#enfusion_scenario

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lean scroll
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if the vehicle gets destroyed the spawn point stay there I think. I don't think the garbage collector picks it up with the vehicle.

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You can't do it with SF as far as I know. Maybe with scripting something.

west steeple
faint dove
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Back to having the issue with it not showing up in Scenarios again...

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But this time, I did everything from before and it still won't show.

lean scroll
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publish it to workshop? I'll look at it. whats it called?

faint dove
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Ye, I did. That got it to work, but no idea why testing it locally won't.

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But it's called Ferngrove.

west steeple
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Can you help?

I can get the mod published to the workshop, but I can't get the scenario to appear. Where is the problem?

pure lynx
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Hello guys, i created a very simple mission with GameModePlain.et although in workbench it does show the game master option, when loaded on my server it doesn't allow me to do so. Any idea on what game mode /option i should be using in the workbench to activate GameMaster mode?

vestal berry
west steeple
vestal berry
#

and is your mod downloaded correctly?

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try also making "Path" parameter empty

west steeple
west steeple
vestal berry
west steeple
vestal berry
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not uploading (aka publishing) to workshop

west steeple
vestal berry
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can you post pic from open Workshop page of the mod? Is addon activated

vestal berry
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not "Mission"

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notice missing s at the end of the word Mission

west steeple
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okei, thanks

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now this mod works, thank you very much @vestal berry

vagrant oasis
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Hello K. Well I don't think I will be able to do what I want. I am using DeadZone DayZ as the base mod. They allowed anyone to download from their git hub, but the files are locked; so, doesn't look like I will be able to change the player loadouts 😦

wild trellis
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As long as their license allows it, you can. Just create a new mod with that mod as a dependency.

vagrant oasis
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BING!! Awesome answer/solution. Thank you. Is it possible to duplicate the existing one as a "new" mod?

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That way I don't have to recreate the whole thing

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All I am trying to do is modify the loadout when a player spawns

fleet harness
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Hello, I'm having a problem loading a quest. Always appears the error: "Game resources don't match server resources
Kick cause code: group=4 'DATA',reason=1 'RDB_MISMATCH'. How do I resolve this?

nova onyx
zealous nova
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I have a bug when i start my mission, I spawn in camera view, any idea?

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My character spanw on the ground:

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but I have this view:

zealous nova
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it doesn't do it all the time

lean scroll
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@zealous nova what game mode entity are you using?

fleet harness
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Hello everyone, I came from Arma 3 to Reforger and I'm still learning to edit. I would like to know which modules would be mandatory to put in the edition so that I can load it in the workshop and later play in MP with mods.

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I would like to make campaign type games

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I managed to make a mission and host it, but only with some mods like AI, but when I host with mods like 75th, people can't access it, error appears

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can anybody help me?

zealous nova
lean scroll
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@fleet harness For ScenarioFramework Mode which you could easily make a campaign with. These are the base managers/modules I put in my missions.

  1. SCR_AIWorld.et
  2. FactionManager_editor.et
  3. LoadoutManager_Base.et
  4. GameModeSF w/ added components
  5. HitRegManager.et
  6. PerceptionManager.et
  7. RadioManager.et
  8. ScriptedChatEntity.et
  9. TaskManager.et

As for the problem with using mods and not being able to join I do know that if you place a ArsenalBox_US.et in the world with SF mode, and have certain mods loaded, the server will give a JIP error, and kick you. The work around I found for that issue is use the slot.et, and spawn the arsenal box.
Put the absolute bare minimum mods in the actual mission, and load mods from the server.

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@zealous nova That is an odd issue for sure. I don't know a lot about campaign mode and all the component interaction. So I don't have any troubleshooting time with it. When it happens I would deep dive into the console log. Maybe turn off all the unnecessary entities and use a process of systematic troubleshooting. It has to be related to a few components, like gamemode, spawning etc. Try to make it repeatable. It's random so that is harder to find root cause.

Unless someone here says "Yea I see that all the time, it's this..." .

zealous nova
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My Logs:

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sometimes it's ok, sometimes no, but the logs are the same each times

nova onyx
# zealous nova

I've seen this one in the past caused by an addon which haven't updated methods regarding the spawn points. There was a huge RespawnRefactor which is not backwards compatible with all the addons. If you open the Script Editor and recompile, it should take you to the file which has this kind of issue that would help you to isolate the problematic addon.

zealous nova
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Ok I think I must try to restart from scratch without mods

zealous nova
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Ok pb solved. On my previous project, I load empty eden map and create sub-scene, after I copy/paste objects on Eden map to my sub-scene. If I try with a direct sub-scene of normal eden map, it’s ok. I think the effects / parameters on empty eden map must broke something

fleet harness
dreamy night
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What are the diffrence between: Scr_AIWorld /Scr_AIWorld_Arland / Scr_AIWorld_Eden

digital creek
lean scroll
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@fleet harness IDK if it changes anything about your mission. But there is differences between local host and dedicated server. And what works in local host sometimes does not work in dedicated server. And most of the time it is mod related. I usually will run my scenario in SP mode, no mods, create a local host server and load mods from there, and then move it to my dedicated server for final test, because users of the mission could play it in anyone of those methods.

zealous nova
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Any tool for adding marker and lines on map ?

lean scroll
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That is about it for now that I know of.

visual vale
lean scroll
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yea I saw that, which is great. I run only production.

zealous nova
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Yep on workbench

wild trellis
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The map markers they added are from the lab6 guys

zealous nova
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Woops no, my bad, I 'm looking for this tool on Enfuzion. I need to draw lines on map

fleet harness
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Hello again, I have a problem where two tasks I did only appear locally and not when I load dedicated. Would anyone know how to fix this? I copied all the modules from the ready-made templates

lean scroll
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@fleet harness Couple of things off the top of head... SCR_GameModeCombatOpsManager? or SCR_GameModeSFManager? in the GameMode entity.

TaskManager?

What are the task types?

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What does your manager setup look like?

fleet harness
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I can't send screenshot here 😦

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but "taskmanager" has the same files... and i use gamemode_gamemaster, factionmanager_editor, loadoutmanager_editor

nova onyx
dapper carbon
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hey guys

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is anybody know how i can make prepared groups here?

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and when sm join he can only choose 1 of 3 prepared

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and cant create himself

sullen girder
dapper carbon
dapper carbon
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i mean this

sullen girder
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open the faction "SCR_Faction"

dapper carbon
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done

sullen girder
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find Predefined groups

dapper carbon
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omg how i didnt saw it before(

sullen girder
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its new i think

dapper carbon
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thx

dapper carbon
sullen girder
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i use 26 predefined groups without "create only predefined" thing but i want figure out how can i hide until player push create button

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i want use only suggestions like "aktiv-12" but with NATO phonetic alphabet

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but now i see all 26 group...

dapper carbon
sullen girder
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also lod factors keep original.
if i load other missions all looks ok

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BI capture and hold mission ok

fleet harness
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How do I make the option to save the loadout appear in arsenalbox_us?

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I'm using gamemodeSF

nova onyx
lean scroll
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hmm.... didn't think about that. I do it in the loadout manager and a SCR_PlayerArsenalLoadout.

Many ways to go around the tree to get to the same rabbit hole.

dapper carbon
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is anybody here can help make capturing point? 😢

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Or give link to working tutor

fleet harness
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I am using these settings. Apparently everything is working... Except that in "arsenalbox_us" the option to save the loadout does not appear

fleet harness
zealous nova
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I don't understand why I have a grenade when I disable Primary weapon ?

tidal hearth
# zealous nova

there is also a character grenade slot, if you scroll a bit more up in the characters components. Thats where that is set. If he has no weapons configured he will grab grenade i think.

zealous nova
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oh my god... i'm blind!! 😄

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thanks a lot

lean scroll
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@fleet harness which settings? Please clarify.

wild trellis
zealous nova
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What does it mean?

cerulean hinge
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something is configured wrongly

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basically all this stuff

zealous nova
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Ok i found the mistake, an entity without prefab...

cerulean hinge
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nope, not only this

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first of all, check if it uses right class

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then check all these settings

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and btw, you literally have examples few strings above, just look at them

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this is how enfusion modding works :)

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you look at something from BI and make it work the same

wild trellis
fleet harness
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Mine is translated into my language, but I would like this Save Load option to appear

fleet harness
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I managed to solve the problem with saving the loadout. I added the component "scr_arsenalmanagercomponent"

lean scroll
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@fleet harness Here is my gamemode setup or I copy it out of the CombatOps mission.

manic meteor
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Hello! Where can i add buildings for custom faction in conflict?

lean scroll
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For anyone making Kunar Missions and need a reference map.

lean scroll
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PRO-TIP from a non-professional....
Create one world layer for each manager that you normally edit. This creates a editable .layer file for that manager. You can then edit in VS Code or other code editor. Additionally, you can save the layer files and quickly populate follow on missions.

lean scroll
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just dropping into the world, you should be able to edit the Object Properties

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anything more than that, requires you to inherit or duplicate the .et

lean scroll
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In my world editor, I can't override that prefab, only duplicate or inherit. Then right click, and select "edit prefab" it opens.

Maybe a conflict with another is keeping you from editing. IDK.

wild trellis
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If you duplicate and don't change the name, I believe that is essentially an override

violet obsidian
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Does anyone know what the following error message means?:

Virtual Machine Exception

Reason: NULL pointer to instance

Class: 'SCR_MapEntity'
Entity name:'MapEntity1' id:2305843009213693964

Function: 'OpenMap'
Stack trace:
scripts/Game/Map/SCR_MapEntity.c:243 Function OpenMap
scripts/Game/UI/Menu/DeployMenu/SCR_WelcomeScreenMenu.c:101 Function InitMap
scripts/Game/UI/Menu/DeployMenu/SCR_WelcomeScreenMenu.c:79 Function OnMenuOpen
scripts/Game/Respawn/Menu/SCR_PlayerDeployMenuHandlerComponent.c:76 Function EOnFrame

tidal hearth
violet obsidian
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That was it!

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So simple, I thought I had all the right stuff in there.

tidal hearth
# violet obsidian That was it!

these are easy to debug. The way you read this is by checking the first line in the stack trace - scripts/Game/Map/SCR_MapEntity.c:243 Function OpenMap this tells you to open the SCR_Mapentity script file and check on line number 243. Maybe useful for the future.

violet obsidian
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aah okay! Thank you

violet obsidian
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I want to host my own gamemaster mission in a terrain I created. But starting my own multiplayer game the loading just stops at some point. Anybody any clue what can cause this?

nova onyx
violet obsidian
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How do I check logs when I'm having the error in game and not in the tools?

