#enfusion_scenario
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let me try the non-campaign one
yeah, it seems to use those parameters from my testing just
anyway to get my vehicles to respawn?
I've just put down some of the compositions that can spawn for now, it gives the players a reason to capture supplies now 😄
hello, I created a scenario and I would like to create an end of mission: when all players have reached a point, end of mission with victory. how should I do it ?
@humble onyx talk to @lunar lance ...LOL! Sorry had to go there.
@humble onyx Start here
@lean scroll thanks
What do you need to do to create a conflict base for me it wont work like before the 1.0 patch the command tent wont spawn what am i missing?
anyone else having an issue with GM spawning things taking forever?
@hoary yoke did, perhaps you both have the same issue and you can share a fix
mojo and i have been doing 7 hours of trying to fix it and we have narrowed it down to be within 200 files , so wel still trying 1 by 1
i was asking for them lol
Anyone knows if it is possible to create new Item Types? These are used for Arsenal and can for example be found in ArsenalItemTypeUIConfig.conf (see the picture)? For sure "new lines" can be created in that config but for every line there's a dropdown menu and in there it's only possible to select from the premade item types. I guess another question would be that are the Item Types hardcoded or can anyone add their own? If yes, then where these additions can be done?
I don't see any flags on the map and the points are not spawn points. Why is that? I don't know enough about the engine yet.
got the same problem but got ignored twice
The spawn point now works but is not yet displayed on the map
for me the Tent wont spawn
not for me either, but you can add Manuel. You can find them in the resorce browser
what are we missing i feel dumb
is it interacting with the "Conflict Military Base"?
yes exactly
ah ok
thank you
I am also still learning
same
for me its missing the radio signal and the supplys that its start with normaly do you need to place those too?
How do I add the ability to save loadouts to the arsenal's in game? I assumed it was either a component on the loadout manager or something on the box but i guess its neither?
Is there something I need to override for it to work? I had a look through combat ops and couldn't figure it out
Make sure that you have SCR_ArsenalManagerComponent and SerializerInventoryStorageManagerComponent added to your game mode
ok, it saves it but doesn't let me respawn with it?
So you now got the Save loadout option in a arsenal box?
yes
Then, go to your loadout manager and add a new player loadout with SCR_PlayerArsenalLoadout. Give it a name, loadout resource, loadout image and affiliated faction
I can't find that SCR
never mind, I tried changing class and not adding it 😄
So should the loadout resource just be a generic soldier or something else?
For a US faction player it can be something like this
I think you can only have 6 loadouts cos it won't go to the second tab
Even if you set the loadout resource there it will or should show you the actual loadout you had on your character when saving the loadout
I tested and went over 6 to 8
Works fine, just rearranged the order, seems like you can't get to the 7th loadout onwards
So you are now able to save and also load the loadout?
yes, it works fine now thanks
Just place a ConflictMilitaryBase and the tent will appear,
yes that works thanks. It is important that you activate "Can be HQ". Then everything spawns.
Moved a Capture point in editor, and now i have 2 bases to capture (1 in old pos, 1 in new pos ?
DO NOT MOVE BASES ONCE PLACED IN EDITOR AND PUBLISHED - Deleted saved game progress and all ok now 🙂
when you go to the faction settings there is a choice in one of the config files for hq building , I was able to change it to a small radio before 1.0 for smaller scale conflict mode bases, but it's all done very differently now.
does anyone know why my conflict vehicle buy boards would be busted after simply overriding the config and changing some prices? i did this alot before the major update and never had an issue. Now every time i simply change the purchase price or rank it makes it so none of the vehicles can be spawned at the buy boards
Is it possible to place vehicles in editor with low fuel or damage
Fuel is easy, can be done from SCR_FuelManagerComponent where all the fuel tanks are available. Damage might be a bit harder, not sure if can be done without a bit of scripting.
Fuel is fine, thank you
I think you set prices in the faction manager entity catalog. Or override the entity catalog and edit there.
Well that’s the thing I did it the exact same way I always have, I simply just overrid the vehicle config and simply changed the price of the Huey and rank along with the MI-8 to just balance them out a bit so there not so spammed and all the regular vehicles don’t work at the buy boards. I’ve been doing it for months without isssue, maybe @neat merlin do you know if this is a bug or was there something changed in the method of how vehicle configs have to be tweaked?
How to disable a spawnpoint, for example from enemy presence? (So far only way I've learned is to delete the whole spawnpoint entity :D)
Are you talking GM, conflict, custom mission?
Custom mission in this case
How are you deleting them up until now ? If you got access to script there is a dissable spawnpoint function i'm pretty sure.
I'm doing the deleting via a trigger by having set in the trigger's Trigger Actions section SCR_ScenarioFrameworkActionDeleteEntity.
In Trigger Actions drop-down list there's a whole bunch of different SCR_'s but seems to be nothing that could be used to disable an entity. The point here would be that the spawnpoint should be disabled when there's enemy nearby and enabled again when there's not.
I havent played much with it but there is an execute function action. I am imaggining something like this
Is that an actual method, that DeactivateSpawnPoint?
yup, that exists in the SCR_PlayerSpawnPoint. So make sure to use that
I'll be damn. I'll be sure to test that certainly, thanks Koutsou. I guess these 'methods' aren't listed in any one place and more like that if you want to find, you have to go looking for them all over the place?
Not sure about detailed documentation of each class and its contents. Most stuff is easy to find by opening the script file and looking into it.
can anyone answer some questions about making a scenario ? trying to follow the wiki tut but am having issues
Just send the question and someone will usually answer if they know
I completed the tutorial was able to make a spawn for a us team. So now I was looking to figure out how to create a spawn area like if I wanted to section off everon and setup 4 different spawn areas.
Anyone knows how works the "slot" prefab? Need it to spawn a arsenal on mission init and avoid a JIP error with moded arsenals
It is part of the Scenario Framework. You will need its component in your gamemode and it will need to be a child of an Area prefab.
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework
Not sure what you are trying to fix with this tho, not sure if this is the way.
Hello, how do I get this radio to keep playing? I wish it would play a radio conversation
Anyone got a good tutorial for coop tasks and how to set them up, docs are pretty bleak
You can use the documentation i posted above and use Scenario Framework for that. What are you trying to do?
Just set some mission objectives they can pick from the map. Only starting small with 2 bases full of units . They need to pick one and complete then other etc. nothing to in depth at mo as still learning all the functions
Have you checked the combat ops scenario? I think that would be a good start for you.
Ah I haven’t . I will take a look. Thanks for the advice 🙂
Yeah, it worked, there is a error with making a mission with modded arsenal on it, it kick all players at start with "JIP error", tried everything and this was the only solution
I can get AI to goto waypoints, How do you get them to go back to first one and start again
Look into the Cycle waypoint. Its basicly a composition of waypoints.
Thanks Koutsou got that working, Must be the group i spawned because no option for respawn after x seconds ?
The group it self has no functionality to respawn itself from what i know. You will need to use something else. Conflict is using ambient patrols and combat ops is using scenario framework for respawning ai.
I do have AmbientPatrolSpawnpoint AI which respawn every 3600 (1 hour) But they wont follow waypoints 🙂 🙂
Oh, i could set them to spawn on a trigger
would be cool if they relayed the platoon net in the command tents
How can you increase player slots, My Dedi server is set to 20 slots, But in game, I only have 6 on both sides ?
Or can people make a new group so it fills another 6 slots ?
I think that's configurable in the mission header. Not sure if it can be overriden with server settings.
Looked in lots of configs, couldn`t see it, But then joined another 20 slot and 1st group had 3 players, so it gave me option to make another group
Have you checked this, its the one where you configure the name of your mission etc...
Oh yeah, set to 20
I believe it can also be set in the game mode? 🤷♂️
Looked all over :). any pointers :
thanks for the link to this framework too, doing my own following a tutorial before tasks would not work at all, followed the setup with framework and tasks are perfect now
Is there a way to manually place markers when creating a scenario in Workbench? I searched this channel for "place markers" and the last results were from June last year.. And yes, Scenario Framework could be exploited to some extent by creating tasks with it but not really looking for that as a solution. More looking for something like it has been in the previous titles where you have marker "objects" that you can just place in the editor.
Good morning everyone. I’m testing my mod and installed it on a server. It looks like there is an issue with localisarion (picture1). However I don’t see it when I log in myself (both from workbench and on server directly) . Any idea?
An answer but only partial: create a GenericEntity and add SCR_MapDescriptorComponent to it. Then in the properties of the SCR_MapDescriptorComponent select Icon (generic) as the Main Type and in the Imageset Quad Element add the name of the "marker" you want to add. Names of many different "markers" can be found in the .imageset files under UI/Imagesets.
The partiality of this 'answer' comes from the fact that so far I've only managed to get the markers that reside in the Conflict folder (UI/Imagesets/Conflict/) to display in-game. Why only those? Why it seemingly is not possible to use for example the MilitarySymbol icons as well?
hello mate
CampaignGarbageManagement is delete ?
i need create new .conf in my missions ?
You dont need to install it now
thanks
Trying to get loot to spawn using same mod as you :), Have inherited and copied some files to my project, but still nothing spawns 🙂
@gritty vortex make sure you've added the ZEL component I think it's worldvalidation?
It's something I kept accidently forgetting. Hopefully that's your issue
the what in the what now
Thanks @swift raft 🙂 🙂 🙂 Already added that, In fact i copied all the files and folders 🙂
Does it not spawn if its close to a spawn or player etc..
whats best way to stop this fella gettin on roof, i put a small defend WP to keep him in there, but he gets on roof too lol
Put something on the roof that stops him from climbing
good idea 😛 was thinking how the wp works or an option, but wire may do it!¬
Add individual .bt's and waypoints combo.
what happens if you disable the ai character movement component
Hello, could anyone help me? I did a GM mission in Tools and it's working 100% with mods in singleplayer. But when I add mods like m4a1 or task force mattock, other players cannot access the server. Does anyone know what it could be? I tested everything I could think of.
Mods that don't add uniforms or weapons to arsenals work
Task Force Mattock Weapons e Uniforms, M110 DMR, M4a1 Block II, Modern FIA don't Works
Gm persisent Loadouts, Carrier System, Better Traces, Game Master fx works
Will try this morning , thanks for the idea! New to all this so it’s a slow curve 🙂
hi does anyone have a script to spawn in a missle and make it shoot at a specific target? thanks
SF FEEDBACK: Even with dynamic despawn/spawn you still get these stutters when AI spawn in and out. Especially true when flying through over lapping zones. One solution is to reduce zone radius so there is no overlap, but this is not always possible, and if you reduce too small, you will see the AI spawn before you which is completely undesirable. You need a large radius to keep spawning objects out of your FOV.
One possible solution would be allowing to select Area shape as ellipse or rectangle, along with X,Y and Z axis sizes. This was possible with Arma III trigger areas. Reducing the height (Y/Green axis) value would allow flying over areas and not triggering them. Additionally adding shape and size functions to triggers would give us the ability to shape the scenario in a more detailed way. You could create GO/NO GO Air Defense zones as well with ability to adjust height of the trigger or area.
Circles are ok, but houses, buildings, and most man made object are square/rectangle. And having the ability to shape an area or trigger to it would be very helpful.
Thank you for the feedback, I will look into it
.
I would love waypoints with moveable splines , making your own shapes etc would be amazing
I discovered that two dependent mods cause an error when I run a mission I did in the workshop: NVG System and Ris Laser Attachments
report the ris laser attachments mod bugs here https://discord.com/channels/105462288051380224/1110586149740748890
Interesting... I run those 2 with no JIP errors.
Has anyone experienced lag in the workbench when using the factionmanager_editor?
Once you drag it to the world, everything slows down, and because almost unusable. Mine maybe corrupted or something.
any good resource on dynamic spawning or spawning non placed groups in reforger, can find loads for a3
@bold horizon The only thing I have EVER seen on that is a mod called "HunterKiller" which is no longer available or working. It was done by a guy "Rabid Squirrel".
https://www.youtube.com/@rabid-squirrel
So I imagine I'm a bit late to the party on this one but here's a [relatively] quick tutorial on how to Spawn AI via script in Arma Reforger for custom scenarios.
The UselessFodder video on the basics that I mention in the video: https://youtu.be/WNL_oFhlmLU
oh nice, ill take a look, defo worth a read. Been reading alot of your stuff too, great help to the community man! thanks loads
Found this on the wiki... I haven't used it yet.
Prepare Area From Dynamic Despawn
It adds target Area into the Dynamic Spawn/Despawn during runtime.
Getter - Supposed to be a GetArea (see Getters)
Stay Spawned - If set to false, area will be despawned upon activation of this action
Dynamic Despawn Range - How close at least player character must be in order to trigger dynamic spawn/despawn
Remove Area From Dynamic Despawn
It removes target Area from the Dynamic Spawn/Despawn during runtime.
Getter - Supposed to be a GetArea (see Getters)
Stay Spawned - If set to false, area will be despawned upon activation of this action
I used the Game Mode plugin to create a Game Master scenario, and after scanning my world it says everything is in place ... YET it fails to generate a header file. How do I make such a file?
nice info, gonna have to do some reading. does framework run fine in coop with tasks? i know a few things go strange in dedi server
absolutely. I use it extensively in my scenarios.
awesome,. i was using thre tutorial online when i started using plain gamemode. ive switched to framework now. alot nicer to use for tasks etc
Is it possible to update task descriptions (that have been created with Scenario Framework) somehow?
edit: there's SCR_ScenarioFrameworkActionChangeTaskState which can be used to change task state but is there something for changing the task's description?
- add a missions folder to your scenario
- select "Create: Config File"
- Fill out everything from Player Count up.
NOTE: You must replace the default Icon, Loading Screen, and Preview Images.
What kind of task?
mm.. any? Since there's different kind of tasks (clear area, defend, move, kill and so on) that all can have custom title and description. To put my question in other words: if I create any task in Workbench and give it a title and a description, can either the title or description (or why not both) be changed during runtime?
