#enfusion_scenario
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Can someone give me some informations on how these settings are working in SCR_AIWorld ?
Especially what "Max number of cached BTs" is doing as there is no tooltip for it 🙂
I've some issues getting all my AI spawns to work correctly.
Seems like they spawn and then their simulation is stopped to save on ressources while players are away.
But in some cases that group just don't get created 🤔
Max number of cached BlueTooths.
What you are seeing in regards to AI spawning and despawn with no players is the Dynamic Despawn System working. This can be found in the GameMode in the GameModeSF component.
Pure speculation on my part ...
The Max number of cached BTs are the max number of Behavior Trees that are cached. So if you are using SmartAI behavior trees it will cache the number in that field.
your awesome. you got all the AI and Scenario stuff down like the back of your hand. I'm gonna watch your last couple of vids tonight at work, homie.
Hey, I'm trying to build a conflict mode. However, I'm unable to change the signal range of the built radio antenna. I attempted to modify it under SCR_gameBuildingManagerCom within the prefabs used for building. I added a new configuration with an adjusted PrefabsEditable - E_Antenna_S_US_01.et, but it didn't seem to affect the signal range. Any Ideas?
Hey guys. I too am trying to make a conflict mode. In workbench when I try to playtest it everything is fine. However when I try to load the published scenario up on my server none of the ambient patrols or base guards spawn in. Any ideas on what I'm missing?
Hello everyone, can you please tell me where to get the vanilla gproj file for the mission conflict? I want to transfer the standard settings and conflict structures to my mission and modify it a little, but the editor does not allow me to copy.
@velvet marsh Open the MP scenario you want to copy in world editor. Select all entities (right click) and then Ctrl-C. Open your scenario in world editor. If it is the same map, you can "Paste on same position". Not same map just ctrl-v and paste.
^ You cant copy the highest layer. You need to select all entities underneath.
Right click layer, and "Select all entities".
You know how many times I tried to copy the highest layer. I couldn't figure out why it wouldn't work. Then I noticed the select all entities lol
Is it easy to add AI to Static MGs or vehicle turrets?
Using SF, place slotAI next to weapons system, and give it a "GetInNearest" waypoint.
Will test now.
Worked perfectly. Thanks
Hi, Im trying to do mission with mods. Should I include them in project creation as dependencies? Or after i create project as additional addons?
if the content from those mods is used within the mission then a dependency is required to even put the content in
And when should I use additional addons section?
@sonic wren It is dependent on the type of mod.
It is highly recommended you don't use mods in scenario creation. If the mod breaks as a result of an update to the game, then your scenario may break as well, or not function as expected.
I recommend you build your scenario without mods first, using all vanilla. Then for example you want to add a special vehicle. Add the mod to the scenario, and then add the vehicle. If something happens to the mod, it is easy to remove without breaking your mission.
Hi @gritty vortex can you please take a look why "Enable GM budgets" mod doesn't work as expected? When I select an Item and place it, the different item has placed or eve group of AI instead of vehicle 😂
@solemn marten #enf_mods_feedback
So you suggest that i should create the vanilla project and then add mods via Additional addons, right?
2 ways to add mods and their dependents.
- Just edit the addon.gproj file
- Use the options.
Okay thank you. And what about map? Should i add it also via Additional addons? It seems that I should add it in the scenario creation.. but im not sure. It contains map addon and assets addon, that is in dependency with the map according to Workshop download window.
History tells us, BI will break your mod after a major update. And will have to be updated in some form or fashion.
With terrains, you have no choice. I am building a Gogland scenario. I have to use that mod.
But what I won't do is add any uniform, weapons, vehicles etc. etc.
Yes using at scenario creation.
Add all mods including dedendencies.
In my mission I want to make completely different and moded factions.. so it´s cheeki for me.
Just beware, you'll spend hours of time creating your masterpiece, but if there is an update, and that mod is not updated, your stuff is broken.
Hello,
where i can modify the vehicle to be inside the new Spawner in Conflict mod ?
i have see inside prefab but see nothing
Yeah, I'm aware of that. I've already learned a little bit about doing missions. Thanks to your videos. So hopefully wouldn't have to waste as much time on it as the first mission I did in vanilla 😄
My solution to running mods is run them from server. I have my own server, and modernized my scenario that way.