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I do have some error messages in the tools too but it runs fine

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there

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SpawnEntityPrefab @"{A1AE127F16DD352E}Prefabs/Characters/Core/DefaultPlayerControllerMP_Factions.et"
WORLD : InitEntities 'world'
ENTITY : Init entity @"ENTITY:4611686018427388032" ('SCR_PlayerController') at <0.000000 0.000000 0.000000> @"{A1AE127F16DD352E}Prefabs/Characters/Core/DefaultPlayerControllerMP_Factions.et"
SCRIPT (W): Slot_Chat Has no Content!
SCRIPT (W): Slot_VON Has no Content!
SCRIPT (W): Slot_AvailableActions Has no Content!
SCRIPT (W): Slot_Vehicle Has no Content!
SCRIPT (W): Slot_Notifications Has no Content!
SCRIPT (W): Slot_Hints Has no Content!
SCRIPT (W): Slot_WeaponInfo Has no Content!
SCRIPT (E): [SCR_HUDManagerComponent] A Group Widget must have a SCR_HUDGroupUIComponent component attached to it! Check: Layer_Background
SCRIPT (E): [SCR_HUDManagerComponent] A Group Widget must have a SCR_HUDGroupUIComponent component attached to it! Check: Layer_Background
SCRIPT (E): [SCR_HUDManagerComponent] A Group Widget must have a SCR_HUDGroupUIComponent component attached to it! Check: Layer_Background
SCRIPT (W): Slot_AvailableActions Has no Content!
SCRIPT (W): Slot_Notifications Has no Content!
SCRIPT (E): [SCR_HUDManagerComponent] A Group Widget must have a SCR_HUDGroupUIComponent component attached to it! Check: Layer_Background

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This is one I see in the tools. But I can't find a hudmanager component anywhere for example

slow ore
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Im placing SCR_AIWolrd Eden into the Eden map but AI still run into buildings

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Is there something Im missing here

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Just trying to create a basic mission

slow ore
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Ok

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So now I uploaded it

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But I can't seem to find it in the workshop

violet obsidian
# slow ore Im placing SCR_AIWolrd Eden into the Eden map but AI still run into buildings
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Look for the NavMesh part and follow that tutorial. It fixed the running into buildings part for me

wild trellis
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The equipment crate prefab

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For ussr I believe?

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Idk one of the equipment crates though for sure

visual vale
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Scenario loading screen keeps flickering when loading it up ingame. What are some potential fixes?

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Gamemode, AI World, and all that are configured properly

lean scroll
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If you think it’s manager related delete and create new ones

vestal berry
west steeple
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I have to say that one of the big things from a mission maker's point of view is that ScenarioFramework. It does allow for such dynamic tasks. I like that 🙂

lean scroll
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Where do you find the Title Text definitions? Stringtable?

nova onyx
dire wing
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same question: i have created my CinematicEntity with a timeline - now i want to play it in a mission. is this even possible? there seem to be some play/pause functions in CinematicEntity class, but they are flagged proto external void - can i even access those

west steeple
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Has anyone got the LogicOR, LogicSwitch or LogicCounter modules to work? I haven't been able to do so, even though I understand the logic of these.

Can you @lean scroll help?

lean scroll
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Hi @west steeple I use LogicCounter all the time.

IDK about switch or OR. I've tried them awhile back and couldn't get them to work.

What is your setup on the counter logic?

west steeple
lean scroll
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cool...

lime stratus
dire wing
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ok then i just need to understand the OOP stuff blobdoggoshruggoogly

lime stratus
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CinematicEntity myCinematic = CinematicEntity.Cast(GetGame().GetWorld().FindEntityByName("YourCinematicEntityName")) with that you should get your cinematic entity. Then you can call its methods

violet obsidian
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I'm running into a weird problem. I have made a map. After that map I made a subworld for a mission. I made it a regular GameMaster mission. In the subworld I added the time and weather management. Set all the settings right, but when I start the game it seems like something overides my time and weather settings. It leads to the coulds becoming bright white while the sky is dark in nighttime but the light seeming to be like daytime. Does anyone have a clue as to what to do?

gritty vortex
dire wing
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just returning to enfusion after some hiatus

chilly plume
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Hey all. New to the enfusion editor and missions. Formally did a lot of work on A3 with scripting.

I am having a ton of trouble figuring out where the changes for vehicle spawns in conflict are located. Is it a server based script like A3 was or is it all tied into the mission file?

gritty vortex
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somewhere in the configs folder inside reforger in workbench

glacial kindle
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hey. how would i go about making a conflict game on a custom map such as gogland?
and how would i load said map into the editor tools. im sturggling with that.

violet obsidian
sullen girder
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Guys i try to find solution for this bug

dire wing
# lime stratus `CinematicEntity myCinematic = CinematicEntity.Cast(GetGame().GetWorld().FindEnt...

so what i am trying to do now is start the cinematic through a trigger, in trigger activation:

override void EOnActivate(IEntity owner)
    {
        CinematicEntity myCinematic = CinematicEntity.Cast(GetGame().GetWorld().FindEntityByName("intro_1"));
        
        if (myCinematic) {
            myCinematic.play(); // edit: Play()! case sens
        }
    }

however console says Undefined function 'CinematicEntity.play'

which to me sounds like the method is not public (or i need to access it differently thomp )

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ooooh case sensitive

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i think this was my error to begin with

nova onyx
glacial kindle
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just trying to set up a server for me and some buddys you see.
never used to be this complicated haha

nova onyx
glacial kindle
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so i donwloaded gogland. but i do not see the world appearing at all in the editor.
so i open the reforger tools. i did the manual setup as it said to do so in the wiki
I hit world editor. but im not seeing gogland at all

nova onyx
glacial kindle
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well i dont know how to do that. ive been asking for help on this.

nova onyx
# glacial kindle well i dont know how to do that. ive been asking for help on this.

Currently I’m on the move, but if you wait like an hour, I will provide you step-by step instructions with pictures how to load it.

But in short, when you launch the tools, there should be a button saying add existing. There you will add the addon (located in your documents folder, where you have folder called my games and inside look for Arma Reforger where there should be folder called addons. There find the Gogland folder and add the gproject.

After that, when you’ve opened the tools, right click on a vanilla Arma Reforger project and there add the Gogland addon via ticking the box, then launch it and it should be working for you.

lean scroll
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@glacial kindle Did you add Gogland to the project launcher?

glacial kindle
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again.

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i dont know any of this

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ive been directly asking how do i do such things. and how do i load custom maps in the editor. as i want to make a gogland conflict map.

lean scroll
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You must add any mod you plan to use in the project to the launcher

glacial kindle
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right. ok let me do that

lean scroll
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Let us know.

glacial kindle
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so i just go to wherever gogland is downloaded and find its folder right?

glacial kindle
lean scroll
glacial kindle
lean scroll
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Make sure you add "Arma Reforger" as well. Choose the folder.

glacial kindle
#

followed the wiki on that.

lean scroll
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sorry mistake....

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you must add the file

glacial kindle
#

the gproj file?

lean scroll
#

yes.

glacial kindle
#

so it should look like this?

lean scroll
#

You want it, you got it, Toyota!

glacial kindle
#

lol what

lean scroll
#

That is a VERY old ad on TV....

glacial kindle
#

right but did i do it correct? haha

lean scroll
#

yes you got it.

glacial kindle
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and i just click gogland and hit open?

lean scroll
#

no...

glacial kindle
#

sacrasm? or are you being serious

lean scroll
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serious...

glacial kindle
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right.

lean scroll
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Are you trying to create a custom scenario using the gogland world?

glacial kindle
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yeah. i want to make a PVE conflict mode.

lean scroll
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ok...

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You need to "Create New" , and when the window popups to name it, select Gogland addon.

glacial kindle
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gotcha

lean scroll
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yep.... what is goglandConflict?

glacial kindle
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i think it was an earlier attempt of mine to do it myself and it kinda went wonk
so the one i should choose is just "gogland" right?

lean scroll
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oh ok, yep just gogland.

glacial kindle
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okay. its loading lol

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im now greeted with this.

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id assume world editor?

lean scroll
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yep.. wait one.

glacial kindle
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okie dokie

lean scroll
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yes go W.E.

glacial kindle
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im greeted to a possibly better version of unity lmao.
and the main scene is just...grey lol

lean scroll
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ok, you are on your way.... this is really not the place to do step by step. I'll find you some resources to read.

glacial kindle
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thanks. but why is it grey?

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like theres no map or anything appearing. just grey.

lean scroll
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that is right. I believe in teaching a man to fish, instead of just giving him the fish.

glacial kindle
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ok but in order to teach said man to fish. you must first teach how its done. not just give me a stick and a string and say. yeah good enough 🤣

lean scroll
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so think about what you just said.... "like theres no map or anything appearing. just grey." and what you need to do next.

glacial kindle
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so id figured id have to go to the file. and load world? but i dont want to break somthing but id figured thats what it may be?

lean scroll
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Poke around, search. There are plenty of youtube examples on how to setup a scenario. And by all means break things... that is how you learn.

glacial kindle
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oh jesus -_-

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always hated that response.

lean scroll
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No, I am Blackheart_Six

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I don't think Jesus is on here.

glacial kindle
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like...if i got my awnsers from google i wouldnt be here asking.
never understand why people say "google it" like..yah..what did you think i did..

lean scroll
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I don't do "Conflict". I work with SF so there is some differences. But good info here.

glacial kindle
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thank you.

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but my question still stands. in the tools. how do i get said map to appear.

glacial kindle
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thank you.

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this should be helpful.

lean scroll
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It's amazing what google will tell you...:-)

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Good luck, and of course you can ask here. We just can't do step by step.

glacial kindle
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ive been scowering for the last week. havent run into any of this

lean scroll
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And there are many conflict experts here as well.

ornate tree
#

question is there any way to import sub layer on to a map i mess up and deleted a save on a world i was working on i still have the layer files that have everything i done on the sublayer but dont know how to import them back in ?

lean scroll
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@ornate tree Try this...

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If it is a .layer, you can open it in a code editor, and cut and paste out maybe. Or just copy directly into the new world layer.

ornate tree
#

thx try this out here soon

lean scroll
#

Pro-tip from a non-professional...
To create a simple logic switch:

  1. Place 2 Layers nested in a Area. Name one "On", the other "Off".
  2. Set Area Spawn Children to "RANDOM_ONE".
  3. Place all your layers and entities in "On". Leave "Off" empty.

Works great for random population of enemy. 50% chance they spawn or don't.

gritty vortex
#

Reminds me of the visual scripting in the 2016 doom game

old crypt
#

Hello, I want to edit the kunar map according to the coop game mode. But I have no idea where I can find the .ent file in enfusion workbench. Can you help me?

dreamy night
#

How do I setup a sound (wav) file that runs in a loop at a capture point?

gilded gorge
iron hemlock
#

Hello everyone,
I am having a very hard time starting up a mission (I started with a plain game mode), there are no updated tutorials on how to do it and even the website doesn't help in my case.
Whenever I try to create my mission, I put the basic managers into it and the first issue is with the class/loadout selection when spawning, as some components are not present in the game mode I selected, like the AutomaticRespawnHandlerComponent or the RespawnMenuHandlerComponent (even if I try to add them, they are not in the list). How can I have players select their role?
Also, wanting to have a game master, do I need to create a game master game or plain game (for a coop mission)? In the second case, how does someone become gm? It is also possible to have multiple gms like in arma 3 at the same time?
Thanks

lean scroll
#

@iron hemlock

GM is accessible from every mode.

You can have loadouts but not roles like A3. AFAIK.

If you are doing Scenario Framework then set up your game mode like this

#enfusion_scenario message

In world editor just look at the samples for SF. Also open the world for combat operations arland and see how BI does it.

You can copy directly from the other scenarios and paste it your mission or into exact position if using same world

thick kraken
#

My friends are getting a "Replication Reason 8 - JIP Error" when trying to join my GM session. Any idea what I'm missing?

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Happens in my GM game but not in my Conflict game. Can't see what's different.

iron hemlock
lean scroll
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@iron hemlock for the factions screen that is in the welcome component
Copy the game mode entity from combat ops arland and edit the welcome screen component.