Yes. Depending on the task. That is why I asked "What kind of task?". The LayerTaskDeliver has it built into the task. Other ones you might have to do some magic with it, like complete the task and create a new one right after with triggers.
THANK YOU! Did not know I needed a missions-folder. Where does it say that?
Thanks for the pointer, I'll take a peek to see how it's done in LayerTaskDeliver. Certainly completing the previous task and then instantly creating a new task could be one approach. But afaik that will first display to the players that the (previous) task was completed and then it will right after display that there's a new task available. Desirable approach would be to be able to just update the already available task (or in this casem the task's description) 🙂
@grand gull Oh I am pretty sure it says it on the wiki somewhere. But I know from the early days and the youtube videos you have to have a "Missions" folder. Plural.
https://community.bistudio.com/wiki/Arma_Reforger:Directory_Structure
Does the engine support Dynamic Simulation similar to ArmA 3 - regarding AI?
no
but the general engine more or less behaves like this, streaming entities and not even propagating them when you are not in 'activation distance'
Has anyone solved this absurd issue?
I'm running a custom scenario, with an official scenario it works.
It seems that there is a replication error but how I can found it?
there is no trace in the log of what goes wrong
Kicked from game. group=1 reason=8
16:31:09.831 SCRIPT : Kick cause code: group=1 'REPLICATION', reason=8 'JIP_ERROR' (modificato)
[17:45]
every now and then the scenario works and you manage to access the server, every now and then it goes into error
@uneven laurel Some questions for you...
Does your custom scenario have mods attached as part of the published scenario? IE Weapons or Vehicle mods.
thanks for your reply..... No, only vanilla part like structures,walls, signs etc etc....To avoid running into issues, I didn't include other mod parts
@uneven laurel Very good. Next question...
Do you get the JIP error when running server with just the scenario? No mods. Has that been tested?
Running error both, with mods on server and without mods
Ok. Tough problem then. What is the scenario? Available on workshop?
Yes, I can send you details with a direct message if I can
ok.
So i had gamemaster for my old map i made , i updated the map but when i load into gamemaster its not updated at all
how do i "update" my gamemaster mod to include the new map
Still nothing spawning 😦
nvm got it working
@lean scroll I got your patrol waypoint posts on the forum. curious if you have a sample I could look at it on the workbench...I cant seem to get mine to spawn properly...
@willow portal I do not have a sample. Which part can't you get to spawn? The AI or the WP? I would do a direct copy from the SF samples. Also turn off dynamic despawn at the start to test.
Is anyone else having a problem with workbench layers disappearing on reload?
Your project wont load if you don`t load the same dependancies
anyone have an idea why when making placing ambientPatrols with waypoints works on Everon and not Kunar despite using the exact same process and settings?
I`ve noticed they wont work on some other maps, Made sure navmesh was setup as well
that's what I figured.
must be the navmesh
Has the Map maker made a navmesh for it, Or is it set too just work as a gamemaster version
seems like there is only a GM version
is that something I can fix or is it up to the map maker?
anybody know why my AI would stop working in my map? gamemaster used to let them shoot at each other now they dont
did you ever get this solved?
Yes, but unfortunately i don't know how. It suddenly gave me the option after quitting and restarting the tools.
I figured it out last night. Need to create a missions folder in the mod directory
Ahh, odd, I wouldve thought I had a missions folder. But it's some while ago. Great that you figured it out though 🙂
just asking has anyone run into this? I assume its cause some of the mods have been removed from the workshop. any easy fix or do i have to re-create without the missing mods or can I remove them from the world ?
Anyone upload a new conflict mission and its not working after the latest update? cant seem to get a vanilla conflict mission to load either..
morning all, anyone know where im going wrong adding the m923a1 command unin, never has the option to deploy as mobile spawn?
Scenario Framework includes actions for locking vehicles: SCR_ScenarioFrameworkActionLockOrUnlockAllTargetVehiclesInTrigger and SCR_ScenarioFrameworkActionLockOrUnlockVehicle.
Only small thing is that those don't seem to have effect on the turret (slot) of the BTR70. The actions lock every other slot (driver, commander and passenger) of the BTR70 but the turret. I was looking to prevent AI from hopping in on the turret when the BTR70 is inside a defend waypoint but of course the turret has to be the only thing where the locking functionality doesn't work.. 🥱
I am spawning a group a ussr vehicles at a base. I have a clear task setup. At the completion of the clear task I want to delete all the ussr vehicles and replace them with US vehicles. The US spawn vehicle works perfect.
I can't find a way to delete all the ussr vehicles en mass. I can delete entity, but then I have to create 10 delete entity in each slotcleararea.
Any ideas on how to delete en mass all the slots in an area? GetListEntitiesInTrigger doesn't seem to work.
You can delete the whole layer (the slots are placed in) with SCR_ScenarioFrameworkGetLayerBase (this meaning that deleting the parent layer will also delete the children)
I think I tried that, didn't work. I'll try again different layering.
Hmm, just today.. or maybe it was already yesterday I managed to create a working solution with SCR_ScenarioFrameworkGetLayerBase. The use case was like this: there's a layer that includes three SlotTriggers that each spawn a trigger. I needed to delete the SlotTriggers at certain point in the scenario and deleting the layer with SCR_ScenarioFrameworkGetLayerBase worked flawlessly.
how do you know you deleted the triggers? Show me the set up if you can.
Its not working on physical entities at least at this moment.
Nope no go.
I had enabled Show Debug Shapes During Runtime for the all the SlotTriggers. Then when the trigger that had the delete entity activated, I could see the debug shapes disappear while in-game
What is even better that apparently "locking up vehicles" using the actions I mention there means that only players are prevented from getting into the driver, commander and passenger slots. But AI on the other hand can still get into those slots without problems
I recreated your trigger and my btr. And it deletes the trigger, but not the btr. IDK.
This will delete the layer itself (As this getter will return entity of the layer) but not the entity which it spawned. For that you need to use the GetSpawnedEntity.
Reason why it disappeared is that this debug shape is present on that layer and since you deleted it, it disappeared. Debug shape is not actually connected to the trigger at all, it just retrieved the shape radius value to determine how big the sphere will be. The trigger however most likely remained there unless deleted by other means.
But I will think about this particular situation with layer deletion. Right now I would say that if you delete layer or slot, it should also delete everything it spawned and all of the child layers in it (As upon deletion, there is nothing to manage these entities right now), but I will see 🤔.
Thanks for the insight on the discussed functionality Yethe.
You mention that the trigger "however most likely remained there unless deleted by other means" and I guess that's the thing: I'm not deleting (the three) triggers by any other means as I'm only deleting the parent layer they have been placed on. Now, should the triggers remain (as in the layer they are on won't get deleted), then when triggered they send a Spawn objects 'signal' to another layer that will spawn three US infantry squads on three slots placed elsewhere. But if the layer the triggers are on gets deleted the three US infantry squads won't be able to spawn at all because the triggering won't be able to happen. Why this happens then: like are the triggers actually getting deleted and if not then why they aren't anymore able to send the 'signal' to the layer that spawns the three US infantry squads 🤔
Well at least there's some way to go around the issue of a vehicle not being locked for AI: it seems that if you spawn a vehicle (that has a turret, like BTR70) or an actual turret (like a machine gun) after init the AI won't "know" about them and thus will leave them unoccupied.
This situation could happen if the spawning action is handled by the layer you are deleting —> action will be deleted as well.
Ahh that's good to know, thanks for clarifying 🙂
Can you disable looting dead bodies in workbench?
Is "ON_AREA_TRIGGER_ACTIVATION" not working anymore?
I have a test area setup, and when using this activation it does not spawn objects as it use to. I've turned off dynamic despawn as well to ensure no interference from that.
Does you area have a trigger spawned?
(Directly by the area entity itself)
no the 2 slots are a M998 and a vehicle service entity.
Thats all in the area.
the only way to spawn the objects is create a slottrigger, and trigger "groomlake".
its as basic a setup as I can get. Area, Layer, Slot.
I've done this hundreds of times. Especially for move task spawning.
While we're here: what's the difference between ON_TRIGGER_ACTIVATION and ON_AREA_TRIGGER_ACTIVATION? So far I've been using ON_TRIGGER_ACTIVATION where I need to have something spawned via activation of a trigger. As far as I understand that when you create a trigger it has area (the purple dome) nevertheless and that you can resize to your liking. And I use that all the time with ON_TRIGGER_ACTIVATION. What difference is there with ON_AREA_TRIGGER_ACTIVATION??
ON_TRIGGER_ACTIVATION - It gets activated from the trigger or actions that are using this activation type to activate it
ON_AREA_TRIGGER_ACTIVATION - It gets activated when the parent area of this layer has trigger and that gets activated
This setup looks correct. I will investigate why it might not be working
.
Thanks Yethe. I'm not sure if I understood that entirely but I'll certainly test the AREA_TRIGGER now so that will offer some additional knowledge as well. The thing is I've never understood the reason for the existence of AREA_TRIGGER which has made me to avoid using it completely.
I used area trigger like a slot trigger. Small radius, with layers for control. Very powerful, yet simple.
hi, I am trying to play a custom mission locally before i try to buplish it. I am unable to get it to load inot the workshop. I have created the mission config file in the missions folder. The mod is saved under user/..../workbench/addons/... i have tried to copy it to the ArmaReforger/Addons folder as well.
i have used the -addons launch parameter with the mod name as well, preiosly i had an error when the name was wrong, now no error, but mod still not visible in game
any help would be appreciated
Just hit the play button in world editor...
there is a bug that i want to see if it is editor only. or if in game i will be able to hit esc to respawn. cant do that in the editor coz it kills the game instance
seems to me like something in my mission file is not set up right currently
I cant pplay as character on startup, unless i enter Game MAster and play as character
after that i spawn normally when i die
I've placed some of the structures that can spawn vehicles in my mission. I have plenty of supplies and if I walk up to the board and select a vehicle to spawn, it'll popup the blue ghost saying its ok to spawn. However, if I hold down the F key, once its completed the action the vehicle doesn't spawn. Is there a bit of logic I need to add to the camp to make it spawn? It's not just the 1 structure either, I have tried the light vehicle, heavy vehicle and helipad ones too
@merry frost add "No supply arsenal" mod temporarily to your scenario and try again. See what happens.
Which vehicle depots are you using by name please?
Is possible to make bigger the default menu groups? They're limited to 6
It is possible to adjust the playable slot counts. You need to mod the PlayableGroup.et prefab and switch the default one with the one you modded in SCR_GroupsManagerComponent (found from the GameMode you are using)
Or create predefined groups in the faction manager. I made mine fireteam size, but you can make them whatever you want.
What do u have on calsign info? The default overrides all i put on predefined groups
I have lots of supplies, if I took the supplies away it goes red when trying to spawn which is fine. It just says its doing the action and then nothing pops out at the end even though it should do
Also, it's the same with multiple ones, I'll get the exact names later
No Supply Arsenal zero's out the values of all items in arsenals. Makes everything free.
Try it, and test. See what happens.
No no, the arsenal for the players works totally fine, that's what I don't understand, if I take all the supplies away it tells you not enough. I've given it plenty and it'll happily use the default so I just presumed I needed to add something for the vehicle spawning to work
oh ok.
Thanks, all worked and even better that i was first trying
this is what I meant - I have supplies, its blue, you hold the action and the bar goes full and then nothing appears
this is based on the scenario framework tutorial with these extra things added
I guess I have an action somewhere i'm missing or a box to tick to permit spawning?
Anyone have any tutorial or documentation about making waypoints?
Waypoints who detect the player when is on the area and something like that
@fathom granite More detail about what you want to do please?
I'm trying to make a game mode based on the Praire Fire Arma 3 CDLC game mode, where you went in a Helicopter doing transport, cargo, etc., and I don't have much idea about any of those aspects of the world editor
I know that the issue of transporting AI is not going well (they are not mounted on the helo), but I do have ideas to solve that until it is implemented
@merry frost I use SF and vehicles depots. Are you placing the depot or using a slot?
@fathom granite What is the problem with ordering AI to get in vehicle? They can't fly it, but you should be able to order them in.
I use the Scenario Framework, so it's Area, Layer, Slots. Anything I want custom like vehicles, AI waypoints, etc, I dupiicate or override to the scenario. Then edit to
Correct.
yeah, i think I placed them whilst trying to see what was what 😄
I'll give it a quick try
Look at the examples found in the base game for sf.
most stuff is in slots, its basically just those
They dont take the order of get in on helos yet
even in the slot it didn't work, same result
Hold one.
one sec.... final test.
@fathom granite ok here is the setup.
First when the player enters the dynamic despawn zone, the heli will spawn. When the player walks into the trigger, the AI Group Fireteam will spawn and board the vehicle.
tried all kinds of things to get this base spawner to actually spawn stuff but nothing seems to work and i can't figure out if its a component i'm missing or something else
What game mode do you have in world?
gamemodesf as per the sf tutorial
like I say it does all the actions up to the actual spawning
- Go to the MP folder, open the combat ops arland world. Find the GameMode Plain, and copy it. Ctrl-C.
- Open your scenario, and paste it Ctrl-V
Then double check everything I pasted above, and replicate what I did.
and that allows me to get this buildings to actually work as supply based spawners?
thats a start.. may need more work.
just seems a bit weird to need to do that rather than modifying a component or adding something
like I say, its also weird it does 95% of the action and then just doesn't spawn it
Hold one.
Back to Area 51
@merry frost Try this. In object properties for Game Mode, + add component, "SCR_SpawnerRequestComponent"
Didn't work
I also did the buildingmanager one from conflict but it didn't help either
I thought I might have to do something with "SCR_SupportStationManagerComponent" as that is seemingly inherited by the 3 places I placed down manually
but it only has an enabled tickbox
Not sure man. I can drop the entity in whole or use a slot and spawn it. The only thing I am doing is zeroing out all the values.
So my values read 0/0.
the facility itself shows up though, just never spawns anything from it
yea.. that is weird. Does the console log show anything?
no
Hello all - does anyone know how to place a ammunition supply point in the mission file for conflict?
