#enfusion_scenario
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Thanks, have to test that way
Back to having the issue with it not showing up in Scenarios again...
But this time, I did everything from before and it still won't show.
publish it to workshop? I'll look at it. whats it called?
Ye, I did. That got it to work, but no idea why testing it locally won't.
But it's called Ferngrove.
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?
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?
where is you config file located? Is it in Missions folder?
yes, it is in Mission folder
publishing to the workshop went well
I'll try and test
and how went the download?
mod downloaded well and no problems
can you post pic from open Workshop page of the mod? Is addon activated
tab of scenarios missing
it should be "Missions" folder
not "Mission"
notice missing s at the end of the word Mission
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 😦
As long as their license allows it, you can. Just create a new mod with that mod as a dependency.
BING!! Awesome answer/solution. Thank you. Is it possible to duplicate the existing one as a "new" mod?
That way I don't have to recreate the whole thing
All I am trying to do is modify the loadout when a player spawns
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?
Hi. It seems like server and client is running different versions/mods. Double-check if you have the same setup on both.
I have a bug when i start my mission, I spawn in camera view, any idea?
My character spanw on the ground:
but I have this view:
it doesn't do it all the time
@zealous nova what game mode entity are you using?
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.
I would like to make campaign type games
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
can anybody help me?
It's Conflict game mode
@fleet harness For ScenarioFramework Mode which you could easily make a campaign with. These are the base managers/modules I put in my missions.
- SCR_AIWorld.et
- FactionManager_editor.et
- LoadoutManager_Base.et
- GameModeSF w/ added components
- HitRegManager.et
- PerceptionManager.et
- RadioManager.et
- ScriptedChatEntity.et
- 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.
@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..." .
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.
Ok I think I must try to restart from scratch without mods
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
Thank you very much!!! I'll test it and I'll come back here... I usually save the mission in the workshop and then play there, does anything change?
What are the diffrence between: Scr_AIWorld /Scr_AIWorld_Arland / Scr_AIWorld_Eden
_Arland /_Eden are just configured to use the navmeshes from these terrains. You'd use those if you want to make a subworld of Arland/Everon, otherwise just stick with the base version.
@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.
Any tool for adding marker and lines on map ?
@zealous nova Do you mean in the work bench? Or a mod?
https://reforger.armaplatform.com/workshop/5C5EBCE1BAFE1C01-LAB6Markers
https://reforger.armaplatform.com/workshop/5CB16584BACB2D5D-LAB6MARKERS-HideCharacters
That is about it for now that I know of.
On experimental they added map markers
yea I saw that, which is great. I run only production.
Yep on workbench
The map markers they added are from the lab6 guys
Woops no, my bad, I 'm looking for this tool on Enfuzion. I need to draw lines on map
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
@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?
What does your manager setup look like?
I can't send screenshot here 😦
but "taskmanager" has the same files... and i use gamemode_gamemaster, factionmanager_editor, loadoutmanager_editor
Make sure to Add Component called SCR_GameModeCombatOpsManager to the gamemode_gamemaster.
hey guys
is anybody know how i can make prepared groups here?
and when sm join he can only choose 1 of 3 prepared
and cant create himself
in settings of Factionmanager
where actualy?
If that Im not talking about faction
i mean this
open the faction "SCR_Faction"
done
find Predefined groups
omg how i didnt saw it before(
its new i think
thx
i mean i tried to find smth like this 5 min ago)
i use 26 predefined groups without "create only predefined" thing but i want figure out how can i hide until player push create button
i want use only suggestions like "aktiv-12" but with NATO phonetic alphabet
but now i see all 26 group...

Guys! i try to find solution for this bug: (or wrong setting)
https://raw.githubusercontent.com/HTomJMW/up/master/anomaly.jpg
https://raw.githubusercontent.com/HTomJMW/up/master/glitch.jpg
i not modified basebodymale .xob or characterbasebody.et files...
also lod factors keep original.
if i load other missions all looks ok
BI capture and hold mission ok
How do I make the option to save the loadout appear in arsenalbox_us?
I'm using gamemodeSF
If you want to add the action to save the loadout, you can do so by adding action to the ActionManagerComponent of certain prefab instance/prefab itself. Take a look for example on AmmoBoxCache_CP.et (https://enfusionengine.com/api/redirect?to=enfusion://ResourceManager/~ArmaReforger:Prefabs/Systems/Arsenal/AmmoBoxes/AmmoBoxCache_CP.et) how it is setup there
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.
I am using these settings. Apparently everything is working... Except that in "arsenalbox_us" the option to save the loadout does not appear
Search for "sample" which will have several models for you
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.
@fleet harness which settings? Please clarify.
I see you already have it sorted, I just answered your cross post in another channel 🤣
Ok i found the mistake, an entity without prefab...
nope, not only this
first of all, check if it uses right class
then check all these settings
and btw, you literally have examples few strings above, just look at them
this is how enfusion modding works :)
you look at something from BI and make it work the same
yup! I saw that in the screen shot 🙂
The modules, in this case... Gamemode, taskmanager etc.
Mine is translated into my language, but I would like this Save Load option to appear
I managed to solve the problem with saving the loadout. I added the component "scr_arsenalmanagercomponent"
@fleet harness Here is my gamemode setup or I copy it out of the CombatOps mission.
thank you!!
