#enfusion_scenario
1 messages · Page 5 of 1
So the issue is with the RHS faction manager? When you have default one, it works?
Yep trying to replicate the USMC faction in the default faction manager to see if it works
That might work if you just extend it the same way how RHS does it but there might or might not be other changes and that could hinder it further. Unfortunately I'm not specifically familiar with the RHS faction manager to such extent to be 100% sure.
From what I can see is only the original US faction "is playable" that works on the original faction manager. My new faction (RHS) and USSR are not working.
In the case you hadn't yet found out: group prefabs have a Snap To Terrain parameter enabled by default which you need to disable when you want to have something spawning on top of buildings/structures. You can find the parameter in the properties of the group prefab (look for "Group Members" section under SCR_AIGroup)
You can drag and drop conf
Also if I change the original US key to RHS it stop working. MAkes me wonder if the problems is somewhere else. Like a hardcoded US somewhere or something
I'm following the faction-making guide, but I'm stuck at the point where they drag and drop the identity-config over from the resource browser to the faction.conf ... the thing is, drag & drop does not work :/ I cannot drag ... it just stays there.
Nvm ... found a workaround; open the world editor and drag from there onto the config in the workbench. odd. is this just me having that issue?
Any way to add multiple weapon (lets say all US RHS weapons) in batch or do I have to set them all 1 by 1. Also I do a set the arsenal to save loadouts? ActionManagerComponent seems of (default info) but I don't have the prompt.(Loadout manager has a save Loadout in it
To clarify, I can see the groups in the browser thing but when I place them they dont appear in the world (as far as I can see) but they do add a group icon to the bottom right in the editor window. So supposedly they are being placed somewhere but not where I am clicking.
So I can see the groups and select them but when I place them they dont appear except for in the bottom right window
Single units place just fine
The group size also says 0 and while I can place single units, they dont respond to orders given to them in the editor. I must be missing some module or something. Does anyone know which modules I should look into first?
Im an idiot. Never placed SCR_AIWorld
Got ya it’s always the simple things I have been there I am glad you figured it out👍
hey boys, I'm a dedicated GM for a private unit of players, and i want to take a map called worthy islands off the workshop and edit it by decorating it with entities, for example i want to decorate the interior of a bunker on there, but ingame GM doesnt have all the tools i need for it, and it has an entity limit. does anyone know how to import a modded map off the workshop into reforger tools?
Im not an expert but this video helped me a lot in getting started.
https://www.youtube.com/watch?v=WNL_oFhlmLU&t=3966s
ALL of the Resources for this tutorial: https://hq.uselessfodder.com/p/how-to-make-missions-in-arma-reforger.html
Buy awesome tactical games: https://nexus.gg/UselessFodder
Join in future operations: https://discord.gg/UselessFodder
Support the channel and community: https://patreon.com/UselessFodder
This is a COMPLETE guide to making a custom ...
ive been trying to watch tutorials but theyre all about how to make them from scratch
i simple want to open a modded map then edit it myself. publish it on steam workshop as a private mod and simple use it for my personal operations
You can subscribe to a mod and open it in the enfusion workbench by clicking "add existing project" and selecting the addon.proj of the mod file. Once you open up the map, create a new subscene and add what you want. The video above is describing how to do exactly what you want to do. THe only part it doesnt describe is how to get a modded map onto the workbench but that is what I just mentioned above.
You cannot edit an existing world. You can only add to the existing world.
The above tutorial by useless fodder is still pretty much valid after all this time for creating a sub-scene of an existing world.
so can i add entities to the worthy islands map?
Yes, absolutely. You have to create a sub-scene of the existing world. Give 10 minutes, I'll create video of the process.
thanks mate
no worries, im baby brand new to reforger modding, im more used to eden editor of arma 3
i did just now figure out thanks to this guy, and i have succesfully opened the modded map in world editor
The above video should be able to take you the rest of the way but, in short, create a subscene by clicking the blank page icon in the top left.
done
now you can add anything you want to that subscene
right say i do that, how would i go about publishing this as an updated map
perferably as a mod so that the owner of the server can implement it
sweeeet
Sounds like you are well along...
what?
Sounds like you have it all under control... good to go.
ill figure it out
there map making tutorials everywhere, i just couldnt figure out how to implement hte mod
@lean scroll hey, sorry to bother can you or anyone else, let me know how to test,i apparently need to put "-addons (project name)" into properties of arma reforger to test my project but it says the name is wrong, where can i find the correct name
@frail mason Are you talking about testing in a server environment?
before i upload it on the workshop, i want to test it out myself
watched a tutoriol and mentiond you need to put that into reforger steam properties
but it says cant find addon
@frail mason Why don't you just publish it as "Unlisted"? Then in the workshop search for your name and it will show up. No one else will see it. Then test in SP and Host Locally.
And you can test a real dedicated server environment.
This is a video of the process I took to convert my scenario framework created content from version 1.0 to version 1.1.
THIS IS ONLY FOR SCENARIO FRAMEWORK!
https://youtu.be/uY9UKXs6VTE
This is the steps I took to convert my scenario framework (V1.0) Flashpoint 2024 to scenario framework (v1.1) Flashpoint 2024.
So here’s how I manage to work around my problem of using RHS factions with Scenario Framework in case someone else hits the same problem. Without going into details my investigation (it’s related to the Faction Manager), there might be something hardcoded (for testing purpose probably) that was not removed.
Here’s my work around: Keep the SF faction and loadout manager. Using the one from RHS will not work. Keep the US faction key (US) but change everything in the faction to be RHS_US_USMC). Modify the loadout as well (I kept the same list and just change the prefab. And of course, I had to add all RHS items to the arsenals. If anyone has a better way feel free to chip in.
Thanks I knew about it but since I'm using SF to spawn the AI, I can select the group but I don't seems to have access to these setting
Yup but that's somewhat only a minor hindrance: what you have probably done with Scenario Framework is that you've placed a few SlotAI prefabs that will spawn the groups you want to see spawned. To do that you've applied the desired groups into the Object To Spawn parameter of each SlotAI prefab. Only thing you'd need to be doing is to create a duplicate of the group of your choice into your scenario and then disable the Snap To Terrain on the duplicated group. Then you just apply the duplicated group into the Object To Spawn parameter in the SlotAI
Good to know thanks
@slate badge When you say "add all RHS items to the arsenals", did you change the arsenals box? or just add to the entity catalogs?
To the entity Catalog RHS arsenal returns nothing as it's link to RHS_US_USMC
Thats correct. I just overrode the us catalogs, and copied and pasted RHS items into it, to make a US arsenal with RHS stuff.
@lean scroll By the way thanks again for your video's helps a lot with my mission.
YW... more to come soon. Pivoting to v1.1
Yeah just as I'm learning to spawn AI LoL
@lean scroll If I want to capture an HVT or rescue prisoners Would you suggest delivery vehicule or delivery intel?
@slate badge I used move tasks and triggers.
@lean scroll I was looking for your AI tutorial cause I can't seems to set waypoint for my patrols
Ok managed to get it to work
Please, i need help:
I'm creating a Conflict mission with RHS mod.
I only have 1 AI that respawns in the living quarter in the east faction, while there are 4 in the west faction.
How can I fix the problem?
So SlotAi is the captive, SlotMoveToPilot is the area where the player need to be to trigger the "I have the captive in hand" One other Moveto is to trigger end of mission (in safe house) why the 3rd moveto?
@slate badge I think the 3rd move was returning the idiot CIA Ground Branch Pilot back to the secret CIA compound.
Ok so basically need 2.
1 Move Task to the AO (A) Not visible in screen shot.
1 Move Task to the place where the pilot was (B)
1 Move Task back to the vehicle (C)
1 Move Task to the CIA Base (D)
Ok so you tell the player go to that region then go to that building the get back to your car and finally get to base
How do you get the CIA guy in the vic. My guest it's the trigger and slot71
nad im stuck again
i have an error when publishing
im trying to test to see if editing the map worked
when i upload first of all it says only like 0.1mb is being uploaded, but im uploading an edited version of worthy islands which is like 800 mb
then it says publishing failed check console
console says addon processing failed
ah
wait
files were in wrong folder
publishing succesful, but it still says im only uploading 0.1mb which is strange
by testing i simply made a subscene on the worthy islands map, place a weapon rack in a specific spot, to see if it will show up in the mod
ok big thanks to @lean scroll i have succesfully posted and published the modded map and all the edits i did, are there. now i have one last question, how would i go about updating it, without posting an entirely new mod. i want to edit the map add more entities, then update it, and simply increase the version on the same published mod.
Not sure about map but when you publish don't you have the version in the Publish project window?
You create a WP Get In Nearest at the vehicle.
Just open the project in workbench, open the world in world editor. Make your changes. Save. Close world editor. Select publish. Check visibility is still unlisted. The versioning is automatically increased by 1 tick. 0.0.1 > 0.0.2
what if i change version on purpose
like right now its at 1.0.0
i want it to be 0.0.1
Not sure, but try it. If it doesn't let you it will tell you. I believe you can down rev.
and that wont just publish a completely new mod? its gonna update it?
Correct.
simple enough
To make a new mod you create a new project.
ah, thats how it differenitates.
makes sense
any reason why an item would go back to its original rotation ingame even though you change it in a map
i placed an rpg-7 model straight up so its standing on its own, but when loading the game it goes back to being sideways
Hello, i still have a problem with the vanilla “save loadout”.
When I put a “arsenalbox_us.et” everything work fine but after few minutes the options disappear.. even when restarting the playtest the options doesn’t show at start.
If I put a arsenalbox with game master that’s work but the ennemy just ignore me..
Any idea ? I use combat ops framework
screen shot a list of components in your game mode.
I give you that after my work, thanks
I personnally use SCR_PrefabDeleteEntity but the positionning is very sensitive (don't tak efor granted the shown sphere)é I know there's another solution (SCR_EntityHelper.DeleteEntityAndChildren();) but I never tried it.
Or just create a subscene of the empty world and paste all of the objects from the not empty world. Then just delete what you don't want.
I always forget for that one 🙂
the Campaign_Us_player.et is a inherit and i just change the outfit for a RHS USMC stuff
Initiale start after i put a "fresh" arsenalbox_us.et: The Arsenal work, the enemies don't change behavior: Everthing is fine.
Mmhh.. Tonight everything works. that's weird
lol
Hi, there is some way to "duplicate" MPTest.ent into my addon so i can modify his default layer? I want to change the faction manger and loadout manager
@gritty vortex Is it possible ur "Bacon Loadout" do something wrong when u save/load a loadout ? Because i don't know why, when a i save a loadout with ur mod and after with the vanilla save loadout, the behavior change
I don't know what you mean
When i save and load, that happening
.. and the ennemy just ignore me after that
@gritty vortex
invalid faction means the system was unable to obtain the string faction key of the player character's faction affiliation component
Intersting, i’ll look. Thanks
Please: how to change group size in current version?
@raw bone Look at the faction manager and create predefined groups.
Thanks I will try
You can override the factionmanager and loadoutmanager,
or
Open the MPtest world after opening your project, and copy both managers.
or
Screen shot settings of MPTest managers, and create new in yours.
ok thx, i was expecting for some option to avoid this 😅
I've tried everything, I still only have an AI that respawns. Nothing changes when editing the faction manager.
Everything works in my mission, except the RHS MSV defenders where I only have 1 soldier per living quarter...
@raw bone My mistake man, I steered you wrong....didn't read the complete thread. Hold one, let me look into it.
It's the same for all the HRS mod missions, I tested
RHS
The missions
@raw bone cool, I'll look at them. I have a feeling it is in the sub-entities of the composition. I don't know conflict very well but shouldn't be too hard to figure out by comparing one to the other.
This might turn out to be a scripting question but I'm here just making mission y'know 🙂
A mission will use a "global" respawn time that can be set in the GameMode by adding SCR_TimedSpawnPointComponent (into the GameMode).
Is it possible to change that specific respawn time during mission and if yes, any pointers to give how to approach that?
Been struggling for a while with getting my test server up and running again on GTXGaming. Keep getting the same errors. I've tried removing mods and making new Missionheaders, but nothing have worked yet. I can host Gamemaster scenarios locally, but my server wont appear. Any help would be appreciated.
00:25:31.377 ENGINE (W): No module info used, trying to identify -> 0x266B0000
00:25:34.406 RESOURCES : GetResourceObject @"{85532D32F3AAF60D}Missions/GamemasterStanda.conf"
00:25:34.406 RESOURCES (E): Failed to open
00:25:34.406 RESOURCES (E): MissionHeader::ReadMissionHeader cannot load the resource 'Missions/GamemasterStanda.conf'!
00:25:34.407 GetResourceObject @"{A9ACCDC72AD70995}Configs/Core/CoresManager.conf"
00:25:34.408 DEFAULT : Config load @"{A9ACCDC72AD70995}Configs/Core/CoresManager.conf"
00:25:34.408 RESOURCES : GetResourceObject @"{DE17AC501F0CD5EB}Configs/Core/EditableEntityCore.conf"
00:25:34.408 DEFAULT : Config load @"{DE17AC501F0CD5EB}Configs/Core/EditableEntityCore.conf"
00:25:34.408 RESOURCES (E): Wrong GUID/name for resource @"{12848F7FF2EC5C27}UI/Textures/Editor/ContentBrowser/ContentBrowser_Trait_Arsenal.edds" in property "Icon"
00:25:34.801 InputManager user settings load from profile @"InputUserSettings.conf"
00:25:34.801 DEFAULT (W): Loading input settings from legacy file, which will be soon unsupported
00:25:47.316 RESOURCES : GetResourceObject @"{85532D32F3AAF60D}worlds/GamemasterStranda.ent"
00:25:47.316 RESOURCES (E): Unknown object type, is bad!
00:25:47.317 RESOURCES (E): MissionHeader::ReadMissionHeader cannot load the resource 'worlds/GamemasterStranda.ent'!
00:25:47.319 GetResourceObject @"{A9ACCDC72AD70995}Configs/Core/CoresManager.conf"
00:25:47.319 DEFAULT : Config load @"{A9ACCDC72AD70995}Configs/Core/CoresManager.conf"
00:25:47.320 RESOURCES : GetResourceObject @"{DE17AC501F0CD5EB}Configs/Core/EditableEntityCore.conf"
00:25:47.320 DEFAULT : Config load @"{DE17AC501F0CD5EB}Configs/Core/EditableEntityCore.conf"
00:25:47.320 RESOURCES (E): Wrong GUID/name for resource @"{12848F7FF2EC5C27}UI/Textures/Editor/ContentBrowser/ContentBrowser_Trait_Arsenal.edds" in property "Icon"
00:25:47.577 InputManager user settings load from profile @"InputUserSettings.conf"
00:25:47.577 DEFAULT (W): Loading input settings from legacy file, which will be soon unsupported
00:25:47.577 GetResourceObject @"{85532D32F3AAF60D}worlds/GamemasterStranda.ent"
00:25:47.577 RESOURCES (E): Unknown object type, is bad!