What's the simplest way to have a US spawn point enable once US forces clear an objective?
SCR_SpawnPoint.SetSpawnPointEnabled_S is the method you are looking for
Or you don't preplace the spawn point and spawn the prefab on demand instead
The latter is actually easier and can also be done with just the scenario framework without additional scripting.
Thanks Kex
Couldn`t find the waypoints section in fireteam, > Was gonna test it for you 🙂
You don't need to set another waypoint if you set "WP To Spawn" to "AIWaypoint_GetInNearest.et".
The AI will get in the nearest. No need to test for me. I was showing @fathom granite how to do it. Thanks though!
Did anyone manage to figure out how to get the vehicle factories to spawn vehicles despite the ghost or is it potentially a bug I need to report?
@sgtcuba does this happen in enfusion workbench as well? Did you publish your scenario? Can I look at it?
yes, it happens in both. I'll pop the link in later - both me and my friend couldn't spawn on a dedi server
(the mission is unlisted atm)
Hi everyone.. I'm new to mission editing and I did a little scenario on Arland. The first task is to go to a village, then the second is to destroy trucks and get involved. I created the tasks as indicated on the reforger wiki but task 1 does not activate. Is there a simple tutorial on the settings to make?
Are you sure you selected the correct activation type?
No. in the first task, I put:
spawnchildren: all
activation type: on task init
is this what should be done?
I see that my first spot appears when the player spawns
its called "EVO Scenario Test 1" on the workshop
@merry frost cool I'll grab it .
@humble onyx Open the scenario framework examples in world editor and look how the tasks are setup.
@merry frost First item... your directory structure is incorrect. You must create a folder called "Worlds" and save your world there.
@merry frost
Why do AI not follow waypoints on a custom Map 🙂 Copied over the AI / waypoints / cycle etc. from arland map, works fine on there
Mine stopped following waypoints after one of the latest updates
Previously worked fine on my custom map and I changed nothing since
My other version still works fine, Got a lot of errors for navmesh, bet its that 🙂
Asymmetric Warfare Series has a new discord server for support to the mission. Or you can reach out on the BI ARMA Reforger forums as well.
https://forums.bohemia.net/forums/topic/241978-asymmetric-warfare-reforger/
Asymmetric Warfare - Reforger by Blackheart_Six Discord Server Asymmetric warfare (or asymmetric engagement) is a type of war between belligerents whose relative military power, strategy, or tactics differ significantly. This type of warfare often, but not necessarily, involves insurgents or resi...
Wtf. updated my conflict and terrain from beta to production now and we are stuck loadout. telling I am missing SCR_LoadoutManager, adding this to mission in tools, relaunching..., still same issue. What to do?
Cant spawn in to world
Any quick solution? Have full community waiting to join in..
I need default loadout for all jip players as it was from beta. wft...
something must be misconfigured
why? it worked before they launched the fucking thing
Beta with other words
Ok, need to redo all components then. Sad you cant go forward with missions checking entities and verifying. Now you need to configure all details from scratch.. Not enough free time to this BS..
I just got in the habit of making my own rollback library after every major change.
been in your shoes pal
Fixed mine, navmesh components in SCR_AIWorld had become detached while I was rearranging my folders
forgot to add affiliated faction to that new module, works now to choose default loadout.
plz BIS: Inform when stuff changing like this. So irritating...
Become detached ?
Yeah, it wasn't finding the folder with the navmesh data. Just had to relink the components to the right folder.
Just picked a different navmesh and got them too move, He has about 20 navmesh`s 🙂
Seems excessive 😅
Well. first group i put down is working, but the others won`t move 🙂
RESOURCES (E): Failed to load ''
PATHFINDING(E): Not able to load data from file Navmesh/.NavData/WorthyIslands_Navmesh_Override_BL/navData_30.ntile
Maybe give Chewie (the author) a shout if it's still not working, he seems a helpful chap
Does anyone know where I can find the faction select along with the player spawn selection
Hello so i made some progress and I keep running into this error and can't seem to get around it I just created a new scenario to test things under the conflict name and even the new one gives this error
Virtual Machine Exception
Reason: NULL pointer to instance
Class: 'SCR_RoleSelectionMenu'
Function: 'InitMapPlain'
Stack trace:
scripts/Game/UI/Menu/DeployMenu/SCR_RoleSelectionMenu.c:213 Function InitMapPlain
scripts/Game/UI/Menu/DeployMenu/SCR_RoleSelectionMenu.c:120 Function OnMenuOpen
scripts/Game/UI/Menu/DeployMenu/SCR_RoleSelectionMenu.c:451 Function OpenRoleSelectionMenu
scripts/Game/Respawn/Menu/SCR_PlayerDeployMenuHandlerComponent.c:111 Function Update
scripts/Game/Systems/DeployMenuSystem.c:49 Function OnUpdate
Have spoke to Chewie (Nice chap) I`m wondering if anyone knows if the navmesh would stop the AI from moving to waypoints, Thought it just stopped them walking through walls
If navmesh is not properly set, it can hinder AI ability to move - including waypoints.
you will need to add the spawnlogic in the SCR_RespawnSystemComponent inside the gamemode. You need to add the menu spawn logic.
I think this is talking about a missing MapEntity placed in your world.
Ahhh. Looks like its which part of the map i place them on, Sometimes they work, Other times they dont
If navmesh is set properly, it should work pretty much everywhere (Unless you set the waypoint on top of the tree, under the terrain or some other unreachable places). I would double-check the navmesh. You can also use the debug menu > AI and there you have plenty of waypoint options to see what is the AI situation in your particular case.
Hey liking the debug menu :). I have 4 groups, 3 move fine and can see the navmesh covering them, also the red line for movement, But the other group don`t show anything like that, Also, how can i check the navmesh, Also the group that wont move, They coloured frame around them says 1 (blue) and the others say 0 (Green)?
I know from my patrol testing, waypoints must be at or slightly above ground surface or the AI won't move, and sometimes won't spawn in.
Also the AI category has the navmesh option, definitely chjeck that one as well
Yes, that is the case, they have vertical space of cca 2 meters. There will be improvements to waypoints to properly visualize this and improve user-experience for mission makers overall 😅.
Nice TY.
@lean scroll also as per your deleted message about the TaskClear, that is very strange issue as there were no changes to this in these regards. Do you have FactionKey properly set on SlotClearArea? it is used to convey who should end-up dominant in that area --> clearing the area.
If FactionKey is empty, it takes the US faction key.
Ahhhhh I was going to ask about that... wait one.
Yes.... I noticed that in the samples it is blank, and in the combat ops it has US in it. I was wondering about that.
I see Navmesh category, Do i just hit Regenerate ?
So as the clash says "Should I stay or should I go?"
So for my purpose I use US dominance all the time.
You can take a look at the waypoint prefab and put it into the world to see the visualisation.
You could, but the process can be a bit more difficult than that. Not sure if we have some guide on a BIKI 😅.
I would put the faction key you intend to work with all the time just to be sure. There might be a situation where it could inherit from layers above (As that is how the faction key attribute work unless you have something put there) which might result in a situation where it is not working as you intended in the first place.
ok, I do that. Just makes sense. But yea I do have an issue with slots breaking. I deleted my post because I found some work, some don't.
I am getting feedback from server owners that missions aren't completing.
I see. If you would be able to determine of what was the issue, please do let me know so I can account for that and perhaps put some user feedback to the console 😅,
Also if you would like to debug that particular case, you can open the script editor, then go to SCR_FactionControlTriggerEntity and there is a method OnQueryFinished() where you can put breakpoints and see what might be an issue
.
Spoke to Chewie who made the map, and says there are some Navmesh bits missing 🙂
That will be the reason why it is not working on some locations 😅.
Yup, gotta agree 🙂 🙂 🙂 . Will read the biki see if i can fix it
Anyone know how to get loadout saving on respawn in conflict to work after the new release? Is it where I set Player loadout in Manager SCR_LoadoutManager?
Sorry I hadn't updated my original issue so yea I was using the debug map that why there was that issue but now I'm getting an issue where when I go to pick my faction I cant hit the conteue button it's just greyed out I played around and got it working but I guess what I'm really looking todo is just have the fa ton spawn menu with just the spawn selection I'm not looking to make any objects or anything for the campaign part
I don't believe it matters gamemode, but for my loadout(SF Gamemode) I have it set like this...
But you are saying issues after respawn, so maybe different. IDK
Is it possible to change AI squad formation when using AIWaypoint_ prefabs? At least the prefabs don't seem to include a parameter with which it would be to possible to change the formation..
There is AIFormationComponent on the group prefab.
Thanks Koutsou. I was aware of that and I should have had mentioned that already in my previous message. Coming from that: I was looking for a way to change the formation on-the-fly (or to put in other words: as the AI group moves from waypoint to waypoint). Seems that currently something like that isn't possible.
I see, yeah i dont think it is possible. Would need to do some scripting to get somethin like this working most likely.
Yeah, probably like that. Here's hoping that there'll be a native solution to that as well someday.
Not sure what issues it can create but feel free to use it. You define the formation string on the WP prefab, once applied to that group they should take that formation.
removed some debug i added.
Anyone know if it’s possible to merge conflict game mode with scenario framework entities? I’d like to use areas, layers and slots within my conflict mission. Is that possible?
It should work out of the box. Just add the SF component on your conflict gamemode and you layers and slots will start working.
Also base services spawned with SF will work, once spawned will be registered in the vase, same as if you built them
So all I need to do is add the component??!
Wow.
I do that to not have to regenerate navmesh, SF regenerated it when spawning compositions
So i can run vanila conflict, add bases to map and not clutter my mod with navmesh. It can add alot of size to mod.
So only step is add scenario framework component to the game mode?
Yup, if you open CombatOps you will see it is not using any custom gamemode, it has base gamemode, and just the SF component in it.
So conflict gamemode can stay there.
Thank you for the reply. I’ll take a look tomorrow and see if I can get it working! Very excited to be able to use areas and layers..
No worries. Good luck 🤘
I couldn't get that bit to actually work for me. I guess I missed something? i spawned them both via a slot and just placed them. Have plenty of supplies and the ghosting goes blue and completes the action but never spawns the vehicles for some reason
Right now, Conflict bases cannot be spawned using the ScenarioFramework Slots as Conflict does not support dynamic placement of new bases. All bases need to be setup beforehand. Once Conflict bases will support it, it will work seamlessly with ScenarioFramework out of the box.
But you could mod the Conflict base system so it would allow for dynamic additions/removals tho.
Yup, base would need to be placed normally, but to my experience spawning services works.
Yes, services should work dynamically.
Just wanted to say thank you for anyone that helped me with the mission I was making I ended up getting all the errors resolved and everything working properly 🙂 next step is the AI
I couldn't get the ones i placed to work correctly for some reason though, just using the scenario framework though
Do they work if placed normally?
do you need to add all of the components?
might need someone to walk me through the components. I just tried and it didnt work 😦
By all the components you mean ? It should be just the SCR_GameModeSFManager
What did you try?
No, it'll pop the ghost up in blue, complete the action and not spawn them
lol I tried to add all of the individual area and layer components
Nah, just override the gamemode and add SCR_GameModeSFManager to it. Then place the premade layer/slot/area prefabs from SF
You might need to troubleshoot a bit. Did you try placing some breakpoints on the code of the action?
hello everyone, how can i make missions with the world editor with workshop maps?
Nope, just dropped the maint facility down as is and provided nearby supplies for it
Happens with the helipad too
Dunno if something else is required in the mission to get it to work. Its based on the sf framework
Do you have the mission somewhere? i could take a look
The raw file or are you happy with a workshop link?
workshop link is fine. I just want to run the mission in workbench.
it also fails to spawn the vehicles on a dedi too
I've deleted in that all the other poiints than the light one, but they all did the same so hopefully the fix for one will sort them all out
@merry frost i think you are missing SCR_SpawnerRequestComponent in the player controller you are using. At least thats the first place where the user action fails.
oh, how did you figure that out? Was there an error it wasn't showing me
which one is the player controller? Is that the gamemode one?
as my gamemode has that component
You can put a break point in script. Once the code reaches the break point the game stops so you can follow the code line by line. You can find the script of the action by right click and Jump To Script Definition .
Yup. Override the one that is plugged in the gamemode
ok, let me just remember how to do that
Hello everyone!
I want to start game only after some initial tuning phase, but I've encountered some issues on trying to achieve that:
- There is no mouse cursor to interact with the menu (how to obtain mouse controls?).
- Player already spawns by, I assume,
SCR_AutoSpawnLogicfrom game mode (how to trigger spawn only by interaction with menu - I already have the code but don't know what should be there - guess I need custom spawn logic and throw "spawn players" event from UI click function)?
Find the DefaultPlayerControllerMP_ScenarioFramework.et , right clich and override to your mod. Then open it and add the component to it. I just tested it, vehicles are spawning normaly now.
ah ok
I think you will need to create an entry for your menu in chimeraInputCommon.conf to enable the cursor.
To delay the spawn you might have to modify the spawnlogic. So that the function that is called to spawn the player is called when your menu is closed.
excellent, this worked. Thanks for your help! Its been bugging me for a couple of weeks. I guess just adding it to the default one in game (that the SF auto generates) did nothing?
Wdym the default one?
when you run the SF template generator, it places the game controller for you. I had that component there but it didn't work until i did the override and added it there instead
Ah, i get what you mean. I guess the base SF controller is based on what combat ops is using, maybe a more basic version of it? Not sure. Maybe thats why. Services are only used in conflict atm.
makes sense, just weird just putting it there did nothing and you have to do the override. But I guess its something to remember for next time
Always usefull to be able to quickly debug some issue by taking a look in the code and seeing where it fails. There are some stuff here about the script editor. Might be usefull for you in the future. If you scroll all the way down you will find the breakpoints i was telling you about.
https://community.bistudio.com/wiki/Arma_Reforger:Script_Editor
Yeah, found it - Cursor Visible flag, thank you for advice!
tbh, i think i've been looking in completely the wrong place for sometime
I assumed it was something with the building prefabs themselves. Wouldn't have guessed to look at the player controller at all
If you are troubleshooting something related to a user action always a good plan to start fromt the user action and seeing what its looking for.