Hello! Where can i add buildings for custom faction in conflict?
For anyone making Kunar Missions and need a reference map.
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.
That’s a good tip indeed!
just dropping into the world, you should be able to edit the Object Properties
anything more than that, requires you to inherit or duplicate the .et
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.
If you duplicate and don't change the name, I believe that is essentially an override
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
missing camera manager in your world? this is the line where that happens. So either that or something with player controller.
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.
aah okay! Thank you
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?
Inspect your logs to see if there are any relevant errors that might give you a hint what could be wrong.
How do I check logs when I'm having the error in game and not in the tools?
I do have some error messages in the tools too but it runs fine
there
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
This is one I see in the tools. But I can't find a hudmanager component anywhere for example
Im placing SCR_AIWolrd Eden into the Eden map but AI still run into buildings
Is there something Im missing here
Just trying to create a basic mission
Someone shared this with me: https://docs.google.com/document/d/1viZSm7OquK8vhahskP0Bthy9uQufmz2PA01g1SHzFd0/edit#heading=h.2opkng3uvq9v
The Atlas 2: Arma Reforger Terrain Creation Guide by Jakerod and Blanch Special Thanks Special thanks to pond, Zer0, Adanteh, RedisMad, Miro, Ivan, Branzik, Kllrt, Til W, Sterling, bacon, Surg TO, Blud and Bushlurker. 65% of this was mentioned by them in one of the terrain channels. The Atlas...
Look for the NavMesh part and follow that tutorial. It fixed the running into buildings part for me
The equipment crate prefab
For ussr I believe?
Idk one of the equipment crates though for sure
Scenario loading screen keeps flickering when loading it up ingame. What are some potential fixes?
Gamemode, AI World, and all that are configured properly
If you think it’s manager related delete and create new ones
https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Creation/Prefab_Configuration#Regular_Crates most likely they are filled using this method
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 🙂
Where do you find the Title Text definitions? Stringtable?
Open String Editor and locate file called Localisation.st where you can search for these.
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
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?
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?
I've looked at your examples, but it doesn't work. I'll post my "draft" for you at some point.
cool...
That's how you do it, and sure you can access those.
You just can't access private/protected methods. But that one has neither
ok then i just need to understand the OOP stuff 
CinematicEntity myCinematic = CinematicEntity.Cast(GetGame().GetWorld().FindEntityByName("YourCinematicEntityName")) with that you should get your cinematic entity. Then you can call its methods
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?
I think you need to change the order your planets are in, in the world entity, so that sun is first
many thanks, i think i even used such a structure already 
just returning to enfusion after some hiatus
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?
somewhere in the configs folder inside reforger in workbench
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.
Okay thanks, I'll have a look. I figured out that the problem doesn't show up when I disable the weather function in the manager for the gamemaster gamemode.
Guys i try to find solution for this bug
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
)
ooooh case sensitive

i think this was my error to begin with
Hi. You can either take look at how it is setup for Arland/Everon and copy/paste it or you can use the Game Mode Setup Tool in World Editor Plugins and build it from scratch. Both approaches will work on any world, but I would suggest learning from how it is setup on Arland, copy it to your subscene on your desired world and adjust it to your needs.
well thats the issue. the first step is. i dont know how to open a custom world.
if you have the time would you be ok hopping into a VC and helping me out?
just trying to set up a server for me and some buddys you see.
never used to be this complicated haha
Once you download the addon with the world you need to launch workbench with it and then open the world you want to edit.
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
You’ve most likely haven’t loaded the Gogland together with the tools. You need to specifically launch it with the addons you want to work with for it to appear for you.
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.
i can wait. yeah
@glacial kindle Did you add Gogland to the project launcher?
again.
i dont know any of this
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.
You must add any mod you plan to use in the project to the launcher
right. ok let me do that
Let us know.
so i just go to wherever gogland is downloaded and find its folder right?
on this screen i just hit add existing. right?
yes that is correct. "Add Existing" then drive to where the addon is located.
and do i go into the gogland folder or just choose the entire folder?
Make sure you add "Arma Reforger" as well. Choose the folder.
already got arma reforger added.
followed the wiki on that.
the gproj file?
so it should look like this?
You want it, you got it, Toyota!
lol what
That is a VERY old ad on TV....
right but did i do it correct? haha
yes you got it.
and i just click gogland and hit open?
no...
sacrasm? or are you being serious
serious...
right.
Are you trying to create a custom scenario using the gogland world?
yeah. i want to make a PVE conflict mode.
ok...
You need to "Create New" , and when the window popups to name it, select Gogland addon.
gotcha
yep.... what is goglandConflict?
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?
oh ok, yep just gogland.
yep.. wait one.
okie dokie
yes go W.E.
im greeted to a possibly better version of unity lmao.
and the main scene is just...grey lol
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.
that is right. I believe in teaching a man to fish, instead of just giving him the fish.
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 🤣
so think about what you just said.... "like theres no map or anything appearing. just grey." and what you need to do next.
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?
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.
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..
I don't do "Conflict". I work with SF so there is some differences. But good info here.
thank you.
but my question still stands. in the tools. how do i get said map to appear.