@thick kraken jip error is normally for me a mod that has not been updated and does not work with current version.

iron hemlock
lean scroll
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@iron hemlock that is controlled in the mission config file and the server config file

iron hemlock
#

where do i find the mission config file?

lean scroll
#

You create it. Look at one of the YouTube videos by useless fodder. He explains it
Sorry I’m on an iPad right now so I’m limited

iron hemlock
#

Not a prob, mate. I'll check that out 😉

thick kraken
maiden pivot
nova onyx
thick kraken
#

Hi! Is there a way to have a gate be open at the start of a mission?
I have AI occupying a house but they're getting stuck on the gate unless I open it for them.

tidal hearth
thick kraken
#

Perfect, thanks!

thick kraken
#

Wondering if I can do this without any scripting knowledge:
Trigger that activates when BLUFOR present and OPFOR not present
Bring up a hint message "blah blah point has been secured"
Causes a US Spawn point to become active

nocturne zealot
#

Do you know how to fix the problem? It seems to come from the game update at the beginning of September.
Do you have the same problem on your maps?

gritty vortex
#

do you have a camera entity in your world?

nocturne zealot
gritty vortex
nocturne zealot
nocturne zealot
keen torrent
#

I need some help. I'm making an RHS Conflict mission on Gogland. I have several RHS loadouts in the loadout manager and any time I spawn with them I get this pop-up. Any help on how to resolve this would be greatly appreciated! This is my first time building a modded mission in Reforger.

lean scroll
#

I think at some point conflict and SF should be their own channels. Clearly enough difference and uniqueness between the 2 modes exist. Maybe a sub channel. Or as above reforger gm and conflict

willow breach
lean scroll
#

@willow breach Search resources for blacklist. Then override the file to your mission and uncheck blacklist radio backpack.

I am overseas right now but will return tomorrow so can’t test the exact set up

@keen torrent I think there is an entity you can add to the world called radiospawn.

I’m not a conflict guy so not sure but hey delete anything that doesn’t work. No harm no foul.

willow breach
lean scroll
willow breach
#

To the load out manager

lean scroll
#

@willow breach The way I do it is create a duplicate of say the us rifleman. Then edit the duplicate and equip him as you like. Then use the duplicate character in the load out.

willow breach
#

Thats what I did and it worked until I added a backpack to the loadout and tried to add items inside the backpack but only got that error when I tried spawning in with my custom loadout.

It will sort if work but all the item icons will be messed up and some items just look off

lean scroll
#

@willow breach ok. Wish I was in front of my pc. But not sure you can put items in the backpack. You can add the backpack to character. But how you slot items to it idk atm.

willow breach
gloomy thistle
#

Creating a coop mission. All my arsenal boxes and gun racks are spawning empty. Do I have to add specific gear to them?

lean scroll
#

@gloomy thistle no shouldn’t have to. They should spawn in with default gear.

thin swan
#

Has anyone been experimenting or even found a way to randomize mission start time, maybe weather as well? What comes to weather it would be great already to be able to randomize between the different preset states (Clear, Cloudy, Overcast, Rainy).

gloomy thistle
nova onyx
gloomy thistle
#

how do i enable the option to save loadouts at arsenal boxes?

gloomy thistle
#

all the arsenal boxes in my mission dont give save loadout option

gloomy thistle
#

Anyone have any ideas. Would really appreciate it

lean scroll
#

@gloomy thistle which loadout manager and gamemode entity are you using?

gloomy thistle
#

gamemode_plain

lean scroll
#

@gloomy thistle and gamemode entity?

gloomy thistle
#

Gamemode_plain

#

the arsenals work just there is no save loadout option

lean scroll
#

@gloomy thistle First I would switch loadout manager to "LoadoutManager_Base.et", and setup like this...

gloomy thistle
#

Ok I will do that

lean scroll
#

@modest ember Here is mine I use in every mission...

gloomy thistle
#

Nice, I’ll let you know in a min if that fixes it. Also Thank you for replying

#

ok have that done

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Still no save option

lean scroll
#

@gloomy thistle The last item that I know to check is in the game mode itself. I make scenario framework missions, so I don't know if it applies to conflict.

If none of these work, you can try and copy directly out of the "CTI" or "Combat Ops" scenarios in ArmaReforger/Worlds/MP

gloomy thistle
#

that was it

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!!!

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asrenal manager and serializerinventorystoragemanager componets were not in my gamemode

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added them and now i can save loadouts

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Thanks so much 🙏

thin swan
#

Anyone else been lately using Oriented Bounding Box as trigger's shape type? To me it seems that it does not work. In other words: I create a trigger as sphere type with which to end a mission and it works as I'm expecting it to. But if I change the type to Oriented Bounding Box the mission isn't ending anymore even if the conditions (to end the mission) are met the same as it would be when using sphere type.
Also, can a polyline already be used as a trigger type? As of now it is possible to select polyline as Trigger Shape Type but there does not seem to be a way to "tell" the trigger what polyline to use..

lean scroll
vagrant oasis
#

In my Reforger DayZ Mod server, I would like to create missions that automatically start as a fun thing to do that awards the victor. If you played old ARAM II DayZ mod, you might remember those Loot Missions. I would love to recreate this, but have no clue if it can be done, and if so, how to start. Anyone care to help?

#

These would be AI that protect a camp for example. You would need to clear the AI out in order to get to the loot

lean scroll
#

@vagrant oasis Use the Scenario Framework, create a LayerClearArea Task. Look at the Scenario Framework Examples in the Workbench for details of how it works.

vagrant oasis
#

Thanks for pointint me in the direction...must appreciated

final anvil
lean scroll
#

Can you use the "Depot's" in a SF Game Mode? I would like to use them to spawn vehicles and Aircraft.

final anvil
#

yeah, I had the rank of Lieutenant @wild trellis it just seems the vehicle is either too big or there is some variable preventing it from spawning.

final anvil
#

For anyone else, please make sure you check your entity lists and spawn data to set the 'size' of vehicle. We do not currently have a 'large' vehicle depot, so I had to se these to medium and small to spawn in. https://i.imgur.com/XQH1YoH.jpeg

nova onyx
west steeple
#

thanks 🙂

lean scroll
#

@final anvil FYI... There is a large vehicle depot, called EntitySpawnerSlot_Vehicle_Large. It is part of the helipad composition. I know it is in experimental version. I haven't checked released version. You could swap out in the composition for large vehicles.

I am trying to restrict a vehicle by rank. I've overrode my US_Vehicle.conf and set the UH1H to Captain. I've set all my characters to sergeant or less, except for the pilot character. Pilot is Captain. But it seems it doesn't matter what rank you are, you can still spawn a helo in the depot.

iron hemlock
#

Hi everyone, I made a mission to publish on my own server. So following some videos I tried to publish the mission as "Test", is this the correct way to export the mission without publishing it to the workbench? Also, doing that, I cannot ifnd the bundled file.
Thanks

lean scroll
#

@iron hemlock Depends on what visibility you want. Publish as public for finished product. Test for products under test, and will be filtered out. Unlisted and your project should be visible only to you.

To make it a bundle you have to publish it.

iron hemlock
lean scroll
#

@iron hemlock Yes.

thin swan
thin swan
#

Has anyone been doing isolated testing of sharpshooter characters in Reforger?

I've been testing with one (Character_FIA_Sharpshooter that has the SVD with PSO scope) and it seems that the character does not want to engage beyond 100 meters. I've modded the character to have EXPERT (also tested with CYLON) AI skill, changed perception settings to something 'supernatural', given the AI group skill of 1.0 (default is 0.5), disabled aiming error for the AI group, increased Danger event range to 1000 meters for the AI group and still, when the range is over 100 meters only thing the character does is aim down the sights at me but never fires. Mind you, the character does begin to shoot when the range is less than 100 meters.

After testing "extensively" I began to think that ok, maybe the sharpshooter character's traits(??) are quite not finished/refined in terms of skill, accuracy and all that so I figured if I do a test by giving a rifleman character (Character_FIA_Rifleman) the SVD to see how it goes. So I did just that and the rifleman now with the SVD began acting exactly the same way as the actual sharpshooter character. It almost seems that the issue would somehow be with the SVD. Sort of: slap one on any AI controlled character and feels like they don't know how to use it after certain range?

thin swan
wild trellis
#

I know they can see further with binoculars, maybe you can force them to use those?

unkempt dew
#

Did they accidentally remove the intel papers from the officers for combat ops? Can't for the life of me get this objective to work and checking their inventory in the prefab shows they don't even spawn it on them.

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and if its done via something on the combat ops gamemode side i dont see it. ive gotten everything else to work otherwise

thin swan
gritty vortex
#

I think snipers are not able to use their rifles

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and the US sniper fires the gun more often than the russian one

sand wadi
#

Trying to make a mission on a custom map, I placed down all the required items (youtube video) but no bases appear, AI appear fine 🙂

keen phoenix
#

Hey guys, just wanting to share a fix for JIP_error that I couldn't resolve and thanks to those on here I realised it was because I had several modules with the RplComponent said to use "Runtime", turning it from runtime to off fixed it.

unkempt dew
frozen ridge
#

Can someone help me with what I need for essentials to make a dayz environment server please? no factions just players that spawn in etc. having trouble with the guides on YT as they all want to achieve a different goal

lean scroll
#

@frozen ridge You have to have a minimum amount of managers to spawn in the world. I found that you need to have at least the 5 listed below. I've never tried using PlayerSpawnPoint.et so IDK if it works.

FactionManager
LoadoutManager
GameMode
SCR_AIWorld
PlayerSpawnPoint.et

Play around with it. You could use US SpawnPoint, and make the default loadout unarmed.

frozen ridge
lean scroll
frozen ridge
lean scroll
#

@frozen ridge Mods are normally downloaded to "D:\Libraries\Documents\My Games\ArmaReforger\addons".

frozen ridge
#

Like the mission files

lean scroll
#

To look inside the mod, add the mod to workbench at the Project window.

#

Then open it.

frozen ridge
#

when I put down my aiworld it says I've already got one and an error when I place it.

lean scroll
#

hmmmm 2 sub scenes worlds? Never done or seen that.

frozen ridge
#

when I try adding the mods as project I get this as well.

#

@lean scroll thanks for looking out though i appreciate it

#
ENGINE    (E): Addon 'PLXYABLE' dependency '5D640B5E84F6D1BF' can't be added```
lean scroll
#

I would start over, and create a new sub scene from eden.ent. If I remember correctly, empty eden is just that nothing there. Why would you want both?

#

Did you add the mod to the project launcher window? That is a requirement to add on a dependency

frozen ridge
lean scroll
#

Yes, you must create a sub-scene, but only create 1. Use eden.ent if you want a world with buildings, roads, trees etc.

#

@frozen ridge So where is your scenario in that list above? They are all locked which means they weren't created by you.

frozen ridge
#

working on a fresh now

lean scroll
#

ahhhh ok. cool.

#

Looks much better.

frozen ridge
#

Can't get the mods/scenarios from the popular dayz servers open though. So it's kind of a guessing game

lean scroll
#

Well couple things...

frozen ridge
#

this is what I should of done, made layers. I'm an idiot

lean scroll
#

First it is BKM not to add mods directly to your mission. It causes headaches if the mod gets updated.

#

Best to keep your mission clean, and add mods via the server.

#

BUT sometimes it can't be helped.

frozen ridge
#

This is the error I get when adding aiworld 🤷‍♂️

#

I even made a fresh project to make sure no aiworld was present

lean scroll
#

YEP!