I suppose I ought to get used to it being attached to the player rather than the building like it would in a3
How would I go about adding a map marker in my scnario that will show on the map for all players? I'm trying to add markers for FIA supply depots around the map.
you are the man. I finally figured it out. Curious on a different topic if you have any guidance. How would I configure an area to repeat spawn a layer upto 5 times and timing out over 10 seconds? the current settings dont seem to operate intuitively
Hello everyone!
I'm trying to create "players spawn only after host clicks Start Game button on his startup/init menu" functionality, what I need to implement to achieve that? I already have the menu and button click event handler, but don't know how exactly I should, uhh, send the signal to respawn system that players should be spawned?
On my research, I noticed that game mode has undeletable SCR_RespawnSystemComponent, so I guess all spawn things should be done via custom spawn logic.
So, am I right that I need to do custom spawn logic instead of implementing my own respawn system component? What method needs to be called to spawn players?
working on mission got AIWorld sorted but my AI cant seem to walk around walls or go throuigh doors??
@coral smelt do you mind if I DM you?
the AI aint that bright :P, they are a pain to get going through doors or around walls lol
Pretty sure that is something like map descriptor component
Oops wrong person, @dawn dagger
Have you seen ready or nots ai over haul its sick maybe will see something like that in arma 4 one can hope
Is it possible to have a slotTrigger activate a layer of AI units on repeat while the trigger returns true, and then to stop when trigger is false? It seems that once the AI layer is activated it just keeps going...
Was garbage manager removed? I can't seem to find it
It was turned into a system. Its under GarbageSystem now. You can get to it with GetGame().GetWorld().GetGarbageSystem()
I dont think you would need the repeated spawn. That seems to work like you said, once setoff will respawn the stuff based on its timer. You could try having an activation cooldown on the trigger itself, and it will keep activating that layer to spawn stuff untill you leave.
I wouldn't know the first thing to scripting so is the system more automatic now? just behind the scenes type thing
Kinda, intead of having to place a garbage manager enity in the world its taken care by the game. The config should exist in Gamemode
So you’re saying to configure the ai layer to not be on repeat?
Oh I see thank you 🙂
I just ran a few other configurations testing with and without repeat on. seems its all or nothing...
Can you show your trigger and the layer you are using?
In the trigger action point to the SlotAI instead of the layer and set the Activation Type of that SlotAI to On Trigger activation. Enable repeated spawn on SlotAI and set timer and repreated spawn amount to -1. This setup works for me.
It doesent seem to be able to work with layers. The layer has a boolean stopping it from being triggered twice. Even with repeated spawn on.
anyway to get AI to hold their position ingame?
wait, is this where i'd ask for making mission in gamemaster or would that be the gamemaster discussion chat?
@crystal yacht As for AI hold position, try the AI_modding channel. I use AIsmart components and .bt's to manipulate AI.
If you add any buildings, tents or sandbag emplacements to the terrain map then you have to generate a new high res and low res navmesh so the ai know those items are there
Is there a way to make custom base compositions for conflict, I can't seem to find the config file for it? I have a custom faction armory and field hospital that I want buildable at bases instead of the vanilla compositions
Hey guys/girls/thems, any of you got a good mission making tutorial videos that are up to date? I've only been able to find ones a year old and a lot of the stuff they explain doesn't exist anymore. Thanks!
I don't think there are many good YouTube tutorials in general. Most old mission making tutorials were never good to begin with.
I would recommend to instead stick to official documentation like the Wiki.
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework_Setup_Tutorial
oh shit I forgor about the wiki, thank you thank you.
The linked tutorial should teach you the basic idea of how the scenario framework works.
For how to implement more specific things, have a look at the worlds in ArmaReforger/worlds/ScenarioFramework/ - it contains playable examples on how to achieve a wide range of objectives and behaviors.
Pfft, I got to step 2.3 of the tutorial and got this slapper of a error message.
Any ideas?
nvm I ran a world scan and it seems to have the entities already asigned in the world, not sure if thats as standard now or?
I feel as if there's meant to be something here...

Correction on this: can I make custom compositions buildable at bases in conflict?
I used to be able to before the supply update, now they're all just generic
Does anyone know where is the destroyed model of the Huey helicopter?
or where to change the level of damage, I can't find what component it is? thans in avance!!!
What are you trying to do? The wrecked model's name is UH1H_Wreck.xob
ok thank you. I search a file .et thank you
The role selection menu does not appear when I start, exactly what is the component to add so that the loadouts and spawns selection screen appears. I have added SCR_RespawnBriefingComponent and SCR_respawnTimerComponent as gamemode components but the loadouts menu still does not appear.
You need Menu spawn logic inside SCR_RespawnSystemCompoent in the gamemode. Maybe that?
I don't understand what exactly needs to be done to put the spawn logic menu
There should be a component called SCR_RespawnSystemCompoent inside the gamemode. In that you configure a spawn logic. This is how conflict looks.
ok thanks
I'm currently using the Prefab Faction Manager USvsUSSR, but only want people joining the US (For a Co-op Mission) Is there anyway of just skipping the "Choose faction" part of the menu seeing as I've disabled USSR as 'playable'?
In the faction manager, In each faction the is a tickbox IsPlayable . Should do the thing.
Nobody?
you can but I don't remember how or where
just look at how existing compositions are setup
I've copied them all and it still builds the vanilla compositions
doesn't help that there isn't an updated wiki with the new system
Is it at all possible to assign spawns based on Group?
i have a question, i just tried setting up vehicle boardsd as i always have by overriding the vehicle config for the faction and the second i add modded vehicles the entire conflict buy board acts up and wont let you spawn anything. Ive done this without issue before the 1.0 update and it seems like now they just wont work
ALSO, anyone have any idea why this is happening? (Left in game, assets floating / Right in editor, assests aren't floating as intended)
Is it possible to remove an object from a map in the world editor?
No, you would need to hard-override the map. Alternatively, you delete it via script when the game mode starts.
Check that the added vehicles have the Variant Data is filled out. I was having an issue of the vehicle showing "Blocked" or not in the list at all. Filled out the VD, and it worked.
No kidding
Hello Yall, How does someone make compositions?
Im trying to make some for Forged in Eroupe
Is there a option to turn Names above heads OFF/ON i must of clicked it by mistake Forgot to add NameTag :)🙂
So I followed the guide to making an in-game map, but what I expected to contain roads etc I've made looks like this :/ What am I missing?
Did you select the topo file in your map entity?
Yes.
I exporte this, and selected it in my map entity
#enfusion_terrain Might be better asking in there
How to get the names of audios and music to be able to play them with Scenario Framework?
Have u tried putting a .ogg file in, see what happens
I am referring to the audios and music that the game have.
Usually sounds are called through names like SOUND_FOREST inside the .acp files, that's how it was for procedural animations, but I can't say if this applies in your case, it's pretty vague.
ok thanks
for a simple co-op mission, would it be better to use game master with saving or the world editor?
@amber tinsel where is the prefab library for the time and weather manager, all i can find is props not the weather
How come you ask me specifically? 😅
I'm sorry but I cannot answer this question. I haven't worked with Enfusion for a while.
Merry Christmas tho
Just search in the regular Resource Browser. The PrefabLib only includes some assets, mostly terrain objects.
How to set my custom icon for mission?
When i choosing .edds file i cant to select my mod folder.
Please ping.
Is there a way, where I can draw a "red" line on the map (tools), so a player can see that line everytime he/she opens the map?
How do i make it so my map shows up in missions/scenarios or just in game?
It's possible to play different sounds on mission end with Audio One Shot. So far I've only gotten to know SOUND_ONDEFEAT but for sure would like to get to know what other sounds there are.
Are the different sounds located in one single place? Or to put the question in other words; how to find the different sounds or at least those that can be used?
Hey guys! I have a conflict mode and in my faction manager I added another blufor faction. However since the game mode allows only 1 faction key for BLUFOR if I select at the spawn the other faction it won't let me spawn. Any suggestion how could I make the gamemode key reflect the selected blufor faction in the spawn menu?
2 factions can't have the same key.
In regards to gamemodes, how do i get the correct end game Ui to display? Apparently I'm missing something.
Here is a some posts about end game post 1.0 patch. Not sure if its whats you are looking for.
Edit: here is also the wiki link for Postgame state/end game stuff.
https://community.bistudio.com/wiki/Arma_Reforger:General_Game_Mode_Setup#Gamemode_End
Hey Zelik (*sorry Italian mobile keyboard being fancy), yeah ofc however the 2 factions would have different specific keys “US” and “ITA” and would both be part of the wider “BLUFOR”. My point being: if in the faction manager are both allowed for play and registered, how do I make it so that the “GameMode Campaign” dynamically assigns the BLUFOR faction based on what I define inside the game session (if possible at all)?
Hello I am working on some conflict edits and id like to add an action to a specific campaign military base that allows the user to spawn 1 specific thing from the GM lists with a cooldown timer if possible. If anyone is willing to help please shoot me a DM 🙏
FYI.... With the new dynamic despawn I've gone over 1000 slotAI for mission. TY BI. Hitting about 25% budget in GM when running.
My biggest problem is the garbage collection doesn't work as well as the .entity one.
Thank you
.
Could you please elaborate on garbage collector issues?
The dead bodies aren't being collected on a dedicated server... I am looking into though. It's not my server so not everything in my control. I'm going to zero out my gc conf and test
Make sure that garbage collector config is properly set to clean-up dead bodies. For quicker test results, you can set the time to lower values to see how it is working.
I have created a cooperative mission using scenario framework and it works fine, except that it cannot loggin as admin on the server. In my previous missions I didn't use SF and I didn't have that problem. Could it be that gamemode_SF needs a component to enable it?
Highly unlikely that it would be caused by the SF itself as I’m using it on daily basis and I’ve never encountered issue with admin.
Make sure that you have all the required things properly set up both in World Editor (You can get inspired by CombatOps and also try it with the admin as that should work) and also the config on your server, mainly the admin settings.
I have found the problem, I did not have the component loaded: ScriptedChatEntity
thanks
👍🏻
Start this conversation here, but may need to move it to another channel....
I've been laying land mines, LOTS of land mines, on the dirt roads of Everon. And they work REALLY great. Except one little unintended consequence.
The poor driver who hits the land mine with a vehicle full of troops gets banned from the server for friendly fire. 😂 .
So anyway around that? Anything I can do?
I feel bad, I really do. I don't want people to get banned on servers for normal, to be expected game play. But the land mines are not going away.
maybe need spawn marker what is visible only on mine placer side like in A3 red triangles
also later need A3 style "revealmine" script too when AIs will drive...
Im sure BI will do it later but lot of work need on AR
That should not be happening. Please create a ticket (unless you've already done so) so we can take a look at it as soon as possible. Thank you
.
Will do! And to be clear, they are Russian mines used on BLUFOR units. THANKS MAN!
Hey, does anyone know how to make a spawn point, so when i spawn into the map i don't spawn outside the map. also, how do i make it so i can open arma vision? It works in the enfusion editor but once i go into arma i spawn outside the map and can't open arma vison?
I still keep spawning outside the map, and can't open arma vision even though i made a Game master mission?
I dont understand how the system budget works. I found a "system" field in the editable prefabs that I assumed would control that prefab's value in the system category, however overriding it to 1 instead of 6 had no effect on the overall system budget in GM. 🤷♂️
how much those systems use is defined in their editable entity component
it should work assuming you did an override correctly
So, I would like to try something out!
Now ive seen - and know its in gamemode, that you can have a setting that dont start match right away, but you can set like a 2 min delay on the match to start.
Do anyone have any expericence in this area?
SCR_PreGameGameModeComponent or something like that
Yeah that's the issue, I assume I did it correctly but when I start the mission, there's no change in the system budget.
Does your override have exactly the same name as the original? Folder path included (except for it being in your mod)
Indeed, I've done a lot of overrides before
Maybe there's something in script excluding headquarters buildings from the system budget even though there's a system field in it's editable entity component
Can you screenshot the content of the editable entity component?
This is the FIA HQ which in conflict, is all over the map at mission start. Lowered from 6 to 1 and the budget shows no change in GM.
if you set it to 1000 do you see any changes?
I'll try that tonight after work, good idea
Is there anyone who managed to setup the enfusion persistence framework in their mission? I might have a couple of questions to ask 😊
Yeah I tried to go through their documents but I’m unsure whether I managed to set it up correctly or not. I’m having issues and I’m experimenting a lot. Looks like I’m running in circles, I might need an helping hand 😊
If you followed the directions then it will be set up correctly.
I’m actually stuck at the step before, I’m not sure that the db is prepared correctly. I plugged the mod in and tried to look for the way to activate the scripted action to return the success message in the log but without success
I have set up a trigger based on the SCR_CharacterTriggerEntity class, it has a box collider and a custom and an On Activate script. (see fig 1 and code below)
` class BASTARDTRIGGER_Class: SCR_CharacterTriggerEntity
{
// user script
// code here
int timesActivated;
override void OnActivate(IEntity ent)1
{
timesActivated ++;
//thingPresent = !thingPresent;
//thingsInTriggerArea = m_aEntitiesInside;
SCR_HintManagerComponent.GetInstance().ShowCustomHint("Trigger set off", "TRIGGER", 3.0);
Print("ITERATION", LogLevel.NORMAL);
Print(timesActivated, LogLevel.NORMAL);
Print("Trigger ID", LogLevel.NORMAL);
Print(ent.GetID(), LogLevel.NORMAL);
Print("Prefab Data", LogLevel.NORMAL);
Print(ent.GetPrefabData(), LogLevel.NORMAL);
if (m_aEntitiesInside.IsEmpty())
Print("EMPTY TRIGGER?", LogLevel.NORMAL);
Print(GetCountInsideTrigger(), LogLevel.NORMAL);
Print("NUMBER OF PREFAB FILTERS", LogLevel.NORMAL);
Print(m_aPrefabFilter.Count(), LogLevel.NORMAL);
foreach (IEntity entityInside : m_aEntitiesInside)
{
Print("A THING IN THE TRIGGER AREA", LogLevel.NORMAL);
}
}
};`
(See figs 2 and 3 for the workbench settings for the trigger)
Inside the trigger area I have placed 3 vehicles and two AK74s. (see fig 4)
Having noticed that "m_aEntitiesInside" was always empty when the trigger is activated I tried "GetCountInsideTrigger()". I expected the trigger to be activated once by each item and print a value of 6, counting the three vehicles and three AK74s including the one carried by the character.
