20% and that fixed it immediately thank you!

visual vale
#

Can't wait until I get to mess around on it! And you're welcome

pulsar spade
#

ill let you know when i post it

visual vale
#

If you need testers give me a heads up

#

How big is it if you don't mind me asking?

pulsar spade
#

will do

steel mauve
vital sinew
#

Anyone got an idea why AI wont go beyond the first waypoint set in a series of waypoints?

willow breach
vital sinew
#

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.

willow breach
#

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

vital sinew
#

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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visual vale
vital sinew
#

hes gonna try hierarchy and let me know whats happening. Yeah was thinking it was out dated lol

willow breach
#

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

vital sinew
#

Is there a better vid tutorial or set of tuts he can follow that are more current?

willow breach
#

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

vital sinew
#

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

willow breach
#

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?

willow breach
vital sinew
#

Would it make a difference if we were using gamemaster game mode prefrab?

willow breach
#

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

willow breach
vital sinew
willow breach
vital sinew
#

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

willow breach
# vital sinew kind of a confusing question I know. Just trying to picture how the flow of file...

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

vital sinew
#

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?

willow breach
#

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

wild trellis
#

Arland is great for checking components of an official scenario. It's small and loads fast!

formal harness
#

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.

willow breach
formal harness
#

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.

steel mauve
#

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?

tidal hearth
steel mauve
# tidal hearth what seems to be the problem? Did you manage to override the radio? If so you c...

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.

tidal hearth
steel mauve
# tidal hearth You cant delete prefabs of base game. From what i understand you want to replace...

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

tidal hearth
#

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.

tidal hearth
vestal berry
#

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

craggy island
#

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?

wild trellis
#

Faction manager?

willow breach
empty prairie
#

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.

empty prairie
empty prairie
#

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

vital sinew
#

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.

lean scroll
#

@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.

dreamy night
#

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"

craggy island
craggy island
wild trellis
craggy island
#

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.

dreamy night
#

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)

wild trellis
dreamy night
#

No problem. Just dont know the right place for the question.

sullen girder
formal harness
#

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?

tidal hearth
formal harness
#

I'll take a look later, thanks.

past vine
#

What does this mean guys?

visual vale
#

wrong image in a mission file

past vine
#

That's wierd. I dragged in the PNG and it created the edds file.

digital creek
past vine
#

Still there

#

Do I need to remove it

digital creek
#

No

past vine
#

Maybe my mission is good good 🤣🤣🤣

#

Would image size be a problem?
Mine is 1920 / 1080

digital creek
#

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

past vine
lean scroll
#

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.

nova onyx
silent meteor
#

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?

formal harness
merry frost
#

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

vivid anchor
#

Respawn component is specifically for characters. If you want a vehicle to respawn once it "dies" you'll have to write your own logic.

merry frost
#

ok thanks

wild trellis
# merry frost 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.

merry frost
#

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

wild trellis
#

did it despawn? I think thats when the timer starts, once destroyed

#

maybe adjust your garbage manager for testing this

merry frost
#

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?

wild trellis
#

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

merry frost
#

I can only see that in the components to add to somewhere, not under prefabs or the create tab

wild trellis
#

oh yeah! Also, it pulls the vehicles from the lists in the factions config for vehicles

wild trellis
merry frost
#

ah, found it

wild trellis
#

AmbientVehicleSpawnpoint_Base

#

so like in conflict missions, they use the FIA prefab and it pulls from ent cat for FIA_Vehicles.conf

merry frost
#

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.

past vine
#

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)

gritty vortex
#

no, chat commands for admin login are separate

quick harbor
lean scroll
#

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.

lean scroll
lean scroll
quick harbor
lean scroll
#

@quick harbor

  1. Open your scenario in world editor
  2. Then open the sample in the world editor. Don't worry you won't do anything to your scenario.
  3. 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.
quick harbor
#

Thank you! Wow, I feel stupid now blobcloseenjoy

lean scroll
#

YW. We all start ignorant, and learn as we go.

quick harbor
#

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

lean scroll
#

@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/

#

Start at June 25 post, the others are from last year.

quick harbor
#

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.

coral viper
#

Which component controls enabling the radio voice over network showing names/channels?

lean scroll
#

@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.

past vine
#

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

past vine
#

This is sorted now 👍

flat island
lean scroll
#

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.

lean scroll
#

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.

lean scroll
#

ahhhh caught the error in a clean spamless console log...... There she is.