00:25:47.577 RESOURCES (E): MissionHeader::ReadMissionHeader cannot load the resource 'worlds/GamemasterStranda.ent'!
00:25:47.577 ENGINE (E): Unable to read the mission header '{85532D32F3AAF60D}Missions/GamemasterStanda.conf'
00:25:47.678 ENGINE (E): Unable to initialize the game
00:25:48.570 RESOURCES (E): ==== Resource leaks ====
00:25:48.570 RESOURCES (E): ui/fonts/robotomono_msdf_28.edds 1
I saw a typo {85532D32F3AAF60D}Missions/GamemasterStanda.conf", and fixed it, but that wasnt the issue
Hey all, I created a video on fixing errors in your scenario after an update.
This video shows you how to fix errors in your scenario after an update.
@raw bone I've looked at your stuff. I hate to tell you I can't find where you change the group size from 1 to something else. I've looked at the catalogs, and .conf files and I just don't see it.
Mission - 1 Blackheart_Six - 0
🥃
Curious, what does your config.json look like? Post it please. HIDE ANY PW's
This is the json after adding back some mods, after seeing no luck without mods
"game": {
"name": "Stranda by m0dda, internal testserver",
"password": "------------",
"passwordAdmin": "------",
"scenarioId": "{85532D32F3AAF60D}Missions/GamemasterStranda.conf",
"maxPlayers": 10,
"visible": true,
"crossPlatform": true,
"supportedPlatforms": [
"PLATFORM_PC",
"PLATFORM_XBL"
],
"gameProperties": {
"serverMaxViewDistance": 2500,
"serverMinGrassDistance": 50,
"networkViewDistance": 1000,
"disableThirdPerson": false,
"fastValidation": true,
"battlEye": true,
"VONDisableUI": true,
"VONDisableDirectSpeechUI": true,
"missionHeader": {
"m_iPlayerCount": 40,
"m_eEditableGameFlags": 6,
"m_eDefaultGameFlags": 6,
"other": "values"
}
},
"mods": [
{
"modId": "5ED971E4AAAB212F",
"name": "Assets for Stranda",
"version": ""
},
{
"modId": "5D690A78B2783E3C",
"name": "Stranda",
"version": ""
},
{
"modId": "5D84C738432BFE6A",
"name": "WolfsBuildingPack",
"version": ""
},
{
"modId": "608CB2C21B6E4168",
"name": "NorwegianRoadSignAssets",
"version": ""
}
]
},
"operating": {
"lobbyPlayerSynchronise": true
}
}
This is what the console log says
@proud vine Ok. config.json is good. Have you done a test with just a default GM scenario in the json, and no mods? Just as a sanity check of the server? Eliminate that side of the problem.
Use half-split method troubleshooting. Client and Server. Eliminate the server side
I cleaned up the server side and added default server.json, which is Conflict Everon, no mods. It worked without any issues.
I'll try a test with just default gm scenario next and no mods
@proud vine good.
@proud vine Good news I got the server to start... Bad news is it puts me in the water.
"mods": [
{
"modId": "5ED971E4AAAB212F",
"name": "Assets for Stranda",
"version": "1.0.4"
},
{
"modId": "5D84C738432BFE6A",
"name": "WolfsBuildingPack",
"version": "0.1.21"
},
{
"modId": "5D690A78B2783E3C",
"name": "Stranda",
"version": "1.0.61"
},
{
"modId": "608CB2C21B6E4168",
"name": "Norwegian Road Sign Assets",
"version": "1.0.5"
}
]
says your missing a gamemode for the scenario.
Ah okay neat, so it's just missing Gamemaster, or any other mission then? Idk why my Gamemaster scenario wouldn't work though
now you have a starting point to look at...
Thank you. That helps a ton!
to all you Scandinavian folks... I'll need some travel advice your beautiful countries in the future...
Republished Stranda with Gamemaster, works perfectly fine while hosting locally. Getting the same error every time when trying to run GTXGaming server "MissionHeader::ReadMissionHeader cannot load the resource 'Missions/GamemasterStranda.conf'!"
Worst thing is that it's probably a small silly mistake that im either missing or just too incompetent to notice
@proud vine I think that error is "normal". I see that on my server with my scenarios as well.
09:07:11.097 RESOURCES : GetResourceObject @"{28DB635B47789055}Missions/FPArland.conf"
09:07:11.097 RESOURCES (E): Failed to open
09:07:11.098 RESOURCES (E): MissionHeader::ReadMissionHeader cannot load the resource 'Missions/FPArland.conf'!
09:07:11.107 ENGINE : Game successfully created.
I've heard that it's a normal message to get, but I also get this after "Game successfully created".
Unknown object type, is bad!
14:35:24.320 RESOURCES (E): MissionHeader::ReadMissionHeader cannot load the resource 'worlds/GamemasterStranda.ent'!
14:35:24.320 ENGINE (E): Unable to read the mission header '{85532D32F3AAF60D}worlds/GamemasterStranda/GamemasterStranda.conf'
14:35:24.519 ENGINE (E): Unable to initialize the game
14:35:24.547 ENGINE : Game destroyed.
14:35:24.573 RPL : Pip::Destroy
14:35:25.639 RESOURCES (E): ==== Resource leaks ====
14:35:25.639 RESOURCES (E): ui/fonts/robotomono_msdf_28.edds 1
I wait for the next update 1.1.
@proud vine add the following dependency to your addon.gproj file..."58D0FB3206B6F859"
This is "Arma Reforger"
TITLE "Flashpoint 2024"
Dependencies {
"58D0FB3206B6F859" "5C9691EA7FD7A79F" "5F268647F8A1A1F4"
}
and test.
You should have it in your project launcher so it adds it automatically to any project you create.
For some reason I did not have Arma Reforger dependency in my addon.gproj, but after adding it I'm now stuck with this error.
15:04:15.803 ENGINE (W): No module info used, trying to identify -> 0x2530000
15:04:18.173 RESOURCES : GetResourceObject @"{85532D32F3AAF60D}Missions/GamemasterStranda.conf"
15:04:18.173 RESOURCES (E): Failed to open
15:04:18.173 RESOURCES (E): MissionHeader::ReadMissionHeader cannot load the resource 'Missions/GamemasterStranda.conf'!
15:04:18.520 InputManager user settings load from profile @"InputUserSettings.conf"
15:04:18.520 DEFAULT (W): Loading input settings from legacy file, which will be soon unsupported
15:04:22.562 BACKEND (E): Http Error apiCode="ResourceNotFoundError", message="Asset '58D0FB3206B6F859' not found"
15:04:23.409 BACKEND (E): [RestApi] ID:[3] Error Code:400 - Bad Request, apiCode="ResourceNotFoundError", message="Asset '58D0FB3206B6F859' not found"
15:04:24.270 BACKEND (E): Error Code:400 - Bad Request, apiCode="ResourceNotFoundError", message="Asset '58D0FB3206B6F859' not found"
15:04:25.114 BACKEND (E): Downloading has failed! Repeat later or try different mods.
15:04:25.674 ENGINE (E): Unable to initialize the game
15:04:26.675 RESOURCES (E): ==== Resource leaks ====
15:04:26.675 RESOURCES (E): ui/fonts/robotomono_msdf_28.edds 1
Opens in SP fine... Ill test on my server now
I have republished yes.. 😦
rebulished just to make sure, been republishing so much recently
opens in server ok, @ .66, but some issues I see
My server doesn't want to lol
Great haha
No map...
My problem still is that server doesn't want to start up with GM scenario
I don't work in GM mode, so not really sure about this one... No factions available.
Yeah, don't worry about that. Probably an easy fix, that doesn't need to be solved as of now 😄
nope DS.
ah ok
Then it has to be something wrong between me and hosting provider, since DS and hosting locally works sort of
nice island btw.
thank you. It's a never ending project lol
Thank you so far for any help you've provided, I think i'm gonna take a break from the screen as of now, and come back when the headache has softened lol
your telling me...
GL
@proud vine I'll leave up my server for a bit if you want to jump on and see what is happening. I'm working in experimental mode right now so don't need it.
Thank you, I'll have a look. Appreciate it 🙂
Could anyone explain how objectives are assigned to each team in the conflict gamemode? Playable FIA have no objectives by default, is there a way to add an objective for them that isnt location specific but an overall task like "Defend your land"?
From where can the loadout supply cost be disabled?
Well other than setting all the items' supply value to zero 🙂
For example arsenal boxes includes the possibility to enable/disable using supplies (with a dedicated Use Supplies tickbox), and disabling removes the supply cost tags from all of the items that reside in the arsenal. Where's the Use Supplies tickbox for the spawn screen loadout display? 🙂
Is there a readily available solution for deleting items that have been dropped to the ground? I understand that there's a "dynamic despawn" but that's probably not what I'm looking for. More like looking for a solution to delete all items that are on the ground for example from a trigger's area.
If using Scenario Framework there's delete entity action that can probably be used with GetListEntitiesInTrigger but that will delete everything?
edit: stumbled into Garbage Manager prefab that seems to be quite powerful tool for deleting stuff in general. One downside is that it does not come with a possibility to define an area from which to (only) do the deletion (seems to be that it deletes from all over the map).
Hi to all, How can I put units in a vehicle directly, or do I have to put a "getinNearest" waypoint to enter it? And how can I put a vehicle with the handbrake activated? Thanks in avance.
How should I add more objects to destroy in a task in SF with taskdestroy. I put several subordinate slots to the layertaskdestroy and it doesn't work since it is activated as soon as any objective is destroyed and not all of them.
@fair nacelle
- Yes, the easiest way I know is just use a "getinnearest" wp.
- I've tried this a couple of times but just couldn't get it to work properly. It would be great to have a logic we could select the different gates, like "AND","OR", etc. etc. I want to revisit this one since I would like to setup a multi weapons crate or vehicles destroy task as well. And maybe extended it to taskkill. I haven't looked at it with 1.1 yet, there maybe some new stuff to do this with. I'll play around and let you know if I figure something with 1.1.
@lean scroll I didn't play with it but LogicCounter, LogicOr and LogicSwith wouldn't do the trick? I'm just saying
@slate badge yea i am looking at that route, along with triggers.
By the way I'm still raging about my HVT mission. Can't get the dumba$$ to get in the car and then get out at the safe house
@lean scroll Ok I manage to have the hvt get in the car. but seems to work 1 out of 5 times or something, My getout doesn't work around the HVT I have a trigger that spawn the getIn waypoint (within klayer and slot) and I tried spawning a second trigger that will trigger the getout waiy point and i tried spawning the getout waypoint directly. Both time when i get to the waypoint, he doesn't get out.
I'm looking at 4 waypoints (GetIn, GetInNearest, GetInSelected and GetOut. GetInNearest works fine but how do the 3 others works? Any documentation on the waypoints can't seem to find anything on the wiki
@lean scroll thanks for the answers.
Guys when i go into GM my units keep spawning in the air please help
Creating a SF mission. I want to have specific vic, that I placed on the base. I want them to respawn after they are destroyed. Vic are spawn by a slot that is in a layer. I set enable repeated spawn, spawn number to 5 and timer to 1. Case 1 The param are on the slot. Nothing happens. Case 2 I put on the layer, result the 5 vic spawn right away.
Also I have AI spawning near the vic and they get inside the vic even if thay have a defend waypoint (waypoint area covers the vic. I sit possible to stop them from getting in the vic.
https://youtu.be/785LwwS54V8?feature=shared Perfect timing...
We set up our motor pool for issuing vehicles. We use multiple methods to spawn vehicles.
0:00 - The Vehicle Spawn Entity
10:00 - Using the scenario framework to spawn vehicles
23:00 - Using the vehicle maintenance depot
Hey guys any ideas why i have C&H official downloaded and enabled but I don't see it in reforger tools experimental dependencies list?
Just noticed that Scenario Framework has SlotMarker prefab. Haven't noticed before, has that been added recently?
As the name would imply it's for adding individual markers on the map; there is the possibility to add a marker from two groups (military and custom).
I went ahead to test but it seems that the prefab isn't working since no markers are appearing on the map 🤔
In the latest video from @lean scroll , he shows how to use it. I think it works only in 1.1 however.
You need to put the Faction Key for which faction is this marker supposed to be visible.
Thanks for tipping the video 🥃 Took a look and there markers seemed to be working just fine. But somehow it seemed that everything was done in experimental (Reforger)
I have the prefabs the usual way (Area > Layer > SlotMarker) and at first had US as faction key added into the Area prefab. As far as I understand that if the faction key is added into the Area prefab it will be inherited in all the SF prefabs under it(?) Well with that done the marker I had selected did not show up. So to be sure I also added US as faction key into the SlotMarker but the marker still doesn't show up in-game.
Please provide me a screenshot of how you have the SlotMarker setup
Yeah As I mentioned I think they only work in 1.1 (Experimental at the moment)
Hello.
I'm doing a deathmatch whith RHS Unit, how to add nvg to default loadout.
If it's possible.
PLZ
🙂
@raw bone
Override the character you want to add the item to.
In object properties > SCR_InventoryStorageManagerComponent add the NVGs.
anyone know why when i set the Faction affiliation for the HQ in conflict to a certain side it wont work like the USSR can spawn on the Base that has US set as the affiliation
I've been building a scenario already for awhile that has loadout saving feature for US and USSR factions. All of a sudden (like just now) the saving feature began acting up by telling that the items I'm trying to save as loadout don't belong to the faction I'm on.
Here's one example: I have a basic US rifleman of which loadout I'm trying to save on an Arsenal box that has FACTION_ITEMS_ONLY set as Arsenal Save Type and faction affiliation set to US. And while trying to save the loadout the game displays that "M16A2 doesn't belong to your faction" 
One thing is that I really haven't touched on anything that would have something to do with the saving feature. Another thing which is more of a question: does anyone know that where faction affiliation is set for weapons and gear? I'm not seeing faction affiliation component added to those at all.
Figured out why the save loadout functionality was "acting up" and also the question about the 'faction' of items, weapons, gear and what not: 1) all the items you want to be able save as loadout needs to be declared in the faction specific InventoryItems config 2) and also Arsenal data added and enabled for the item/weapon/gear in question
@thin swan 🥃 Just to clarify... you added the offending items to the entity catalog? or just to the faction manager? Thanks.
And sorry for the delay, but all the videos after the conversion of the mission are of experimental 1.1. I made need to put versioning in the comments or description. Sorry new to posting on youtube, still learning.
I had customised the entity catalogs for both US and USSR factions by adding new items/weapon/gear into them so that they would be exposed to the Arsenals of both factions. But the issue I mentioned earlier today wasn't at any point due to the new additions. I mentioned that the issue began with the US Arsenal not recognizing the US M16A2 rifle as belonging to the (US) faction. The ultimate reason for that was that at one point I had disabled the default M16A2 (Rifle_M16A2.et) in the US_InventoryItems.conf since I thought that it would not need to be enabled in the config for "reasons" I won't go into detail now. When I did that I just did not hold the knowledge that if an entity is disabled in the faction's InventoryItems config then you won't be able to save a loadout with such item present on your character.