Instead, on load the trigger activated twice citing the AK74s on the ground as the cause. Both times GetCountInsideTrigger() returned 0. (Fig 5).
If I walk into the trigger it activates due to the carried AK74 but again returns 0 from GetCountInsideTrigger().
If I get into one of the vehicles it activates the trigger, still showing 0. (fig 6)
I am clearly misunderstanding something, is there a proper way to aquire a list of things in an area that I've missed? I'm not really a coder so I'm kind of brute forcing my way through the code naievely, if you have any suggestions on how to approach learning about triggers I'd be greatful.
thats a big negative on the change to 1000, no change in system budget %.
With Scenario Framework what might be a working solution to get a trigger to trigger when there is no players inside (the trigger)? For an example's sake let's say that all the players get killed (while inside the trigger) and this should work as the triggering condition.
I've been tinkering with Scenario Framework's LogicCounter and LogicSwitch prefabs but can't seem to come up with a working solution.
In your case querying for dead players is the solution. If all players inside = dead run "Trigger" function.
Any pointers to give on how to do something like that using Scenario Framework? Sure there is for example the SlotTrigger prefab but all I'm seeing that it's only possible to query for alive players (or 'any character'). No idea how to turn that specific prefab to query for dead players or 'any characters'
I've not messed with Scenario Framework unfortunately.
It seems to use SCR_CharacterTriggerEntity
Hey when making the Mission Header, where it says "world" on top ,do i select the GM file or the map file.
Is there something like GetIn event handler for vehicle? I want to execute code when someone boards the vehicle
Here is an example for you from the wiki:
https://community.bistudio.com/wiki/Arma_Reforger:Capture_%26_Hold_Setup#Scenario_Header
there is a OnCompartmentEntered event I believe
yeah, here it is, thank you for advice! 🙃
SCR_CompartmentAccessComponent may also be useful I mod it for some usecases
Hi. You could use the similar setup we also use in CombatOps on Arland where we are using LogicCounter (You can search for it in world editor to see the setup - LogicCounter_3) that is using the Input from a trigger and then if there are less than 2 entities (Which are further filtered by the trigger itself so you need to set that one as well) it will perform actions that are defined in OnActivate.
can anyone tell me, why - if I have radio connection I get that "non" connection sign?
Check the bases between this one and hq. One of them might be missing the connection, making it so this base can't reach all the way back to hq.
is it possible to associate a loadout with more than one team?
@sharp swan Loadouts are character based. IE AR on Alpha team. AR on Bravo team. Same loadout for each character.
I am trying to create a "Invade and Annex" style marker that fills a grid square.
Right now I am using the SCR_MapDescriptor component, but it is very limited, and doesn't seem to function as expected. Scale doesn't work so can't increase the size, and rotation doesn't work either.
Anyone try this or have any ideas?
Search for CreateCustomMapItem in BI files (SCR_MapDescriptorManualCameraComponent.c), it will lead you to something like A3-style marker creation system, it's a bit crude and probably not recommended by BI (as it seems that they use map descriptor system), but it works for me:
override void EOnInit(IEntity owner)
{
super.EOnInit(owner);
m_MapEntity = SCR_MapEntity.GetMapInstance();
if (!m_MapEntity)
return;
if (!m_ItemDef || m_ItemDef == string.Empty)
return;
m_MapItem = m_MapEntity.CreateCustomMapItem();
m_MapItem.SetBaseType(0); //important and making modded enum for location type doesn't work
m_MapItem.SetImageDef(m_ItemDef);
vector transform[4];
owner.GetTransform(transform);
m_MapItem.SetPos(transform[3][0], transform[3][2]);
MapDescriptorProps props = m_MapItem.GetProps();
props.SetFrontColor(m_ItemColor);
props.SetOutlineColor(m_ItemColor);
props.SetIconSize(m_fScale, m_fScale, m_fScale);
props.Activate(true);
m_MapItem.SetProps(props);
}
Does anyone know how to check if vehicle is occupied/has passengers?
Try looking for the BaseCompartmentManagerComponent on the vehicle, from that you can call GetCompartments to get the seats, then iterate though them and check the IsOccupied bool to see wich ones are occupied.
yeah, seems to be it, thank you for suggestion!
Map descriptors, which are based on MapItem, are not suitable for creating area markers. I recommend the PolygonDrawCommand instead.
Is it possible remove/hide default world objects? They're locked entities even when you have subworld.
You can only delete them with scripts. There's also the SCR_PrefabDeleterEntity that can be placed that deletes all objects within a specified radius.
Thank you for advice!
So, it’s just like Arma 3 then
I feel like it was possible to modify vanilla worlds on Reforger’s release (I saw youtube video with some guy doing it), but later it was removed for some reason.
anyone know of any mods that skips the radio backpack and you can just spawn on team players?
Not aware of any mods, but it's fairly easy to set up. The game mode entity just needs a properly configured SCR_PlayerSpawnPointManagerComponent.
ah sweet
new to changing most stuff but catching on fast using the framework
ill look for that component
couldnt seem to find the radio backpack model as was gonna work backwards 😛
Hi has anyone had any success with automating a shooting range yet? I've seen theres modules that look to be for setting one up, just unsure how to go about this?
Is there anyone that know, where this picture is located? I would like to have another picture present, but dont know where to switch?
SCR_SpawnPoint has built-in non-disableable search for empty terrain position on spawn.
void GetPositionAndRotation(out vector pos, out vector rot)
{
...
if (m_aChildren.Count() > 1)
{
int id = m_aChildren.GetRandomIndex();
SCR_WorldTools.FindEmptyTerrainPosition(pos, m_aChildren[id].GetOrigin(), GetSpawnRadius());
rot = m_aChildren[id].GetAngles();
}
else
{
SCR_WorldTools.FindEmptyTerrainPosition(pos, GetOrigin(), GetSpawnRadius());
rot = GetAngles();
}
}
Obviously, it works wonky inside buildings as FindEmptyTerrainPosition doesn't take building interiors into account. If I disable it (by setting 0 spawn radius), players will spawn colliding into each other. Is there any mechanism to find viable empty spawn position inside building?
Conflict has something like that, you can spawn on random bunker etc.. in the base. Those locations have to be defined tho, so not completely dynamic like the one above.
There is also GetClosestPositionOnNavmesh you could experiment with, assuming buildings have navmesh it should work.
But what config is it in? As I would like to override it 🙂
Currently it is in the layout itself.
Ok..
@dreamy night There are 2 .layout files you have to override and edit. Search loadout and .layout
Do anyone know, what a players has to do, to get this XP
There seems to be an evacuation task for conflict wich is not used, maybe not finished. Check SCR_EvacuateTaskSupportEntity i think its refering to this task.
Request: Create a SCR_ScenarioFrameworkActionSpawnRandomObjectFromList.
For example, pick a subset of tasks from a layer of tasks. For example, Layer 1 with 26 tasks, A - Z. Need to pick random one from tasks D, H, O, X, using a logic counter or trigger.
This would be similar to Spawn Closest Object From List.
I will look into it
.
Anyone else have issue with Scenario Framework that on dedicated server Layers spawn only one of the objects even if there's multiple Slots (with different objects declared in them) under the Layer? There's also a catch that when testing the spawning of the objects via Workbench, all the are spawned
Post your hierarchy for us.
I do this in the starting spawn point all the time.
slot for arsenal, slot for spawn point all under one layer.
Need a screenshot or would this do:
Area
Layer
Slot1
Slot2
Nothing special in my opinion but for some reason the object in "Slot2" isn't spawning (on dedicated) but does spawn when testing in Workbench
Slot1 has Tripod_6T5_PKM and Slot2 has TableWorkshop_01_short
Ah yes I have seen this! I try to spawn a picnic table and same thing.
😄
What might the reason be 🤔
I'm just saying that the TableWorkshop_01_short spawns when testing via Workbench
yes true. wait one.
ok.
So drop in a TableMilitary and TableWorkshop directly on the world, and then look at the object properties.
I'm not instantly seeing the difference there well other than that TableMilitary has Placement drop-down. But what that has got to do with anything guhh and why doesn't that old-timey table just spawn on dedicated. I just want to have makeshift placements for weapons 😬
Yup saw those. What if you just enable those disabled components 🤔
Replication component (RplComponent) must be enabled to see an object in a dedicated server environment.
I'll test that right away!
you must create a duplicate or override of that object, and edit prefab
Set Rpl State Override to runtime
Thanks for sharing about the RplComponent. Didn't have any idea that what it is but now I know 🙂
I believe it replicates objects from server to client or vise versa.
You have probably tested that this needs to be set? I'm just looking at the TableMilitary and it does not have Rpl State Override set to Runtime
Ouch 😮
Will test multiple different objects with off. I'll report back (soonish)
up and running... whew.
My testing showed that only enabling the RplComponent for the entity in question is enough to make it appear on dedicated. So at least in this particular case there's no need to set Rpl State Override to Runtime
cool. Good stuff.
Out of the gate...
https://reforger.armaplatform.com/workshop/5F20E3787CFDC8A1-AsymmetricWarfare-KunarI
1 - 16 COOP
Enough meat on the bone for the dogs to eat.
https://discord.gg/pHWWNybfnK
does anyone know if there is setting were i can adjust at what range ai spawn ?
i seem to be having issues making them spawn close to my conflictmilitarybase
im using the ambientspawner prefab btw
You will need some scripting, it seems those values werent exported as Attributes so cant be modified from editor.
They exist in SCR_AmbientPatrolManager . Thats is where the checks for player distance are done.
I recently found out that you need to at very least partially regenerate navmesh if you put some new buildings and other static things on a terrain. But what about dynamic content?
For example, I spawn small dynamic roadblocks, outposts and various other Conflict-custom building-sized things with AI guys standing or patrolling near them as players moves around the island. Will AI units be able to handle that or they will act as nothing was placed there (as navmesh doesn't know about runtime spawned buildings)? Are BI themselves doing anything about (since there is dynamic content too in both combat ops and conflict)?
Navmesh is rebuilt for certain stuff. I think scenario framework is doing it for the stuff its spawning. There is RequestNavmeshRebuildEntity in AIworld that is used for that i'm pretty sure. You feed in the entity you just spawned.
Thanks for guidance again!
I wonder if I'll be able just using by feeding my spawned entity to it
I'm not using scenario framework stuff, but seems that API is pretty simple, so I can just add it to my entity spawn mechanism without any hassle.
It should work, you can enable visualisation of navmesh through cheat menu in editor to see if it works.
press windows key + alt while in world editor and you will see it.
yup, RequestNavmeshRebuildEntity works just fine 🙃
I only don't know how to properly flatten navmesh after composition despawn, so I just locally spawn dummy object to call RequestNavmeshRebuildEntity on it so it will return navmesh back
Check the Delete function inside SCR_EditableEntityComponent to see, you will need to get its areas before deleting, and using the RequestNavmeshRebuildAreas function instead.
Yeah, it works:
SCR_AIWorld aiWorld = SCR_AIWorld.Cast(GetGame().GetAIWorld());
if (aiWorld)
{
array<ref Tuple2<vector, vector>> areas = {}; // min, max
array<bool> redoAreas = {};
aiWorld.GetNavmeshRebuildAreas(m_Composition, areas, redoAreas);
GetGame().GetCallqueue().CallLater(aiWorld.RequestNavmeshRebuildAreas, 1000, false, areas, redoAreas); //--- Called *before* the entity is deleted with a delay, ensures the regeneration doesn't accidentaly get anything from the entity
}
SCR_EntityHelper.DeleteEntityAndChildren(m_Composition);
Hello everyone, there is some parameter or module that I have to add so that the notifications are shown. In the enfusion editor the notifications that I introduce with the scenario framework (show hints) are displayed correctly, while on the server they do not show.
@fair nacelle The "Show Hints" function does not work at this time on dedicated servers. I've submitted a feedback ticket for this.
Is there something like "OnPickedUp" event for items?
ohh thank you.
Maybe the OnParentSlotChanged in InventoryItemComponent. Havent tried tho.
@socrates "Count Inventory Items And Excute Action"
Or you may be able to manipulate the "SlotPick.et" as part of the deliver task.
InventoryItemComponent invComp = InventoryItemComponent.Cast(itemEntity.FindComponent(InventoryItemComponent));
if (invComp)
invComp.m_OnParentSlotChangedInvoker.Insert(OnInventoryParentChanged);
//------------------------------------------------------------------------------------------------
//! \param[in] oldSlot
//! \param[in] newSlot
void OnInventoryParentChanged(InventoryStorageSlot oldSlot, InventoryStorageSlot newSlot)
{
// Your code you want to perform upon change
}
Thanks everyone, I'll try provided solutions soon!
I noticed that if you spawn compositions via SpawnEntityPrefab, entities that have no RplComponent will be not visible on client machines. This is especially noticeable when you spawn building compositions which has a lot of decorative entities without functionality thus no RplComponent.
What's the proper way to spawn compositions in multiplayer-friendly way? Or I should just add RplComponent to everything in this case?
Also, how to align dynamically spawned composition to terrain? Tried to use SCR_EntityHelper.SnapToGround to no avail.
Found the SCR_TerrainHelper.SnapAndOrientToTerrain helper method, but still can't make it work properly - items on table and radio tower snaps to terrain too (and I don't need it), and this is not the case when you do it, for example, via Game Master in-game.