Another solution is to build your scenario vanilla, then create another mod with all the addons as overrides, and then add them that way. It's completely separate. I do that with my ASL Clothing Equipment Weapons mod. I just add to Flashpoint 2024, and it changes USSR Faction to modern, and adds bacons weapons mods. If those slackers (j/k) don't update my stuff isn't broken.
Is there an easy way to make those overrides? Im not sure if im capable of it 😄
I apologize for the long response.
Initial
Guys, hello!
Maybe there is already a clear system for how to arrange points for the appearance of players so that they appear in a random order?
like right click and selecting "override to" ~your project folder~on each item the characters used wear, have , and hold?
No no. Depends on what you are trying to override.
And what you are creating a mod for.
For example... lets say a modern russian force vs BI USSR.
Create a new project with RHS mod as a dependency.
Override all the characters for the USSR faction.
Then edit the prefab of the base character, and put on a modern base uniform.
Then select all of the characters, and edit the prefab.
Changing gear as you see fit.
Save and publish.
all of my mods are locked when i bring them in, so i have been creating base, and children characters in my own project folders with what i want them to have in their own baseloadout, inventory, and weaponsslot menus
Oh, you´ve ment it like this. Missunderstanding. Thx
@chrome ice Thats fine, but any mods you attach to your scenario, if they don't get updated when BI issues an update, and it breaks those mods, your scenario can get broken as well.
I found this article, I'll try to study it
https://community.bistudio.com/wiki/Arma_Reforger:Respawn_Setup
@red forum Are you talking about random loadouts at respawn?
i have only been playing with this for a couple of weeks. it seems every time i think i know enough to get by, there's a better way to do things with something i didn't even know about. I'm trying to get caught up as fast as possible. i appreciate you and the work you put in here and YT. i like how simple your way of doing things is from your videos. but i still need to learn the best way to do addon stuff
I'll throw up a video about what I am talking about. Might clarify things.
Appreciate the comments, Thanks.
watch his vids. they help a ton
ok uploading now. Ready shortly.
Just letting you know if you ever need it. I was looking through the components for the characters and found a component in
ChimeraAIControlComponent -> AICharacterMovementComponent
Which when I turned off, the AI can't move but can still shoot and crouch 😉
@sonic wren Great info, thanks.
How can you turn off/disable supply requirements for the entire mission? I thought it would be in the GameMode Manager, but can't see anything there.
@warm crow It is...
What am I doing wrong? Cant figure out how to change camouflage.. It keeps spawning like the base camouflage.. I´m using RHS mod
🤦♂️ I looked through all the components and not the SCR_BaseGameMode. Rookie error. Thanks again 🙂
Have you tested in game? Sometimes the WB view doesn't show whats reality.
Its the same unfortunately
I think this is the reason... but not sure since I am not a modeler modder.
Looks like that is how they do it for all the helmets, which makes sense. Only need of one xob, many emats.
Yeah, it seems right, the materials in the model are different. But it doesn´t work in the character loadout. Interesting
just saw the video is up. i'll watch it tonight at work. thank you
hmm
Hey guys. I am trying to make a conflict mode. In workbench when I try to playtest it everything is fine. However when I try to load the published scenario up on my server none of the ambient patrols or base guards spawn in. Any ideas on what I'm missing? Also, I am unable to log into game master with the admin login while playing. Any ideas on how to resolve this as well?
what are you using or how do you start the server?
Using ping perfect servers w multiple mods. My buddy logged on on Xbox (I'm on a high end PC) and he said they AI had spawned for him. So I'm wondering if it just requires more than one person in the server to work?
I don't how you answered my question. I don't believe it requires more than one person. were you both the same faction when you spawned in?
Yes. Same faction. Just start the server by hitting restart on the ping servers home page. When I get off work I can dm you a screen shot if you need.
You must have "ScriptedChat" entity placed in the world to log in as admin.
I see that you changed Spawn loadout.. Does it work also when you try override character loadout? I mean for AI's in AiSlot
I don't understand what you mean.
I customized the base loadout character only. Remember some characters don't take the change to the base loadout and you have to manually change that character. It's at 10:46 in the video.