#

Hit tab 3 times, and enter

#

clear the window and AIWorld is present.

frozen ridge
#

Like this?

lean scroll
#

yep, but why don't you use the AIWorld for Eden?

frozen ridge
#

haven't finished adding managers obviously I'm just talking about the aiworld

#

the tutorial I watched used the base thats all

#

when I tab off aiworld, then back the window is back to entity instancew

lean scroll
#

oh ok. look at the dates on those tuts. If they are from say may/june/july 2022 alot has changed since then.

#

But they are useful for some stuff.

#

Use the wiki's.

frozen ridge
lean scroll
#

not sure what you mean there....

frozen ridge
#

you said tab 3 times and change to aiworld in the window, I did that but when I clicked off aiworld and back on it said entity window. I dunno I might just bw overlooking something

lean scroll
#

oh haha. That was for that exception message!

#

lol

#

I can never see the buttons below, so I hit tab 3x, and enter.

frozen ridge
lean scroll
#

yea you are ok.

frozen ridge
lean scroll
#

perception manager missing.

frozen ridge
#

Look at screenshot above. It's added, isn't it?

lean scroll
#

yea I see that now.

frozen ridge
#

do I need any other check box ticked on perceptionmanager other than perceptiopn

lean scroll
#

I never do... but in regards to FFA game mode, there may be some settings for the faction manager. IDK though as I don't work in it. But what you can do to load a mod that is FFA based, and look at their settings.

frozen ridge
#

As stated earlier, I'm having issues with mods opening in the workbench correctly.

lean scroll
#

you should be able to open them outside of your scenario.

frozen ridge
#

is there a way to open two projects so I can compare?

lean scroll
#

wait one a sec.

#

have you tried opening the mod with your scenario by right clicking on your mod, then select "Open with addons"

frozen ridge
#

God this is frustrating lol trying to figure out when FFA isn't being fired upon on USSR. I want patrols and shit so need to figure it out

lean scroll
#

yep I get it. I've have all the same issues. Just keep plugging away.

#

If you can add the mod as above, then you can see how they did it. It's only temporary and doesn't add the mod to your scenario.

frozen ridge
#

Just filled in all the USSR stuff like flags etc. Now there's FFA and USSR. As long as I can start to set up patrols and soldiers at military spots I'll be happy for time being. Next challenge is to figure out how to add mods and make them work with my scenario, like hunger thirst and health like the handful of dayz servers that are up

sand wadi
#

Is it possible to copy a conflict mission over to a custom map

lean scroll
#

@sand wadi yes. I did it with Combat Ops Arland to Everon.

frozen ridge
unkempt dew
#

Are you also properly adding the mods and their dependencies?

#

You cant just add the mod, you have to add that mods dependent mods as well or else it'll error and nothing will load

frozen ridge
#

Okay I've published my workshop mod and all works fine but when I try to update it it says I'm trying to save read only files and to make sure I'm in the right workspace. What am I missing?

lean scroll
#

@frozen ridge Screen shot it please.

frozen ridge
frozen ridge
#

If my AI are placed in top of tower and won't traverse down the stairs, just stuck running in a corner. Does this mean my navmesh isn't set properly? @lean scroll

#
 PATHFINDING   : Navmesh Init 'Soldiers'
  PATHFINDING(W): No navmesh file specified! Will initialize empty navmesh world.```
Yeah I think I forgot to set the navmesh correctly 🙂
frozen ridge
#

Alright so making some good progress.. 💯
Next two things to tackle is the ZT Loot Spawn mod (anyone know of a quicker way than having to popular each building with manual loot spawn?) then try and get some survival aspects working (Like hunger, thirst and stamina)

If there's anyone looking for to get involved with a survival aspected server with PVP and PVE interactions and wanna join me in getting this project onto a swinging start, just send me a direct message. 👍 😏

frozen ridge
#

Also, is there a way to add dependencies to a current project? Instead of having to restart the whole project and select the dependency at the start? 🤔

digital creek
#

Toolbar: Workbench => Options => Game Project Tab

frozen ridge
digital creek
#

I'm not familiar with how that mod in particular spawns loot, but things like that should be pretty straightforward to do.

#

The way I would do loot spawns is to override all the house etc. prefabs. Beyond that, I don't really see how it could get any easier.

frozen ridge
digital creek
#

That sounds very tedious. Basically, my advice would be to go to all the house prefabs, hit override, open these up and place the loot spawners in there. You'll only have to do this once for every house type.

#

You could even consider e. g. only overriding something like tables.

frozen ridge
#

You got any experience with the metabolism or enfusion framework/DB intergrations?

digital creek
frozen ridge
digital creek
frozen ridge
#

Luckily, I was only a few towns in with manually adding the spawns lol

digital creek
#

And I would advise you to do your own loot spawn system anyway. No point in relying on dependencies for something so simple, you can adapt it to your needs etc.

gritty vortex
#

when I did loot spawning I would designate some known furniture types and do a physics trace to the center of it to get height and spawn an item there

#

worked great for tables, desks and beds

digital creek
#

That's even less manual work.

frozen ridge
gritty vortex
#

but I kinda got bored of it, plus there's furniture in the game that has items on top of it and it can get a bit messy

thin swan
#

I'm trying to create a defend task using Scenario Framework but the task is not getting created: Workbench is outputting SCRIPT (E): ScenarioFramework: Task subject not found! as error. To what (missing thing or issue) is that pointing to?
For some background I was able to create a defend mission task once by following what had been done in the "Defend area" sample task. But after that first time every subsequent try has started to 'fail'. I've been going back and forth between the sample mission and my first one that worked, looking for what I might have missed but so far I haven't been able to figure that from where this "Task subject" is missing from. Anyone has had the same issue and would know how to fix?

nova onyx
#

ScenarioFramework: Task Defend subject not found.

dreamy night
#

Is there a way to get "E_EditorRestrictionZoneBase" to work, so a certain faction cant enter the designated area? As far as I can see, its not faction oriented, or am I doing something wrong?

thin swan
#

Is there some way to have a custom mission ending when using Scenario Framework? Maybe via scripting so something like

class TestTrigger_Class: SCR_FactionControlTriggerEntity 
{
  override void OnActivate(IEntity ent)
  {
    SCR_BaseGameMode gameMode = SCR_BaseGameMode.Cast(GetGame().GetGameMode());
gameMode.EndGameMode(SCR_GameModeEndData.CreateSimple(EGameOverTypes.EDITOR_FACTION_VICTORY, -1, 1));
  }
};``` could be used.
If scripting is not possible is there some place where to 'correctly' declare faction so that the ending screens would be correct for what ever the winning faction is at any given time?

For background: I have a Clear Area type mission for FIA (vs USSR) built with Scenario Framework. When FIA clears a specified area it's a win for FIA and the mission ends. There just seems to be an issue that using the built-in game over types give ending screens with **US Army has won** eh..
tidal hearth
#

class SCR_ScenarioFrameworkActionEndMission

#

there is one there already

thin swan
# tidal hearth You can do it with a scenario frame work action. Basically what you are doing bu...

I'm unable to completely follow through: where should I be doing this inheriting from SCR_ScenarioFrameworkActionBase? Also I'm unsure what the picture you posted specifically wants to show.
Also, you mention "class SCR_ScenarioFrameworkActionEndMission there is one there already". What does it mean that "there is (one already)". I mean: where (there)?
I've already tried using SCR_ScenarioFrameworkActionEndMission from within SCR_ScenarioFrameworkLayerTaskClearArea but the problem with that one is that the default game over types (in SCR_ScenarioFrameworkActionEndMission) can't be customised in any way.

nova onyx
acoustic field
#

is it possible to modify the Arland Conflict mission?

sacred path
#

Hello, can anyone tell me how to set my world as the kunar province when trying to make missions in world editor? Thank you!

lean scroll
#

@acoustic field Yes... Just create a new scenario with the world you want to use. Then in the world editor, open the world containing the scenario you want to modify. Select all entities of the layer, ctrl-C to copy. Then reopen your world, and ctrl-V. If you select from the menu bar you can paste in original position if the world is the same you copied from.
I do this all the time with Combat Ops Arland.

#

I'm unable to completely follow through

sacred path
#

@lean scroll Thanks! I'll take a look here shortly. Do you mind if I DM you if I have any more questions?

lean scroll
#

@sacred path NP, FYI... I only work in Scenario Framework, don't do any conflict modes, but might be able to help.

sacred path
#

@lean scroll Is it possible to make a mission in the game master mode?

acoustic field
#

Doing exactly that

lean scroll
#

@sacred path FYI there is no "Missions" only "Scenarios". Terminology has changed from Arma III.

And "Game Master" is a scenario unto it's self.

If I remember correctly, KIOK made a GM scenario already for Kunar. So it would be a matter of setting up a server with the scenario ID for the server.json file.

Sorry don't know a lot about GM. I don't use it, unless it's an emergency, like flip vehicle.
In experimental, you can save after placing objects but I don't know all the ins and outs of turning that into a custom scenario. I believe BI is listening to players looking for an ARMA III mission editor and are going to try to meet that request.

thin swan
# nova onyx There is a SCR_GameOverScreenManagerComponent on the GameMode where you can cust...

Thank you for pointing into that direction Yethe.
Currently I have set the Overridden game over type to EDITOR_FACTION_VICTORY (in OnTaskFinished of LayerTaskClearArea). With that done I went to change the parameters of EDITOR_FACTION_VICTORY in SCR_GameOverScreenManagerComponent and then proceeded to test in-game. Even after changing the parameters of said game over type the ending still is the default US Army has won. Seems like changing the parameters of a game over type in SCR_GameOverScreenManagerComponent doesn't have any effect(?)

thin swan
# thin swan ~~Thank you for pointing into that direction Yethe. Currently I have set the `Ov...

Scratch that. Modifying parameters in SCR_GameOverScreenManagerComponent works, it's just that I actually was inadvertantly modifying the wrong game over type. As I typed above I had set the Overridden game over type to EDITOR_FACTION_VICTORY for a trigger that gets fired when FIA completes a clear area task. Now, with "everything" in their defaults FIA is actually getting a Defeated screen. But here I was all the time thinking that of course it should be victory screen since that's what I had set..
So, I went to change the parameters of EDITOR_FACTION_DEFEAT game over type and finally the changes I make to the parameters are starting to appear in the mission end screen.

lean scroll
#

Has anyone figured out how to make a destroy task only complete after multiple objects are destroyed? For example.... 1 truck AND 1 helicopter. Task completes after both vehicles are destroyed.

nova onyx
#

Has anyone figured out how to make a

maiden pivot
#

Did anyone figure out how to make AI properly occupy turrets at checkpoints? Currently I have a script that queries for turrets and then uses the SpawnDefaultOccupants method. This seems to work fine, but as soon as they hear shots from enemy, they jump out and run towards the enemy rather than stay and use the turret.

#

Funny enough when I use the same approach for the BTR, they seem to stay in the turret, but they are really shitty at using it.

acoustic field
#

for my mission, how do I change ranks for vics and buildings?

maiden pivot
acoustic field
#

copy, found that for sure. Anyway to change buildings for what ranks get what

maiden pivot
thin swan
#

Is there a way to prevent players from being able to select spawn point? I'm looking for something like: player selects in the Deployment Setup screen the faction and slot they want to play in. After hitting Continue the player is directly spawned in (thus skipping the spawn point selection screen which usually comes after the 'slotting').