No worries about a delay 🙂 On the contrary kudos to the videos you are putting out for everyone to learn and draw inspiration from 🥃 I feel Reforger is on a good path and having recent videos (of any kind) only add to that.
How setup map marker wheel, i can only put US artillery on map.
TYA
In SCR_ScenarioFrameworkPluginTrigger it is possible to define Minimum Players Needed Percentage that will activate the trigger in question. The value can be set between 0.00-1.00 so I'd take it that it's a percentage. Would anyone happen to know for a fact that from what the actual required amount of players is calculated with the percentage? Is it perhaps from the total count of all players on all factions.. or maybe total count of players on one faction?
edit: took a look from the Reforger's Scenario Framework wiki and there wasn't such information that would have given a clarification on the aforementioned question
edit2: a more concrete question could be: if I set the value to 0.5 then how many players is actually needed for the trigger to activate?
0.5 is 50%
Yes, but how many players is that?
Depends on how many players there are in total
In total as in total of all players of all factions summed together? Or all players of one faction summed together?
cont'd on SCR_ScenarioFrameworkPluginTrigger: it has a "player notification" that can be enabled/disabled and also given a title. To whom is this notification shown? To all the players that are inside the trigger? Or is it shown "globally" (to everyone regardless of faction and whether or not the player is inside the trigger)?
It's based on the total amount of players in the specified faction
So if there's e. g. 10 players of that faction in the game, 5 need to be in the trigger at 0.5 - even if there's another faction with 20 players.
See SCR_CharacterTriggerEntity::ActivationPresenceConditions()
Thanks for showing the way. Still I'm left unsure: the function seems to be taking the count of players by comparing to OwnerFaction. I'm unable to follow that where that OwnerFaction is coming from. I know/we know that it's possible to specify the faction that activates the trigger into the trigger itself. Does the "OwnerFaction" come from that? Or is it taken from what faction each of the individual players in the trigger area are?
Can you elaborate/be more specific? You intend to mean Faction key that's in the SCR_ScenarioFrameworkSlotTrigger? If it is that then what happens if it's left empty (as in no faction is specified)?
Faction Key as it relates to the plugin SCR_ScenarioFrameworkPluginTrigger assigns the trigger to a faction.
From the wiki...
"Activated By This Faction - For which faction this trigger is assigned. This also influences the Activation Presence which will additionally check the Faction for all the filtered entities inside. "
Took a look around and it would seem that the notification and the timer along with it is only shown to the players that are inside the trigger. Or so I am understanding from UpdateTimer() in SCR_CharacterTriggerEntity
IMHO the minimum players needed is calculated at the time of the trigger activation. It's dynamic in the sense that value will change every time the trigger gets activated if "Once" is not checked. The % of player is fixed to what you put in the field. The number of players will # of players on the server x % of minimum players needed.
Thanks for chiming in 🥃
Still wondering that how the trigger is supposed (or should I say intended) to function if no faction is declared in the faction key
I don't think it does. For example, in the "SlotClearArea" if you don't put the Faction, the trigger doesn't work. This is different from the TriggerDominance.et object which it spawns.
If I don't put a faction in "Activated By This Faction" the task doesn't work.
Hey guys! How do I share a mission so that it's not locked for editing from another PC/account?
Make a .zip of the folder where it's saved and send them 😉
Playing around with Dynamic spawn/despawn. For context. I'm placing patrols in small villages, no missions. They are spawning and despawning when I enter/exit the area, all good. I wish to have them spawned again if I kill them, lets say 30 minutes later (example: I go for a mission, go through an area with patrol on my way, they attack, I defend, I kill them, I go on my merry way to the mission. If I come back to this area 30 minutes later, I wish that the patrols are back, like new patrol replaced the killed one.) This in order to keep the world stay alive and not having an empty world after I pass through an area. I tried Enable repeated spawn (on area, layer and slot) and nothing is happening. Is it possible to do what I want or I'm missing something
@slate badge Based on my defend task work, that is not possible using repeated spawn. If the entity is destroyed before it respawns, it doesn't spawn again. There may triggers/logics to delay it for 30 minutes.
The only work around I see then is to put let say 10 patrols and have them spawned 2 at the time and hopefully not having to go through the area more than 5 times 🙂
Yes, I am aware of the situation and I intend to provide solutions for mission makers to be able to achieve these scenario flows
.
But it would be possible to mod this kind of behaviour in. What I intend to do is actually very simple adjustment, but if you are not versed in scripting and just using what is provided by us, then that might be a bit more difficult.
Didn't dig to much in scripting yet so for now I might leave it as is for my v1 and then dive into it for a further version
Yea, I am going to wait to do scripting until ARMA IV is released.
I'd humbly say that scripting things to extend ScenarioFramework should be very easy because in most of these cases you don't have to worry about multiplayer synchronization as many of that is simply handled by the Framework itself, so it should be very accessible even for newcomers to the Enforce Script. Why not start early so you can have advantage later on 😉?
@lean scroll I never managed to get the dumbass HVT to get out of the car once at base. does AIWaypoint_GetOut works? I tried a bunch of combinaison and nothings seems to be doing it. How did you finish your mission?
I think I completed by just entering the trigger area. I never had the pilot get out. Then deleted him then. Not optimal.
There are a few reasons why I haven't dug into it. But rest assured I will dig like a '49er looking for gold. :-). That is great MP sync is handle by the framework. I do remember many times creating a SQF script and finding out it didn't work in the MP environment.
Simulated artillery strike created with the scenario framework...
https://youtu.be/ae3_Hh9ZRK4
ARMA Reforger Scenario Framework Simulated Artillery Strike

Hello, does anyone know if it's possible to add a dependency to a project after it's been created?
Ok I see it is possible with https://community.bistudio.com/wiki/Arma_Reforger:Resource_Manager:_Options
Anyone know if there'd be some way to have the "countdown HUD" be displayed globally (to every player regardless of their faction)? Preferably achievable with Scenario Framework (but for sure I'd take a solution that's not [done with SF] as well).
In addition would be goodio if the countdown could keep constantly running (as in without needing player activation).
Yeah just make a HUD and add it the the HUD component on the character
I made a faction for my map, and now it shows up on all maps on my server. How do I contain it to just one?
@grand gull Is this a separate mod?
I made the faction in my terrain-project
@grand gull hmmmm interesting. If I am understanding this correctly...
On the server, you have all terrains listed in the config.json mod section?
If yes, then the faction is going to show up in all worlds because it is been read in as part of that terrain mod.
For example, it's like using RHS mod. Their factions are going to be present no matter what scenario you load.
Yes, on my nitrado-server I have my terrain for testing purposes among other mods. If I load another scenario, such as "scenarioId": "{15EE4FA5B52C2705}Missions/OpsEveronConfig.conf", the faction I made shows up. I sort of get why it does ... I just wanted it not to, I guess.
It sort of stands to reason that it should be possible to isolate it, though? I mean, if someone made an alien-mod and others made a cowboy-mod ... then we risk Cowboys & Aliens!
@grand gull LOL! Nice analogy.
Are you using "Scenario Reload Menu" mod?
That is one option, but I don't think the mod loading is working yet.
You could create custom config.json's
or remove the mod with the faction, and add it back when needed.
All not optimal solutions.
I'll add it to the list in any case. Perhaps there will be a way to do this when the terrain is finished. Otherwise, I shall have to keep the silliness of Norwegian resistance groups to a minimum.
Just curious.... has anyone figured out how to automatically open a gate when you pull up to it? Or have all the gates in an open position all the time.
I didn't fully read this thread but it sounded like it might give you some background info related to opening a gate.
they is also a door opener entity from this post
#enfusion_scenario message
there is also setSignalManger I think but I'm not in tools right now and nothing on google for research 😦
Create/SCR_DoorOpenerEntity
Im new to modding and want to upload a terrain for testing purposes but i whenever i upload my mod the scenario doesnt go up on the workshop ik im doing something wrong
I suggest you ask in the https://discord.com/channels/105462288051380224/976159873517629500 channel. Terrains could be handled differently when publishing.
Thanks man! I really have to remember to search "Create" tab.
Thank you
Just a quick thought.... for your scenario did you create a "Mission Header" mission.conf file.
I don't think so
ok, that may be why. Wait one.
Kk
Go to minute 27.
https://youtu.be/UoZ2G0bZZQE?feature=shared
In this video we will talk about the AI Placement, configure the mission.conf file, and publish the mission to the workshop.
I hope everyone who views these videos gets something out of them. I enjoy making them for you.
Stay tuned as I continue to learn the new aspects of version 1.1, and of course as we work towards ARMA IV. We will then sta...
My scenario would be conflict forgot to specify not to sure if the video has what im lookin for
Does anyone know if the explosions are broken in the experimental build? I can stand close to it and will not get any damage. https://enfusionengine.com/api/redirect?to=enfusion://ResourceManager/~ArmaReforger:Prefabs/Weapons/Warheads/Explosions/Explosion_Tnt_Large.et
@charred wasp Do you have a hitreg manager in the scenario?
Hey, yes sure
Thank you blackheart i think i got it figured out now
YW
@charred wasp confirm no destruction from explosion in exp build.
It may be in regards with discussion regarding
https://reforger.armaplatform.com/news/modding-update-february-21-2024
Im unsure where to put this but i want to make all capture points a task (much like other community conflicts) but i cant seem to figure it out
Its the last thing i would need to call my conflict edit "Done"
I've been building foundations in a test scenario where I create and test modified prefabs, modded scripts etc. that I intend to use in an actual scenario I want to publish later on. While doing that I'm just thinking here that when all is finished I'll just copy paste everything under a new folder which will be the actual scenario I want to publish. But doing things in one scenario will make all the filepaths to point to that scenario and looking from that I don't quite understand how am I just "going to copy everything into a new scenario".
Anyone here to enlighten (me at least) about their process on how to have one scenario for testing which then could be copied(??) into an actual (publishable) scenario?
@thin swan
- Open workbench
- In the project launch, right click on the project you want to publish.
- Select "Open with Addons"
- Select the test scenario.
- Open the test scenario world.
- Copy all entities you want in published world.
- Open published world.
- Edit > "Paste on Same Position".
- Save published world.
- Close all windows, and reopen published world without addons.
Minute 36:00
https://youtu.be/2QFa3AyG6E0?feature=shared
NOTE: You have to be the owner of the items, or they have to be built-in the game.
This and following videos are going to be about creating a SF scenario from start to finish, with details about the components used. Each one of these videos will be about hour long. At the end we will have a polished playable scenario to everyone to use.
They are for the new person just getting started, and those who want to see new ways of do...
*-"Well, there it is"*🥃
Regarding your note: meaning that one can't just take someone else's scenario, add it as an addon (to their own scenario) and copy all the things from the addon scenario to their own(?)
@thin swan No. If it is not a base game item or your creation, you have to make a dependency. Unless you hack it like the luminary mods did with RHS stuff then you are opening yourself to getting wacked with a ban hammer. 🔨
Thanks for clarifying. That's how it needs to be 👍🏽
Hey, does anyone know how "SCR_ScenarioFrameworkActionPlaySound" work? I can pass different sounds, but none get played.
btw. i tested with different sounds from "class SCR_SoundEvent"
@charred wasp
https://youtu.be/0oc0vl6PmHU?feature=shared
In this video I cover how to add ambient sounds like radio, and explosions.
Ah ok, you need to setup the Sounds like on Prefabs, but why not using SCR_SoundDataComp ?
- SCR_SoundDataComp is not part of the Scenario Framework, so I don't how it will react.
- I would have to add it any component to use it.
- Built-in action "Play Sound" ready to use that works for my needs.
Not sure how the SoundDataComp is utilized.
[EntityEditorProps(category: "GameScripted/Sound", description: "")]
class SCR_SoundDataComponentClass : ScriptComponentClass
{
[Attribute("", UIWidgets.Auto, desc: "Audio Source Configuration)")]
ref array<ref SCR_AudioSourceConfiguration> m_aAudioSourceConfiguration;
}
class SCR_SoundDataComponent : ScriptComponent
{
//------------------------------------------------------------------------------------------------
//! \param[in] eventName Sound event name used for seach for audio project resource
//! \return audio project resource for the corresponding sound event or null if not found or invalid
SCR_AudioSourceConfiguration GetAudioSourceConfiguration(string eventName)
{
SCR_SoundDataComponentClass prefabData = SCR_SoundDataComponentClass.Cast(GetComponentData(GetOwner()));
if (!prefabData)
return null;
foreach (SCR_AudioSourceConfiguration audioSourceConfiguration : prefabData.m_aAudioSourceConfiguration)
{
if (audioSourceConfiguration.m_sSoundEventName == eventName)
{
if (audioSourceConfiguration.m_sSoundProject)
return audioSourceConfiguration;
else
return null;
}
}
return null;
}
}
Your right, SCR_SoundDataComp is not working. Ty
Really depends on the license. I use apl-sa which allows derivatives, and I help those who want to make their own version of my scenario. But yes, rhs uses a custom non-derivative license which allows them to go after those who use it as a dependency if they so choose.
Can you despawn objects on a trigger? can't seem to find anything
Pretty sure there is an action for that. Maybe delete entity. Or make the Area the size of the trigger, and use the despawn/spawn function if you need AI to respawn.
Yeah just fund weird that there is nothing in the trigger since we already have a spawn object Thought I might have miss something
Thanks @lean scroll again you send me on the right path. I was looking for despawn but I had to look for delete (SCR_ScenarioFrameworkActionDeleteEntity)
1.1. hit today and along that the GarbageManager and TagManager prefabs are now gone. As per the change log: "TagManager entity is now the TagSystem" and "The GarbageMananger was replaced by the GarbageSystem". According to the info in the change log GarbageSystem is ".. now configured only through the ChimeraSystemsConfig.conf."
So how these are to be used if wanting to modify either for a custom scenario? Can the ChimeraSystemsConfig.conf be changed to a duplicated one and if yes, where the switch can be done? Perhaps in the Game Mode that's being used.. or some place else?
I don't see anything in GameModeSF that would link to the garbage system. if I remember well when the did try the garbage config file a couple of months ago, you only had to make a copy in your mission and it was taken by default. might be the same thing (if present in your mission it take that config else it takes reforger config file) But that's a guess for now.
Thanks for the comment. Well guess that has to be tested out.
Well this sucks: just before 1.1 I was using the GarbageManager (prefab) in a way that it was deleting everything on scenario start but only for a set time. Since after the scenario started there was no need to do garbage collecting anymore so I set the manager to be deleted after X amount of time. Any bright ideas how to achieve what I had before now that the whole garbage collection functionality has been moved to a config?
FYI, just duplicating the ChimeraSystemsConfig.conf to your scenario and then changing the parameters (eg. that of garbage collection) doesn't seem to have any effect.