In the helmet prefab you need to change the material of the ground + worn meshes in another class, not just in mesh object - it might be BaseLoadoutClothComponent but I can't remember, you'll see it pretty quick if you browse through the other classes
aha yes BaseLoadoutClothComponent
This changes the worn/ground models, but doesn't change the preview in your inventory. If I remember right that doesn't have a material override slot (I might be wrong though) - in which case you'd need to make a prefab that's just the meshObject pointing at the helmet with your material override applied
Interesting, I thought I was only changing the prefabs.. so it's simple and the things you mention are handled by the mod creator. I'll try it out and let you know, thanks.
Oh, I´ve watched your video and it seems that im doing it like you. nvm.. i will try to make new project in case I didn't get it quite right.
I added equipment to the mission, tell me how to enable its respawn?
@lean scroll hi 🙂
Have you studied this system, do you understand how it works?
in the world editor, most entities have a clear color, but some of them are greyed out, does anyone know what that means?
I haven't really study it. But from the looks of it, and based on gameplay, they took a spawnPosition.et, and drop 4 at one location, and 5 at another location. It is used I believe to provide a random spawn position so you don't have 2 players occupying they same space if the spawn in at the same time. In COE you spawn in the small attic space so you want players to be positioned in certian locations. They still use the traditional method of Area>Layer>Slot>SpawnPoint_FIA.et.
I imagine there is some logic in the backend that detects these spawn positions, and puts a player there.
Provide a screen shot please.
Please tell me how to add a resource icon to the map?
I am sorry:
Boom. That was it. Thanks brother
I haven't the slightest. It doesn't impact anything.
They all seem active.
Did anyone actually work out how to get vehicles to have a rank requirement?
Is anyone else running CombatOps RHS Everon on their server with Taskforce Mattock weapons and uniforms. It seems when these mods are being utilized radios no longer work. Any thoughts?
Does the mission faction need to be changed from FIA to US?
Have you tried the RHS or vanilla radios without Taskforce Mattocks weapons and uniforms mods loaded?
No, I was hoping there was some other fix as I really liked the mattocks mods but may need to just unload them. Thanks.
I would unload them just to to test. If it still doesn't work with mattocks unloaded then it is something to do with the mission.
Good point. Thank you.
You need to add "VONCanTransmitCrossFaction": true in your server config.
Yooooo thank you! Love the mod by the way man.Much appreciated you taking the time to put it together and share with the community.
Thanks man. I couldn't have done it with out @lean scroll video's. Learned so much from him. Really breaks down the workbench and makes it easy for anyone to learn the base components of it.
Have your tried using the spawndataoverride under entity list?
havent tried it yet but if you add SCR_EntityCatalogSpawnerdataoverride to the Entity Data List inside of US_Campaign.conf or US_Vehicle.conf it gives you the option to set rank and resource cost.
Is it possible to export an edds file from the workbench?
not sure how to export but a cheeki way of getting it would be to use the snipping tool to save the image as a .png or what ever you want then you can import it back into the workbench same way you normally make an .edds
from what i can tell those are a set of actual exact spawning locations for players each main hideout has a set in each. must be another way BI set up combat ops player spawning instead of using a faction spawnpoint.
might be a more precises way of spawning players in since it spawns you inside an attic
Thats what I thought.
Is it easy to revert a mission version on the Workshop? Eg from 0.0.2 to 0.0.1
If you have the workbench 0.0.1 files, just unpublish the 0.0.2 version first, then publish the 0.0.1 version. Or you can unpublish the 0.0.2 project, and edit and assign a 0.0.1 version number.
Be careful when doing things like this. It's easy to overwrite the wrong version, or break the scenario.
how would I go about changing the spawn points for a custom faction in combat ops everon? I've added a custom faction and have changed a number of settings to integrate them in various managers but the spawn points remain broken. any ideas?
Did you create a custom spawn point specifically for your faction?
yes
Im not sure if its 100 percent configured correctly but I duplicated the FIA spawn point
you have to find the slot inside the safe house with this plugin
ah okay thank you
there is a bunch of stuff you have to change it is easier just to do an override than to go through each unit and slot changing all the factions. i found out the hard way i did it that way first and it took me days to find everything.
hahaha thats where Im at, the end of that tunnel xD
I stayed up until 5 am T_T
but its the next day now and we good
if you do an override its just better all around you can remove it extremely easily and if you are using a modded faction and it breaks your whole scenario wont be broken. If you want to change the faction a simply way is to add what ever units you want to the FIA faction manager. Do an override for FIA_groups.conf, FIA_character.conf, Fia_inventoryitems.conf, Fia_vehicles.conf or what ever you want and you dont have to touch the core game prefabs it will all fill in accordingly.
i wish i did my mission that way but now its to late lol if rhs ever breaks i would have todo everything over the way i just mentioned.