#

Can the amount of spawns (/respawns) be modified somehow/somewhere? For example being able to set it so that the player can spawn only once during a mission and when killed won't be able respawn. Sorts of a single-life mission.

#

Can the ability to use/access Game Master be disabled somehow?

thin swan
#

Is there a way to create groups with restricted number of roles (eg. 1 SL, 3 rifleman, 1 AT, 1 medic) instead of the current "slotting and free-for-anyone loadouts" method?
Additionally came to think of it: is it (even) possible to create a group that has some other slot count than 8? If yes, then how/from where?

maiden pivot
#

Just a heads up that entity initialization order can really mess with certain features. I had, for instance, an arsenal box that was in a layer that was above the game mode entities layer and the saving interaction was no longer available as a consequence.

lean scroll
#

@maiden pivot Are you talking about the order of the world layers?

lean scroll
#

Hmmmm didn't know there was an order like Arma 3. Kind of forgot about it.

#

Good to know.

twin patio
# maiden pivot Just a heads up that entity initialization order can really mess with certain fe...

I might be having a similar issue lately. I've got some arsenals (equipment, weapon, etc) out that work just fine as vanilla crates that dispense items, but I am not getting the option in-game to save loadout. I made sure to use the appropriate faction's arsenal prefab, filled in the prefab attribute (is that the correct name, for the editible variables in the right-hand window when an entity is selected in world editor?) with the correct faction name, added an arsenal save in loadout manager, and even tried selecting the option on the arsenal entity attribute for getting faction from parent. The layer that the arsenals are in is well below the gamemode layer in my heirarchy. I made sure to name the gamemode heirarchy "_GameMode" to ensure that it stays at the top of the heirarchy. This is the first time I've played around with arsenals, and haven't had one working with save loadout yet, so there's a good chance I'm not doing this correctly or I'm missing a component. Is there an example of a plain old vanilla arsenal that I can look at? Searching discord didn't come up with anything on the basic level, just stuff where people are basically creating their own.

twin patio
# thin swan Is there a way to prevent players from being able to select spawn point? I'm loo...

Find any leads on your Deployment Setup goal? I've been trying to figure out this exact same situation this past week and just running into dead ends. I very specifically do not want the player to know where they're spawning into, but I do want to give them the opportunity to select which faction and what squad. I'm giving each faction only one faction spawnpoint, which changes after completion of each "checkpoint." The spawning mechanic works exactly as I have intended, but this deployment screen is that last bit of the puzzle I'm trying to figure out.

thin swan
twin patio
#

Nothing yet, though I only just now got

maiden pivot
twin patio
primal coral
#

Hi. I am new to Arma Reforger mission making and stuck when i am trying to spawn slot.et, slotAI etc via assets menu in SCR.Scenarioframework. I built layers from Area, Layer to slot but in Game no assets will spawn. Spawn Children is on All. Am i missing out on something?

nova onyx
# primal coral Hi. I am new to Arma Reforger mission making and stuck when i am trying to spawn...

Hi. I see you have GameMode_Plain which might lack some components (Mainly GameModeCombatOpsManager) and that could cause these issues. If you are new to it, you could take a look at the ScenarioFramework setup tutorial if you haven't already:
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework_Setup_Tutorial

And for more details, we also have user documentation:
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework

lean scroll
#

@primal coral Add the object to "Object to Spawn" in asset?

primal coral
#

@nova onyx Thank you, i added the SCR_GameModeCombatOpsManager and now it is working.

twin patio
west steeple
west steeple
#

yes

#

only 2 setups

nova onyx
#

Ah, maybe I forgot to mention that this is for the Experimental version

west steeple
#

okay, im waiting for that

nova onyx
#

It’s available on Steam for the download. Unless you mean it that you are waiting for the Experimental version making it to the Retail (normal one) 😅.

#

But I would highly recommend trying out the Experimental version, there are so many new things and improvements, I believe you are going to like it a lot.

west steeple
#

I can wait and there's a lot of new stuff to making missions.

lean scroll
west steeple
#

nice

lean scroll
#

Hierarchy

west steeple
#

When these IEDs released? what causes an explosion?

lean scroll
#

No this is all SF.

west steeple
#

pretty handy, spawns ied just for a moment

lean scroll
#

I still need to test on DS.

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Dynamic spawn/despawn is even better with these.

nova onyx
#

❤️

lean scroll
#

I want to tie the trigger to vehicle start.

nova onyx
#

You will have to script it but this should be very simple to add as a Plugin for the slot that spawns that vehicle

lean scroll
#

cool.. That will be a good challenge for me to start scripting.

nova onyx
#

Take a look on how OnDestroyed plugin is done and it will be achieved very similarly. Actually this is great way where to begin 👍🏻

wooden knoll
#

Hey! sorry to bug! I have a issue just making a small Arland Conflict map and I have defined two Main Operating Bases; I have filled them with supplies but I can't seem to spawn even when testing the game from Tools.

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I have placed these managers, and I also have defined my points properly from the video

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I set the supplies to 3000; I have set both US and USSR spawns as non-capturable points but still can't seem to get a spawn. Not sure if I am doing something wrong but I appreciate any input!

idle stone
#

hello all, im looking to add certain mods to my scenario/mission using the world editor how do i do this?

digital creek
#

Obviously, you only have to add them if you need to directly reference them, like e. g. placing a mod vehicle in your scenarios world.

unkempt dew
#

And make sure if the mod you want has dependencies, you add those as well

lean scroll
#

@idle stone IMHO ... I would create a package of mods you want to use, and keep it separate from the mission. For example, I use RHS, Vergy's Uniform, AussieMercs Uniforms, and weapons in a mod I created and then add it to my scenario. I can unplug it from my scenario at any time, and still have a functional scenario.

There is a few reasons you don't want to add mods directly to your scenario. One big issue is if the modder doesn't update their mod after an game update and the mod stops working, then it can break your mission.

idle stone
#

It took me like 2 days to get a basic gamemaster mission with groups and spawns without gamemaster. This editor requires a lot more thought than previous ones

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I've saved the gamemode as it's own now so I can just add that into the new scenario it's sorted

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Sort of like a template

idle stone
#

Now I've done what I wanted, anyone got any advice on more advanced things, I'd like to make it so an objective appears with enemies, some mechanised and like radio tower/intel and once intel is take or object is destroyed it would trigger another objective

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I could just about do it with Arma editor but with this new thing I haven't got a clue where to start

digital creek
#

There's also example scenarios in ArmaReforger/worlds/ScenarioFramework/, those are very useful as reference.

sand wadi
#

Is there a option in to save progress when running on server ?

wild trellis
sand wadi
#

Your conflictserver gramps. saved fine 🙂

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Whilst im here, Does the admin tool have a start command, I`m sure i had one before 🙂

lean scroll
#

Well I stand corrected. Thanks guys!

wild trellis
sand wadi
#

I put my GUID in the code, worked fine before, won`t work now , If its the server password, still says im logged out ?

west steeple
#

Has anyone done a so-called flag robbery scenario for Reforger?

Team A and team B on different sides of the map with the flag in the middle of the map. When you retrieve the flag and take it to your safe zone, you score one point and the team that scores 5 points first ends the scenario.

@lean scroll

lean scroll
#

@west steeple no, I've never done that. I've played it in paint ball. 🙂

west steeple
#

I'll have to think about how to do that. I've played Arma 3 in that game format.

wild trellis
#

Which map was it having issues on?

vivid anchor
#

@west steeple Pretty sure i seen the logic somewhere in the scripts for a player carrying something (may have been a flag). I'll have to dig around and see if it's still there or if I can find it again.

tiny latch
#

Anyone crash when they die or leave game master then crash while making missions ?? Any ides why?

thin swan
# thin swan Can the ability to use/access Game Master be disabled somehow?

One way to achieve this is via modded SCR_EditorManagerCore.c:
removing (or commenting out) the lines 108 and 109 (editorManager.InitServer(playerID); and Event_OnEditorManagerCreatedServer.Invoke(editorManager); seem to disable the ability to become Game Master basically from anywhere (as in role selection menu, deploy menu and in-game).
Disclaimer: having just found this I haven't done that much testing so can't guarantee that there won't be some unforeseen consequences down the line. But it's possible to get in-game without erroring out soo 🤷🏻‍♂️

thin swan
lean scroll
sand wadi
thin swan
#

Anyone else having or had issue with local (as in not-downloaded-from-Workshop) scenarios not showing up in the Scenarios list?
I created a mission and a header config for it to be able to test it launching it via the game (instead of Workbench) but the scenario isn't showing up in the Scenarios list.
I'm launching the game with startup parameters ArmaReforgerSteam.exe -addonsDir "C:\Users\username\Documents\My Games\ArmaReforgerWorkbench\addons\Testo" -addons 5ECAC99146BC1D05

lean scroll
thin swan
thin swan
# thin swan Anyone else having or had issue with local (as in not-downloaded-from-Workshop) ...

Went ahead and published an addon that includes a playable scenario and what do you know: the scenario within the addon does show up in the Scenarios list when the addon is enabled.
Looking at the contents of the published addon it seems that certain additional files are created when publishing (an addon). Might those files have something to do with the fact that a scenario will even be displayed in the Scenarios list 🤔
It very much seems that testing a scenario is possible only via Workbench or actually publishing it but not in-game (before publishing). But I guess it's like it is said in https://community.bistudio.com/wiki/Arma_Reforger:Capture_%26_Hold_Setup#In-Game_Test that "Launching Arma Reforger with this newly created mod enabled should allow you to see the and launch the scenario directly:" 😄

humble turtle
#

Hi everyone. I had made my first mission successfully and after further reading I heard about the scenario framework and I would like to try that. So I started to follow the howto from Bohemia (https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework_Setup_Tutorial) but when running the 1st step of the "Scenario Framework Setup" I do not find the ScenarioFramework.conf. I searched the internet but only found one reddit entry with the same question but without answer. Since some people here are using the Scenario Framework. Maybe you can tell me what I am doing wrong ... Thanks! Space

nova onyx
nova onyx
# humble turtle Thanks" So for the regular version I should follow this "manual" guide: https://...

Mostly yes, but that is also done for the experimental version, but it is not that different from the non-experimental version, rather there are many new things. However you can follow the tutorial you've found, but skip the setup via config and add these prerequisites to your world (Which the setup tool does for you) https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework#Prerequisites

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Then you should be good to go 👍🏻

tidal hearth
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try to discribe what you want to achieve, i'm sure someone will have some tips.

wary acorn
#

Hello everybody

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Where I set the inventory Items like magazines ?

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and How do I make it so that a large background image appears on my server instead of a small photo in the middle of the screen in that standard format? Like a Darkgru server loading page

tidal hearth
wary acorn
wary acorn
tidal hearth
sand wadi
#

(PC) I made a conflict mission (following youtube) Everything works and publishes to the workshop, But when i download it, I think i`m missing a scenario , Because there is nothing to play.

maiden pivot
lean scroll
#

Is there a way to make the scr conflict bases, not spawn a tent, but replace with a smaller object?

tidal hearth
#

that prefab needs to have some of the stuff the HQ has in it so look up the HQ prefab and test it with yours.
will most likely need MilitaryBaseLogic and the building service. If you are modding 1.0 then you will need a supply storage as well most def.

lean scroll
#

Awesome thanks , much easier than how I was going to try and work around

humble turtle
#

Small question: I have setup a barricade with a static MG and set a defend waypoint next to it. Although I have ticked the "Use Turrets" checkbox the assigned group does not use the static MG. Do I need to assign a special role in the Unit Prefab Slot or what am I doing wrong? Anyone has an idea?

tidal hearth
wary acorn
#

Thanks

grim igloo
#

Any way to delete a workshop published project or overwrite it?

wide jewel
#

Hello I created a coop mission but I can’t figure out how to add the spawn menu. Does anyone know what the module is called and which module to disable to stop automatic respawns?