ALL of the Resources for this tutorial: https://hq.uselessfodder.com/p/how-to-make-missions-in-arma-reforger.html
Buy awesome tactical games: https://nexus.gg/UselessFodder
Join in future operations: https://discord.gg/UselessFodder
Support the channel and community: https://patreon.com/UselessFodder
This is a COMPLETE guide to making a custom ...
It's amazing what google will tell you...:-)
Good luck, and of course you can ask here. We just can't do step by step.
ive been scowering for the last week. havent run into any of this
And there are many conflict experts here as well.
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 ?
@ornate tree Try this...
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.
thx try this out here soon
Pro-tip from a non-professional...
To create a simple logic switch:
- Place 2 Layers nested in a Area. Name one "On", the other "Off".
- Set Area Spawn Children to "RANDOM_ONE".
- 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.
Reminds me of the visual scripting in the 2016 doom game
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?
How do I setup a sound (wav) file that runs in a loop at a capture point?
IIRC, this sample mission had a trigger that played sound might be worth looking at. Its from over a year ago though so not sure it still works.
https://github.com/exocs/Reforger-Sample-Coop
I figured out some way to loop the sound in this meme I made based off that sample mission, but don't remember how I did it 
#meme-arma message
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
@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
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
My friends are getting a "Replication Reason 8 - JIP Error" when trying to join my GM session. Any idea what I'm missing?
Happens in my GM game but not in my Conflict game. Can't see what's different.
I added all the components you suggested and checked the combat ops too, I still cant figure out how to get that nice and cute screen where you select factions and teams 🥲 i guess this comes first and then tasks and briefing lol
@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.
worked perfectly!
one more question: how do I increase the max player number?
@iron hemlock that is controlled in the mission config file and the server config file
where do i find the mission config file?
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
Not a prob, mate. I'll check that out 😉
Thanks. In this case there was only one mod (my own), no error on Conflict but JIP error on Game Master. Weird!
Just a fair warning for a bug when you want to use the SF's DeliverySlot: https://feedback.bistudio.com/T176067
I'll take a look at it
.
Found the culprit, it was just a boolean wrongly set in the Plugin Trigger. Just set the “Once” attribute to false and it will be working as supposed. It will be fixed in Samples and other places in upcoming updates. Thank you for finding it out 👍🏻.
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.
There should be a door opener entity, and i think it works with range. Maybe try that?
Perfect, thanks!
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
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?
do you have a camera entity in your world?
Hummm, I think I made some modifications to the basic map and didn't necessarily re-modify by adding the entity camera in the GM!
I'll see after work
I think the reason this happens is there IS a camera entity somewhere in which case it may need to get removed
Yes anyway just put it on GM missions etc and not on the base map? I'm not sure the pc to check on arland_empty and Arland GM
I've got my scr_camera and a camera base that were hanging around for some reason, now it's fixed.
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.
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
I get this error when my default load out has a backpack in it, the error goes away when I take the backpack off the loadout but not sure how to fix properly
@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.
In my scenario its even the basic alice backpack that wont allow to spawn on default loadout, I may have misconfigured something but I havent don’t anything with radio backpacks
Add backpack to character entity?
To the load out manager
@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.
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
@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.
Its all good im at work anyways or I would be able to send better details
Creating a coop mission. All my arsenal boxes and gun racks are spawning empty. Do I have to add specific gear to them?
@gloomy thistle no shouldn’t have to. They should spawn in with default gear.
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).
Thx I figured it out. Had the assigned faction wrong
Hi. It is possible by adding SCR_TimeAndWeatherHandlerComponent to your GameMode and setting it up. This is how it is set up for CombatOps on Arland:
how do i enable the option to save loadouts at arsenal boxes?
all the arsenal boxes in my mission dont give save loadout option
@gloomy thistle which loadout manager and gamemode entity are you using?
gamemode_plain
loadoutmanager_USxUSSR
@gloomy thistle and gamemode entity?
@gloomy thistle First I would switch loadout manager to "LoadoutManager_Base.et", and setup like this...
Ok I will do that
@modest ember Here is mine I use in every mission...
Nice, I’ll let you know in a min if that fixes it. Also Thank you for replying
ok have that done
Still no save option
@gloomy thistle ok. Check this out ... and see if it applies. I've never seen it not have it.
@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
that was it
!!!
asrenal manager and serializerinventorystoragemanager componets were not in my gamemode
added them and now i can save loadouts
Thanks so much 🙏
A solution out-of-the-box, what a brilliant thing. I put it to test and it worked well. Thank you Yethe 😊
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..
#enfusion_scenario message
This was discussed up here. Not sure the results.
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
@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.
Thanks for pointint me in the direction...must appreciated
Trying to get some modded heavy vehicles into conflict. Seems to be a problem with the spawn being blocked? Anyone have a solution 🙂 ? https://i.imgur.com/g90xDkC.jpeg
Do you have the right rank?
Can you use the "Depot's" in a SF Game Mode? I would like to use them to spawn vehicles and Aircraft.
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.
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
Hi. We’ve released extensive ScenarioFramework User Documentation on BIKI. You can check it out here:
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework
thanks 🙂
@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.
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
@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.
If I do it as "unlisted" can I load it onto a server anyway using the ID after I download it on my PC?
@iron hemlock Yes.