Don't override, inherit.
If your mod is loaded with another mod that overrides those values, things can get wonky.
hmm I see
if he inherits wont he still have to go and change all the groups to what ever he needs them to be?
Which groups are you referring to?
in combat ops all the FIA_groups/characters/vehicles
i see what you mean though
i didnt consider using another fia override mod with it
Depends on what you actually want to do.
Doesn't mean it wont happen by mistake though. Maybe not by you but someone else.
The proper way to do it all would be to create a new confs for everything related to your faction.
i never used the inherit function before isnt that essentially adding custom groups to the fia faction?
Inheriting would mean anything that the original has, mine will have. Unless I overwrite it.
Example: If I inherit from the US.conf
And just change the Faction Key to my key
Then i have a faction I can then drag and drop into the faction manager
if he does it that way he will have to go through all the slots and change the FIA factions key and all other tasks assigned to FIA, markers, spawns, ect. i would say for what hes trying to accomplish on his specific situation it would be 100x faster to do an override and specify other fia overrides are not compatible with that mission.
Of course but if you're trying to add an actual custom faction to the mission, overriding isn't the proper way. Maybe im misunderstanding the situation.
I would usually duplicate the files I need, then alter them as needed, as Im only making minor changes at first (making a generic "pirates" faction as a test)
but i did have to dig around and change FIA to Pirates across numerous things
i wish i new about the inherit function when i was doing my rhs remake of conflict that would have made my life easier i did an override but just added rhs entities at the bottom of the list. @vivid anchor good to know thank you.
do I have to publish a mod to test my scenario from the in game ui (rather then launching in world/thru enfusion workbench?)
just make sure you dig deep to change all the FIA tags or alot of functions in combat ops wont work.
Overrides are fine in a lot of instances. But can lead to compatibility issues. Last one loaded wins.
If i had time i'd write a plugin to do that.
Just test in workbench. It's fine.
Use peertool for MP testing.
that would be amazing. im still learning alot about workbench my self but alot of the time i find my self doing things the hard way.
yeah testing in the workbench is fine. the only thing i find different is if you are using SF sometimes the prefabs you have assigned to slots load in weird in game.
fair enough
Can anyone point into the right direction of making a storage box in which player can collect and store their items, weapons etc? My attempts end up in an empty box that nothing can be transferred in.
do you have SCR_UniversalStorageComponent in your prefab?
send a screenshot of how you have that component setup
The arsenal function of that arsenal weapons crate is disabled
technically I am incorrect: I do not have SCR_Universal..., let me try that
for testing, uncheck Use Capacity Coefficient and then set the Max Cumulative Volume to like 100000 or something
like this?
that is already working, thank you. I should read more carefully.
I'm not entirely sure how the Capacity Coefficient works. It's probably the better way to do things, I just haven't wrapped my head around it yet lol
ah, no, it dropped everything into the vicinity ... Does not work, yet.
when did it drop everything into the vicinity? After leaving the game and coming back or?
when I tried to retrace my steps by making the prefab. I am doing it again, now.
When I click "open arsenal" it does not even let me enter the inventory of that box, I go directly into the vicinity
do you have SCR_OpenStorageAction in the ActionsManagerComponent?
When I disable the SCR_universsallinventorycomponent and only have the universalinventorycomponent, I can access the container
do you have both?
only need just the SCR one, can remove the other
then I cannot acces the content, only the vicinity. I probably haven't set up the SCR correctly, should I copy the properties to the SCR?
give it a shot, yeah
currently I see the content, but I cannot transfer anything over.
Your max weight is 0 lol
yes, thank you, that was one reason, also the scr_arsenalinventorysotragemanagercomponent was still enabled. I copied the data from a truck. Thanks for the help, guys.
That's all you need for what you're doing.
You should drop a GameEntity into one of your test worlds and add those components to it and save yourself a prefab.
That is what I am doing, thanks.