EntitySpawnParams spawnParams();
spawnParams.TransformMode = ETransformMode.WORLD;
spawnParams.Transform = transform;
IEntity composition = GetGame().SpawnEntityPrefab(Resource.Load(prefab), params: spawnParams);
array<IEntity> subEntities = {};
//gets all children with Hierarchy component
ESCT_Misc.GetAllChildren(composition, subEntities);
vector transform[4];
composition.GetTransform(transform);
SCR_TerrainHelper.SnapAndOrientToTerrain(transform);
composition.SetTransform(transform);
foreach (IEntity subEntity : subEntities)
{
subEntity.GetTransform(transform);
SCR_TerrainHelper.SnapAndOrientToTerrain(transform);
subEntity.SetTransform(transform);
}
So, I'm essentially trying to emulate Game Master placement via code and don't know how to do it properly. 🙃
Ya'll know the slot system? The circles? I placed one down, so I could gauge the size of the composition as I make it. However, things are snapping to the circle model. Is there a way for it to snap to the ground instead?
Towards the center of the circle things snap to ground. It's just a wee bit frustrating... I tried moving the slot's Y axis but it snaps to the same height
I just want to make my composition, use this as a guide - but not have it block placement of things
oh wait nvm, there's an empty version that works better..... easy workaround
I realize children of a composition need a hierarchy component in order to be oriented to terrain properly. Why can't I just add the hierarchy component to the root and call it a day? It's tedious having to check every single thing for this component, since a select all -> add component only adds it to the last item selected
in my mission i enabled -LoadSessionSave me personaly i run this from a shortcut an use that parameter there
does any one know if there is another way to do this when youre server provider doesnt provide acces to startup parameters ?
someone asked me and i dont know myself
Until this can be configured in server config you'll just need to find a provider that has the option (one of them is run by a guy with name starting with b)
Anyone know Blackheart_six? Can't DM him, but I'm having trouble with his Everon Operations mission. Specifically, RTB leaves us all in empty waters where we die and never finish the mission :/
Are there anything like 'OnHit' or 'OnKilled' events for characters?
Yes.
Hmmm 🙃
Guess it's somewhere near DamageManager
hello,
i want make the possibility to take a Radio Backpack inside the HQ tents in Conflict.
How i can do that ?
I succeeded by creating a new prefab where I added the CampaignRadio checkout
I can't even load in to my server with it on the server.
I get an error saying that there are no areas to load stuff in, and there is just a screen with the loading radar in the top right not moving.
Hello,
If i made some change to Eden Conflict. Like make new buldings, new wall, etc.
I have to generate a new Navmesh ?
How i can do that ?
Use Navmesh overrides instead of making an entirely new navmesh
Thanks for the Answer 👍
I gonna make that 😉
Hello again,
Some problem with my mission :/
I have this error :
SCRIPT (W): Can't write config file "$ATMPublic2024PreAlpha:Missions/ATMPublic2024PreAlpha.conf"
SCRIPT (E): Unable to create mission header at $ATMPublic2024PreAlpha:Missions/ATMPublic2024PreAlpha.conf!
I have test to restart a new mission from ground and use this tutorial here -> https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework_Setup_Tutorial
Plugin > Game Mode Setup
But it's the same error all time.
It is difficult to add music to play at a certain time in a mission, I don't even know where to start..
Have a look at the MusicManager
It has a "Play" method
You can also play sounds in other ways, but that's probably the most fitting one
Thanks, I'll take a look and see how it works.
Just a heads up that Music (Big wav file) can effect FPS
Hello,
I have record all the process to create the Mission Header problem.
You can see there :
https://youtu.be/5uxSSDy0054?si=J3rfyRSTXHhpUd4q
If someone can help me. Because with no mission header it's impossible to launch the mission in my dedicated server 😢
Thanks in advance.
Record for the Mission Header problem -- Watch live at https://www.twitch.tv/sarakgaming
just make one yourself
right click in resource browser, select config file, select the class you want
Has anyone else been experiencing issue (when creating a scenario in Workbench) with not being able to place AI units on building roofs because they will only end up in the bottom floor of said building?
Ahhh, group prefabs include Snap to Terrain which can be enabled/disabled. When that is disabled the characters will spawn on the set height instead.
I have try to make one from myself but dont work too.
my scenario are not shown 😔
maybe i make something wrong but in cant find where 😫
Wrong folder. Make it like vanilla.
You are my "Super Heroes" 😍
Okay folder have to are the same for all things like the vanilla.
After many try they work !
Big thanks for your help ! 😉
Now i can continue to add assets one by one from RHS inside my Arsenal 🤣
You can create a sub scene of Everon with Eden.ent Save it. and load the CTI_Campaign_Eden.ent Copy all entity from them. Reload you sub scene and past at same position. And with all of that you have a copy of vanilla everon
Yes, you need to edit your groups, there's a check box for that in your group prefabs. Don't know when they changed that but it would have been nice to have the old method as default instead of surprising us with the new change.
Something like align to surface
any step by step guids on a full conflict set up
Right clic on default layer and select all entities. Go to edit and copy.
i think ive gone blind, can someone remind me where to switch off the nametags 😛 , built loads of missions now but cant even remember where it is lol
Disable nametags altogether via SCR_NametagConfigComponent in the game mode you are using
Is it possible to make a door prefab open up/down instead of the usual left/right? Just rotating the door doesn't seem to do anything: the door will still open to its 'usual' direction even if it's rotated into horizontal position.
Screenshots or something, for clarification
Here's a door (or to be specific, a hatch prefab HatchDoor_HarborCrane_RIGHT_EXT_COV_B) with normal direction of rotation. The hinges of the hatch can be seen on the left edge.
I was looking to get such "door" prefab to open up/down instead of the normal direction of rotation.
As it turned out just rotating the door into horizontal position wasn't the answer: the door still opens to the same direction as if it still was placed vertically.
So the question was and still is that if such door prefabs could be made to open up/down. Or is this stuff in the model itself and as such there is no way to directly affect the door rotation direction via the prefab?
I guess you'd need a custom component
Hmm, well. Don't have much idea how those components are created in the first place. Probably requires some scripting on the side(?)
there's a ceiling hatch door on the HQ buildings, it moves up and down
Thanks for the hint bacon. I'll take a look
Thanks for this screen - works like a charm!
why dose my capture point not allow for respawn ?
and dosent show connected even with radio setup
Hello,
I have try to make a compatibility mod to allow all asset from RHS to be in the base Arsenal.
I have try to follow some idea from workshop for make a new one up to date with all recent assets. But they dont work :/
Exemple of a mod that work like i want make but not up to date : RHS COMPACT VXS GAMING EDIT
Someone have an idea how i can make it work ?
Tbh. I would just place two boxes next to each other and call it a day. There's a chance that even if you manage to get all in one that the arsenal becomes laggy because of its size.
Okay found the problem.
Override / copy problem solved.
I'm a noob at it but learn things one by one to be a normal user xD
Is it still physically too far from another radio/repeater?
Hello, how we can add the bip radio sound for have the info you begin to talk ?
i want add this in my mission
It's a mod afaik, just add it
got it figured out
Anyone else noticed that character that is mounted on tripod MG disappears into thin air if the distance between the character and observer (player) is 200 meters or more? I mean, the character is still there, it just seems that it's not getting rendered after certain distance
What are the available smart actions for AIWaypoint_UserAction.et prefab or, to be more specific, what are the Smart Action Tags for it or where could those be found?
Anybody have any ideas on how to create a fade-in/fade-out screens for Reforger? I know you could do it in A3 pretty easily but I'm lost when it comes to doing it on Reforger.
I don't know how to best implement them, but script wise, there's SCR_FadeInOutEffect. Possibly a good starting point if you want to look into the topic.
Legend, I must have missed this.
All I needed was a place to start, I can probably figure it out from there. If I discover how to get it working I'll share the info.
Is there a way to make arsenal boxes only accessible to members of it's affiliated faction?
The vehicle depots are set this way by default, but the arsenal boxes can be accessed by everyone, regardless of what the SCR_FactionAffiliationComponent is set to.
The SCR_ResupplySupportStationComponent has an attribute called 'Faction Usage Check', but changing the checkboxes there doesn't seem to do anything.
I'm not sure how the vehicle depot checks the players faction affiliation, it doesn't have a SCR_ResupplySupportStationComponent, it must be based off the SCR_FactionAffiliationComponent?
I thought maybe it had something to do with the character's FactionAffiliationComponent, but changing that class to SCR_FactionAffiliationComponent does nothing, and changing it to SCR_PlayerFactionAffiliationComponent gives me a virtual machine error because it is not attached to a PlayerController.
It's probably something I'm just overlooking, any help would be greatly appreciated 🙂.
the faction affiliate in the arsenal boxes determines wich items from wich faction to show in them not who can open them i believe
Correct. I can't seem to find the component that determines who can open them.
Hello, this seems like very stupid question but I can't for the love of god find an answer: Is there any way to start the game with my yet unpublished mod enabled?
I've followed following tutorial: https://community.bistudio.com/wiki/Arma_Reforger:Capture_%26_Hold_Setup
Then I've launched the game and the mod is not listed anywhere. I've tried to launch the game with -profile ArmaReforgerWorkbench but it's still not there
so there are a few ways
- u can publish the mod privately (will not show in the workshop u need to use the id to get it to load on youre server )
- u can run a server / client test from inside reforger workbench ( i believe u need peer tool for this )
i think one of these 2 options will solve youre issue
for me publishing privately makes the most sense but i gues everyone has it preferences
thanks for the info, I just thought there is a way to do this without publishing due to this section in the tutorial:
there is a way without publishing its either the peer tool or just the normal play button in editor also works
u just want to test the scenario use the play button above the viewport its the fastest one
but for me im also testing some saving capabilities and found it easiest to upload a private mod for that
in this case i believe the mod needs to be uploaded to the workshop for testing ingame from scenarios
please correct me if im wrong anybody
thanks for the help! I'll just do it through the workshop. I'll do most testing using the play mode, I just wanted to see how the mission looks ingame
There is also the -server/-client option: #enfusion_generic message
A trick you can use to achieve the goal you want is to have an invisible root entity to move the door from being global to local for rotation this will achieve your goal, had a similar issue with doors that wanted to open the same way regardless of rotation due to how the rotation is limited to one axis
I have a Game Master scenario embedded with my terrain. When I downloaded my terrain from the workshop, the scenario didn't show up. I then closed Reforger, re-opened it, and my mission was now in the Scenarios window. I played around with it for a while, closed it, and went back to Scenarios and it was gone again. I closed Reforger, re-opened it, and it reappeared. Any thoughts on what might be causing that?
Edit: Nevermind. Seems to have been a problem with loading the mission via workshop and launch parameters... maybe?
Hello,
Someone have a good tutorial to setup a Navmesh ?
i have read https://community.bistudio.com/wiki/Arma_Reforger:Navmesh_Tutorial
But i dont understand how i can generate and save only tile by tile
If someone have a video to see the process i be happy 😉
https://discord.com/channels/105462288051380224/976159873517629500
I would try in the terrain makers discord @muted scroll
I'll try to ask there 😉
Do anyone know how to setup the "RestrictionZone" -> The point of the exercise is to restrict a named fraction to go past this point on the map
sorry if this is a dumb question but: I have a custom conflict scenario, and Ive added some mods, how do i add items (weapons) from those mods into the Arsenal crates (at the Ammunition Depots) for existing factions in Conflict gamemode (and whitelist them for saving to loadout)? Also curious how to add mod vehicles into the vehicle depot menus in Conflict as well?
I'm currently working on a conflict mission. I'm almost done so I published my first version yesterday. To my suprise enven if in the workbench everything works fine when I test, I have no AI spawning in the published version. Any one ever got this problem?
@slate badge Use the search function, iirc a few people have had that problem and the fix is somewhere on this discord lol
I always forget about the search function LoL
tried searching for an answer to this one but havent found a way yet :/
Am using Scenario Framework's SlotTrigger and wondering here one thing: I have selected SPECIFIC_PREFAB_NAME as Activation Presence and then BTR70.et as the prefab that I want to act as the triggering entity.
Why does the trigger activate from player character as well or what am I missing here? Shouldn't it only trigger from the BTR70 that I have set in the trigger's parameters?
ChimeraCharacter is added in the trigger prefab itself and triggers work using the OR logic. Check the prefab the SlotTrigger is using and adjust it.
Best course of action for you would be to create your own Prefab of the SCR_CharacterTriggerEntity and leave the Classes Filter empty so you can then manage these directly on the SlotTrigger.
Thanks for the pointer Yethe. The SlotTrigger is using TriggerCharacterSlow prefab. I duplicated that to my scenario and adjusted the duplicated version by emptying the Classes filter (basically deleted the SCR_ChimeraCharacter). Then I applied the modded prefab to the SlotTrigger.
Now when testing the trigger seem to trigger basically without anyone or anything even actually triggering them 🤔
I also added the BTR70 to the TriggerCharacterSlow prefab directly but that wasn't much of help
That should not be possible. It should be triggered only if entity that is in the filter is present in the trigger 🤔.
That's what I'm currently seeing though
Could you record me your setup on video (Going through the trigger prefab, SlotTrigger and the "how you know the trigger is being triggered") and send it to my DMs please?
Will try to do that but in earliest tomorrow (as in starting 16 hours from now)
@nova onyx Do you know how this works? -> #enfusion_scenario message
I was coming up with a recording and during that happened to test one thing.
To recap from yesterday: I was using a TriggerCharacterSlow prefab (from where I had removed SCR_ChimeraCharacter from the Classes filter) in a SlotTrigger. This in turn had the effect that the trigger in question started to activate on its own. Now, while I was recording, I did some additional changes in the modified TriggerCharacterSlow prefab. In the prefab I set Activation Presence to SPECIFIC_PREFAB_NAME and then added BTR70 prefab in the Prefabs filter. After doing those changes the trigger doesn't activate on its own anymore and also only gets triggered from the presence of a BTR-70.