Currently it is not possible to configure it per scenario
.
Perhaps @cloud obsidian might have some ideas how to achieve this behaviour?
😑 🔫
Might it ever be(?)
Right now there is no way to make a world specific system config but this is coming as soon as possible. As for your previous setup, I do not fully understand what you are trying to achieve? Why stop the garbage collection entirely?
There is one dirty hack you could do right now which would be modding the SCR_GarbageSystem::OnInsertRequested method to return -1 always after your scenario has entered this stage where you want to stop all collection.
Is it moddable enough so for example you could disable deletion of vehicles near safehouses in the new scenario?
Played it in Exp a bit and was quite disappointed when our full of loot truck just vanished 🙈
The scenario I have been building offers players only a basic gear on mission start and more specialised weapons are available only in limited numbers. The scenario also has a pre-game/preparation period where players have time to pick this additional/specialised equipment and then save everything as a loadout. After that they'd be able to respawn with the saved loadout during the rest of the mission.
The ultimate reason for the way I was using the GarbageManager was to prevent players from duplicating gear during the pre-game/preparation period. If the players are able to just drop their gear and others being able pick what has been dropped, well soon everyone will have an SVD although in the beginning there was only one available.
But I also now understand that deleting the GarbageManager altogether was a bit short-sighted. But then again, it really depends: if the mission is only some 1 hour fight, then I'd at least wager if there'd come too much problems with stuff not getting garbage cleaned. Who knows 🤷🏽♂️
You can use the ScenarioFramework slots to spawn objects that can be excluded from the GarbageManager 🙂
(It is a simple tick-box on the slot attribute)
Ehh, yes but the problem stems from players being able to save their loadout. Sure I can spawn only one SVD (just as an example) with the SF slots but soon everyone will have one when they go around dropping the SVD and someone else picking it up and saving their loadout with it
The garbage system is there to keep your server performance well over time, as when you kill many characters all their bodies and items can quickly pile up. 1 hour can be too long. our cleanup intervals are in the range of minutes. But your sceanrio sounds like something you need to solve differently.
Can't you just disable saving loadouts in your scenario? Or is it needed for some other things somewhere?
If you want to avoid duplication, delete items on dropping directly, disable respawn loadouts etc.
Everything would be solved quite fast if Reforger offered the ability to slot players to (squad specific) roles like it has been possible in previous titles
At the moment no because there is no other way to dole out weapons or equipment, that need to be kept in small numbers, to players. This is just me hacking something together to replace (imho) a missing core functionality (see my previous message to Arkensor).
At least with GarbageManager (the prefab) still available I would have been able to spawn it in (using Scenario Framework) for the pre-game/preparation period, then delete it after X minutes and then spawn a new one (with slightly different settings) for the remainder of the mission
@thin swan Hey buddy... So let me understand this...
You are trying to limit access to a piece of equipment? Rifle in this case?
That's a fitting example yes
and the mission also needs to have respawn available
right. Ok, let me think about this a bit.
WORLD (E): Unknown class 'GarbageManager' at offset 4128(0x1020) where did it go i dont find it anywhere 🤔
Converting 1.0 to 1.1
https://youtu.be/uY9UKXs6VTE
This is the steps I took to convert my scenario framework (V1.0) Flashpoint 2024 to scenario framework (v1.1) Flashpoint 2024.
RESOURCES (E): Unknown class 'GarbageConfig' at offset 14(0xe)
DEFAULT (E): Can't load '$ArmaReforger:Configs/Core/GarbageSystem.conf' because class 'GarbageConfig' is unknown``` yeah thats what i thought but when i open it i have this error 🤔
Don't see such error on my end when opening a scenario I've been working on 🤔
Only thing that relates to garbage manager is this:
WORLD (E): Unknown class 'SCR_CampaignGarbageManager' at offset 1378(0x562)```
Can you make players only save their loadout at the end of the prepare phase?
If they cannot save mid-phase and then drop stuff and give it to someone else, but instead all save at the same time at end of the phase.
if there is no time to exchange items, then it shouldn't be a problem
Or make the saving of the loadout be the end. After they save, they loose control and get put into a waiting screen to wait till the other players are done.
That's pretty much what other games of that style do. And seems much simpler than trying to adjust garbage manager to fit your needs.
I don't know if I can. Only way I currently know is to use the Arsenal loadout saving functionality that is attached into a entity. In this case you walk to an object and then use Save loadout. I don't know how to "build" the saving functionality to work somehow differently
Can you redirect the script that does the "Save" part and make the player loose control?
Probably not easily with just scenario framework. But with scripting it should be doable
For all I know with scripting I could end the universe. But I'm not too deep into anything regarding that so it's a long stretch to start looking
Well maybe the Arsenal "Save loadout" part could somehow be coupled to a trigger and then on exiting the trigger area the loadout would be saved but
https://tenor.com/view/i-need-some-help-over-here-herbert-garrison-south-park-s2e14-chef-aid-gif-21655987
how to all squadleader marker for the map sorry for bad english
the missions for MP
and spawn base
all this not marker for the map
Hi. Since last update there are changes on how to register/add vehicles to the faction. Do we have any info about how to make custom vehicles visible in the vehicle depot? I add them but there aren’t any field for supply costs to define.
The only ones who can see the squad leader marker is the members of the squad. Not the squad leader.
Found it
Please how?
How about you enlighten us?
@raw bone @lean scroll Hi. This is how I made. Make a prefab override, click edit, then you will see SRC_EditableVehicleComponent something like that. There in UI settings will be COMPAIGN configuration. Also now in the list of faction vehicles you need to check “Building” to be able see the vehicle in the list (but for this I’m not 100% sure)
Victory !!
Yup, pretty simple, but this is strange, why should game mode information is stored in a prefab… So now we need to create overrides or duplicate… that sucks…
Yup, this one as well to be added. Thanks.
Just checked, withou faction doesn't work
We have all these compositions but they are completely useless in scenario framework unless you make duplicates or overrides, and add a bunch of components, rub 2 chicken bones together and prey that it works.
Why can't I take a US helipad drop it in my scenario and have it function as expected? Vehicle depots the same thing. If I can drop a composition in GM, then I should be able to place it in the editor and get the same functionality.
The logistics system is overly complicated, and I still don't understand how to set it up. We have plenty of ammo boxes, and crates. Why don't you just put an action to pick up the crate, and load it in a truck?
Which prefab did you override? Individual vehicle?
Yes
@lean scroll you can override one, and then add variants if so, just in case to not override all camo e.t.c.
Maybe it is possible to override only <blabla>base.et
The wrench is a perfect example of how screwed up the logistic system is.
IRL > I put a wrench in my truck so if I need to fix my truck on the side of the road I have the tool to do it.
ARMA Reforger > I put a wrench in my truck I can't use it unless I am near some support object.
The whole point of the wrench is to be able to fix your vehicle when you are not near anything.
Could you imagine IRL having to call a tow truck, tow you back to the service garage, just so you could take out your wrench, and fix your vehicle?
Does this make any sense?
What can we do... This is Arma 
To create an explosion with projectiles -
- Duplicate "Explosion_TNT_Large"
- Edit the prefab.
- In the create tab, search for "Explosion".
- Drag and drop the "SCR_ExplosionGenerator" entity into the viewer.
- In the hierarchy panel, drag the "SCR_ExplosionGenerator" and nest it in the "Explosion_TNT_Large".
- Center the "SCR_ExplosionGenerator" on the "Explosion_TNT_Large".
- In "Unsorted" catagory of the explosion generator add the "projectiles to trigger". I use the land mind at this time. Enter the number of time you want it to explode. You can make multiple explosions with one entity.
- Add your duplicate tnt to a slot entity, and setup a trigger.
- Use for similated artillery or IEDs.
It's a blast...
I'll put up a tutorial video after I get my simulated FA finished.
Anyone know is there a way to turn off scenario wide or game wide the vehicle HUD display when in 3rd person? I know how to turn it off per vehicle or vehicle_base. But I'd like a global component to shut it off for all vehicles.
In Scenario Framework. For a destroy mission, is there a limitation on the number of things that can be destroy in order to complete the mission? I have 18 chemical tank that I want to be destroyed and the missions finish after 9. I only tested in Workbench VM and not in game yet.
@slate badge Are you using slotDestroy for all items? Interested in how you got it not to complete after more than one item. How are you formatting the layertask and the slots?
Hey here's my setup
As mentioned When I get around 9 to 12, I get mission complete
I'm about to set up a BMTF weapon cache to destroy and I don't want the mission to be done after 9 crates 🙂
The Vanilla Task Destroy is currently designed only for 1 target only. However you might create more targets using normal Slot.et, put there your vehicles and on each attach a plugin OnDestroyed that will increase a LogicCounter. Then when your LogicCounter hits certain number, in your case 9, it will call an action Change Task State to Finish and that will finish your desired task 🙂
Same setup for crates 😄
I haven't touch the logics yet. Waiting on @lean scroll to make a video on it LoL ( I think he already did) will look into it. As I said seems to work with up to 9-12 SlotDestroy
So normal layer and slot (+ logic) I shouldn't use the taskdestroy.et
Well, right now, use the vanilla LayerTaskDestroy + SlotDestroy to setup the task and attach OnActivation action on SlotDestroy to self-delete the spawned entity of that SlotDestroy --> so the task is not finished by destroying this specific entity. And then you can setup normal layer and slot + logics as I described above 😅.
For the upcoming updates, I have solution to create "Blank Tasks" that are not handled by their own code, but they will serve the purpouse of creating the Task in the task system, marker, UI and stuff but the whole logic will be entirely in your hands without any scripting (Unless you of course would like to script it 😅)
Very sorry to bother you with this but here's what I put onActivation on the slotDestroy but the thing still there. (I have a supplyStack in the Object to spawn for visual aid)
In the getter, select GetSpawnedEntity instead 😄
This would delete the slot itself, but not the entity the slot is spawning 😅
Yeah working now. Onto the counter
👍🏻
Thanks a lot
Is it possible to prevent putting items into a crate but still being able to take items from it?
Oups the objective is not there however
Was it there before you put the delete entity action?
Yep was there when I had the get entity by name
Wait, what do you mean by objective? Because this action will delete the spawned vehicle which is something we want to do in your case 🤔
Ok so if we go back to the beginning of time 🙂 I created a taskDestroy but want to have 12 crates to be destroyed for the task to complete.
Would be nice to see smth like that 😀
It is super easy to setup
I mean the task is not available sorry when I press J
In your case, you want to use the Task Destroy to spawn that crate but you delete it right after the spawn since that will not be the real target of your task. Then via multiple of normal Slot.et you setup your real targets - your crates and attach the plugin OnDestroyed there. In the plugin OnDestroyed, all you gotta do is to call an action to increase a counter. Then setup the logic counter in a way that once it hits 12, the action on activate will call action to change task state. There, you have to select GetTask getter - in that, you need to provide name of the Layer Task of the task you want to finish. And that should be it.
If deleting the entity is now causing problems, skip this step to see if the rest of the setup would work for you
Yep that work but if I put back the deleteEntity the task is not showing
hmmm, maybe try putting the deletion into wait and execute action with delay of 5 seconds to see if that does the trick xD
I probably can work around it. Tried to put nothing in the object to spawn (having a empty slotDestroy) but had the same result(no task). Adding the wait get me the task but now it doesn't finish
you have to finish it by the action
as decribed here
Ok its working now for some odd reason I had a second logic counter that appeared (probably a bad copy paste of my part) Thanks again for your patience
I’m glad you made it work 👍🏻
Thanks all, I'll try and replicate and make a video.
I am going to roll this over to taskKill as well. Opens a whole bunch of possibilities.
Interresting. Would that create a chain reaction if I put that on my thousand crates in my BMF weapon cache 😄
Well must have done something wrong
probably my projectile
When you said land mine, you mean the warhead or the mine itself
it explode as soon as I spawn in
mine itself. You have to trigger it.
Let clarify... If you take a explosion entity, and place it, it will blow right away
Yeah I saw that LoL I tried placing it in a slot with activate on trigger and on the crate Action on destroy spawn the "slot" and still boom as soon as i spawn (I placed them near the spawnpoint for testting
The slot currently has a small bug where activation type is not properly handled. But I’ve already fixed it and it will be in some of the future updates
. In your case, encapsulate it into a layer and set the layer on trigger activation, that will do the trick 😅.
Anyone know how to set a vehicle rank restriction above sergeant since the new update ?
I've managed to do it for Corporal and Sergeant but anything above just make the vehicle available at any rank.
Here's an example with the M2 bradley but I've the same behavior with vanilla vehicles.
Used this as a base: #enfusion_scenario message
Try 5 in Rank value.
Did not work. What's the reason for this value ?
Because Caporal is 2 sergent 3. Maybe 5 for capitain?
Well if anyone finds out how to do it, let me know. I'm feeling extra stupid here 🤣
Houston! We have an issue! AI spawning even if there are no players around. AI spawned on another side of the Iceland! Is this new logic in Arma?
Are you using the scenario framework?
Nope, what is this?
which gamemode are you using?
Compaign
ok. Unfortunetely I don't know much about that, and how it handles AI generation.
I don't want to steer you wrong.
☹️ Will wait, maybe developer can give an answer.
@lean scroll btw, is there any place where This kind of changes are described? Any web-page or wikipage?
When developers chnging mission creation API
Is there a way to save a composition like in arma 3. I create a baseline for that multiple destroy and since I feel I'm gonna use it often, I's like to save a base and just drag it where I need it.
@lean scroll I have this many players, and this many AI. LOL Player: 4, AI: 152
@solemn marten https://community.bistudio.com/wiki/Category%3AArma_Reforger
Im no dev, but am familiar with conflict. If you look closer, it's just the AmbientPatrolSpawnpoint entities that are spawned in, and the AI from those are not actually spawned in and active until players are close. There is also a new AILimit in AIWorld for those, and I had many of those spawner entities not spawning in on my scenario because the entities themselves were counted as active AI and I had to manually script the limit higher (see #enfusion_ai ).
You could make a prefab out of the whole thing 😄
I have invisible AI 
OH! GOD! I understood LOL, they are seems to be spawned but not active (they are invisible until player is close) just like @wild trellis said.
But then it is a problem because my custom AI will not spawn until players get in range and kill all the inactive AI
Is there any chance you could share the script?
When I select it (the hole tree (area/layers/slots)) right click and select create prefab instance (F1) I get an error message saying "You need to first select some entity prefab (.et files) in prefab library or in ressources browser. (Gonna be honnest here I didn't dig in the wiki about this, I thought it was easy peezy)
Ideally I would put this whole setup of yours into an Area and then simply select the area with everything below it belonging to it and drag and drop it to some folder in the resource browser. That way you can create the same prefab as we have for example for https://enfusionengine.com/api/redirect?to=enfusion://ResourceManager/~ArmaReforger:Prefabs/ScenarioFramework/Compositions/LayerTasks/TaskClearArea.et
Different question now 😄 I want 💥 and 🔥 on my crates. In SCR_DestructionMultiPhaseComponent, I placed under Destruction FX, a Destroy Spawn Object with Particle Effects. One for Ammuniton_Fire_Medium.ptc and one for Explosion_Ammo_Rack_Medium.ptc. The effect is great but..because there's always a but...The fire keeps on burning. Does it stop by itself after some time or does it keeps burning until I close the server 🙂
I'll publish a fix mod tonight when I get home from work, it'll be a few hours though!