Hello, please tell me how to disable the spawning of vehicles at the starting base of the conflict?
change or remove starting vehicles in the us_campaign.conf
Hi, can I somehow make AI to go on multiple waypoints according to mission progress? I´ve made something.. but unfortunately it doesn´t work for me.
I´ve made Waypoints layer, where i have 3 waypoints, which are set to TriggerActivated and I´m spawning them via LogicCounter which is incremented by 2 missions.
But I can´t manage to set the AI to listen to those triggers.. any ideas what am i doing wrong or how to do it please?
have you tried putting the slotai in its own layer under the waypoint layer? idk if that will work but its worth a try.
hmmm sorry not sure
🤔
@sonic wren Are you trying to use the same 3 waypoints again?
Is there any way to use a vector entity to define an area of the map and determine who is inside or not? I've been looking at triggers from the scenario framework but they seem to only have elliptical and cuboid areas.
You have the option to use a spline with triggers
Or a polyline
One or the other
I dont understand the question
If you do a mission using Arma Reforger Experimental Tools, is there a chance that it won't start? I noticed that in the regular version of Arma Reforger tools you cannot copy game components. Is there any difference between them at all?
I don't understand what you are trying to do.
Well at at least we don't understand each other, that is a good start. 😂
Tell me more about what you are trying to do.
Hahah 😄 Nice..
So what I´m trying to do is VIP rescue. And I need to do sequence of AI waypoints. Where the AI gets to the player´s car at one destination, then someone will drive with him to other destination, where the AI will get out of the car and move to the safe house.
So i need to trigger 3 waypoints under certain conditions for one AI.
I did this with a pilot rescue task, but things have changed. Let me play around a little with it and test. Make sure I am doing it right.
Roger that.
Are you using Arma Reforger Experimental Tools or just Arma Reforger Tools?
I use just Arma Reforger Tools
btw has anyone experience problems with the time and weather not being synchronized correctly across clients?
I hosted a mission recently in which some players like me had the correct time, which is nighttime around 23:00
and a fair few players had the default time around 12:00
https://cdn.discordapp.com/attachments/468879945293234177/1223696410168266955/image.png?ex=661acb17&is=66085617&hm=3643b187653f48cf498975b3b78418c3afd4ce879e75062e3f023e3c778afe12&
also I used some fire effect objects in the mission and those also didnt appear correctly for all players, some had them while some (like me) didnt see them at all
https://cdn.oki.cx/files/8fw0bhphs5msw0k9nf4ggvnon.jpg
other mission makers in the unit have also experienced that with their missions
I can't get it to work as I like. And I think there is an issue with the AI Action addWaypoint. Not sure. Following the wiki, but it does seem to add the waypoint. I got the AI in the vehicle no problem, but getting him out is like trying to get your dog out of the car at the vets.
Yep, same here :/
Hello.I need help in adding FIA to RHS conflict anyone can help me? (P.S I'm Know how add faction but when i select FIA and select squad game don't see FIA Spawns)
We've had this conversation before, did you ever figure out how to set it up?
Spline as child of trigger iirc, or vice versa
I've not had any joy with either, however I did just find the mod "SESOF Polyline Hurtzone
by Skamdrept" (60A14D890CD1F654) in the workshop, which seems to be a pretty good exmple to disect.
They use trigger as child of spline.
I can't seem to find the role selection.. am I looking for the wrong thing here?
Have you looked in the faction manager?
or the gamemode even
I've did look under the gamemode, I will check the faction manager
Can't seem to find it there either..
I am not home at the moment, but can have a quick check later. I am pretty sure I can picture it, just unsure where lol. Not helpful at all.
Actually, it might be a component in the gamemode manager
I assume you have a spawn point down?
I do, I've tried looking on the wiki for this SRC, and I can't find it there either
I will check when I get home. I am no expert though lol. Hopefully some of the more experienced members will be able to chime in.
Wait did you look for the loadout manager?
I did
okay wait, going back to the error message it says scripts/game/ui/menu/deploymenu/scr_roleselectionmenu
so im guessing the deploy menu
let me dig a bit more
Hi, how I unlock scenario?
how do you have your respawnsystem set up?
its boyls thing, i was just trynna help
Im getting a different error, I can't duplicate a world?
I have it set up like what you have here, with the exception that I am not forcing a faction
whats your player controller prefab set to under your gamemode?