Thanks. I wanted to come back to this already earlier but life..
I did go through this channel with search and had found that particular discussion. Since it had happened already a tad earlier and gone unanswered I wanted to give it another try 🙂
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?
The basis for all of the above is that I'd like to have a AI sharpshooter in mission which would provide support fire/keep players sort of pinned down. I had placed one about 270 meters away from the players but the bugger just won't shoot with its SVD so there's that. After noticing that I began doing isolated testing with the character to see if I could affect it somehow.
I know they can see further with binoculars, maybe you can force them to use those?
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.
and if its done via something on the combat ops gamemode side i dont see it. ive gotten everything else to work otherwise
I gave the character binoculars (since it doesn't have one by default) in the hopes that it would help the situation one way or another. But don't really know how to force the character to use them 🤔
But that I can say that even with the binoculars available to the character it just keeps targeting me endlessly with the SVD when distance is over 100m
I think snipers are not able to use their rifles
and the US sniper fires the gun more often than the russian one
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 🙂
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.
I'm assuming it still uses the ON_INIT for the activation type?
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
@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.
@fubar2112 yeah in starting to play around with it. I want all the bird ambience and ai perception too. Will see what happens
perceptionmanager.et, and the bird stuff is managed by the AIWorld
Alright thanks for getting back to me. I've been spending the last day in the enfusion workbench trying to figure it out. Is there a way of finding where they store the scenarios locally? I would like to see what PLXABLE and OrignZ has used for their base
@frozen ridge Mods are normally downloaded to "D:\Libraries\Documents\My Games\ArmaReforger\addons".
What about the scenarios though?
Like the mission files
To look inside the mod, add the mod to workbench at the Project window.
Then open it.
when I put down my aiworld it says I've already got one and an error when I place it.
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```
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
I thought sub classes were a good way to manage stuff. Is it bad to do so? Like I start with a sub class anyway, so that I dont accidently change strucure or environment assets by misclicking
Tried a few..
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.
Yeah I deleted it after your input. What I should of done was create layers to keep things tidy.. not new worlds haha 😄 I get your point now.
working on a fresh now
Can't get the mods/scenarios from the popular dayz servers open though. So it's kind of a guessing game
Well couple things...
this is what I should of done, made layers. I'm an idiot
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.
This is the error I get when adding aiworld 🤷♂️
I even made a fresh project to make sure no aiworld was present
Like this?
yep, but why don't you use the AIWorld for Eden?
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
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.
why does the entity window change back?
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
oh haha. That was for that exception message!
lol
I can never see the buttons below, so I hit tab 3x, and enter.
so to get that message is fine? i don't have a hiden aiworld somewhere?
yea you are ok.
Sorry to be a pain but any idea why my AI group won't fire on me?
perception manager missing.
Look at screenshot above. It's added, isn't it?
yea I see that now.
do I need any other check box ticked on perceptionmanager other than perceptiopn
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.
As stated earlier, I'm having issues with mods opening in the workbench correctly.
you should be able to open them outside of your scenario.
is there a way to open two projects so I can compare?
wait one a sec.
have you tried opening the mod with your scenario by right clicking on your mod, then select "Open with addons"
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
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.
I figured it out, I didn't technically add more than one faction on factionmanager, only FFA. I added SCR_fACTION and used faction key USSR and that seems to fix it. Now to clean it up a bit
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
Is it possible to copy a conflict mission over to a custom map
@sand wadi yes. I did it with Combat Ops Arland to Everon.
Alright I've made good progress and starting placing loot spawners, I've noticed though after 10-15 seconds my audio goes all robotic and echoes. Any idea whats causing in?
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
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?
@frozen ridge Screen shot it please.
Will do, rebuilding the mod currently.
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 🙂
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. 👍 😏
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? 🤔
Yes, you can either the mod ID to in the Project Settings.
Toolbar: Workbench => Options => Game Project Tab
Thank you very much!
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.
That's above me.. the only way I've figured it out so far is having to go into each house and add them individually.
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.
😮 I need to figure that out! That would be so much easier.
You got any experience with the metabolism or enfusion framework/DB intergrations?
The only downside would be that overrides cannot be disabled based on the current world, they are global as long as the mod is active.
But it's not an issue for servers, and you could even implement a simple check before spawning, to see if it's really a world/scenario you want to spawn stuff in.
It'll take me a bit to wrap my head around the override thing but I think I'm gonna try it
Basically to ensure that loot doesn't randomly spawn in peoples GMs because they forgot to disable the mod.
Luckily, I was only a few towns in with manually adding the spawns lol
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.
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
That's even less manual work.
Very helpful info thank you. Anyone got experience with the effusion database framework mod and how to implement it?
it was dope
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
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?
ScenarioFramework: Task Defend subject not found.
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?
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..
You can do it with a scenario frame work action. Basically what you are doing but instead inherit from SCR_ScenarioFrameworkActionBase and your action will show up here.
class SCR_ScenarioFrameworkActionEndMission
there is one there already
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.
There is a SCR_GameOverScreenManagerComponent on the GameMode where you can customize different endings that you can then select for the ScenarioFramework action
is it possible to modify the Arland Conflict mission?
Hello, can anyone tell me how to set my world as the kunar province when trying to make missions in world editor? Thank you!
@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.