Why can I put SlotAI with Characters prefabs on roof or second floor but I can't with SlotAi with Groups prefab. In Kunar there are a bunch of caves and big building where I want to put squad or fireteam but I can't because the groups spawn under the building / ground of the caves
I will look into it 
I dont know if it'S just this map but I think I had the same problem with worthy island
Not sure if it might help, but try ticking this box on the slot.
Thank you.
I'll check it again but I think it didn't change anything
Any idea why my own custom mod could be removed from Workshop? Fully handmade mod. Only have some prefabs overrides and duplicate of a flag.
Could be a Russian flag the reason of that?
I can confirm same thing. I'm gonna create the sqad manually for the moment (layer for squad/slotAI for each member)
Maybe you need to republish it after the 1.1 update?
I already did a rebuild from scratch, spent like 10 hours. That is very strange…
I believe the Kunar map is causing your problem. Not the SF. If you want, test the caves on everon as a sanity check. I stopped using Kunar due to all the glitches with it.
Yeah I had the same thing on Worthy Island. My guess is that the maps are not optimal for this. Will check it later.
Hi, i now added SCR_ExplosionGenerator to the explosion prefab. But it still deals no damage 😦
@charred wasp No add the mine to the explosion generator. Step 7 from above
published, search for AILimitFix in workshop
I'm doing a mission, these are useful "GenericWorlddPP" "FogHaze" "EnvProbe"
Hey, i did, but i need a much bigger radius of Explosion. Like 100 - 200m
Good to know. Have you contacted the Author so it could get fixed? 😅
@nova onyx Yes I have let my opinion been known.
LOL! Small nuclear triggering device? There's no entity that will give you that unless you build it.
😉 There is this "TimerTriggerComponent" -> ExplosionDamageContainer, but you can change what ever you like, the game does not care
Thank you 🙏
@nova onyx Show Popup Notification Action is backwards. Title is displayed as Text. Text is Displayed as Title.
Want to bring this up again since the current way of having to define deletion separately for every single object that has been spawned at some point during a scenario tends be on the tedious side. Thus: might it become possible at some point that deleting an area or a layer would also delete everything (object, entity, character, you name it) that has been spawned through those entities?
Yes, that is something I want to handle as well that if this happens, it will result in this behaviour
.
Hi guys. Do you have an issue with saving clothes? In my case I have modded RHS Jackets, for some reason they can't be saved. For instance this one {03FF161D3AC1E1DF}Prefabs/Characters/Uniforms/VKPO/Field_Jacket_VKPO.et
I seen on other server this particular item can be saved, I mean "Save loadout" feature.
I simply added this item to the list, set TORSO as usual and costs. But it doesn't work. Instead other items from the same mod they can be saved...
Do you guys have any idea what I do wrong?
The error is shown that "This item is not in your faction" but this is not possible because I took it from the Arsenal of my faction. And as I said other items I added to Arsenal they simly works fine
Added a Label FACTION_USSR doesn't help.
You mention that you have added that particular item into a "list" but to be more precise what list?
Is the list you did the addition faction specific entity catalog (that essentially is InventoryItems.conf file -> there's one for every faction)?
I had a similar issue some time ago. Maybe your issue is the same so see this: https://discordapp.com/channels/105462288051380224/976159829628444682/1213771703528980500
Hello, i'm using slotMarker.et and i want to delete one when the player capture the area.. I try many things but nothing work.. The marker always still visible. I'm using a workaround, i put a cross with another marker on the same position but sometimes the cross go below and i don't like that. Any idea ?
Delete Entity doesn't work
when the workaround doesnt work..
I think I forgot to include the specific deletion method for this to work. I will tackle it for future updates 
I tested and the result was the same (as in the marker does not get deleted and remains on the map). Could it be because we are essentially deleting the SlotMarker.et prefab but the deletion does not extend to the actual marker that gets created via it 🤔
The Marker itself needs to be deleted via specialized method (Which is present on the SlotMarker but you have no way how to trigger it xD) for it to properly work
I just try on Arland at the airport to put a mg team on a roof and it doesn't work either there Anyway I have a work around. more work but at least I can do what I want to that way.
I might have missed something in your earlier messages/discussion about this issue so just to clarify: have you tried to disable Snap to terrain for the group in question? If not, then do that and see if that would help. Afaik it should. And since you are spawning the AI via SlotAI then you need to create duplicates of all the groups you need to place on roofs etc., disable the snap to terrain setting on all of such groups and then set these duplicated groups to be spawned via SlotAI's
Yeah that work but that means I need to duplicate the groups in my project. Not a big deal to do but if BI makes modifications to the groups I will not get the updates in my groups. But thats a valid work around
Thanks for a reply, will check it later on when I’ll be back home. Will give you an answer if that was the issue 🙏
I understand the sentiment. But then again, if the snap to terrain parameter is the only thing that needs changing I think it's all the same to just create new duplicate(s) of the group(s) and change that one setting whenever there's doubt that BI has made modifications to them.
It also depends on where the modification was done (by BI): if they modified the (base) prefab your duplicated group is inheriting from then your (duplicated) group is going to receive the change(s)
Wow I just notice that all my patrols waypoint, after conversion are not working. And even if I recreate them I get nothing.
Ok manage to make it work on my test world on everon so I'm doing it right, something seems broken on my scenario
Weird i her them say squad move there but the dont move
I think the navmesh for Kunar might be the culprit (if navmesh does what I think it does. Anyone manage to have waypoint patrol work on Kunar since 1.1?
So I'm attempting to modify the new everon combat ops with US forces instead of the ussr, i was able to copy the layers to a new subscene so i could edit the ai and vehicles, But some of the map markers aren't appearing and the ai seems to stare at you more then the bi mission is there something I'm missing? is there a way to copy the entire mission file and edit it? i can see sub folders in the bi Combat ops everon folder but i cannot see anything in them
@floral wadi Most likely you need to set the FactionID that is set to USSR to US.
Do you have a perception manager in the world?
i copied all layers from the bi one and added it into my sub world ill have to check on that
they engage but it doesn't seem like they are as aggressive as they are in the original mission
The problem you are face with is 1) BI puts everything into one default layer. 2) when you copy it renames the areas, and layers. It use to only change the name of the Areas, but they changed name handling 😠. Anything that is pointing to a specific name is therefore broken. I looked at flipping from FIA to US. But decided it wasn't worth sorting through hundreds if not thousands of entities.
yea it was fucking hours of work
LOL! Looks like I made the right decision. 🥃
Added to both lists to the compaign faction items list and to this InventoryItems.conf same result 
I noticed when I wear this jacket it also wars something to my arms. Something like gloves, but I can't find them in the RHS mod.
One thing you might look at is move one area at a time, into a single world layer. Open that area with a code editor, and search/replace the term you need to change. I.E. USSR > US.
I might be out of ideas then. Just to be sure: you probably have one way or the other overridden this faction's default InventoryItems.conf? Does this Field_Jacket_VKPO.et belong to which faction by the way?
Bingo! I sorted! I noticed that Jacket has some sort of underwear. So I went to the prefab, opened it, started to seek what underwear is attached to it. Fount it, added to the config you just mentioned (but I didn't add "ArsenalItem" configuration) and it was good enough to save the Jacket.
m_aMultiLists {
SCR_EntityCatalogMultiListEntry "{5C68AD5F13240031}" {
m_aEntities {
SCR_EntityCatalogInventoryItem "{60E1191C6B07C460}" {
m_sEntityPrefab "{34B3B2E5CC452F8A}Prefabs/Characters/Uniforms/VKPO/Undershirt_Demiseason_VKPO.et"
}
SCR_EntityCatalogInventoryItem "{60E1191CAF885DCC}" {
m_sEntityPrefab "{C4D2963435559DD6}Prefabs/Characters/Uniforms/VKPO/Undershirt_Summer_VKPO.et"
}
SCR_EntityCatalogInventoryItem "{60E1191C90497E0C}" {
m_sEntityPrefab "{BB68DC18E1C571D8}Prefabs/Characters/Uniforms/VKPO/Undershirt_VKPO.et"
}
SCR_EntityCatalogInventoryItem "{60E1191C90EE9EFC}" {
m_sEntityPrefab "{B684CBB65C9C2628}Prefabs/Characters/Uniforms/VKPO/Undershirt_VKPO_attachable_base.et"
}
SCR_EntityCatalogInventoryItem "{60E1191C918F2832}" {
m_sEntityPrefab "{DF24D1DF9B0D8AC6}Prefabs/Characters/Uniforms/VKPO/Undershirt_VKPO_base.et"
}
SCR_EntityCatalogInventoryItem "{60E1191C923115AD}" {
m_sEntityPrefab "{D7115E08C3D8BD08}Prefabs/Characters/Uniforms/VKPO/Undershirt_VKPO_wear.et"
}
SCR_EntityCatalogInventoryItem "{60E1191C92D85B99}" {
m_sEntityPrefab "{CB0BD640ADB46F26}Prefabs/Characters/Uniforms/VKPO/Undershorts_VKPO.et"
}
SCR_EntityCatalogInventoryItem "{60E1191C93482D77}" {
m_sEntityPrefab "{727504BAAE3180D6}Prefabs/Characters/Uniforms/VKPO/Undershorts_VKPO_wear.et"
}
}
}
}
}```
Probably there's some completely logical reason why a jacket comes with underwear..
Thanks for the feedback 👍
Is it possible to add a option for change directly color, name or type of a existing marker ?
I think yes, but it might be a bit more difficult as this is quite heavily complicated system because of the multiplayer synchronization and it is written in a way to be the most efficient over the network but comes with a downside of quite difficult workflow for the devs/modders to adjust it. I will explore it but no promises 😅.
Forgive my ignorance, is the new Combat Ops Everon mission built different compared to older missions? I noticed when checking GM the game was very optimised at when AI should and shouldnt be spawned, with AI only being spawned in when players are nearby. Compared to something like the Conflict PVE mission that has 100s of AI spawned in from minute 0. Was curious as it would be nice to rebuild conflict PVE with the more optimised spawning systems if that is the case.
@nova onyx Do AIWwaypoint_GetOut work or it's just a place holder at the moment?
It works but it is intended for AIs that were inside a vehicle. Since AI vehicle driving is not yet out, for now, there is no use for it. But it is ready for such case once we release it
.
Ok so If I have a HVT in my car I can,t use it to have him getout once I'm at destination?
Is it somehow possible to make it so that SlotTrigger.et would inherit from SCR_CharacterTriggerEntity? I'd need to do add some small time script that uses OnActivate method but that isn't available (at least not directly) for SlotTrigger.
The premise is that I need to spawn a trigger by timing it. This is easy with Scenario Framework. The problem is that I'm unable to get the small script going since I'm not finding how to make the required method available in the SlotTrigger prefab.
The OnActivate method is available in TriggerCharacterSlow.et prefab and I've been testing the script with it this whole time. The problem with that is that I haven't found a way how to spawn the prefab with Scenario Framework so that it would include the script. This stems from the fact that it's not possible to have entity script on unnamed entities. And for whatever reason it doesn't seem to be possible to name (duplicated) entities in the prefab edit(or) mode
@nova onyx
Getting this error on the server. Stops once they despawn.
SCRIPT (E): Virtual Machine Exception
Reason: <0x000001C902C7B420> SCR_AIGroup : AI/BehaviorTrees/Chimera/Group/ActivitySeekDestroy.bt
AI/BehaviorTrees/Chimera/Group/MoveToLocation.bt (RunBT : ID 0)
AI/BehaviorTrees/Chimera/Group/Group.bt
(RunBT : ID 0)
AI/BehaviorTrees/Chimera/Group/MoveToLocation.bt
SCR_AI Process Failed Movement Result : ID 0
Failed move to waypoint <4690.932129,28.665606,11241.975586>
Function: 'NodeError'
Stack trace:
scripts/Game/AI/Utils/NodeError.c:8 Function NodeError
scripts/Game/AI/ScriptedNodes/Groups/SCR_AIProcessFailedMovementResult.c:79 Function EOnTaskSimulate
SlotTrigger only spawns the prefab of SCR_CharacterTriggerEntity, but in this particular case, the OnActivate is not used at all and should not be used. Please put your logic into the OnQueryFinished method.
I'm not sure what you mean here.
Looks like some issue with AIs. Could be due to wrong navmesh setup. Could you create a FT with thorough description please?
Will do. 👍
Thanks Yethe for the suggestion. I switched the script to use OnQueryFinished method but that did not offer any help.
Truth be told I'm not even sure where I should be adding the script when using SlotTrigger.et, but the only place to add entity script in it is the Generic entity component. I'm just contemplating here that is the OnQueryFinished method even available there.. To me it feels like it isn't since the script just isn't doing what it's supposed to.
Since I seem to be having problems using my script with SlotTrigger.et I'm thinking that I could just duplicate TriggerCharacterSlow.et into the scenario I'm creating and then edit it to include the script. Then I would just add the modified prefab to the SlotTrigger.et's Object To Spawn (replacing the default TriggerCharacterSlow prefab). BUT, since it is not possible to name (as in: give name) to a prefab in the "Prefab edit mode" there's no possibility to add a script into one either since "Only named entities can have entity script"
What do you mean by “adding a script”?
I am a bit confused here 😅
This is from SlotTrigger.et. It's possible to add scripts via here (see at the bottom).
TriggerCharacterSlow.et prefab has SCR_CharacterTriggerEntity component where it's also possible to add a script. This is where I have gotten my script to work with the trigger since it has OnActivate method available for it.
All in all I'd expect everything to work if it just was possible to name a prefab in the "edit prefab mode". This would then give the chance to add script into the modified prefab (TriggerCharacterSlow.et) which in turn I could use in the SlotTrigger's Object To Spawn instead of the one it uses by default. But there's probably some valid reason why prefabs can not be named in the "Prefab edit mode".
I think I now understand what you mean here. But this still should be possible. Reason why it works on the TriggerCharacterSlow.et and you have access to the OnActivate method is because the prefab itself is of the SCR_CharacterTriggerEntity.
But when you add the same script on the SlotTrigger, it is entirely different entity which does not have this method. It spawns the entity you want to intereact with tho. So you could easily access it by first finding the SCR_ScenarioFrameworkSlotTrigger component on this entity, then there you can use GetSpawnedEntity() method that will return you the trigger entity and from there you can work further.
With that being said, I'm not entirely sure what you are trying to achieve in the end. If you want to modify behaviour of SCR_CharacterTriggerEntity, just create your own modded class of it, perform changes there, create your own prefab out of it and then use it in the SlotTrigger. That should be 10x more easier to do, much more maintainable, easier to troubleshoot and gives you much more control.