Oh.. uhh that might be my issue as I don't have that prefab in my layer
You're talking about this?
So, these are in there, I am still getting the same error about the RoleSelectionMenu
you said you are using SCR_MenuSpawnLogic?
Correct, I am
maybe watch one of black hearts videos make sure you have all the required components down. not sure what the issue is. https://www.youtube.com/watch?v=h3Ehr21PB78&t=2613s
Start building our mission, and create our opening start screens.
0:00 - Creating our spawn points
6:43 - Setting up the arsenal
15:20 - Editing the arsenal prefab
19:24 - Adding Save to Arsenal
28:37 - Finish GameModeSF
33:00 - Loadout selection screen
37:47 - Faction Manager setup
45:21 - Deployment Welcome Screen
51:07 - Cleaning up
Thanks for the help! I will check them out
@slate bluff I only just got on to have a look. But NotSoThirsty will be able to help you more then I can lol. Good luck.
Is it possible to adjust the shape or height of the Dyamic Despawn area? Change from a sphere to a rectangle?
Hi, is there tutorial how to edit exissting scenario? When I import folder, it's locked.
My number one request! Unfortunately not that I know of
Don’t import. Copy and paste.
copy where? should I create new empty scenario and then copy existing folder into new one?
Absolutey. You can't do it any other way.
I think video 1 covers this.
https://youtube.com/playlist?list=PLACt0Y23f-9074_5L2FO7tT1XCLoCiPiT&feature=shared
Actually Video 13 around 36:00 mark.
yep, thx !
Has anyone had any issues with markers duplicating on the map? Like 2-3 markers will appear for some people when you place them
This is in a custom scenario, so I'm wondering if there's a manager or something I forgot to add
Btw, this is while playing, not in the workbench
I was wondering if I would have to use a script to do this and set waypoints in it.
Shouldn't have to with the AI actions of addwaypoint.
Just wondering if anyonw knows what saves into the 'Conflict_Everon_US.1.auto.json, Conflict_Everon_US.2.auto.json & Conflict_Everon_US.3.auto.json' files? Mine are maxing out and are crashing my server or preventing players from spawning in. Here is an example of the three files if anyone is able to make out what they are saving.
^ Location for the files is /profile/profile/.save/sessions
As far as I know the default saveload component saves everything currently on the map except vehicles.
Are you using any mods when it saved and then took it off?
No, as I have wiped the files a few times. It fills to max within 24hrs of the new files being created after wipe.
Thats strange. I've been running a modded PVE version of conflict and haven't had any saving issues. And what I can tell the saveloadcomponent is set up exactly the same as vanilla conflict scenario.
It ended up being ace chopping, which spawned in thousands of entries. Ace dev team are aware of the issue now.
I wonder why it's happening to you? I'm also using that mod and I haven't run into that issue yet. But I suppose I e never actually used that function yet. I wonder if it only happens when you actually remove a bush or something.
Good to know though. 👍
Cant seem to find a solid answer to this question, I'm working on modifying combat ops, but the one thing I've still struggled to figure out is what determines the group QRF's spawn. I've skimmed through my entire layer file with vs code looking at everything mentioning USSR and still can't find it. I've been changing all of the units from USSR to RHS's RUAF. All the normal units I've changed fine, but I cannot for the life of me figure out how these QRF's work. Anybody have any idea how I can change the QRF's to spawn RUAF rather than USSR?
May have finally figured it out lmao, right when I finally decide to ask. Looks like it's in a group list within QRFDispacherAction
If anyone else ends up trying to figure this out, create an override of QRFDispacherAction in your addon and edit the group list to your liking and it should work
I haven't looked at that mission personally, but maybe have a watch of Blackheart_sixs video on QRF. It might point you in the right direction https://youtu.be/92h7rPUicdw?si=v7BEn3E_Q_WGvGUO
This video will show the setup and running of the QRF Dispatcher routine.
Honestly I missed that video I just happened to accidentally stumble upon the config that actually controlled the units, I was only ever looking in the world editor for signs of where it could be changed, but finally looked thru the script and configs
Completely missed your last post sorry, lol
All good it's happened every time I ask a question xD I end up figuring it out on my own before someone answers or I get several answers after the first answer
Can you tell me how to edit an existing map?