Concluding from that it seems that the TriggerCharacterSlow prefab has to have some filter applied to it, otherwise it will get activated on its own.
edit: I just noticed that TriggerCharacterSlow prefab has the option to filter with (Entity) Names, (Class/Classes) Names and Prefab/Prefabs under Trigger and Unsorted sections. Slightly gives the feeling that things are starting to get tad complicated for regular user..
edit2: and mind you, I actually initially/yesterday had BTR70.et prefab applied into the Prefab Filter that's under Trigger section of TriggerCharacterSlow prefab but that did not even work. The BTR70.et prefab had to be applied to the Prefabs Filter that's under Unsorted section for the trigger to work correctly..
Under the "mods" tab after you start hosting you can go into the mods tab and tell it the mods you want to run in parallel. If the mods work fine they will automatically show in the places you expect them (special weapons in weapon crate etc...)
sorry to have to say but no not everything will automagicly show specialy vehicles will not
weapons will only show for a specific faction
and saving them is an entirely different ball game
you probably need to make a mod for it i have a vehicle changer mod on workshop wich you can spy from how i did it
enable and dissable faction specific item saving i havent touched yet
Hello, where i can change some group name like "Atlas Red 1" to "Spartan 1" for exemple ?
inside faction manager
there u find group call sign in there u can change the names
there are multiple ways of changing it play around inside faction manager to figure it out
there are 4 parts of the group callsign if im correct dont have the exact details now but it is inside faction manager for sure
platoon callsign
groupcallsign
i believe these 2 are a part of it
Thanks i look at it 😉
anyone know i get following error
SCRIPT (E): Virtual Machine Exception
Reason: NULL pointer to instance
Class: 'SCR_CampaignMilitaryBaseComponent'
Function: 'SetAsHQ'
Stack trace:
scripts/Game/Components/Locations/SCR_CampaignMilitaryBaseComponent.c:598 Function SetAsHQ
scripts/Game/GameMode/SCR_GameModeCampaign.c:606 Function Start
scripts/Game/GameMode/SCR_GameModeCampaign.c:826 Function OnWorldPostProcess
scripts/Game/game.c:442 Function OnWorldPostProcess
INIT : SoundWorldInit
its seems to happen when i set only 1 faction to playable in campaign gamemode its this an error i can ignore or ?
when setting 2 factions to playable error dissapears ?
everything does seem to work as expected so im not sure if this error is a problem for now
Same for me, but not find how to get no error. Maybe someone here can help us
the error doesnt seem to break anything tough and only happens when u set 1 playable faction
Im actually hosting a dedicated server, but good to know that the modded weapons should just be showing up by default, im guessing something is wrong with the mods themselves then. thanks for the response!
So i just tried again, i removed the custom _InventoryItems.conf files I had for each faction, and loaded up the mods and started the server with them, and still I dont see any modded weapons or vehicles available in the Conflict mode for either faction. Yet, when I go into GameMaster, i can see all the modded items in the Entity Browser. Don't I have to create entries in the _InventoryItems.conf for each faction in order to add all the modded items in there? Does anyone know how to do this?
I tried adding an entry into the USSR_InventoryItems.conf for the Sloth AK-47 mod, just 2 entries, but they still dont show in the Arsenal for the USSR faction in Conflict 😦
I dont know if the process is different but the quick way to check is to host a session and do the mod imports from there. Be mindful of any preloaded mods you already have set in the background for yourself for they might cause issue.
I always check mods 3 ways... GM, Locally Host, then push to dedicated. And even though it works on the first 2 methods, still have issues with dedicated environment. And then most likely the problem is replication.
Trying to play my conflict mission with mods like RHS Status quo or Mattock weapons but they appear in the arsenals. (CEN, betterInventory an others are working) do I have to add them to the mission prior to publishing? I was able to use Mattock on another mission before.
mattock weapons should just work atleast in my conflict scenario they work without prior settings done in scenario i dont even use them as dependencir
Yeah Thats what I saw with another conflict mission so thts why I find it odd
Depends what Arsenal you use
RHS' weapons dont show up in the US and USSR arsenals, they show up in the USMC and MSV arsenals that come with the mod
Unless you add those arsenals to your mission, and remove faction locking saved items to your loadout, youll have to manually add every single item to the arsenals you want them to go in
(VZ 52 to FIA, M27 to US, AN-94 to USSR, so on)
You can move items from one arsenal to another by copying the entire category from one entity catalog to the other entity catalog. IE RHS USMC Equipment to US Equipment.
Hi all.
I'm looking for how to change the range of the Radio Relay Station that we're building in the base.
I know how to change the value of the "BaseRadioComponant": "transmitting Range.
But once it's built I don't see where we adjust the range in Enfusion.
Thanks in advance.
Hello,
I have a question about custom composition. Why some assets move of the position like in my image ? And how i can make they stay like in workbench ?
As mention by olmo mattock should be working "out of the box" but they don't load in mine
Faction Manager issue
I have the default faction manage the only thing I change is the USSR is not playable
Load your mission in-game, stuff might show up in there
I published it and it's up on my server and nothing shows up
I created a new mission with just the basic and it works so I guess something is broke. Guess I'll have to redo the mission then
i'im currently following this tutorial
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework_Setup_Tutorial
and it will not spawn me on the spawn position i have in slot1. If I do everything myself and put down a spawn point then put down a plain gamemode, it however works. why do I want to do it the area/layer way that this tutorial is suggesting?
The video I was looking to make my conflict mission mentionned a garbageManager.et (or campaignGarbageManager) and I can't find it in Enfusion. I found CampaignGarbageSystem.conf while I was searching. 1. Does this file replace the manager? and 2.if so do I copy this file anywhere in my mission if I want to modify it?
Yes the garbage manager entity was replaced with a config file in one of the updates. Just override or duplicate it to your addon and make sure it is called in the gamemode entity of your world.
thanks I'll try to figure out how to do that tomorroww
No problem. I am also in the process of creating a custom scenario so if you need help with anything else lmk 🙂
@lilac dagger Thank you for this info, that was extremely helpful. do either of you guys know how to disable the faction locking saved items to your loadout? or add items to the "allow" list?
Move them from one arsenal to the other
Or add them to the arsenal if theyre not present in general
Do you mean, add them Configs\EntityCatalog\US_InventoryItems.conf ? or some other place?
Yes
I believe there is an easier way of achieving this however I haven't tested it.
In the ArsenalComponent there is an attribute called Arsenal Save Type. You can change the value of this to NO_RESTRICTIONS, that should work.
That's for removing all restrictions, can have adverse effects on gameplay in a PvP sense
Namely, people looting and saving enemy kits
Right, in that case it would be better to just add the items you want the other team to have to the Entity Catalog.
Please, no body?
I think you can modifiy your prefab by override to make the range you want. Or maybe create a new prefab only for the HQ Base
Is there an easy way to replace / add / edit Factions of an downloaded campaign like Conflict+ ?
Yes, you have to edit the faction module inside workbench
So in some area I placed SupplyCache_S_FIA_03.et (3 containers with each 1000 supplies) and in other area I placed SupplyCache_S_FIA_02.
Just a heads up, in the current experimental they rolled back to the old garbage manager, not using the config file. If there is an experimental release out, Imho it's best to switch to developing on exp branch. @slate badge
Ah thanks! Will check it out!
Is it possible to save an ongoing PVE campaign?
You have to check the box in your mission config file if it's ongoing, with game master if the scenario allows it
Ah cool! And where is the save file located after a save?
Oh, is it just these:
To my knowledge, in my case C:\ReforgerServer\saves\profile.save\sessions where ReforgerServer i s the server folder. the file should be something like Conflict_Evferon_US.a.auto.json where a is the incrememtal number
yes and the folder next to it is to load
@slate badge Got it! Many thanks man!
Hey, I made a custom arsenal with specific items in it, it works but when holding to save it doesn't actually save
Any ideas?
Within SCR_ArsenalComponent it's set for no restrictions on the save type
Hello,
Question about Navmesh. It's possible to have the .NavData inside a folder in dedicated server. Where the Mission take them for work ?
or i need to put the 700mo data inside the mission pack ?
i cant have found a solution to create a navemesh only for some part of the map like in my previous posts here and in Terrain Makers. And i want try to found a solution for the player coming in my public server to dont have 700mo to download only for a navemesh.
Thanks 😉
Where can it be changed that for example BTR70.et (prefab) would inherit from other than the default BTR70_base.et (prefab)? Or is it even possible to change that?
You can do that with a text editor
Well, at least that's your best option. Not sure if it actually works.
But it could be worth a try
All my base have 600/600 supply when I get them but SCR_CampaignSuppliesComponent is set to Supplies:250, Supplies Max; 500. what am I getting wrong here?
Please, how to add action to turn on radion on car.
Hello guys i need solution for configuration navmesh thanks all
Thanks for the pointer. With that I tidbit I was able to achieve what I was looking to: as in, I got to change the prefab the BTR70 is inheriting from.
This is how I did it: I duplicated the original BTR70.et and BTR70_Base.et prefabs into the scenario I was building. This created two .et -files that can be opened with a text editor. After that I made the changes I needed to do into the duplicated BTR70_Base prefab and then changed the path in the duplicated BTR70's .et-file to point to the modified BTR70_Base prefab.
This is how the inherit is shown in the (duplicated) BTR70.et -file when it's still pointing to the prefab it is inheriting from by default Vehicle : "{1C5FE7B7FF49BB8D}Prefabs/Vehicles/Wheeled/BTR70/BTR70_Base.et" {
In my conflict mission, MHQ either are to close to base or have no radio signal, What I'm my missing? RadioManager is there. It's also working in enfusion. If I host the game on my PC it works but not on my server ?????
Ok, im new to Arma.R but have many hours in ARMA 2 and 3
So, im trying to create a conflict modet on the map "Everon Xtra"
The only mission type i can find is Game Master for that map... Is it doable to create a Conflict type mission within the Game Master mode ingame? Or do i have to Learn/Use the editor?
You need to use the Workbench. It's the Best way to make good things
Please, i need help.
I've already searched a lot, but I can't find the solution to my problem.
I I don't have an AI that spawns at the start of my mission from the workshop, although they spawn without problem when I launch my mission with the world editor.
InitEntities 'world'
ENTITY : Init entity @"ENTITY:..." ('CampaignTaskManager', SCR_BaseTaskManager) at <0.000000 0.000000 0.000000> @"{17E3EF2CF455460F}Prefabs/MP/Campaign/CampaignTaskManager.et"
SCRIPT (W): No entry in CimeraInputCommon.conf for input action: TasksExpand ! Check 'Input Action' textbox in SCR_InputbuttonComponent!
Anyone have an idea?
It just tells you that "TasksExpand" is not attached to a Key-Input and can be ignored
Thank you for answer.
But, I don't know why my AI doesn't spawn in my workshop conflict mission.
The link to my mission: https://reforger.armaplatform.com/workshop/6076BC1117BCB66F-WIPBelleIleV1
Just had the same problem. Make sure to check spawn AI and vehicule in your mission config file before publishing
I am working on a Conflict map. I see on some servers they disabled the AI tents. How do you do that? anyone know?
Theres a handful of ways to go about it
Easiest is to remove the slots from the Barracks prefabs
Another method is to disable all groups in US and USSR Groups configs
(If that doesnt work do it through the FactionManager)
Theres also a Serverside setting that Server owners can enable that disables the spawning of all AI
As well as a component that im forgetting the name of that prevents them from spawning as well
Through your mission file, theres also the Spawn AI parameter under Default game Flags and Editable Game Flags
Disable both of those, disable Last on both of those, disable Metabolism on both of those, and enable Spawn Vehicles
This should also prevent AI from being chosen without modifications elsewhere, even allowing you to create a Conflict scenario WITH AI spawns, but have two missions for different preferences
Yes!! That's work! Thank you
cool thanks
Regarding creating missions in Workbench (using Scenario framework): is the "Health system" that was introduced in Reforger 0.9.9.47 (https://reforger.armaplatform.com/news/update-july-20) enabled by default or does it need to be enabled from somewhere (perhaps via a prefab or game mode)?
edit: GameModeSF prefab includes SCR_GameModeHealthSettings component. Is that (part of) the "Health system" or completely something else?
Hi. Yes, it is enabled by default. This SCR_GameModeHealthSettings component allows you to tweak some of the most important values related to the Health System for your specific mission
.
Not possible to change the prefab parent I think.
Your navmesh data need to be part of that mission. I think it is not possible to have it just server-side.
May I ask why do you need to change this inheritance?
Thanks Yethe for the quick reply and confirming how it actually is. This helped to clear some doubts since just by doing some searching from the internet didn't return anything that would confirm how it actually is. Did a quick look in Reforger Wiki as well but couldn't find anything about the health system.
I'd say it would be good if there'd be some general info about the health system in Wiki which then could also include (from the perspective of scenario creation) the info about whether the system is enabled by default (in vanilla Game Modes at least).
Yes, we are aware and BIKI expansion is in progress 😅.
Is there a way to have squad with more than 6 players?
If I want my conflict starting bases to start with more then the main tent what are my options?
Can I have some it spawn certain buildings automatically? If so what do I edit to do so?
Or can I just build it by manually placing prefabs and it will work with the conflict mode
Here's a couple of different possibilities for how to achieve that
https://discordapp.com/channels/105462288051380224/976159829628444682/1181265184103346207
https://discordapp.com/channels/105462288051380224/976159829628444682/1181269665410990121
Thank. I need to work on my search skill in Discord
Reason was that the BTR-70 (or the prefab BTR70.et) has all kinds of supplies stuffed into its inventory by default. Like, there's 14 different objects declared in its Multi Slots configurations (found in SCR_UniversalInventoryStorageComponent) of which 9 objects are inherited from the BTR-70_Base.et prefab.
I wanted to remove some of the objects but that wasn't so easy because the objects that are added into it (and the base prefab) can not be deleted just-like-that. So I went the way of looking to be able to change the inventory objects in the base prefab from which the duplicated BTR-70 then would inherit the objects I wanted to have in its inventory in the first place.
In the end I was able to achieve that by doing what I wrote here:
https://discordapp.com/channels/105462288051380224/976159829628444682/1204885366130352128
Hey I wanted to make an conflict scenario but if I m spawning in it looks like this
Thanks a lot work great (second option) But my group name is not user it still Atlas red or something do I have to change something in callsign Info?