Thanks Yethe for the deep dive there and also for taking the time to expand that what the different possibilities could be in my specific scenario.
I imagine I see a possible approach in all of what you said there. I think I try to approach via the latter suggestion of creating a new prefab with a modified SCR_CharacterTriggerEntity. Don't really have idea on how to even create a new prefab out of anything but, I guess "we'll see" 🤷🏽♂️
Hi all, I'm having difficulty getting a client created mission to work on A Dedicated server. Client crashes each time. Any info on how/where the client mission gets stored on the DS server at runtime? Cheeres
Anyone more in the know could point into a direction of how to create a new prefab from what is essentially only a script? First thing would probably be to be able have this new prefab show up in the Create section of World editor?
edit: for a quick run-through answer to this particular question see this message https://discordapp.com/channels/105462288051380224/976159829628444682/1219010700412977283
Hy everyone; quick question odes anyone have already a encounter a probleme where the conflict mod will not use the supplies anymore ?
It is easy. Once you have your modified class of the SCR_CharacterTriggerEntity, for example HugoStonkslitz_CharacterTriggerEntity, in this window in World editor, you just place it in the world, modify it and then drag and drop it to the entity browser in the folder of your addon where your prefabs are going to be and it's done. Then you can put that prefab into the SlotTrigger to be spawned 🙂
@nova onyx Does the TaskState "FailTask" delete the Task? If i call the State in a Callqueue and 3 Seconds later a mission end, the mission end will not called. If i just call the mission end without setting the Task as Fail, the mission end will be triggered.
Not sure how ending mission is tied directly to the existence of a task (Unless you call the end mission from the task entity itself), but normals tasks should not get deleted. However Game Master Tasks are getting deleted.
Oh ok, i call it from "SCR_ScenarioFrameworkTask"
m_SFManager = SCR_GameModeSFManager.Cast(GetGame().GetGameMode().FindComponent(SCR_GameModeSFManager));
if(!m_SFManager || !m_SFManager.IsMaster()) {
Print("SCR_GameModeSFManager not placed on the GameMode!", LogLevel.WARNING);
return;
}
m_SFManager.SetMissionEndScreen(m_GameOverType);
m_SFManager.Finish();
And from which method specifically? 🤔
void REAPER_HandleTastState(bool EndMission = false)
{
if(m_SupportEntity) m_SupportEntity.FailTask(this);
if(EndMission) {
m_EndMission = true;
GetGame().GetCallqueue().CallLater(REAPER_EndMission, 4000, false);
}
}
//------------------------------------------------------------------------------------------------
protected void REAPER_EndMission()
{
m_SFManager = SCR_GameModeSFManager.Cast(GetGame().GetGameMode().FindComponent(SCR_GameModeSFManager));
if(!m_SFManager || !m_SFManager.IsMaster()) {
Print("REAPER_TaskDefuseBomb - SCR_GameModeSFManager not placed on the GameMode!", LogLevel.WARNING);
return;
}
m_SFManager.SetMissionEndScreen(m_GameOverType);
m_SFManager.Finish();
}
if i use this line: " if(m_SupportEntity) m_SupportEntity.FailTask(this);" the endmission will not called. If i remove it, it works
Oh, my bad, this method will indeed delete the task. Sorry for the confusion, I just checked the flow.
SCR_BaseTaskSupportEntity.RPC_FailTask()
The last line in that method will delete it 
Thank you verry much. Then i just call the end, without Failing the Task
Searching for my misstake 4 hours 😄
If you would move this logic outside of the task entity, this would work 😄
Not sure what exactly you are working on but ScenarioFramework would allow you to easily Fail the task and then end the mission.
i like to have it scripted to understand all of that and finaly i can just add one Prefab that handles all the stuff
All the Hierarchy work with the Framework is a bit complicated
If you call REAPER_HandleTastState() from the outside, you could just move the REAPER_EndMission() outside and call it right after that and that should be working.
WIll the TaskLayer also be deleted?
It most definitely should not unless you do it manually.
i will check it tonight, thanks for your help
Hello,
Where i find the "Friendly Factions Ids" ?
It's like "USSR" for Russian ?
Just as the time was about to get lost on yet another day there is a conclusion to be reported here:
I managed after all to create a modified scripted(??) trigger entity out of the default SCR_CharacterTriggerEntity that is now available in the Create tab in the World Editor (see the accompanying picture). While creating the modified entity I added my custom script directly into the OnActivate method available in the modded HS_CharacterTriggerEntity. After that I accompanied the custom entity with RplComponent in "Prefab edit mode" and then created a new prefab out of those two together.
Now I can add this custom prefab to be spawned for example from a Slot.et prefab and also spawn it in at any time by timing it with SCR_ScenarioFrameworkActionWaitAndExecute. And now when the custom prefab gets spawned in the script within it does its thing and I couldn't be much more a happy camper! Cheers to you Yethe once again 🥃
Should be US, USSR and FIA unless you are looking for some numerical IDs?
It's for adding here inside the faction manager. For exemple i want the FIA friend with the US
Yeah put US or FIA or USSR
Mmm yes, as far as I know, FIA, US or USSR goes into that
Yes ^
Okay thanks 😉
You should test to see if you can use their index from the faction manager. I.E. if US is index 0 and FIA is 2, try 2 as the id of FIA in the friendly ids of the US
Does anyone know why my Conflict isn't coming up as scenario? I placed everything conflict needed. I can test it and it works fine but when i publish it and go to scenarios its missing
Do you have a SCR_MissionHeader for your scenario in a Missions folder in your addon?
if not, that's why
do i override and add my own or can i just take reforgers as is?
you right click and create new config
Have you looked into the server logs if there'd be some pointers what is crashing the server or why the server is crashing? Server logs you should be able to find here C:\Users\[username]\Documents\My Games\ArmaReforger\logs
But to your question: by default the missions are downloaded into C:\Users\[username]\Documents\My Games\ArmaReforger\addons
ok thanks
1 last question. Do the AI still do counter attacks after you cap a point? Or can you make them?
Thank you! I got it working!
No worries, glad you got it sorted.
I need a help pls...how to remove optics for the player?
rhs mod
and add nightvision
you can help me?
Hi guys. Do you have an idea why Magazine prefab from some mods like JLTV or Cobra helicopters doesn't work. I mean I can place the item in trunk but when I try to reload it doesn't see the item. Any idea about it?
Is there a way to make the ambient patrols spawn in without players nearby? I'm trying to make the AI retake bases in my PVE conflict
Hi, I'm looking for something similar. Please, tag me if there will be a solution.
will do
i can't seem to adjust the range at which they detect players
I have cascading task in my scenario (move to, clear area, move to) Basically go there, kill the baddies, get back to bas. I gibe the same name to all 3 task as if it was 1 mission. Is there a way to have task 2 assigned automatically at the end of task 1, and 3 after 2? I tried several thing but nothing seems to work. task 1 Ontaskfinished I spawn task 2. On task 2 OnActivation (I also tried onTaskCreate) change taskState to progressed (I tried with a WaitandExecute before)
Thanks @thin swan Here's the end lines on the sderver log before the client crashes
SCRIPT (W): 'SCR_EntityCatalogManagerComponent' trying to get entity list of type 'WEAPONS_TRIPOD' but there is no catalog with that type.```
I wonder if we can trick the AI to think there is a player nearby? Idk how to script or i would lol
you want to look in SCR_AmbientPatrolSystem, at the top the distances are set, then in SCR_AmbientPatrolSystem.ProcessSpawnpoint() everything is calculated
I am trying to make some changes to the combat ops everon scenario to allow the GM to change the playable factions. Can i simply place a new faction manager and overwrite the faction manager that is built into the game mode?
since the faction manager in the scenario already is uneditable
Same goes for the Game_Mode_CO_Eden
same question I mean
how did you do this? I am trying to do something similar
@ocean vector So what I had to do was drag them into a layer that had a sublayer into it. Then you can copy it and add it into a new world with a subworld. If you just copy it it renames the first two layers for each category. If you move it into a sub layer then move it it retains the name.
Sooo
-Layer
-layer
Then copied layers
Does anyone know how to make supply depots appear on the map?
Is there a way to set up a safe zone similar to how arma 3 and 2 had it with triggers? An area where players from lets say blufor can not take damage inside and same with vehicles?
I'm creating a prisoners camp. Is there a way to have door/gates locked? Is there a way to have balles fill with water?
what is a balles?
Oups Barrels
Oh okay, You can add door locking and such. I don't recall if a water shader can be used on surfaces or not thought.
On your mod Zelik can you choose which faction is protected or is it just all players?
All players
Damn, is there a way to make one thats only for blufor and one thats only for opfor?
If you know how to script you can make them only work for birds lol
I noticed in combat ops everon, if a player switches their radio out, they wont bea ble to speak on it. Does anyone know how to fix this? There is a red locked sign on the side of the screen if they use any radio other than the one they spawn with.
Hey this might be a stupid question but I am having trouble editing the layers at all. I can copy them to a world with a sublayer but they end up out of position. Is there a better way to "unlock" the combat ops everon layers so I can edit them or is copy paste the only way?
really I just want to access some of the managers. Seems like there should be an easier way to access them
I just figured out i can click and drag them to the sub layer...
Because you taking enemy radio which has a different encryption key
You can turn on in a server for to allow you to speak on enemy radios
you must paste to original position not just paste. Look at the menu bar, under edit
Discovered something interesting on the Wiki, Actions. My read is that it's something along the lines of AddAction in ArmA3. Am I wrong? Also not sure how to use them (where to put them) Anyone has play with those?
You write a scripted action and then add it to the ActionsManagerComponent of the object.
The wiki seems to imply that the scripts are already there and I just have to attached them to the slotAI but I don't get where to attach them (https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework?useskin=darkvector#Actions)
Basically what I want to do is get to the AI and tell him to get in the vic (add Waypoint/getInNearest)
Wasn't "AddAction" in arma 3 just adding an action item to the menu when you looked at an object? Actions in AR are not the same.
Yep and Yep unfortunately
I see, There was no context for me to know you were talking about ActionAI.
The way I read it I could do something like this (here on OnActivation) but not sure it's the right place (It doesn't work. AI not getting in near by car) and I'd like it to be triggered when I get close to the Ai (if it's not a prompt to make an action with F key)
My problem right now is that I have 20 prisoners. If I set their default waypoint to getInNearest, once my fiest truck get in the zone they all run and try to get in the first truck and no one goes to the second truck
When I put a getInNearest waypoint on a SlotAi with a fireteam. Doest the waypoint centers on 1. The original slotAI position (AKA where I dropped it in the workbench) 2. on the prosition of the lead where is at at the moment of vic comes in the zone, 3. on each individual?
How to modify the Arma Reforger vehicle pool to use RHS vehicles, can anyone tell me
I would like to use the RHS T 14 directly in the vehicle pool, without having to manually troop, can anyone help me with how I can do this?
I tried Common AI Group Formation on SlotAI and it doesn't seem to work (Tested on Everon to make sur it was not the map again) any way to work around since we can't do it the way we use to do.?
SCR_AIWorld, manager should I be using the eden version if creating a scenario on eden or should i be using the generic one ?
any ideas why im getting this error in the log console when using rhs usmc characters?
ENTITY : Init entity @"ENTITY:4611686018427457680" ('SCR_ChimeraCharacter','Assets/Characters/Basebody/Basebody_Male_01.xob') at <7256.592285 46.896812 7678.653320> @"{4E448FFA42302009}Prefabs/Characters/Factions/BLUFOR/RHS_US_USMC/Character_US_USMC_SL.et"
INVENTORY (E): Couldn't insert item @"ENTITY:4611686018427457726" ('GenericEntity','Assets/Weapons/Grenades/M67/Grenade_M67.xob') at <0.000000 0.000000 0.000000> @"{E8F00BF730225B00}Prefabs/Weapons/Grenades/Grenade_M67.et" into storage @"ENTITY:4611686018427457712" ('GenericEntity','Assets/Characters/Vests/Vest_PCGen_III_Pouches/PMAG_pouches_front.xob') at <7256.592285 48.090115 7678.652832> @"{14BD08A15E2AB6FD}Prefabs/Characters/Vests/Vest_PCGen_III_Pouches/Pouch_OpenTop_M27_1_pouch.et" while spawning initial items inside the storage.
ENTITY : SpawnEntityPrefab @"{6951734E5BF1F829}Prefabs/Characters/Factions/BLUFOR/RHS_US_USMC/Character_US_USMC_ASL.et"
WORLD : InitEntities 'world'
and it just repeats with other characters in the game world
yeah its a huge pain especially if it fucking crashes lol
Is there a way to place vehicles like a BTR or BMP with AI inside in the editor?
Hello everyone, perhaps someone has already found a way to solve the problem that even a private can use the spawn of equipment from a lieutenant and above?
Hello everyone, is there a way that in a defined group of a faction, specific roles can be specified, such as two riflemen, two grenadiers, etc. Excuse me for my poor English and thank you in advance.
Either one, you still have to apply the correct navmesh.
@fair nacelle For AI groups? or Player groups?
For playeras groups
Not that I am aware of at this time. You can make "Predefined Groups" in the faction manager, but those are not task specific. IE Rifleman, AT Team.
You can create loadouts that define those positions.
Thanks, for the answers, i try to do It. In the past I try to used the addon reforger lobby, but It have problems like no jip, or spectator mode not work fine. And problemas to traslate to spanish, but that's Bohemia's fault
Yea I get it. I would like that same functionality as well. I am sorry but we all don't play conflict or game master mode, and need a more structured lobby.
Well, it's a matter of time that can be done
Hello, I made a mod that adds mod vehicles to the vehicle pool, but the mod vehicle simply didn't appear, the mod didn't work, can anyone help me?
@sudden sentinel Add it to a factions entity catalog?
Yes
That's right, I practically copied an existing mod already
Whats the vehicle mod?
It's a BMP3, but in the original mod that already exists in the workshop it lists the BMP, but the one I made doesn't list the BMP, only the original vehicles from the game
ok wait one.
It's like my mod doesn't work
@sudden sentinel Which BMP exactly? Theres several.
BMP-3
by TheSpaceStrider?
I basically copied this mod to learn
So "AddModVehiclesToPool" is your mod or someone else's?
from someone else
I tried to copy him
but mine doesn't work
ok wait one.
Could it be the .conf file that I got the wrong function from?
IDK. Just a sec.
@sudden sentinel Looked at this real quick. I suggest you reach out to the mod owners. You are working with 2 different mods, so who knows what is going on. Plus changes to the maintenance prefab and way it doesn't present a list of vehicles but takes you into builder mode.
https://discord.com/channels/105462288051380224/979405352850305144
https://discord.com/channels/105462288051380224/1049297536617291827
thanks for the help bro
not much help sorry.