I already have an existing map, and I would like to make a server on it. Conflict
But I don't know how to edit the map
And so I see a lot of servers editing maps
Arma Reforger
if you only want to place assets you can create subworld of the map, and place it here
You can watch these videos.
https://youtu.be/RfuS3v4gh8o?si=JTqzCqoQY1BsqZ7B
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
I don't think you have to create an override. When you add the QRFDispacher to the Area, it allows editing of the .conf from the Area.
oh, really? I looked all over in the default QRF's in the combat ops mission and never saw it, I eventually just did what I said there
Yea, around the 3 minute mark of the video.
gonna take a look, I think I saw your video while googling, but I didn't read the title like a dummy
And MAYBE, I haven't tested, if you drag and drop the dispacher to a new layer, you can customize different units. So US QRF, and USSR QRF.
Oh wow, I guess in the mission they just relied on the default config and never had that in the area. What I did ended up working, but I also created a prefab so I could easily place patrols and I could change it to how you described there and have a prefab for each country
I actually used an old post of yours to build my prefab for patrols
This is all so confusing at points though, I'm still so stuck on A3, that and my most recent dev work has been C# so while the scripts look somewhat familiar, it's no C#, makes my brain hurt
Yea, I've decided not to touch scripting until they are completely done with Reforger, and release Arma 4. I'll keep working within the framework, and hopefully help improve it.
You've been a huge help to the community so far, once I get a hang of things I want to be able to start helping people more too, right now I just can answer questions that I've found the answer to by tinkering. I wish they had more documentation on components, kinda like bootstrap or other web frameworks do where they have a components tab on their wiki that explains every component in some more detail since a lot of things seem to be missing tooltips
Remember ARMA Reforger is still a test bed game for the Enfusion Engine. I still think that applies. It will remain its own product, but still used to test the engine. Documentation will be the last item so it doesn't have to change as much at the final product.
wiki can be edited by anybody
That might be worth taking some time to help with, or at least document what I learn so I spread the knowledge
in fact i might have to check how to re-do the faction tutorial
Because starting with units is weird
If you want to do a faction you start naming it
It's been great so far, but yeah that makes sense now that you mention it
Did you do the faction part? because if so, it's not bad, but yeah ordering things better could help. I did a lot of scrolling up and down
For my project i only needed the faction part, not the unit part
But one might expect that it will go before units
Also there are more fields now
I've noticed that with everything I've been doing actually, a lot of the tutorials don't fully match up, there's enough there to work with, but there's new things that aren't mentioned in some cases
i think i already have a general understanding of the faction conf, maybe if im bored enough i'll start collaborating there
I need to work on groups eventually now that you mention factions, I did characters and stuff, but have been putting off groups since I'm only using my faction as a playable faction currently, but since I'm modifying combat ops I want to change the friendly FIA to my own faction as well
Did you managed to make it work? Im still without success :/
Anyone knows why the Enfusion Persistence Framework gives out in the error in the server log "Could not spawn character, no spawn point on the map.", does not recognize any "Spawnpoint" and "SCR_PrefabSpawnpoint". I found the "EPF_Spawnpoint.c" which seems to be exactly the script I am looking for, but I don't know how to make it an entity.
@neat stream https://discord.com/channels/105462288051380224/979405352850305144
I would post over here regarding any mods.
Nope. And I did revisit it trying another method.
Mhm one could argue I get in line with those that give feedback, I would argue I talk to those who accomplished things even with the obstacle that I have. The mod is working
Whatever... You said EPF is giving an error in the log, EPF is a mod, you might get a better response over there. I really don't give a crap where you post.
@neat stream Find the EPF_Spawnpoint entity and drag it onto the map.
Hi, I created on my terrain with the plugin "Game Mode Setup" a Conflict Mode. (in a folder "Conflict" in the "Worlds" folder) But when I start the mode, the map show up but only with a lot of hills height numbers (no streets and town names, etc.). Is there a way to point to the "right" thing of the base world or does I place the Conflict mode on the wrong place? The map is working in GameMaster.