@sacred path Depends on what type of scenario you are trying to create. Start here with general Game Mode setup.
https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding/Tutorials/Scenario
I'm unable to completely follow through
@lean scroll Thanks! I'll take a look here shortly. Do you mind if I DM you if I have any more questions?
@sacred path NP, FYI... I only work in Scenario Framework, don't do any conflict modes, but might be able to help.
@lean scroll Is it possible to make a mission in the game master mode?
Copy thanks mate, I should of posted I figured it out lol
Doing exactly that
@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.
3D Reforger editor 😉
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(?)
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.
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.
Has anyone figured out how to make a
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.
for my mission, how do I change ranks for vics and buildings?
For vehicles, it is specified in the faction manager. Each faction has an entry called "Entity Catalogs".
copy, found that for sure. Anyway to change buildings for what ranks get what
For fortifications like sandbags it's in the SCR_EditableEntityComponent attached to its prefab. For service points I'm not sure.
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?
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?
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.
@maiden pivot Are you talking about the order of the world layers?
exactly
Hmmmm didn't know there was an order like Arma 3. Kind of forgot about it.
Good to know.
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.
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.
Nothing yet, though I only just now got online after I posted the question yesterday.
You hit the nail right on the head. That's what I'd like to be able to achieve as well but haven't got the slightest idea where to even start looking for something like that. Who knows, might even be that there isn't anything readily available and would require creating the logic from ground up.
Nothing yet, though I only just now got
The game mode entity also need the SCR_ArsenalManagerComponent component.
Gotcha! Very much appreciated! I'll have a look at it when I get home today. I was pretty sure I was missing something, just didn't know what that something was.
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?
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
@primal coral Add the object to "Object to Spawn" in asset?
@nova onyx Thank you, i added the SCR_GameModeCombatOpsManager and now it is working.
I also needed to add in SerializerInventoryStorageManagerComponent. It was throwing a null exception until I did. It's working now. Thank you again! Also, thank you for the heads up with the hierarchy.
I can't find the whole "scenarioframework.conf" file at all to set up the map settings. Where can I download it?
For the Game Mode Setup, right?
Ah, maybe I forgot to mention that this is for the Experimental version
okay, im waiting for that
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.
I can wait and there's a lot of new stuff to making missions.
Delayed Fuse IED...
nice
When these IEDs released? what causes an explosion?
pretty handy, spawns ied just for a moment
❤️
I want to tie the trigger to vehicle start.
You will have to script it but this should be very simple to add as a Plugin for the slot that spawns that vehicle
cool.. That will be a good challenge for me to start scripting.
Take a look on how OnDestroyed plugin is done and it will be achieved very similarly. Actually this is great way where to begin 👍🏻
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.
I have placed these managers, and I also have defined my points properly from the video
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!
hello all, im looking to add certain mods to my scenario/mission using the world editor how do i do this?
You add them as dependencies.
Either you select the mods when creating the project, or you go into the Project Settings (Workbench Toolbar => Options) and enter the mods ID.
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.
And make sure if the mod you want has dependencies, you add those as well
@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.
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
I've saved the gamemode as it's own now so I can just add that into the new scenario it's sorted
Sort of like a template
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
I could just about do it with Arma editor but with this new thing I haven't got a clue where to start
There's also example scenarios in ArmaReforger/worlds/ScenarioFramework/, those are very useful as reference.
Is there a option in to save progress when running on server ?
If conflict in 1.0 it's -loadSessionSave or in stable it's -loadSaveFile but doesn't work the best in stable.
Your conflictserver gramps. saved fine 🙂
Whilst im here, Does the admin tool have a start command, I`m sure i had one before 🙂
ScenarioFramework supports it as well:
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework#Save_and_Load
Well I stand corrected. Thanks guys!
which admin tool? if youre talking about server admin tool mod that just needs to be loaded with your other mods, then log in with #login or in the menu under "admin login"
I put my GUID in the code, worked fine before, won`t work now , If its the server password, still says im logged out ?
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
@west steeple no, I've never done that. I've played it in paint ball. 🙂
I'll have to think about how to do that. I've played Arma 3 in that game format.
Working fine on everon map, 🙂
Which map was it having issues on?
The wiki is looking GREAT!
@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.
Anyone crash when they die or leave game master then crash while making missions ?? Any ides why?
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 🤷🏻♂️
Thanks
Just to continue on this topic: is it so that EditorManager.et prefab has something to do with Game Master or am I just wrong? If it has then is there some reason that why placing it in the game world and disabling basically every component in it doesn't have any effect on whether Game Master can be used or not? Or is there some particular way or scenario where the prefab can or should only be used?
Because it is early release pre-alpha software is my guess. Just keep filing those feedback reports in the tracker, and anytime you get a crash report.
Gogland, Afghanistan
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
Check your formatting. I don’t see quotes in bi examples.
https://community.bistudio.com/wiki/Arma_Reforger:Startup_Parameters
True that but did not seem to have effect in this case.
Also to update my previous post: the mod appears in the Workshop -> Mod manager list where it can be enabled or disabled. But even if enabled the scenario does not appear in the Scenarios list.
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:" 😄
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
Hi. This is meant for the Experimental version that is why you cannot find mentioned config 😅
Thanks" So for the regular version I should follow this "manual" guide: https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework
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
Then you should be good to go 👍🏻
try to discribe what you want to achieve, i'm sure someone will have some tips.