Im trying to create a mission on the Serhiivka map, how do i get a unlocked version? Or how do i unlock the entities myself?
you can simply use the map as a base for your map, and melt new objects and spawn points onto your layers
This is my mod, but with the last update it doesn't make much sense, due to the transfer of cost and required rank to the tech prefabs.
If you want to add your vehicle to the equipment pool, go to Arma Reforger - Configs - EntityCatalog - US/USSR - US/USSR_Vehicles.conf. right-click on it and select Override in "ModName". As soon as you do this, go to the created config and create a new list in Multi List, name it something. Add a new entity to the entities element, select the necessary technology prefab.
In the Entity Data List, add the component SCR_EntityCatalogSpawnerData and SCR_EntityCatalogEditorData. In the first, select the necessary slots, in the second, put an additional tick on BUILDING. That's all
yes that's right I tried to make one by copying your mod
but yours is still working
Can you tell me exactly how you copied it?
Because the problem that your mod may not work is that the copied config file may not overwrite the Arma Reforger file
Just as it is there, I did everything the same, I'm learning at the moment I can't send you a photo
Check your config file
That's right bro, mine isn't showing this puzzle image
what did I do wrong ?
Rename/delete your config and repeat this point
"Arma Reforger - Configs - EntityCatalog - US/USSR - US/USSR_Vehicles.conf. right-click on it and select **Override **in "ModName" "
make sure you know all this before you make mods https://community.bistudio.com/wiki/Arma_Reforger:Prefabs_Basics
I made all the files from scratch just looking at the original mod, if I do what you told me will it work?
Can I contact you tomorrow?
Should work
Yes, write here
its important that you understand WHY this works, and what the other options are
Firstly I'll try to do what you told me, if I can't I'll send you a message
Thanks bacon, I'll definitely check out your tip
Hi guys. Sorry for the stupid question, but I can't find the configuration or script that periodically sends messages in global chat. Can you please direct me? I would be very appreciated.
I do the Conflict server so I have CompaignManager in my world, if that is important.
I dont think there is one
I saw the periodic messages colored in other mods. For example I like to send my discord invite link every 3 min.
But those modes didn't have any scripts in their mod so this why I assume there are some settings for it.
maybe the server used my server admin tools mod? It has chat messages
Yes it did! HMH Thank you @gritty vortex willget your admin panel then. Thanks
you mean the mod? because my admin panel is only for my customers
Can I attach a Waypoint to a character? I'm spawning enemies around an area where I extract a HVT. I want the enemy to follow us while we get to the vic that is about 300 meters away and not just send them to the hideout.
Yes I mean mod. Do I understood correctly that your mod "Admin tool" have this otion?
yup
Cool, thanks for such a mod with such a feature
Thx m8
@pale hill
When I try to search for a .et vehicle it only appears as in the image
@pale hill
you need to choose a prefab by following the path Arma Reforger - prefab - vehicle, or something similar
I understand but mod vehicles are in Arma Reforger? Why didn't I find it
to add head gear, you need to run your modification with the appropriate mod, and then select the prefab of the modified vehicle. This is done by right-clicking the Arma Reforger tool launcher in your fashion (if I'm not mistaken)
Can you give me an example? when you can
because yesterday I couldn't do it, I even tried to start the vehicle as a dependency, to appear on the list but it didn't work
choose mods that contain tech
Thank you very much friend, you helped me a lot, do I just need the prefabricated .et?
yes
there is no need to select the dependencies, am I right?
not necessarily. It's just that if there is no modification from which you add transport, it simply will not appear.
Hi @gritty vortex can you please teach me how to open the admin menu?
I did add my guid to the Admins list, but I press all buttons and can't find the right one 
"admins": { "00000000-0000-0000-0000-000000000002": "auto admin example" }
press ESC, click button in top left corner
Thank you ))
Thank you very much for your help, it helped me a lot I'm starting to do the mod creation tutorial to learn
One question I have, does this work to bring RHS vehicles, like the T14 Armata to the vehicle pool?
It works with any transport
ok then i will try
Can anyone tell me why I can't spawn in my custom conflict? I'm using a terrain off the workshop and i have all my managers and everything placed. When i go to test it it just says no spawn available
Hi I am getting very frustrated trying to move objects to the position I want, namely some waypoints. Using the yellow orb at the centre of the object or the x/y/z arrrows, when i get it to where i think it is and then snap to ground it moves to locations nowhere near me/camera position or where I wanted it. Can you give me some tips please as to where I am going wrong (Ive been using the arma/pfp editor since 2002 so its not a "Havent got a clue", its a "Bloody reforger editor is doing my nut in") . I think the object may be moving when i pan around in the camera
Is the object a child in hierarchy or something? What kind of objects?
i have a temp solution if i drag the object in question from thje hietarchy list into the world editor it goes where i want it (Objects are anything but atm waypoints
@near vault
- When in Ground Manipulation Tool, position your object before you snap to ground.
- Switch to move tool, raise up till the bounding box is above the terrain, and then snap to ground.
Sometimes, the orb will be below terrain even with the above method, especially true with SF components. I normally position AI with the bottom of the bounding box flush with the surface, which puts their feet just above the surface.
ok thx m8 and you too Bacon, this is my first foray into the forger editor and its a bit of a steep learning curve
You will find this SO MUCH better the Eden Editor. Don't like something? Change it yourself.
It's great. I love it.
lol well i will get there eventually, i dont have much hair left to pull out
so just give me a bit of a pointer, am gonna do a very very basic coop just to get my head around things, is it possible with the already built modules to assign loadouts to specific player units and then have them also respawn with those loadouts, or will this require coding from scratch
Does metabolism work on conflict?
I'm working on my edit of combat ops everon and am trying to figure out how to modify the garbage system, id like to make it so dropped weapons aren't despawning withing a minute or two. anyone have any tips?
Does anyone know the best way of having doors on a selection of houses opened on map startup? I'm looking to have a few houses on Eden start with their doors open, and ideally prevent players from being able to close them
If it's only a selection of houses, you'll have to script that.
Thank you! What if it were for all doors instead?
In that case you could override the door prefabs
Either the individual ones, or Door_Base if you want all door types
But that would have a global effect (every door on every terrain if the mod is active)
Great, thanks for all of your help!
When I do the step by step you showed me, it opens but my project disappears
@pale hill
?
maybe a bug, maybe you missed something. I do not know
take screenshots of how you run your mod
if the mod doesn't show up in the editor, try opening your mod separately with each one. I once had a similar bug, but I don't remember how I solved it, and whether it was solved
'm trying other ways but it's not working, with RHS it works but with other mods it doesn't work
so it's some kind of bug. you can try to do it with an empty new mod
I found the problem, you have to add the dependencies for each mod you select
@pale hill

as you could see my mod doesn't have any dependencies
perhaps this is due to the fact that the t-72 needs SpaceCore
Yes, this only happened with mods that have dependencies, but then I just deactivate it and my mod will be the same as yours
for it to work properly, you need to open your mod + the mods you want to add + their dependencies, otherwise it won't work in the editor. and when you add a link to prefabs in your mod, then in the game with your modification, if the additional mod that you added is also installed, it will work, this is how your mod will work, if the mod for the equipment that you added is not installed. this adds flexibility to the modification
Is there any way to add a patent to the vehicle, because American vehicles are free for anyone to take
@pale hill
Hello guys, I'm new to modding with Reforger.The problem is that I need to add custom cars to the vehicle maintenance point,how i can do this?
If someone helps, I will be very grateful)
Gamemode:RHS Conflict.
you need to edit the transport prefab, but I haven't done it yet
you can read my posts above and see the AddModVehicleToPool mod and make a similar one with your equipment. but transport will be free
I have a video on YT showing how. (not trying to plug)
Does anyone know how to make the AI go to a specific waypoint? I'm trying to make counter attacks on a PVE conflict but i don't want them to spawn right on the obj
thanks
thanks
you best guys
got some errors
Hi having issues, player spawning in as US, expected to be USSR
I have factions_,manager_editor and have all factions except USSR set to none playable
I have also tried setting SCR_respawnSystemComponent "Forced Faction" to 1
Spawnpoints I have tried is
- Playable spawn point set to faction USSR
- Spawnpoint USSR
what am I doing wrong ?
I am assuming it is a US soldier, because it has a US uniform and carrying an M16, also if i place soviet units nearby they engage the player object
Still not resolved 1700hrs, this is doing my nut in
I understand but I still don't know how to do it
Hey Terox, check that you don't have Play from Camera Position enabled when you start the game from World Editor. You will find that setting from under a drop-down menu that opens from a smaller button that is just to the right side of the green play button
Oh Wow, completely different, now i can see the unit select gui etc thank you very much being stuck on that for ages
why the f*** was that the default setting but anyway so grateful for your time
Glad that it was that and nothing else 🙂
I think many of us have bonked our head on that wall once or twice. Well I at least did when I was starting. You think that you have setup everything correctly (factions/spawns/what not) but "why am I constantly spawning as a US soldier when I should be spawning as anything else" 😓
so a question then i will stop bothering you, i have my initial player selection gui showing me the groups I wanted and the player slots.
Is it possible to tie a pl;ayer slot to a specific load out/character type without scripting or do i have to make some form of initialisation and refer to maybe an ai playable character to do it ?
By the way, I would assume that it is default on for convenience's sake: since if it wasn't (on by default) the first thing anyone starting out would face the issue of "why am I spawning in the middle of the ocean" since as a beginner you probably would not have the slightest idea that you'll need game mode, factions and spawns to be able to spawn in.
lol well thats a pretty common query i have seen "Why am i spawning at 000, water etc"
At present not with vanilla game no. You'd have to script your way to achieve that. And that's why there's already a mod out for that (check Reforger Lobby mod on Workshop)
I am trying to stay away from premade mods otherwisde i will never learn reforger , can player made mods be opened up to see how they did it , like arma mods ?
yes
It is possible to download a mod from the Workshop and open it in the Workbench yes.
thx guys
The entire process is incredible compared to everything we've had in the past tbh.
If you have any specifics you'd like to know about, i have some free time and could hop in a vc and give you some tips
we kinda dismissed reforger when it first came out, but since the recent patch and the game mode that came out with it, interest has been resparked, so now i have to forget over 20 years of arma mission design and start again 🙂 and its a steep learning curve
i have about 30 mins m8, do you wanna hop on our ts or som ething like that, i dont know what vc is
is there a way to set up a timed event?
like a scheduler?
Did you ever fix this? Having the same issue
Anyone planning on bringing Back Arma 2 Styled Domination
Miss that mission file so much
That was such a good mission. I remember playing a heap of it on Takistan.
Andersen gunship deathmatch
For me personally
Find the serial killer was fun also
The best @warm crow
hello everyone, I'm editing a mission on the kunar map and I can't get a simple cycle waypoint to work well, is it because of the loaded namesh? The map contained two nameshes, one normal and one low resolution, which are the ones I uploaded. I have also seen that after the update new waypoints have been created and I don't know that anything has changed.
Hello, can someone please help me? Im trying to teach how to make missions in enfusion workbench. So far I´ve been doing well.. But I have issues with tasks. I´ve made 3 tasks already (all of them are ClearArea) and they worked well. But now I´m trying DeliverIntel, so I´ve simply copy pasted sample from reforger folder with samples. But it doesn´t appear as task in the game. Can you please tell me what I´m doing wrong? I will send also the settings of my entities so I hope that will help solve my problem.
2 things that come to mind are either missing the task support entity or you need to configure the type of the task in the TaskTypesAvailable in the GameModeSFManager.
Okay, I'll try that thank you
How to add a patent for vehicles from other creators?
Can you clarify what you mean with patent? "Paint" perhaps?
I added mod vehicles to the vehicle pool, but they are free for anyone to pick up without having a certain experience level, for example the guy doesn't need to be a sergeant to get any vehicle
Ahh ok, thank you for clarifying that. I'm not familiar with rank restrictions stuff so won't be able to help there. Have you already taken a look that how rank restricting is done in the Conflict game mode, if you could get some hints from there for modded vehicles?
So I'm going to search around to see if I can, in fact I got a mod from another creator for my server
In the TaskManager i have the TaskDeliverSupportEntity. And I´ve added task types in TaskTypesAvaiable in GameModeSF but without success :/
Oh, i´ll look at that thank you!
Context: I have gates at my base and I'd like them to open when a player gets near (on foot or in a car). I know that SCR_DoorOpenerEntity allow to set doors open or close within it's radius. SlotTrigger detecte the presence of player. Question 1 since DoorOpener is a script not an entity is it possible to spawn it? Question 2 Can I detect when there are no player anymore in the trigger radius? (The way dynamic despawn works on area).
Received an update this morning (1.1.0.42) and now when I open my project I don't se my project folder in the ressource browser. (It was working this morning before the update. Any one else got that problem?
Getting thi sin the console: INIT : Workbench startup
ENGINE (E): BackendDebug:: HttpClient Cleanup
INIT : Workbench Init Engine
ENGINE (E): Addon 'KUNAR PROVINCE - AFGHANISTAN' dependency '60B524F7A5AE96A8' can't be added
ENGINE (E): Addon 'TFKunar' dependency '5C9691EA7FD7A79F' can't be added. Kunar Province was updated and TFKunar in my mission
Ok so Kunar province seems broken because I can't event create a new project with it
Any way to revert to the old version?
@slate badge Can you open the mod in GM in game?
this is why I REALLY try and avoid using mods in my scenarios.
I mean this literally says that you are missing a dependency
I've publish my mission this morning and it was running
ok.
I know but I have it and even if I create a new project with just Kunar province, I get the same thing
well it says you dont have 60B524F7A5AE96A8
so make sure you have 60B524F7A5AE96A8 added to workbench or something
Added: ScenarioFramework - Action to restore default state of the layer allowing for looped workflows
New action
60B524F7A5AE96A8 is my project how can it be e dependency
maybe workbench is bugged now? after the update
weird
you made KIOK - Middle East Asset mod?
Even if I add it to the addon.gproj file it doesn't work
I didn't have it in my project but I can add it
well thats 60B524F7A5AE96A8
Thanks that was it
yay!!
So are rank restrictions above sergeant still broken with the latest update ?
Is there a simple way to randomize the spawn LayerTasks within an Area?
For example, I have multiple tasks in an area and want them to spawn over the session of a server being up (then reset on restart), but not spawn all at once. I want it to randomly pick one and spawn the task, then do another task a certain amount of time later, and repeat till restart.
Currently, the Spawn Children : RANDOM_ONE then checking Enable Repeated Spawn and setting the timer doesnt seem to do the trick
@iron canopy Look at using the action "Wait and Execute" for timing.
Hi. Currently, the repeated Spawn logic is not suppored for Tasks as such. But You could build such flow using the new Restore to Default action and combine it with Wait and Execute to time it 🙂
@nova onyx Hi ya Yethe, I was wondering about that new action. Does it work on Areas and Slots or just Layers?
Should work on all levels 🚀.