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Also if someone knows how to create an arsenal so ppl can customize their load outs 🙂 thanks for the help

fleet harness
#

Could someone teach me how I can make audio (recorded outside of the game) play when a player enters an area?

unkempt dew
unkempt dew
unkempt dew
fleet harness
#

When players enter an area, a voice audio will start, looking like a bot is talking

unkempt dew
#

So like how the radio voice works when you finish an objective then

fleet harness
#

That's it, but I'm going to place a bot stationary inside the area

unkempt dew
#

I'm not exactly sure the way to set it up but you'd need an .acp (or whatever its called) with the sound in it

fleet harness
#

Can you tell me how I find the trigger in the browser?

maiden pivot
#

AI currently cannot drive. While driving land vehicles is on the road map, piloting isn't, so I'm afraid you will have to come up with an alternative approach.

lean scroll
sand wadi
#

Why do i get the message when making a subscene

" Reason: This is not the only AIWorld that is present ?

digital creek
unkempt dew
#

Is there a reason that AI dont stay in their defend zones? As in, almost all are set to waypoint defend and i thought they stay in a radius around it, yet the first whiff of a gunshot any in range just start foaming at the mouth and run towards it

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those set to follow waypoints are bi-polar, if they hear the gunshot they ignore it, but if they can visibly see you/see the shot they react

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its kinda annoying to try and do an objective close by to another town and when you shoot, every ai in the surrounding continent seem to just b-line it for you

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are they tied to the observation post things? Where if I dont have them, the ai just kinda says "nah, i dont feel like it"?

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i really dont want to have to go back to all like 18 objective areas but if i have to i will

unkempt dew
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seems like i need to have SCR_AISmartActionSentinelComponent on each of my patrol waypoints as their own points in each objective area

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Although this still doesn't seem like it'll prevent AI from just running towards gunshots but heyho imma just experiment

lean scroll
#

@unkempt dew I just spent all day doing the exact samething. I end up with this....

These are for individual characters. If you use groups then you have to select out of the chimera groups selection.

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Each defend waypoint has a radius.
I set one up for interior building with 5 meters.
This keeps the AI in place, and they will detect and shoot at you.

unkempt dew
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yeah, i see they seem to just blip onto an available location

lean scroll
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I have a problem with the welcome screen...
The first page loads, but the second page that shows all the groups does not, and it skips right to the spawn point map. Can't figure out for the life of me how to get the groups page to show.

unkempt dew
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the faction selection one?

lean scroll
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Page 1

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Press continue...and it goes here.

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there is a 2nd page that shows all the groups.

unkempt dew
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i dont see anything in my gamemode manager that points to that screen

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imma keep looking

lean scroll
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TY... me either.

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I can get it if I use campaign gamemode.

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So need to look at the difference between the 2.

unkempt dew
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are those custom squads?

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or did you just make them

lean scroll
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predefined groups.

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I made them\

unkempt dew
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it must be somewhere there? maybe combat ops doesn't like it

lean scroll
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I think I found it.... dug around my oneNote. It is in the SCR_RespawnSystemComponent.

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SpawnLogic Forced Faction = blank, not US

unkempt dew
# fleet harness Can you tell me how I find the trigger in the browser?

I got it to work the same way the normal radio does. Make an .acp (sound file, reference the RadioProtocol_CombatPatrol_US) and just have the sound changed, also a unique name. In the editor, if its a task you can call it there (pic1). If it needs to be an area radius, im not sure the exact way to set it up but you can see how its done for extraction

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oh, and specify it in SCR_CommunicationSoundComponent

unkempt dew
lean scroll
#

@unkempt dew It's the forced faction field. The gamemode from CO:Arland has US in it. Remove it, Faction Selection appears in deployment setup. Actually if you disable "Welcome Screen" then Faction Selection becomes the first screen shown.

unkempt dew
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were you able to get the debug forced area to work? no matter what i put for the name it refuses to load

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under SCR_GameModeCombatOpsManager

idle stone
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I know I can randomise an objective(samples) but I want to them to hit a trigger point and randomly selects 1 of the 5 objectives and or when 1 objective completes it random selects another. How do I go about this?

tidal hearth
lean scroll
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@idle stone Use a slottrigger.et or logicCounter.et to call the layer holding the tasks, or to create a follow on task after completing another use the "OnTaskFinish" section of the layertask. I started doing this with all my tasks now.

digital creek
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I'd like to spawn, then move a prefab using the Scenario Framework.
My initial idea was to use two slots: Specify the same prefab, specify a common ID, then tick "Use Existing" for the second one.
However, this does not appear to be working. What is the correct method?

tidal hearth
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Use existing is used to instead of spawning the enity in the slot it look for the entity where the slot is palced, not sure how much range tho. What would you like to cause the moving to happen?

digital creek
tidal hearth
# digital creek Just regular triggering of the parent layer.

I think it might not be possible without a bit of scripting, you can try setting up your own Activation Action for the slot/layer. I there you could define the name of the entity you want to move, and the coords. Cant think of another way 😕 can give you a hand with it if you want.

nova onyx
digital creek
#

Ah, thanks!

merry frost
#

Out of interest, trying to follow the top of that document, I can't see the framework game mode, only GM and Conflict, is the ones the tutorial mentions just on the experimental mode?

lean scroll
#

GameModeSF in the scenarioFramework directoy.

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Search resource browser

merry frost
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In order to properly work with the Scenario Framework, you need to have several things already set in your world that you are already working on. For this, we have created a very simple way how to setup any functional world on its own using the World Editor Plugin called Game Mode Setup. Here, you can choose from several Game Mode Templates, but for the Scenario Framework, you will want to use the ScenarioFramework.conf variant.

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Thats why I went looking under plugins

lean scroll
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yea, that is experimental right now.

merry frost
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cool, thats good to know

lean scroll
merry frost
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yeah, I'm not using experimental version of the workbench, thats exactly where i looked an only saw the 2 options

inland hornet
#

Anyone able to help me make a simple conflict?

twin patio
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It's also pretty recent, so entities, class names, etc should all be what we're currently using or just about all there.

inland hornet
#

Oh perfect as was wondering what ones were outdated thanks for that

worthy glade
#

is there documentation at a level yet for noobs to make the missions of their dreams?

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im sure i could figure a lot of it out but id rather some level of hand holding

rotund wave
#

Hi together, is there any "special" by the AIWaypoint_GetInNearest? My AI walks to the car the but stands and waits right next to it instead of expecting going in and take Weapon, Co driver Seat etc. thanks for your help

twin patio
# rotund wave Hi together, is there any "special" by the AIWaypoint_GetInNearest? My AI walks ...

What do you mean by "special"? I've used AIWaypoint_GetInNearest and it works for me. I make sure the radius of the waypoint covers the vehicle (don't know if that's needed) and point the AI Group to that waypoint. I guess the important question is are you using AI Group entity or just the single individual character? From what I can tell you have to use AI Group to utilize the AI behavior tree. If you want just one guy, not a group of them, then you'll need to create a copy of that group prefab and delete all but one of the characters in the group.

rotund wave
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Thanks for your quick reply. Yes, I used SCR_AIGroup (a prefab of a Group) because a read that Waypoints won't work without Group Conditions. And yes, my WP covered also the full car, everything is snapped and WP ist pinned to Group as static waypoint. But they are just walking to the car and standing then next to it. Strange.

twin patio
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Interesting! Are you getting a warning (yellow text) in console saying something along the lines of "stuck, can't get in" or something like that? I'll get that every now and then, but I think that's just when they're queued up waiting to enter the vehicle while another is getting in, or maybe they just can't get in because of whatever else.

rotund wave
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On my first impression nothing what belongs to the Car or the Group. I will try now for testing creating a manual Entity and take a look if this works.

frozen ridge
#

Please can someone help me? I'm trying to get the map to work in my mission. I've mimicked the default gamemode and added the two components but when I try loading in I get this error.

humble turtle
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Hi everyone. I am building a new mission and I have some issues with waypoints. I have setup multiple AI groups to follow the same waypoints (but start at different position so I can balance the count depending on the player number) but only the leader is following the patrol waypoints. All other units of that group are staying at their position. I can't find what might be wrong. I am using scenario framework. In my first mission (without SF) the patrol waypoints were working fine. I don't think it has anything to do with the SF but I think I have searched in all places. I know there was an option to specify if only the leader needs to reach a waypoint before cycling to the next but except for the leader the AI groups are not moving at all. Setup is like this:

idle stone
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RESOURCES (E): Failed to load metafile of mission config image:
DEFAULT (E): Cannot copy image:
RESOURCES (E): Creating bundle failed i know this has been asnwered a million times but i still cant get it working i even made blank white pngs and still failed

lean scroll
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@idle stone try a jpeg file?

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This is for the mission config file, import a jpg, and drag the .edds to the placeholder.

sand wadi
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I have put down 3 HQ`s US / USSR / FIA, Whenver i start my mission in editor it always spawns me at FIA even though i select US or USSR ?
Also, Even though it is FIA base it still displays US flag or USSR 🙂

tidal hearth
sand wadi
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I`m using a custom map, and just added the 3 bases. I even removedthe FIA base and it still spawns me at the wrong base:)
Sometimes it works fine.

tidal hearth
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Not sure about the behavior of HQs outside of conflict, might have some unexpected results.

sand wadi
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Its a custom map, Where i added ConflictMilitaryBase, one for US and one for USSR, Both made has HQs, Can spawn at the HQs and can see the flag of which country i spawn, but i should spawn at Us base and not ussr

visual vale
thin swan
#

Is it already possible to create AI waypoints in a way that an AI group will continue to the next waypoint only after a trigger elsewhere has been activated (for example by a player)?

lean scroll
#

@thin swan In SF set the waypoint activation to on_trigger. Then in the trigger point it to the waypoint triggered by player.

thin swan
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I also tested so that I had multiple slots for different waypoints under a single layer and then I set the layer to ON_TRIGGER_ACTIVATION, then pointed the player trigger to that layer. But that just did not work; the AI group that should use the waypoints from the specified layer never start 'going after the waypoints'. Feels like spawning waypoints out of nowhere for AI to use doesn't work?

lean scroll
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I personally have not tried that specific setup. Let me finish testing this task, and I'll look at it.

unkempt dew
#

meant to tag them not you

sand wadi
visual vale
#

I see, they must have changed it from the last time I checked

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Before theyd automatically associate according to whats on the Faction Config as the HQ prefab, and what faction Flag it is

sand wadi
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Ahh, i see what i did, I put down AmbientPatrolSpawnpoint_FIA.et instead of US, must of copy / pasted 🙂,

lean scroll
thin swan
proud vine
#

Trying to make a mission through Game Mode Setup, but im stuck at Mission Header stage. Any ideas to why it's empty?

sand wadi
visual vale
#

Did you add all the necessary prefabs?

sand wadi
#

I followed youtube, Pretty sure i got them all he mentioned

visual vale
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Do any errors come up when you hit Play?

sand wadi
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i have 113 in console 🙂

visual vale
#

Then maybe you should start reading them and figuring whats wrong with the setup

#

Sort so its Red ones only

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It should tell you whats wrong just by looking at it

sand wadi
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They all seem to be for segments of the road missing
a few for [SCR_HUDManagerComponent]
There are 2 invalid segments on the road of @"ENTITY:134252"

visual vale
#

Try loading into the gamemode itself, THEN check your Log

sand wadi
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That is what i got when i pressed play

visual vale
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I see

sand wadi
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Think ill do a fresh, and use a different map, Im using GULFCOAST, Done it a few times, so getting quicker now 🙂

sand wadi
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Oh i see a conflictMussalo in workshop, 🙂 🙂 Ahh but it didnt load 😦

visual vale
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Its outdated

sand wadi
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the combat ops one is working 🙂

sand wadi
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All working fine on Mussalo map.

proud vine
humble turtle
lean scroll
sand wadi
#

Placed a HQ, can interact with the supplies added onto HQ, but not the main HQ sign, Or is it just me 🙂

tidal hearth
sand wadi
#

Oh yeah, Thank you

digital creek
#

Has anyone updated their Conflict yet? Would be useful to have a checklist for what needs to be changed.