Hello everybody
Where I set the inventory Items like magazines ?
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
look for SCR_InventoryStorageManagerComponent in the character prefab.
I had seen this component but I hadn't seen that it had to be placed where it had to be spanned, THANKS!
About the Loading page do you something ? I trying to do that shit 2 days
not sure on top of my head, i can check later when i am home if nobody has replied yet, i'll ping you if i figure smth.
Thanks!, Appreciate!
(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.
You need to create a mission header config file. Have a look in the Missions folder for examples.
Is there a way to make the scr conflict bases, not spawn a tent, but replace with a smaller object?
the tent prefab is set up inside each factions config. Replace the HQ tent prefab and if a base starts with that faction it will spawn that.
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.
Awesome thanks , much easier than how I was going to try and work around
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?
Maybe looking for this ?
Any way to delete a workshop published project or overwrite it?
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?
Also if someone knows how to create an arsenal so ppl can customize their load outs 🙂 thanks for the help
Could someone teach me how I can make audio (recorded outside of the game) play when a player enters an area?
You might can check arlands combat ops as the game manager has the respawn menu in it. I assume it should work the same way regardless of gamemode
Again, you should be able to check the combat ops and see how they did it there.
Like how objective sounds play? (Think complete an objective and the little ding sound plays)
When players enter an area, a voice audio will start, looking like a bot is talking
So like how the radio voice works when you finish an objective then
That's it, but I'm going to place a bot stationary inside the area
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
Can you tell me how I find the trigger in the browser?
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 additionally to what @tidal hearth said you can technically just duplicate a prefab prop, add the actionmanager component and make sure it fits those params in order to build. Ive tested it so far seems to be working on my end. granted getting some bug error after I quit the game test.
Why do i get the message when making a subscene
" Reason: This is not the only AIWorld that is present ?
I assume you get this while adding an AI World?
If yes, verify that the parent world doesn't already have one.
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
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
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
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"?
Just realised i probably shoulda put this in #enfusion_ai
i really dont want to have to go back to all like 18 objective areas but if i have to i will
seems like i need to have SCR_AISmartActionSentinelComponent on each of my patrol waypoints as their own points in each objective area
Although this still doesn't seem like it'll prevent AI from just running towards gunshots but heyho imma just experiment
@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.
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.
yeah, i see they seem to just blip onto an available location
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.
the faction selection one?
Page 1
Press continue...and it goes here.
there is a 2nd page that shows all the groups.
i dont see anything in my gamemode manager that points to that screen
imma keep looking
TY... me either.
I can get it if I use campaign gamemode.
So need to look at the difference between the 2.
it must be somewhere there? maybe combat ops doesn't like it
I think I found it.... dug around my oneNote. It is in the SCR_RespawnSystemComponent.
SpawnLogic Forced Faction = blank, not US
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
oh, and specify it in SCR_CommunicationSoundComponent
i only see the basic SCR_MenuSpawnLogic, but then again i dont need custom squad names
@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.
were you able to get the debug forced area to work? no matter what i put for the name it refuses to load
under SCR_GameModeCombatOpsManager
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?
Scenario framework can do that. Layers that hold multiple tasks can be set to spawn whenever you want, and there is the option to randomly spawn 1 of these tasks under that layer. It will need some tinkering but def possible.
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework
@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.
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?
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?
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.
@digital creek @tidal hearth there is an action Set Entity Position
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework#Set_Entity_Position. Is that what you are looking for?
Ah, thanks!
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?
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.
Thats why I went looking under plugins
yea, that is experimental right now.
cool, thats good to know
yeah, I'm not using experimental version of the workbench, thats exactly where i looked an only saw the 2 options
Anyone able to help me make a simple conflict?
Check this video out, there's some really good step by step instructions on how to get a basic conflict gamemode working.
https://youtu.be/eh3-5b1QjcE?si=VS1KrlEyWWIk1i7O
Create your own conflict mode with this tutorial, let me know if I missed anything or did anything wrong!
Add me on discord - ThatRedGuy127
It's also pretty recent, so entities, class names, etc should all be what we're currently using or just about all there.
Oh perfect as was wondering what ones were outdated thanks for that
is there documentation at a level yet for noobs to make the missions of their dreams?
im sure i could figure a lot of it out but id rather some level of hand holding
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework
If I can read and understand it, then anyone can.
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
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.
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.
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.
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.
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.
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:
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
@idle stone try a jpeg file?
This is for the mission config file, import a jpg, and drag the .edds to the placeholder.
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 🙂
Are you modding conflict?
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.
Not sure about the behavior of HQs outside of conflict, might have some unexpected results.
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
You didn't setup the scenario correctly
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)?
@thin swan In SF set the waypoint activation to on_trigger. Then in the trigger point it to the waypoint triggered by player.
Thanks. Have you tried and tested that when done like that it works? Because I tried that approach mere minutes ago and it didn't. Or then I just managed to get something wrong while doing.
What I've been testing here it seems that ON_TRIGGER_ACTIVATION works pretty much only when applied to Layer but not for example to Slot (where you usually add waypoints for the AI).
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?