#

maybe someone can use that....

dreamy night
#

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?

digital creek
#

It's absolutely possible, you will probably just have to write the code yourself.

odd kraken
#

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

wild trellis
# dreamy night 😖

in conflict mode there are checkboxes under each SCR_CampaignSeizingComponent for "Igonre Non Playable Attackers/Defenders"

dreamy night
wild trellis
#

probably wouldnt be too hard to alter that to actual players, probably easier than writing something from scratch

tidal hearth
# dreamy night Is there a way, where I can make a Defence map.. Like Hell Let Loose, you start ...

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.

dreamy night
#

Server 1 is up

tidal hearth
vital sinew
#

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

Image error2 hosted in ImgBB

dreamy night
dreamy night
gritty vortex
#

as far as I know faction keys are strings

tidal hearth
#

as bacon said. And each faction's key is deffined in factionmanager.

dreamy night
#

Cheers!

dreamy night
#

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?

tidal hearth
#

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.

dreamy night
#

ok will do! Cheers!

lean scroll
vivid anchor
west steeple
#

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.

tidal hearth
west steeple
#

thanks, im going to investigate that

digital creek
#

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?

elder stirrup
#

I have an Eden world. How to spawn player on it?

west steeple
#

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?

lean scroll
#

@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

west steeple
#

Somehow I guessed that logic counters must be used, so let's give it a try

lean scroll
#

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.

west steeple
#

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 😉

lean scroll
#

Speaking of logic...I don't know if LogicOR and LogicSwitch are functioning yet. They don't seem to have any OR/AND functions.

west steeple
lean scroll
#

I guess I should create a truth table and work out the inputs and outputs.

west steeple
lean scroll
#

Input = input OnActivate = Output

lean scroll
carmine turtle
#

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

carmine turtle
#

?

#

Sorry forgot to send these

lean scroll
#

What are you trying to do? Create a spawn?

carmine turtle
#

Probably yeah I think I kinda fucked up and rushed when doing everything so I don’t really know what even caused it

lean scroll
#

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

carmine turtle
#

I’m trying to make a PVE think pretty much

lean scroll
#

ok.. thats fine. Then here is what I recommend you do....

carmine turtle
#

Are y gonna recommend me to not do it haha

lean scroll
#

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.

carmine turtle
#

I’m not using arland tho I’m using a moded map if that makes a difference

lean scroll
#

Good info here on how to set up and use the SF

carmine turtle
#

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

lean scroll
#

First.... did you setup the scenario with the base components?

#

Look at all the managers BI used in combat ops.

carmine turtle
#

I think so I watched a tutorial on how to do it all and legit followed it step by step

lean scroll
#

Task and loadout are towards the bottom.

#

Use the latest version... some of those videos are 2 years old.

carmine turtle
#

I have done the one I saw was 12 days ago

lean scroll
#

And DON'T follow BI's organization of entities. Create layers and organize your work.

carmine turtle
#

Ok cheers

lean scroll
#

Good luck...

carmine turtle
#

Ima need more than that

tall horizon
#

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?

vivid anchor
#

@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

west steeple
vivid anchor
#

Trigger entities

west steeple
#

Thanks

tall horizon
vivid anchor
#

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.

tall horizon
#

It feels like it just might not be implemented yet. Or more likely I'm missing something.

vivid anchor
#

May have to add the polyline as a child or something

lean scroll
#

@tall horizon Did you try the oriented Bounding Box for trigger shape type?

tall horizon
dreamy night
#

Is there away, where I can set a max number on players who can play a faction?

lean scroll
#

@dreamy night You can create a predefined group in faction manager and set group size. Check the box "Create Only Predefined Groups"

digital creek
#

When setting up a Conflict, how can I control what factions HQ is where?

lean scroll
#

@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.

digital creek
#

I figured it out, the base has a FactionAffiliationComponent which I previously missed.

wild trellis
#

Look for startingPoints in the vanilla scenarios, something like that

lean scroll
#

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.

west steeple
lean scroll
#

@west steeple which one? LOL! Half of them are broken and dont work.

west steeple
lean scroll
#

@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.

west steeple
#

I'm thinking of starting a compat ops-style scenario, but in Mussalo and with the FDF faction.

lean scroll
#

Cool.... good luck. I am working on AW Kunar now. Each Valley will be a mission, then combine all together into one.