#

I was missing the CampaignLoadoutManager, but otherwise I'm still looking.

sand wadi
#

Loads them all in automatically if you run Gamemode setup

digital creek
#

Anything else? Supply stuff etc.

toxic gate
#

When I place the game mode plain prefab I can’t make the menu spawn an option. I’ve tried changing the spawn logic from automatic but it just switches back everytime automatically

#

Anyone understand why?

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For reforger

toxic gate
#

I don’t see any other way to change it

#

How would you with a plain game mode setup a menu spawn system

tidal hearth
#

Did you override the gamemode prefab in your mod? @toxic gate

toxic gate
#

Mmm I don’t think so?

#

How would you go about doing that

#

I just dragged the game mode plain prefab in and have tried to edit it via the applied SCRs

tidal hearth
#

You can right click on it, and there is an override option. Try to edit that override afterwards and do the change there. Maybe that will work?

toxic gate
#

I’ll give it a shot when I get home tonight. This has been the biggest struggle of me creating a scenario is just setting up the game mode and proper spawns .

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I appreciate the tip

tidal hearth
#

No worries, feel free to ping if you dont manage.

sand wadi
#

Made a conflict server, But its only showing 6 slots for US and 6 for USSR 🙂 In th Config file, I set it too 20

toxic gate
sand wadi
#

I have it on a 20 slot server, and in the multiplayer it does say 0/20

toxic gate
#

could I stream to you in a channel and show you?

#

idk if that would be easier

tidal hearth
toxic gate
#

ohh i see these

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woah ok yeah I duplicated that mode override to my project and now I can save a menu spawn

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and now I get null errors and when I click spawn it just shows an aerial of the map

#

lmao

#

fix one problem and hop into the next

humble turtle
#

Hi, I just tested in the new Reforger Tools with a basic setup: clean SvenarioFramework.conf, just one Area which contains two layers: -- LayerWP ->SlotWP1 and SlotWP2 with PatrolWP each ... LayerAI-> SlotAI with a sentry group and SCR_Waypointset set to Layer2WP. And the leader follows the waypoints but the other group members just stay where they are spawned. Has anyone else noticed this behaviour? Is this a bug? Or do i need to change a specific setting? Many thanks in advance!

sand wadi
#
humble turtle
#

That's basically what I have followed. I mean the leader is following the waypoints as requested ... but the other group members just stay at their spawn point ... so I am wondering if I just miss a configuration option of if this is somehow wrong in the Scenario Framework. I created my first mission without Scenario Framework and there all group members followed the waypoints if I remember correctly

sand wadi
#

Just in editor, If you select a group AI and look at the commands, Most of them say, The order will be completed once the leader reaches the intended position

worthy glade
#

i salute your brains sir

lean scroll
#

single, as in cell. Brain cell.

worthy glade
#

yeah that's me. i need like hand holding

humble turtle
#

If I switch to Game mode and then to GameMaster in Workbench I see both members of the Sentry Group in status "Following orders". I checked the sample from SF Samples world and there it's working fine ... but I don't see a difference to my setup. I guess I need to compare both worlds tomorrow side-by-side ...

worthy glade
#

i think what i want to do is a little too much for a first mission. round based tdm, maybe i need to figure out like how to make a ffa and a tdm first

acoustic field
#

How do I update my mission for the new update?- So it shows up in workshop.

Also how to make my conflict mission only first person 😛

lean scroll
lean scroll
#

Pro-Tip from a non-professional...
Turn OFF Dynamic Despawn when starting out making your scenario.
It will impact things like intel delivery task updates. Things may not spawn as you expect them to.
Once you complete your placement of the tasks, objects etc, turn on dynamic despawn, and exclude entities you don't want impacted by dynamic despawn.

pure lynx
#

A silly question for other mission makers. Is there any special step I need to do to publish a GM mode mission which is loadavle on a custom server? Like creating a config file etc? Is there any documentation I can look at?

gritty vortex
#

mission header config in missions folder

pure lynx
#

Does it have to have any special value? Additionally: I was considering using some functions of the custom scenarios to activate area spawn based on trigger condition… however it looks like scenario and gm mode are not getting along well together… what can I do to fix that? I would really make a lot of use of the Area.et, layer.et, SlotAI.et prefabs but they do not work in gm and I fear gm functions are not available in scenario framework

gritty vortex
#

you can just look at how the vanilla ones are setup

pure lynx
#

I don’t know exactly where to look at, never dug into scenarios, if you could give me a lead it would help me a lot

gritty vortex
#

I think the only limitation is you cannot use images from vanilla in the config

pure lynx
#

Thanks!

sand wadi
#

Anyway to save your progress, Restart server and all back to beginning, Have tried putting -loadSaveFile into server start line ?
Or could we use this one " -loadSessionSave if you're on Exp"

-loadSessionSave Worked 🙂
But doesn`t save vehicles left at base IE Supply truck / Humvee

idle stone
#

anyway to make it so you dont use resources?

#

i want to make a sandbox type mission with using the vehicle spawners but want no resource restrictions

inland hornet
#

Need help don't know why it says insert world name as i was sure with the second image that I updated it in the tools and published it?

sand wadi
#

Did you fill it in on the publish page

inland hornet
#

or you mean this?

#

Because I named it in all areas it asked me for but for some reason it isnt updating or I'm just missing another option to fill in somewhere?

sand wadi
#

oH, THOUGHT U COULD NAME IT IN BOTH PLACES

#

Did the other 5 versions work ok

inland hornet
#

should I try remove from workshop and try again?

sand wadi
#

might as well

inland hornet
#

If I remove from workshop that will only delete it from there right not my local save

sand wadi
#

Instead of publish, use Remove, your saved copy should be fine

#

Also says your description isn`t showing as well

#

and the creaters name is cg-xenon Is it a different one

inland hornet
#

perfect yeah that fixed it

sand wadi
#

But shouldn`t it type what you typed in the header file ?

inland hornet
#

just had to re upload

sand wadi
#

Ok cool

pure lynx
#

Game master interface and item placing is available in Scenario Framework Game Mode?

gentle ether
#

I'm wanting to make some downsized Conflict missions for my community. What's the best framework to use in order to future-proof against future Conflict changes? Dependencies? Duplicates? Which files are specifically required?

thin swan
#

How does one get entirely rid of the 'supplies' functionality that apparently was added with 1.0? Already before v1.0 I made a mission that has ArsenalBox_FIA prefab from where players can (now: could) get weapons and items. Come v1.0 and the items can't be picked up anymore due to every single item having some 'supply' value. The mission I created doesn't use any supply system (and won't). The arsenal box has SCR_ResupplySupportStationComponent and there's for example this Use Supplies selectable tickbox but disabling that does nothing.

lean scroll
thin swan
gritty vortex
#

hey now that only changes items to be 0 points, not structures

lean scroll
#

I think that is what OP wants...

thin swan
#

So, is there now no way to add a single weapon into a crate for a player to pick up without this supply mechanism interfering with everything?

lean scroll
#

hmmm in game? or as part of the scenario creation process?

thin swan
#

Good point, as part of scenario creation

lean scroll
#

Sure you can add it and set the values to 0.

#

wait one....

thin swan
#

But just setting every item to 0 will still show the god dawg supply value (now as 0) on every item

lean scroll
#

yes, I don't think you can remove that without scripting something.

#

TBH I am still trying to figure out the logistics system myself. I think they should have just went with something like R3F in A3.

#

We have weapons crates. Pick up the crate, put the crate in a vehicle or container. They made overly complicated now.

thin swan
#

Who in their right mind came up with that, to apparently tie everything to that supply system. And everyone will just take that and happily swagger along?? Like did they (BI of course) see it as an all encompassing solution for every future scenario the community will ever want to create in AR and in A4. Well apparently they did since it's not possible to disable the whole supply mechanism 'just-like-that'.

thin swan
#

What is the idea with this then: arsenal boxes have this SCR_ArsenalComponent that offers the possibility to overwrite the default arsenal config the box would otherwise use. One of the parameters in the overwrite section is Supply Cost where it's possible to enter a value with which to change the supply value of the item you want to manually add into the arsenal.
But as I tested it, changing the value did nothing; the supply value of an M16A2 remained in the default 8 (I tried to force it to 0 via the parameter).

And after all, this reads in the description of the parameter
"Supply cost of item when using the resupply action and/or taking them from the arsenal inventory. Note in overwrite arsenal config this value is ignored and still taken from catalog"

sand wadi
#

Is it normal after a server restart to lose supplies at Bases 🙂 and vehicles, At least it is saving though 🙂 🙂 🙂

lean scroll
#

@thin swan You change the cost of an item in the faction manager, under entity catalog. Or create an override of the entity catalog and edit directly there. I use the entity catalog so I can easily add items like RHS's marine corp faction to US Army faction. I set the cost there to zero for all items.
Bit confusing when it states "Do not edit this directly in the prefab, use a config instead."

outer geyser
#

dumb question but how do I place a drivable vehicle in the engine? When I place the vehicle from Prefabs>Vehicles>Wheeled>... its accessible but it's not moving

lean scroll
#

drivable by players? or AI? @outer geyser

outer geyser
lean scroll
#

@outer geyser this a map you are building?

outer geyser
#

yes

lean scroll
#

ahhh ok. Better to ask in the terrain makers channel.

outer geyser
#

I'm making a map right now and I wanna do a little test drive and look at it from the player perspective

lean scroll
#

if finished product, then you should be able to GM, and plop down a vehicle and drive.

outer geyser
#

ok I'll try that. Thanks

dawn dagger
#

I'm trying to make it so soldiers can't seize a base, but a certain vehicle can, like the mhq. Any idea how to go about doing this?

thin swan
# lean scroll <@801123111503265803> You change the cost of an item in the faction manager, und...

Thank you for the pointer that the supply costs can be changed in Faction Manager. I hadn't yet stumbled on the fact that faction specific stuff (gear, items and so on) is declared there.
You mention the ability to "override the entity conf file". I tried to look for it but couldn't yet find. Like is it a .conf or, I don't know, maybe a .json file where it's possible to quickly go through all the objects and change their supply costs?

pure lynx
#

When it comes to creating a conflict mission on a non standard map, do I have to manually place all the spawns and stuff of the systems is capable of auto placing them when I do the mission. Game mode setup?

thin swan
# thin swan Thank you for the pointer that the supply costs can be changed in Faction Manage...