I personally have not tried that specific setup. Let me finish testing this task, and I'll look at it.
i ran into that when i was making combat ops on Kunar. in the gamemodes welcome screen, the images you choose have to be from your mod, not another/dependency. looked like something to do with GUID stuff
meant to tag them not you
It was one of the dropdown boxes needed changing from FIA
I see, they must have changed it from the last time I checked
Before theyd automatically associate according to whats on the Faction Config as the HQ prefab, and what faction Flag it is
Ahh, i see what i did, I put down AmbientPatrolSpawnpoint_FIA.et instead of US, must of copy / pasted 🙂,
After a bunch of different combinations, I could not do it either. I tried what you did, plus tried deleting the group, and respawning it. It may require a user script which I haven't looked at yet.
I tried add multiple waypoints sets to the group and triggering them. No go.
Thanks for confirming. Having to script it is a no go for me, for the foreseaable future at least. Are you considering looking into trying to script it?
Trying to make a mission through Game Mode Setup, but im stuck at Mission Header stage. Any ideas to why it's empty?
ffs. it doing it again, Drives me mad this reforger mission making 🙂 🙂 🙂
Did you add all the necessary prefabs?
I followed youtube, Pretty sure i got them all he mentioned
Do any errors come up when you hit Play?
i have 113 in console 🙂
Then maybe you should start reading them and figuring whats wrong with the setup
Sort so its Red ones only
It should tell you whats wrong just by looking at it
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"
Try loading into the gamemode itself, THEN check your Log
That is what i got when i pressed play
I see
Think ill do a fresh, and use a different map, Im using GULFCOAST, Done it a few times, so getting quicker now 🙂
Oh i see a conflictMussalo in workshop, 🙂 🙂 Ahh but it didnt load 😦
Its outdated
the combat ops one is working 🙂
All working fine on Mussalo map.
Did you figure out how to test your mission locally? Having many of the same issues. So far I have only been able to make my mission visible once by copy pasting the direct path into the launch parameters. But the mission crashes and disappears after trying to play it.
For me the issue was fixed once I moved the mod directory from Documents\My Games\ArmaReforgerWorkbench\addons to a directory outside this path. I put them on a folder on my desktop and once I loaded that in workbench I was able to publish.
I am considering it, but I have so much right now to do, it will be a while until I dabble with scripting.
Peertool
Placed a HQ, can interact with the supplies added onto HQ, but not the main HQ sign, Or is it just me 🙂
By main HQ sign you mean the Build action? It is moved inside the tent with 1.0.
Oh yeah, Thank you
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.
Loads them all in automatically if you run Gamemode setup
Anything else? Supply stuff etc.
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?
For reforger
how are you changing it?
I’m going into the respawn SCR and changing the spawn logic to menu but it resets everytime if I apply the change.
I don’t see any other way to change it
How would you with a plain game mode setup a menu spawn system
Did you override the gamemode prefab in your mod? @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
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?
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 .
I appreciate the tip
No worries, feel free to ping if you dont manage.
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
How many slots did you pay for? Or are you using a computer to host
I have it on a 20 slot server, and in the multiplayer it does say 0/20
yeah after right clicking the gamemode_plain in my tree I see nothing with override as an option
could I stream to you in a channel and show you?
idk if that would be easier
Do it in the resource browser. Not in you hierarchy. Any entity from the world can be saved. Search for it by name.
ohh i see these
woah ok yeah I duplicated that mode override to my project and now I can save a menu spawn
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
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!
Have you read this By Blackheart_Six
https://forums.bohemia.net/forums/topic/243410-ai-and-waypoints/
This topic will cover the following subjects... 1. Spawn AI randomly in an Area. 2. Spawn AI Way points. a. Follow way points in specific order. b. Randomize order. c. Cycle way points. I decided to post about this because I am having issues getting AI to go where I want them using way points. I ...
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
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
ok well you must be a genius relative to me then
i salute your brains sir
single, as in cell. Brain cell.
yeah that's me. i need like hand holding
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 ...
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
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 😛
AFAIK 1st/3rd person is set on the server.
https://community.bistudio.com/wiki/Arma_Reforger:Server_Config
disableThirdPerson
bool value, default: false
Force clients to use the first-person view.```
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.
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?
mission header config in missions folder
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
you can just look at how the vanilla ones are setup
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
here you go
I think the only limitation is you cannot use images from vanilla in the config
Thanks!
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
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
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?
Did you fill it in on the publish page
thats the second image right?
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?
nope
should I try remove from workshop and try again?
might as well
If I remove from workshop that will only delete it from there right not my local save
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
yeah thats just my bohemia account name
perfect yeah that fixed it
But shouldn`t it type what you typed in the header file ?
just had to re upload
Ok cool
Game master interface and item placing is available in Scenario Framework Game Mode?
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?
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.
Yes.
You can use bacon8008 "No Supply Arsenals" mod that makes everything 0 points. Or you can override the entity conf file, and zero yourself.
Is this the real life....or is this just fantasy 😮 Like what, was someone thinking coming up with that and like apparently, hardcoding it even?
hey now that only changes items to be 0 points, not structures
I think that is what OP wants...
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?
hmmm in game? or as part of the scenario creation process?
Good point, as part of scenario creation
But just setting every item to 0 will still show the god dawg supply value (now as 0) on every item
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.