I was able to nicely loop infinite task destroy task that after destruction, it spawned itself again (After the given time in Wait and Execute) so you can have infinite fun 😄
Sounds like we could create an open ended scenario like "Domination" or "Patrol Operations" from ARMA III
That is very much possible indeed 🙂
Crap, I was really hoping to wrap up scenario making and move on to modding objects. Back to the workbench...
xD
How do i add stuff to the arsenal and bacon loadout editor?
@polar mulch what stuff are you adding? From a mod?
Yeah i see so many servers with just seperate boxes for everything and every mod so was curious if it was possible to add them all to one arsenal
Absolutely!
The secret lies in the entity catalog. For example, RHS USMC weapons are in the RHS Arsenal. You can copy the weapons category from the RHS inventoryItems entity catalog, into the US_InventoryItems.conf entity catalog and this will add the weapons to the US arsenal. You still have to have the dependency either on the server or the scenario.
Also it depends on the situation. If you are looking to put items in the US Arsenal, and you have your own server, just add the mod to the server, and if the items are assigned to let say the US Faction then they will appear in the US Arsenal. No need to edit anything.
The use of individual boxes might have something to do with the logistics system, or the desire to separate out the boxes for realism and/or move people apart
Copy that, thanks imma see if i can figure it out
hello did any of you know how to port an existing conflict on an other map like transfer all the layer ? (i wanted to use conflictvanillapve from gramps)
Even if they don't have the right placement, i prefer moving all the point rather than add it in order to not forget one
i try to edit -> copy and paste in the new map (with two instance of the workbench open)
i try to create empty layer in the new map and go in the file modify it with vscode in order to import the content of the old layer)
but i cant manage to have it in my world
thanks in advance
is there potentially an example of this to look at? I've been trying to figure it out and can't entirely grasp how to get the randomization out of it
Thanks, this is exactly what I was looking for.
I was actually looking to have my patrol area reswpawn when we get back in the same area after a while. this looks promissing. Can't wait for your tutorial 🙂
two question about AI Waypoints. 1. Is AIWaypoint_Follow working?. 2. why my AIWaypoint_GetInNerest works only 1 out 5 times? The AI is in a building could that be the problem? (Ok I know that's 3 questions)
Not yet, but I want to provide on easy loop for the mentioned Task Destroy in looped manner. Very simple to do actually:
- On Layer Task, add an action on task finished to Wait and Execute Action - set it to 5 seconds
- Here, add action Revert to default state
- In the getter, use GetLayerBase and specify there your Layer Task, then also check Reinit After Restoration tick-box so it is set to true
That's all and should be working very easily. Setup time in less than 60 seconds if you know what to do 😄
Ok so for my question about AIWaypoint_GetInNereast, the AI (with no affiliation to make sure he's not killed by OPFOR and he doesn't attack BLUFOR) is responding to the waypoint all the time unless h ehears gunshots then the waypoiunt doesn't seem to work. Is there a cooldown timer for him to get back to "Safe" status?
hmmmm, gotcha. I replicated it and it works like you said, but I guess it might be miscommunication on my part on what I was looking for. I'm looking for a way to not spawn the tasks on init, but instead spawn randomly from a list over time.
My thinking was have them all in an area, then OnActivation of the Area, randomly choose one LayerTask to spawn (or I guess initialize). Then after a set time, choose another LayerTask to spawn.
Then set these layers ON_TRIGGER_ACTIVATION first, then use the Wait and Execute action to setup the random time and then use Spawn Object action where you input list of layers you want you want to pick randomly from.
I tried this, but I guess I probably did it wrong. Will give it another shot soon, thank you for the patience and explanation <3
Can I somehow do spawns that shows and unlocks at certain trigger?
"shows and unlocks"?
Sorry 😃 ill try to say it differently.
Im asking if i can trigger spawns to show on map and players can spawn on them. After completing some tasks. Some kind of checkpoints, so they dont need to go from the base every time.
@sonic wren open combat ops arland in work bench and look at the area spawn points
- Create a slot.et, name it « spwn1 » with a spawnable entity “spawnpoint_us.et” and select spawn condition to “On Trigger activation”
- On your tasklayer, « OnTaskFinish” put a trigger to spawn a entity and precise “spwn1” into the textbox
@sonic wren
Thank you
So im thinking of opening a server and would like to edit an existing scenario a bit before doing so, how does one go about that in reforger? just create a new project in the tools with the mods I plan to use as dependencies?
Yes
You cannot directly edit existing scenario worlds, you would probably have to duplicate it
How you guys handle regular Prop Items in Missions? For example, if you crating a small FOB with sandbags. Do we need to put every Prop in a Slot to make it spawn mission related or can we spawn a complete Layer with all the Probs in it?
Hi guys. Any one knows is there any GPS mods? Something like in Arma 3 or similar?
I create a world layer and drop all compositions into it. Look at how bi did it for combat ops
But a world layer can not spawn/despawn by SF?
Anyone know how to change the AIs formation when patrolling? It doesn't matter what 'AI Group Formation' I change it to, they always walk in a line. Is there another location overwriting the formations?
^ The above image is from the SlotAI > SCR_ScenarioFrameworkSlotAI
Hello,
FYI: into the Combat Ops - Eden, the slotMarker.et "OBJECTIF_MARKER" (the intel marker) doesn't show after the last update.
And i think it's because the slotmarker is into a sub-layer.
Not a SF layer, but a world layer. Right click on the world, and create a layer. Why do you need to spawn and despawn compositions? If you notice the 1000's of objects of the CO:Everon scenario, doesn't impact.
Because i have Setup Random mission Points and it makes no sens if the player find a FOB which is not activated. So i like to spawn all the Probs only on the layer which is active
oh ok. Yea I use slots, and spawn objects in. You can do one layer, with all the slots, and trigger activated.
Yeah, but then i need to put each Prop in a Slot.
Or put them in the task layer, and when the task activates it will spawn them
Can i not only move such props into this layer?
yes that is correct
No you cannot put composition/props in a layer, and spawn and despawn them They have to be slotted to utilize the fuction
Idea.... Put all Probs in one Prefab and Spawing just this 😄
You can create your own composition, and slot it,
Does anyone know what to enter into the 'Load Out' resource field when loading a saved load from the Arsenal?
Does anyone know exactly how to change the Ai factions for conflict in the workbench?
I have looked at it a little bit and I believe it is a pretty big job to do it (I could be wrong though).
you can use any of the Campaign_"faction"_Base.et
armareforger/prefabs/characters/campaign/final
There is just a heap of locations you need to enter it. I don't think it is as simple as changing one location.
i dont think it really matter what you put there it can just be blank or a nother player.et
Thats the loadout manager.
yeah isnt that what you are asking?
ohhhh lol. I thought we were talking about your question regarding changing AI factions for conflict lol. The conversation makes more sense now 🤦♂️
Pretty sure that just gives the default riflemen loadout, instead of the saved arsenal loadout. Will double check though
im pretty sure if you leave it blank the image will populate the next time the player loads their loadout for the first time.
Hi @nova onyx I have a question on Threshold Type: PROC_LOST_UNITS. What is it?
Hi. Where is that? 🤔
QRF Dispatcher
@true flame might know
TY Guys!
Iirc It's an enum that is used by qrf dispatcher to determine when it should spawn qrf and in this case it will spawn them when percentage value of number of killed units that were initially spawned there will equal to the to provided numeric value (where that value is interpreted as a %)... Or something like that xD - I don't have an access to my PC now so i can't use any var names to be more precise but u can do that bo opening that component in script editor and there should be some kind of a method to verify threshold
Perfect, TY to both of you for taking time out to answer this so quickly.
Just learned something, instead of bothering BI on their days off, I can find the answer myself.
case SCR_EQRFThresholdType.PROC_LOST_UNITS :
{
if (m_iNumberOfSoldiersInTheArea > 0 && (m_iNumberOfSoldiersInTheArea - m_iRemovedSoldier) * 100/m_iNumberOfSoldiersInTheArea <= m_iThreshold)
startQRFProcedure = true;
}```
So now I am wondering if I can manipulate this script/code to spawn a Hunter/Killer AI like mod from rabid squirrel, instead of QRF you would have an AI Dispatcher,
With QRFDispatcher you must kill 1 entity minimum to get the QRFDispatcher to activate.
The situation is you enter the SF Area, and it triggers the dispatcher to spawn AI to hunt/attack you. You could use a "closest to player" action to ensure it spawns the nearest AI unit.
Hey guys any tips on how to get a conflict mode going? Docs anything would be helpful. Thanks
I noticed placing down a campaign building table only allows admins to use the build action. Is there something that enables that action for everyone?
There are tons of videos out there that guide you. I would start there personally.
it looks like its just an if statement. replace it to say something like
if(playerinarea > 1) startQRF...
SFcleararea or SFdefendarea should have some starter code to check players in area.
Pretty sure i set this up the same way i set up the other terrains i am working on, but anyone know what i might have done wrong since the "play" button is greyed out?
Resart Tools see if it works
yeeeea, that fixed it, ty haha
no worries
hey, I'm trying to get up to speed on mission making and I'm catching on but still pretty new. I am setting up a base character that will be the parent of many campaign characters. does anyone have some time to walk me through some of the menus i want to play around with for my server? IE: i want to add a couple of components to the HUD, for the most part do away with stamina, and maybe play with the radio manager a little.
Hey G_N, I think that your best bet to get answers for what you are trying to do would be in the #enfusion_gui and maybe #enfusion_configuration channel. Thanks for reaching out on the DM, but I really don't do anything in that area.
Ok, will do. i appreciate you taking the time to answer
Is it possible to teleport a group (in this case AI group) using SCR_ScenarioFrameworkActionSetEntityPosition to a desired location? I'm almost certain that not too long ago this action had a description (maybe in Workbench or in the Wiki) that it was only for teleporting single entities (eg. player) to a desired location but seems that such description is now missing. Should it now be possible to use this action to teleport an AI group to a desired location?
I already fiddled with the possibility but got only partially working results:
- trying to teleport an AI group that was directly placed on map in World Editor by using
SCR_ScenarioFrameworkGetEntityByNameas the getter did not move the AI group anywhere from its original position - spawning an AI group via Slot did work but only partially: by using
SCR_ScenarioFrameworkGetEntityByNameas the getter only 3 were teleported to the desired location from a group of 8. By usingSCR_ScenarioFrameworkGetSpawnedEntityas the getter only 2 were teleported to the desired location from a group of 8. These findings left me wondering that why all the (8) units aren't getting teleported to the desired location..
I noticed that when using dynamic despawn, units that get respawned seem to lose their waypoints and just stand around on their spawn point. Has anyone else noticed this, and is there a workaround for the issue?
I had a very similar issue today. When DDS is on and I have two or more groups connected to the same cycle waypoint, the 2nd and consecutive groups would just sit there while the first group would patrol. Turning DDS off, the groups patrolled as normal. I need to create another mission from scratch to test again.
My issue is the gamemode manager. I need to figure that part out.
@quick harbor confirmed the issue.
https://youtu.be/DgaConq2frk
WORKAROUND:
Use the layer name, not the cycle waypoint name in the wp set of the slotAI. I tested once, needs more verification.
Couple things I see that are not happening is "Spawn on WP" and "Use random" are not functioning.
AI always move to WP 1, and never spawn on a wp. Start position is their position.
Is this when you use the layer WP? Random worked for when I used the cycle waypoint (for the first group anyway)
Both methods.
I can increase randomness by reducing to 2 waypoints. 50% chance of picking one or the other. I can try that.
I'll look at it closer.
Hi guys, Im sure this question has showed up a lot of times, but i will give it a go anyways.. So I want to make mission for my friends on reforger tools, but I want it on different map than Vanilla. I want to use Kunar Afghan map, but it dosnt show up in that menu. How do I accsses it?
@solid bronze https://youtu.be/RfuS3v4gh8o?feature=shared
Setting up the ARMA Reforger Enfusion Workbench to start using the scenario framework.
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework_Setup_Tutorial
This and following videos are going to be about creating a SF scenario from start to finish, with details about the components used. Each one of these videos will be about hour long. At the end we will have a polished playable scenario to everyone to use.
They are for the new person just getting started, and those who want to see new ways of do...
One of these 2 cover that.
Higher recommend watching @lean scroll s videos. This is where I started last week.
Okay, thank you guys, from A3 mission making this seems like nightmare 😄
Once your realize the power of the workbench, you'll like it. You can change just about any aspect of the game you want.
Additionally using my workaround, they don't cycle endlessly. They got to the last waypoint and stopped. Doing more tests, but takes time to watch the AI walk around.
I was thinking the same thing a fortnight ago lol
It's a shame you can't speed up time in the workbench
Ok here is my setup for AI Patrols workaround. They will continue to patrol after a despawn/spawn action. And they cycle continuously around the waypoints.
So you needed to add an extra layer?
No I think this is a direct copy and paste from the samples. I changed the slotAI waypoints category, and the cyclewaypoint category. I renamed the layers for clarity.
I will have to compare when I am back home in front of the PC. It looks the same apart from an extra layer (from memory lol)
And you point to the WP layer instead of the cycle waypoint
Look forward to testing and using it tomorrow. Cheers mate.
Although according to the wiki, both ways should work, but this seems to have fixed the disappearing waypoints. Thank you @lean scroll !
The next issue I ran into are the QRF:s. Even if I copy the exact area configuration from vanilla combat ops, or create a new one according to the wiki, I can't seem to get them to activate. Has anyone else had issues with configuring them?
@quick harbor No I haven't. Just did a video on that as well.
Good stuff as always 👍 . Maybe my spawns were too far or too close to the players for the QRF to spawn legally
Does the QRF Max Distance Config value mean that if the spawn is further than this from the players, the QRF does not get spawned?
In other words, the spawn points' location from the action would need to be between the QRF Max Distance and QRF Spawn Safe Zone distance (min distance to closest observer)?
It's "How far this unit type can spawn from the QRF Target Location". Max Spawn Distance from target.
I believe the trigging action of the qrf is the killing of the AI, not player distance. Whether "Remaining Units" or "Dead Units" selected, you have to kill the number of AI based on your selection of "remaining" or "dead" to trigger the QRF. And I believe that is any AI in the area the qrf dispatcher is attached to.
Are there civilians in Reforger yet?
yes/no/maybe...
civilian clothing now (limited). No civilian faction. But you could make your own, or d/l a civ mod.
Can i make AI to be static? Can´t figure it out how..
@sonic wren Yes, use slot, instead of slotAI
Thanks
@sonic wren They will be truely static. They won't engage, or do anything.
Will they shoot?
nope
And can i make them static and still capable of shooting?
Remove the waypoint, or set a "Wait" waypoing.
Maybe some other things you can do, I haven't dug into it.
Okay, thanks i will try it
They will still move but not run around as much.
Hi 🙂
Does anyone know how this system works?
SpawnPosition
From Combat Ops Everon
Or « ObservationPost », the ai just check random azimut but he will be static
This can help?
It’s initial spawnpoint or hideout ?