I guess as a sorts of a continuation on the topic of config overriding: I stumbled into faction configs just now. Those seem to hold all the info that Faction Manager uses. I duplicated the CampaignFactionManager and noticed that each SCR_CampaignFaction points to a faction specific config. Clicking any of the configs displayed there only takes to the config itself. Is there a way to change that what config is used (by the SCR_CampaignFaction)? Suppose I could create a modded config but then how to point it to the Faction Manager?

pure lynx
#

Drag the new config file you build on the list as it’ll be added

thin swan
fiery olive
#

Hey FolksI I am a CAH builder (look for Power Plant in the workshop). You can call me a beginner. So i am having a question. I have put a vehicleMaintanance near the spawn and an E_SupplyShippingContainer close to it. When i spawn in the world editor i can choose the vehicles and you can see them blue transparent on the spawn position but they don´t spawn . What can i do or what is missing that this will work?

lean scroll
#

I guess as a sorts of a continuation on

pure lynx
#

Anyone has any idea if there is a way to automatically place conflict bases, checkpoints, etc based on locations in the map if it is not the standard Arland/Everon?

visual vale
#

As far as I know it has to be done manually

#

In Conflict I'm like 85% sure everything was hand placed

pure lynx
#

Eck that’s gonna be a huge thing to do then 😅

merry frost
#

I'm using the scenario framework and have managed to get a mission together. Which waypoint type should I use just to have the AI randon patrol when using the slotAI function?

#

I've set it up like this:

thin swan
merry frost
#

yes, that setup doesn't spawn the AI either it seems

#

So I guess i've done something wrong somewhere with it

#

Just dropping it down, and placing it without the waypoints has worked for over AI groups though

#

And can I add a "SCR Resource Component" to any object to make it a storage dump?

sand wadi
#

Aren`t u suppose to have AI in that slot, Cant see any

merry frost
#

this bit at the top?

#

Also, another quick question - i've been following the scenario framework tutorial. I've got a working mission now (this is what i'm adding the AI too), however my arsenal (that it tells you how to place) has no supplies, how do I give it supplies or at least put some locally around it to use as I've tried placing the supplies prefab for the US, but none seem to appear

pure lynx
#

Whee is the tutorial for the scenario framework?

sand wadi
#

I found by following that, i stil lgot errors when using Gamode setup,

merry frost
#

yeah, it could do with some more pictures on the page though to help

thin swan
# merry frost I'm using the scenario framework and have managed to get a mission together. Whi...

The reason why AI is not spawning might not be because of this but do some changes to your entities that currently are all under the Area2. See the picture for reference. Typing out the changes that I'm trying to show with the picture: create another Area, then under it a Layer for which you give a name of your choice, then add two Slot under that layer. Then in both of the slots you just created you will add AIWaypoint_Move.et into Object to spawn. Then switch to SlotAI3 and reference the waypoint layer name in the waypoints section

merry frost
#

also, needs to mention supplies since thats a thing now

merry frost
#

I take it you renamed your layer to waypoints_ussr_1?

merry frost
#

I'll give it a go in a bit then

#

Some of this could probably do with going on the biki as it wasn't very clear

thin swan
# merry frost Does this work then?

I took the picture and typed the instructions from solution I just created so it should work. That the AI doesn't spawn might be due to other reasons, for example SCR_AIWorld missing from the scenario but I guess you have that placed already?

merry frost
#

yeah, the framework placed it and the other groups that have just defend on them are fine

#

it is only that 1 group for the patrolling that had the issue

thin swan
# merry frost I take it you renamed your layer to waypoints_ussr_1?

By the way, as you can see from the picture I posted, I did rename the two slots that were for the two waypoints I wanted placed. Renaming the slots isn't necesary though, only thing that matters in this specific context is to have the layer that holds the slots to be renamed.

merry frost
#

any ideas on the supplies thing for the arsenal?

#

And the slots for your waypoints are just empty slots right?

thin swan
# merry frost any ideas on the supplies thing for the arsenal?

Haven't been delving too deep into that portion yet so I don't know for certain. But as far as I understand it is possible to make any bumb object to act as arsenal; you just need to have the correct components added to the object you want to have as arsenal. You can take for example ArsenalBox_FIA.et prefab and see what components it uses. Replicate those components to the object of your liking.

merry frost
#

yeah, I have an arsenal, but it comes with no supplies in it so you can't change gear

thin swan
merry frost
thin swan
thin swan
merry frost
#

Look about right to you?

thin swan
#

I'd say yes

merry frost
#

Cool, i'll give it a go

#

The supplies though, I want the players to have limited amounts so things still cost. And then they could find more. So i'd just need some way of starting them with extra supplies at the start

thin swan
winged current
#

Why is the supplies sytem so complex, you have money and you want to buy something?
Why have a CTI mission with 15 players per side with 20 capture points, they have create a digging simulator. and yes I am cheesed off my mission broken and it gets ever more complicated to do basic stuff.

merry frost
thin swan
merry frost
#

must have been something I ticked or simply the waypoints I created

#

It works now anyway. Thanks

thin swan
merry frost
#

Or at least provide instructions on its use

winged current
winged current
thin swan
#

Is it possible to have spawnpoint specific spawn timers? Or only one global spawn timer for all the factions spawnpoints?

winged current
#

I think its global?

thin swan
# winged current I think its global?

Oggling the Workbench seems to be so. But doesn't Conflict game mode have different spawn timers for base spawns and spawns on radios? If that was the case, then is there some easy way to achieve that or does that already need scriptinggg

winged current
merry frost
#

Managed ot get some resources working now at least

#

Had to have it simply generate them nearby, preplaced filled ones don't seem to work for me

sand wadi
#

SCR_TimedSpawnPointComponent for returning to base after death is set at 10 seconds,

distant slate
#

does anybody have any guide or steps to duplicate conflict so i can modify it?

sand wadi
#

So u need something else too have a timer ?

thin swan
#

Yup, was looking to have another spawnpoint that uses different timer (/time-to-spawn)

sand wadi
#

Ahh, get ya, i`ll keep loooking through all the options

lunar lance
#

Could someone help me out please? I'm trying to slightly modify the vanilla Combat-Ops. Mainly just setting a single infil and extract location. The issue I'm running into is that it's not giving the extract task at all. I've copied the vanilla stuff over to my version. I've even tried it without making any changes to the vanilla set up but it's not working.

lean scroll
pure lynx
#

Thank you!!!

lean scroll
#

Granted I'm still trying to figure out how to test it now, since 1.0 somethings changed, I suggest downloading conflict mod and making a subscene to see what they changed ill try that unless anyone knows directly lol

lean scroll
fiery olive
thin swan
#

Anyone familiar how to add items to objects in somewhat similar manner it is done for characters? So far I've come to understand that it's done with SCR_InventoryStorageManagerComponent. A problem I'm facing here is that being able to add items into objects inventory would require adding path to Target Storage but there's nothing in the drop-down menu.
This is how adding individual items to characters is instructed in the Wiki https://community.bistudio.com/wiki/Arma_Reforger:Faction_Creation#Adding_items_to_character_storage with the Target Storage path shown in the accompanied picture. I can't for the life of me figure out how to do the same with other objects

idle stone
#

i want to make it so i can make firing range targets reset my user menu rather than timed?? any have any ideas how i go about it?

thin swan
# thin swan Anyone familiar how to add items to objects in somewhat similar manner it is don...

Found an old convo that helped find one way on how to add items into the inventory of (basically any) object. Begins from this message from Spyke #enfusion_scenario message

Basically the solution is to add UniversalInventoryStorageComponent into the object of your choice. Then in that component add as many InventoryStorageSlot (look for Initial Storage Slots at the bottom) as you feel you need for the objects you want added into the object's inventory, then fill every 'slot' with the prefab you want added.

merry frost
#

Is there a way to modify the despawn times on vehicles that have died (and I guess you can then respawn them via the scenario framework?). We used to have the garbage collector component but thats gone now so I'm wondering if we can change the settings?

lean scroll
#

@merry frost CampaignGarbageSystem.conf controls garbage. Check it out. I need to look at it as well.

merry frost
#

Yeah, I guess its a compenent we can add somewhere? Or at least just do an override on it?

lean scroll
#

I would just override

#

which I am going to do right now!

merry frost
#

nice, let us know how you get on and how you did it

#

I'd like to know as I have ticked the respawn box within the scenario framework, but my vehicle never seems to respawn (I guess because the wreck is still present), unless I've done something wrong

sand wadi
#

So if you leave the "only destroyed" ticked, Wont the distance from player make them despawn ? I did reduce the players distance, But nothing despawned 🙂

merry frost
#

Dunno, where did you set "only destroyed"?

sand wadi
#

CampaignGarbageSystem.conf

humble turtle
sand wadi
#

Someone mentioned it would cause chaos if "Only Destroyed" was unticked

#

There isn`t one selected, You must of put it in there 🙂 🙂

merry frost
#

I'm just trying to remember how to change the respawn menu in the gamemode now 😄

lean scroll
#

I am unchecking "Only Destroyed" since I want all the garbage around the arsenal box cleaned up.

#

I dropped the distance and lifetime down low to test and will adjust from there.

merry frost
#

nice, let us know hwo you got on. Also, how did you run the override? Its something i've not done before

lean scroll
#

right click on the .conf, and select "Override".

#

Then is runs in background

#

AFAIK

merry frost
#

nice, hadn't realised that was a thing

lean scroll
#

oh yea that is how you customize just about anything.

sand wadi
#

Odd, it wouldn`t let me drag "CampaignGarbageSystem.conf" into my project ?

merry frost
#

how long has that been there? never noticed it before. I suppose I ought to write it down at some point

#

right click on the default one, since I've overriden it the option doesn't appear but its basically there

sand wadi
#

Greyed out for me

lean scroll
#

You don't drop and drag into the world.

sand wadi
#

This is what Bacon said, Don`t know what side effects though
bacon — 17/11/2023 13:33
you could try to override CampaignGarbageSystem.conf and untick Destroyed Only but this may have unwanted side effects

#

###################
When you go into GM mode in game and you can see where to place S /M /L points to place stuff, Is there a option to see those places in the editor :

lean scroll
#

well I know for example in 0.9.9 if you dropped the intel folder, it would disappear when the GC ran.

#

well I just set everything low as possible, and it doesn't do anything. So IDK why they have to change something that was working just fine. I hope because it says "campaign" in the name, I don't have to run campaign mode. SF folks have garbage just as much.

merry frost
lean scroll
#

Huhhhhh? didn't see that one.

merry frost
#

yeah, I thought I would try typing it to see if another one existed

#

some work required looking at it

lean scroll
#

IDK maybe I am missing something. We had a pretty system with garbagemanager.et. Drag and drop. Set it up.

merry frost
#

indeed

lean scroll
#

How do I limit the number of items in the arsenal box? I want only 4 prick77s in the box.

wispy temple
sand wadi
#

Its called "CampaignGarbageSystem.conf"

wispy temple
#

ah ok thanks 🙂

idle stone
#

I got firing range sorted with distance adjustment and target amounts but can't get the scoring to work on the top right of the screen

merry frost
#

I'm trying to get vehicles to respawn via the scenario framework, I thought I had it setup but even though my vehicle has been cleaned up, it doesn't respawn

merry frost
lean scroll
#

show me?

merry frost
#

or did you mean my config 🙂

#

but thats my setup for the vehicle

lean scroll
#

config

merry frost