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'.
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"
Is it normal after a server restart to lose supplies at Bases 🙂 and vehicles, At least it is saving though 🙂 🙂 🙂
@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."
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
drivable by players? or AI? @outer geyser
By Player. So I place it, press play and then I can do a test drive over my map
@outer geyser this a map you are building?
yes
ahhh ok. Better to ask in the terrain makers channel.
I'm making a map right now and I wanna do a little test drive and look at it from the player perspective
if finished product, then you should be able to GM, and plop down a vehicle and drive.
ok I'll try that. Thanks
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?
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?
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?
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?
Drag the new config file you build on the list as it’ll be added
Oh wow! Thanks Khaeltan. Little had I thought that something like that is possible 😮
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?
I guess as a sorts of a continuation on
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?
As far as I know it has to be done manually
In Conflict I'm like 85% sure everything was hand placed
Eck that’s gonna be a huge thing to do then 😅
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:
AIWaypoint_Move goes just fine to get you going. Have you tested and is it not working then or?
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?
Aren`t u suppose to have AI in that slot, Cant see any
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
Whee is the tutorial for the scenario framework?
yeah, it could do with some more pictures on the page though to help
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
also, needs to mention supplies since thats a thing now
Does this work then?
I take it you renamed your layer to waypoints_ussr_1?
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
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?
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
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.
any ideas on the supplies thing for the arsenal?
And the slots for your waypoints are just empty slots right?
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.
yeah, I have an arsenal, but it comes with no supplies in it so you can't change gear
Depends on what empty in this case means(?) If you want the waypointing to work you need the waypoints of your choice to each of the slots. You add a waypoint to the Object to spawn part of each Slot
Yes
Not yet sure if we're talking about the same issue here.. but I was also wondering about that supplies thing earlier today. If you don't want to go the way of adding supplies to your scenarios then you will need to change the supply costs of each item you want to make available through arsenal
I'd say yes
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
Hopefully someone else more familiar with the whole supply thing could help you out on this one. For now at least I try to steer away from the functionality as a whole
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.
Yeah, it worked this time
Brilliant
must have been something I ticked or simply the waypoints I created
It works now anyway. Thanks
Can only hope that in the long run BI will also offer a way (for scenario creators) to quickly disable the whole supply mechanism. So that missions could also include arsenals where players can get their gear without any cost (in this case, the supplies).
Or at least provide instructions on its use
Why not start simple and make it more complex, you only have to look in scripts\sandbox\resources, why so complex? and all the network traffic it will create.
Making documentation for entitycatlog and Resources is not a trival job they have created their own problems.
Is it possible to have spawnpoint specific spawn timers? Or only one global spawn timer for all the factions spawnpoints?
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
I dont know, I have always worked on my own game mode not conflict.
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
SCR_TimedSpawnPointComponent for returning to base after death is set at 10 seconds,
does anybody have any guide or steps to duplicate conflict so i can modify it?
And does this story continue?
So u need something else too have a timer ?
Yup, was looking to have another spawnpoint that uses different timer (/time-to-spawn)
Ahh, get ya, i`ll keep loooking through all the options
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.
https://www.youtube.com/watch?v=eh3-5b1QjcE that tutorial should get you started, but it's a bit dated since a few things seemed to have changed after 1.0
Create your own conflict mode with this tutorial, let me know if I missed anything or did anything wrong!
Add me on discord - ThatRedGuy127
Thank you!!!
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
I can work with you tomorrow. Download my asymmetric warifare 3 and see how I did it there
I have put an E-SupplyShippingContainersw + 20 ft close to the arsenal. then you have 1000$. You can increase the money in the resource component / value current...
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
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?
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.
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?
@merry frost CampaignGarbageSystem.conf controls garbage. Check it out. I need to look at it as well.
Yeah, I guess its a compenent we can add somewhere? Or at least just do an override on it?
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
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 🙂
Dunno, where did you set "only destroyed"?
CampaignGarbageSystem.conf
to reply to myself ... I fixed the issue by using the "CTI_Campaign_Eden.nmn" navmesh instead of the one that was selected. Now the patrols are really patroulling 
Someone mentioned it would cause chaos if "Only Destroyed" was unticked
There isn`t one selected, You must of put it in there 🙂 🙂
I'm just trying to remember how to change the respawn menu in the gamemode now 😄
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.
nice, let us know hwo you got on. Also, how did you run the override? Its something i've not done before
nice, hadn't realised that was a thing
oh yea that is how you customize just about anything.
Odd, it wouldn`t let me drag "CampaignGarbageSystem.conf" into my project ?
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
Greyed out for me
You don't drop and drag into the world.
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
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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 :
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.
what about just plain garbagesystem.conf?
Huhhhhh? didn't see that one.
yeah, I thought I would try typing it to see if another one existed
some work required looking at it
IDK maybe I am missing something. We had a pretty system with garbagemanager.et. Drag and drop. Set it up.
indeed
How do I limit the number of items in the arsenal box? I want only 4 prick77s in the box.
I can't find the CampaignGarbageManager. Can anyone help me?
Its called "CampaignGarbageSystem.conf"
ah ok thanks 🙂
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
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
btw, that one works great once you add the classes to clean back in
show me?
config