#

Dismounted Infantry.

west steeple
tall horizon
#

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.

lean scroll
west steeple
lean scroll
#

Strictly PvE.

#

Joe biden famous for withdrawal from afg

tall horizon
#

@lean scroll is that just the play style you like or do you have specific ideas you want to try?

lean scroll
#

@tall horizon play style I guess. Enjoy PvE more than PvP.

tall horizon
#

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. 😂

lean scroll
#

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.

west steeple
west steeple
lean scroll
#

All the logic I use is drag and drop Logic entities. And only one logic right now that works, "LogicCounter"

#

Documentation is always last.

tall horizon
#

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.

lean scroll
#

The wiki is community driven. A3 Wiki was guys like killzonekid and many others completing topics.

tall horizon
#

Oh right, is there no official documentation at all then?

gritty vortex
#

there is some

lean scroll
#

Yes BI internals as well. Documentation is left for interns to complete. You aren't going to pay a high price developer to complete.

gritty vortex
#

probably not enough docs for someone to get competent just by following what's in there

#

scripting is a must for good missions anyway

tall horizon
lean scroll
#

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.

tall horizon
lean scroll
#

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....

tall horizon
#

The A3 editor stopped me dead in my tracks and I learned to use blender before v2.5

wild trellis
# lean scroll Strictly PvE.

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! 😎

coral viper
#

Spawning a tent via generic entity but exploding it causes this, disabled RPL, any ideas on why this is occurring?

lean scroll
#

@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.

lean scroll
#

SCR_ PlayerRadioSpawnPoint? Does anyone know how to set this up? Attach it to a manpack radio?

vivid anchor
#

@lean scroll look at the already existing radio backpack?

lean scroll
#

@vivid anchor ok will do.

lunar lance
#

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.

vivid anchor
#

@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.

lean scroll
#

yeppers. I nest a regular spawn point into vehicles no problems. Just saw this in here, wondering about it.

lean scroll
#

@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.

lunar lance
wild trellis
#

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.

west steeple
#

I have added 9 different loudouts to LoudoutManager, but only 7 appear in the menu itself. Can you tell me why?

tidal hearth
tidal hearth
# west steeple

Seems correct. Maybe a typo on faction key or smth? I cant seem to find anything that would limit it really.

west steeple
#

@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.

dreamy night
#

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?

lean scroll
#

@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.

lean scroll
gritty vortex
dreamy night
tall horizon
#

Is that 65 with ai or just players?

gritty vortex
dreamy night
gritty vortex
#

64 players sucks regardless of what missions you run

dreamy night
#

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?

lean scroll
gritty vortex
#

I'll probably do it anyway, for science

lean scroll
#

lol ok cool.

lean scroll
wild trellis
#

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

lean scroll
#

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.

west steeple
#

@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

lean scroll
#

@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.

west steeple
#

Thanks

lean scroll
#

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.

narrow basin
#

I cant click "Set as active" to the layer. How can i solve it?

tidal hearth
narrow basin
tidal hearth
#

weird, if its just a spawnpoint i would say delete the whole thing and start over. Is it just a plain world?

narrow basin
#

Ill start again now, thx for your help

steel mauve
#

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?

vital sinew
#

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

elder stirrup
#

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.

vivid anchor
#

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.

wild trellis
#

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.

vivid anchor
sick gazelle
vivid anchor
#

Yeah, wrong GUID/name.. The error literally tells you the problem.

sick gazelle
#

how can you fix it?

cerulean hinge
#

you? you cant

#

tools are trying to find source file for ingame localization

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but it is not included in retail build

sick gazelle
#

ok

zealous nova
#

hello!

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I don't understand why i've got this when I try to test my mission in editor:

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No objectives availaible

#

I made only one modification with deleted some starting positions

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the idea is to limit Starting position for Faction, 1 at the North and 1 at the south

visual vale
zealous nova
#

damn...I'm so stupid

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😄

lean scroll
#

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

dreamy night
#

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?

severe abyss
#

People can join, take slots and then when ready all spawn and then lock the spawn

nova onyx
# lean scroll Hi all. Is anyone currently working on a campaign, or a single player mission wi...