We need more info
We don't know what you did
I haven't used the solution that Blackheart_Six provided at all so I won't be able to help you on that one
All good thanks, Just saw that he respond to the same question in the next post
I set up a conflict mode the are the managers
If I get into arma vision while the camera is like that it teleports the camera back to the character and then its working
Hello,
For now we need to put the CampaignGarbagemanager.et inside the world like an asset for be able to change values ?
or we only need to override it only ?
Overriding will change these values globally.
Editing in the world, locally.
Ok thanks
I have a RiffleSquad for whim I set a AIWaipoint_Defend. There are some vehicule in the defend zone, Some of the AI are just running to sit in the vehicule. Anyway to prevent that?
In a config iirc
Is there a way to remove map object like in arma 3? Specifically gardrail on roads
No, not directly. You can delete it using a script at runtime though.
Thanks do you have an example? or somewhere where I can get more info?
That would be an #enfusion_scripting question
But in any case, there is no nice solution for this.
Thanks I found SCR_PrefabDeleteEntity that at first glance do the job
SCR_EntityHelper.DeleteEntityAndChildren();
Why can I put a sniper team (AIGroup) in a house? I know I can put a character but I don't seem to be able to take control of characters in GM
I'm unable to find that
Do you not know how to use the text search function in the script editor?
Or Find Symbol would be better in this situation.
Yeah I find it in the script editor but Not in the world editor to apply it. Anyway as mentionned PrefabDeleteEntity does the trick for the moment. I'll look deeper into EntityHelper when I have more time. Thanks
I,m not in the scripting phase yet 🙂
@slate badge Funnily enough, I can't find SCR_PrefabDeleteEntity
are you in experimental?
nevermind lol
SCR_PrefabDeleterEntity
Regardless, in your situation. You should just do a subscene of Empty_Arland and copy all of the objects from the "un-empty" one and paste them into your subscene. Then you can just delete anything you don't want, without the need for scripts or anything.
I was gonna do that but, I don't know if the gardrail next to the road are part of the road or "object". if the later I couldn't find them in the Hierarchy (I'm in Kunar by the way, didn't mention it)
Oh, i'm sure they didn't do theirs with an empty version. Which should be common practice tbh, Especially being how easy it is to do, even with a completely finished map.
Now if I can find out why I can't put AIGroup in houses I could go forward.
Does anyone know how i exclude vehicles from light vehicle maintenance ? 😮
@eternal lion disable them in the faction manager, or override the entity catalog for vehicles, and disable them there.
ah nice got it thx 🙂
i just have to uncheck the enabled flied right? to disable the uaz469? 😄
@eternal lion correct.
thx dude 🙂
Guys,
I'm trying to build a coop mission with BI's Scenario Framework. I would like to have a sort of Zeus in this mission so I can watch AI behaviors and so on.
There are many components in Game Master Mod prefab and it is very hard to find what is necessary (and compatible) with the Game SF prefab.
Any idea ?
After comparing differences (missing components from GameModeSF prefab vs GamerMode_Editor prefab) and some components parameters (with bits of intuition 😉 ), it seems that the SCR_HintManagerComponent is heavily implicated in what I want to do 😉.
I simply duplicated SCR_HintManagerComponent parameters from the GameMode_Editor prefab to those from the GameModeSF and it seems to work. Sounds like black magic to me 😄
Any explanation and help from a Grand Master is still appreciated !
@compact cliff This is the beauty of enfusion, and the workbench. You did exactly what I would do. Compare one entity, and then customize another to your liking. It is modular, and as long as you have the correct components plugged in, it works.
Game Master is accessible in every mode. You just have to be logged in on the server as admin.
Hey
I've been following the faction tutorial in bohemia's wiki and everything works great
I don't know if it's because it has not been updated or if I'm doing something wrong but the part where you make it Conflict compatible doesn't seem to work, in particular adding the buildable compositions.
Does anyone know how to add compositions so they are buildable in conflict for a custom faction?
I've tried searching in the wiki and discord but I cannot find anything
It would be so nice if one of you experienced mission makers ex. @lean scroll could make a video tutorial, what to consider when using SF to make dynamic mission?
Of course, testing and official instructions helps so much, but I need that kind of silent information. My dream would be to use more of the different triggers that SF allows.
Hi. Could you elaborate on those different triggers? And what would help you to have what is currently missing?
I don't understand everything about triggers either, but could you give some practical examples where these "getters" could be used? It's a bit of a mystery to me.
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework#Getters
I think until we see the completion of the ARMA Reforger roadmap and while waiting for release ARMA IV it is better to wait on anymore [HOW-TO]'s. I posted a lot of stuff on the forums, and much has changed. Some of it is outdated now, and I need to review and edit. I am going to wait until it is all fleshed out and deep dive into a video or manual.
@west steeple I think the most important things when starting to make a scenarios with SF is ...
- Planning what you want. 50k meter view of things. Big picture stuff.
- Organization of all the components.
- Naming conventions of components.
- Standardizing, and utilizing copy and paste to speed up process.
Thank you and "base of mission" is in good condition. It is easy to copy and modify. I could also make prefabs of them.
@west steeple In regards to getters...
IMHO... and you know I am a non-professional giving pro tips, so take with a grain of salt.
There are always 2 parts to this, getters and setters.
Used in different ways across different objects, and programming with different terminology.
In Arma 3, you had Getters and Setters with task functions. Getter functions for getting data about tasks, and setters for making tasks, and changing or setting the function. Triggers also worked on this principle, activation conditions (getter), and OnActivation (setter).
For example, you could run "BIS_fnc_taskState" (getter) to get the state of a task, and then run "BIS_fnc_taskSetState" (setter) to set the state of the task to one of the states allowed.
For ARMA Reforger the "getter" in this case an entity that exists in the scenario to execute an action (setter). It doesn't have to execute the action on the getter.
For example, the slot trigger.et. Basic trigger for SF.
Under activations, you have both Getters, and Actions. It depends on what you are trying to achieve to determining which you want to use.
Remember there are always 2 parts to this. Get and Set. The get is dependent on what you want to set.
The most common "Getter" I use is the SCR_ScenarioFrameworkGetPlayerEntity. I use it to do all kinds of actions with the presence of the player, like spawn or delete objects (action).
Now I'm starting to understand a little bit. I need to get to know some of your scenarios better
Thanks
The sample missions for LayerTask, task and slot handling are super helpful to get a grip. Search for TaskClear TaskDefend etc in the ArmaReforger samples, there are complete samples with a small training world
Getters are primarily used for ScenarioFramework actions. Imagine you want to teleport some entity in your scenario when something happens. You use the appropriate action but that action needs to know what entity is supposed to be teleported. This is where getters come into play and they serve as a way how to pass this information.
Then how getters are used is heavily dependant on which exact ScenarioFramework action you want to use and which entities you want to be applied.
Hello. My friend is making a conflict scenario and he can't get the AI to spawn outside of the workbench. He is trying to make a PVE conflict mode. I can get more info if needed. Thanks in advance.
This is my go to. Don't forget the MP Mission Combat Ops Arland which has logics, SmartAI waypoints, etc.
Hello, Could somebody help with adding magazines to vehicle inventory? as i understood i need to use SCR_VehicleInventoryStorageManagerCompanent?
@fringe bough You can add items via "SCR_UniversalInventoryStorageComponent".
- Expand "Unsorted"
- Expand "Multislots", to view current items. Normally this consists of 2 Field Dressings.
- Add additional items by pressing the + sign by Multi Slots.
https://reforger.armaplatform.com/news/modding-update-february-15-2024 quick PSA and how-to on mission making and avoiding loss of progress when dealing with game or mod updates.
the list of changed classes will be available in a changelog after an update I guess?
It depends on the individual change-log entries if they remember to mention relevant class names or not. There is no stand-alone list of these. All warnings and errors should be closely inspected after an update to see if they are relevant to you. We are working on getting vanilla free of spammy entries like outdated properties we forgot to remove from prefabs.
For 1.1 the switch "back" to the new garbage system and thus the removal of GarbageManager entity will be relevant again (though those will be mentioned in the changelog)
ah right it's a general post, in which case I'm not sure what is the purpose of it
hope it helps someone
Is it not possible to make the Workbench just skip that entity and continue loading the others?
it is an info post so people who have little to no awareness or experience with the topic know what to look out for and how to deal with it.
That is the plan for the future, for 1.1 there was no time to include engine changes for this
The issue for most people is they dont know what logs are and those that do, largely do not need posts telling them to read them
So I hope this post helps the former
Thanks!!!
In the worst case, it'll spread some awareness about layer files being human readable.
Apparently there's still a ton of people who have no conception of how files work.
"x doesn't work, do I have to restart my entire project"
It's because of how computers work; if it breaks, try turning it off and on again 😅
But yes, it does help to know small things like this when it happens. At least till it has been / can be fixed within the workbench itself
they have no conception of what human readable means, what a text editor is, and how to open a file in notepad - telling them that entity class has changed achieves nothing
About 4 months ago I successfully published a Game Master scenario for a small test terrain I built. Coming back to look at it now. In Reforger when I start the scenario it shows the standard "Arma" loading screen, but then it hangs on next screen and I have to kill Reforger. Seems like something has changed in the way that scenarios are built or published now? Any suggestions as to how I should go about fixing this? I did try deleting and re-publishing, but its the same result. When trying the GM scenario in Workbench it also fails
I guess to Bacon's point.
@dim pawn Have you looked at a log file? Might be a good place to start troubleshooting.
Hello,
How i can save the progress of the Conflict mission if the server crash or reboot ?
Thanks
I'm trying to use the SCR_CharacterTriggerEntity's "Activation countdown timer", but it does not seem to delay OnActivation at all ... what am I doing wrong?
Loading two factions both with Can Be HQs but for some reason the moment we load it onto a dedicated server we get
SCRIPT (E): Not enough suitable starting locations found in current setup. Check 'Can Be HQ' attributes in SCR_CampaignMilitaryBaseComponent!
and it shows as not enough resources and when looking in Game Master the prefabs aren't visible, not sure what is happening
Getting my and dirty in Senario Framework this week. 1. Any good tutorial/docs The wiki is pretty thin. 2. in case of a Assination mission can I put my layerTaskKill, my layer for Spawning AI in the ame area or should I create differente are?
Does anyone know why this is happening? I created a prefab of the unarmed US .et and gave it a bunch of modern gear. Then, in the loadout manager for my scenario, I changed the loadouts to the new prefab. It works find but I have this other body in frame for some reason in the inventory and group selection screen.
After removing the weapons from the weapon slots, this issue has been fixed. Not sure why that was happening though
Are you sure the wiki is pretty thin? @nova onyx fatten that up bigger than a Thanksgiving Day Turkey.
Wiki 1
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework
Wiki 2
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework_Setup_Tutorial
I have something something ready already but waiting for the right moment 😄
I normally create 2 areas. One at map center, contains tasks, then area where the town/village/AO is at fill with components/AI/Patrols etc. But dependent on your mission and what you are trying to achieve.
how can one increase the Range of the Radio tents that you can build at Conflict capture bases
@twilit current edit the prefab.
Thanks @lean scroll No disrespect. The information is great. The tutorial is good and helped me alot. It's just that I'm a visual guy and I learn more with example than reading description. Thin is probably not the right word I'll concede
@slate badge No worries. I am putting together a series of videos. First one is processing for publishing as I type. I'll keep them short and sweet. I'll post a link when it processes.
First one is out of the oven. Still processing... but viewable.
https://www.youtube.com/watch?v=RfuS3v4gh8o&list=PLACt0Y23f-9074_5L2FO7tT1XCLoCiPiT
Setting up the Enfusion Workbench to start using the scenario framework.
Is there a way to have people spawn in rooftop? (I'm using Kunar Province as a map) I can have them inside and outside houses but when I put them on rooftop they spawn on the ground
You just got yourself a new sub my friend 🙂
All the mission makers here, please read this carefully:
https://reforger.armaplatform.com/news/modding-update-february-15-2024
how do i get Nato to show up on my select screen?
Tick "Is Playable" in the FactionManager
The base game has US, USSR and FIA. So yes.
But even if you add the mod, it might not automatically show up in that specific FactionManager - you'll have to add it in that case, or use the mods FactionManager.
OK second question does anybody know of a mod that has NATO in it? I know that I have inadvertently added that at some point and caused my conflict to have Nato versus Russia. But I am at a loss of being able to just add Nato
Thank you for answering my question. I appreciate that. I’ve been wrecking my brain trying to figure out where I was missing it.
I'm creating a mission with Scenario Framework. on Kunar map. When I put a layerTaskMove with a task title and description, it overides the default when I test/play however on other task (kill, clear at the moment) it'S not override. I put the onfo in the LayerTask... not on the slots (I have the same result if I put in slot (or in both) Any hints on what's I'm not doing correctly? Also the markers are showing at the bottom left corner of the map.
Hi. SlotTask overrides these things for LayerTask. In your case I would double-check the SlotTasks whether or not they have already some description and if so, you can clear it.
As for the markers being on the bottom left corner of the map, that signifies that something is wrong. Check the console logs of the workbench, perhaps some errors might be able to hint you what might be wrong.
SlotTask were empty. I place my texte there now and layertask are empty for taskClearArea and #ar-combatscenario_kill_.. for the taskKill. still not working an dnow my move are not working either. I will recheck the set up again.
Is there a way to delete / disable a faction in the CampaignFactionManager if I want to set my own factions?
i get this error message when i try test play my conflict scenario in the Workbench what could it be an does anyone know how to fix it
I finished making a game master scenario but for some reason when I play it, I cant place groups of ai. I can place single units or objects just fine but I can't place the infantry squad for example. Does anyone know why this might be? I am wondering if this is controlled by one of the game managers and I just missed it.
As simple as it might be double check, you don’t have anything typed into the search parameter. I have ran into this several times because it seems whatever you search for it stays there between sessions
Anyone have the arland I’d