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/

zealous nova
#

It's not possible to use terrain tools on Eden map?

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If i want to do terra forming for example

dense plinth
zealous nova
#

ok thx

lean scroll
west steeple
#

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.

lean scroll
#

@west steeple what mods are they?

west steeple
#

TF Mattock uniforms and weapons

lean scroll
#

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

west steeple
#

Those mods do not appear in this list, although they should. Let me try again.

lean scroll
#

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 {
  }
 }
}
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I don't use enfusion workbench GUI to add mods. I just edit the file.

west steeple
#

Thanks 🙂 I add this script

coral smelt
#

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!

tidal hearth
#

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.

lean scroll
#

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.

gilded saffron
#

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? 🙃

nova onyx
# gilded saffron Hello, everyone! I want to try to create a couple missions for Reforger. Is ther...

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/

nova onyx
lean scroll
#

@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.

nova onyx
nova onyx
lean scroll
#

I've already filed all my feedback, I am not going to rehash here.

coral smelt
lean scroll
#

@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.

zealous nova
#

hello!! Any idea about this

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it's happened when I try to host my mission

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the mission works fine yesterday but not now

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I don't know if it's mod pb (RHS) or config in mission file

vivid anchor
#

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.

zealous nova
#

yep, ok, I will re-DL the mod correctly 😉

#

Thanks

robust echo
#

It looks like you might be running experimental version of the game, with which there is no compatibility yed

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Yet

cerulean hinge
#

cuz mod publish is broken and we cant upload fixed version of RHS...

fleet harness
#

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

lean scroll
fleet harness
#

Thank you very much! I will try

lean scroll
#

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/

fleet harness
#

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

west steeple
#

How to do a rolling spawnpoint? For example in a car?

faint dove
#

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.

faint dove
#

Mm, I can't seem to access that link.

nova onyx
faint dove
#

Okay.

#

I see what to do, I will test that out

nova onyx
# faint dove Mm, I can't seem to access that link.

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.

faint dove
#

But if the scenario/mission doesn't showup by default, would this be the case for a published mod?

#

Okay, one sec actually.

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Just booted the game up, and still not showing.

nova onyx
faint dove
#

Yee, I'm pretty sure I did.

#

It's a conflict scenario, I followed a few guides and read the wiki about it.

nova onyx
faint dove
#

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
}```
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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

nova onyx
#

Vietname_Sublayer-Conflict
Sublayer? Is that correct .ent file?

faint dove
#

Yes.

#

I reselected it multiple times.

nova onyx
#

So it looks similarly to this, right?

faint dove
#

Yes.

nova onyx
#

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

faint dove
#

Ahh, so there's a very specific path for them?

nova onyx
#

Try relocating it to the correct folder, that will hopefully help CopiumAnimated.

faint dove
#

That'll most likely be it

#

Like so?

nova onyx
#

If VietnamMap is the root folder of the addon, yes.

faint dove
#

Yes, it is.

#

Will try now

#

Still nothing...

#

SMH

#

FML

visual vale
#

Remake the mission header

#

Remember to fill in the World and Path sections correctly

faint dove
#

Okay, trying again.

#

That did it, thank you! Pepe_Pray

#

RIP, welp, now it's crashing every time I try to load it...

#

Time for more troubleshooting Pepe_Cry

visual vale
#

Check the Log when you open your world

#

It should give you some errors

#

Missing controllers, prefabs, managers, etc

faint dove
#
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.

nova onyx
#

I've noticted that you have loaded quite a lot of mods

faint dove
#

I do.

nova onyx
#

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.

faint dove
#

Probably a good idea to disable those while testing this.

faint dove
#
14:26:54.462  WORLD        : Subscene load @"{E6B777080A0BED3F}Worlds/Vietnam_Base.ent"```
#

This is repeated often.

visual vale
#

Hm

#

First one is you don't have all the Dependent mods installed correctly and you'll need to reinstall them

visual vale
faint dove
#

Oh... so loading that world in Workbench actually fully crashes Workbench.

faint dove
visual vale
#

I meant the Log in editor

#

It'll most of the time tell you what's wrong

faint dove
#

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.

faint dove
#

Okay, I was able to recover it.

lean scroll