Virtual Machine Exception
Reason: NULL pointer to instance
Class: 'SCR_RoleSelectionMenu'
Function: 'InitMapPlain'
Stack trace:
Scripts/Game/UI/Menu/DeployMenu/SCR_RoleSelectionMenu.c:211 Function InitMapPlain
Scripts/Game/UI/Menu/DeployMenu/SCR_RoleSelectionMenu.c:116 Function OnMenuOpen
Scripts/Game/UI/Menu/DeployMenu/SCR_RoleSelectionMenu.c:456 Function OpenRoleSelectionMenu
Scripts/Game/Respawn/Menu/SCR_PlayerDeployMenuHandlerComponent.c:111 Function Update
Scripts/Game/Systems/DeployMenuSystem.c:52 Function OnUpdate
The Log says:
SCRIPT (E): Virtual Machine Exception
Reason: Map entity is missing in
MapEntity is called "MapEntity1" in base world
I have a few questions that I have started to look into, but haven't made much progress so far. Has anyone been able to achieve any of the following?
- Make an object, let's say a barrel rotate around a single point in the air? I have done it in A3, just not sure about AR.
- Postprocessing for changing the feel of a mission. Example like the Sirens Arma 3 mission where EO gives the horror\thriller feel.
Hey, I have rebuild a Conflict mode, but now I have two or three issues, and I hope someone can help me out here. When I play the said Conflict mode on my Dedicated Server, I don't have a game master, and I can't log in as an admin. Additionally, when the game ends and the server restarts, the old HQ, antennas, refuel stations, and so on remain on the map and are not deleted. Unfortunately, the loadout is also not persistent from match to match.. Any ideas??
Did you add "ScriptedChat" entity to your scenario? It is required to log in as admin. Which will give you GM.
nope thanks mate!
Thx
Do I need the 'persistent loadout' mod or can I set this up with a prefab in the workbench?
@stable hawk I use Bacons Loadout Editor, and set up the loadout manager to include "SCR_PlayerArsenalLoadout".
If you use the "Save Loadout" in the loadout manager, it will only save during that game play.
Bacons Loadout Editor allows 5 saved loadouts, which will be available when the player returns to the server.
Players join, load their save loadout from bacons, and then "Save Arsenal Loadout".
Hi guys, can any of you explain to me how it works? and how to configure It ?tried to follow the Githut but i miss something
Be more specific
I'm having an issue with modding in a new resource type. I have a modified cargo URAL that loads my new resource into the regular supplies slot instead of the regular supply crate stack. However this seems to add a huge amount of weight to the truck and its suspension just grinds into the ground. Does anyone know where I should be looking to investigate how resources and vehicles interact?
I lowered the rigidbody weight from 10 to 1 but it didn't have any appreciable effect. I solved my own query, I hadn't ticked the "merge physics" box on the SlotManagerComponent Supply storage.
as per the description these mods give the possibility that at each restart the framework scenario reloads the latest game progress, now I was trying to add the EPF_PersistenceManagerComponent components to the gamemodebase, and here I am stuck because I can't find them, by chance I also have to add the mod ENFUSION DATABASE FRAMEWORK?
Well yeah
If you want to use content from the mod, you have to add it as a dependency
EPF sounds like it's part of Enfusion Persistence Framework, not just Database Framework
Thanks guys , now is working
Can someone explain to me how the Actions and Getters work? I´m trying to do it according the wiki.. but i can´t add waypoint to the AI.. And I´m starting to be confused..
in the AI slot you can find the wording waypoint you can directly add the action it must perform, or add the name of the layer with /slotwaypont inside
Yeah, but I can´t trigger multiple waypoints this way.
Have you set the layer on trigger action?
Yep
To be sure we understand each other.. What im trying to do is for example that the AI:
Move to WP1 after player will complete task 1
Move to WP2 after player will complete task 2
etc..
I added a gamemaster scenario to my terrain but I am unable to spawn in any AI, any tips?
the wiki tells you to insert the wp slot instead the gettar tells you to insert the layer try to insert the slot directly
Sorry I've never tried to do what you're doing
SCR_AIWorld.et Maybe you're missing this
What about it?
I have it in the scenario
I had the same problem some time ago and by adding this I solved it
@late yarrow
These are the entities generated for a GM scenario.
Add "HitRegManager.et" to that list.
What does it do when you press the play icon above?
Strange, the AI are spawning in when I hit play
everything seems to work fine in the workshop when I hit play
This could have something to do with it, but I have placed the navmesh file in the SCR_AIWorld
ENTITY : Create entity @"ENTITY:2305843009213693953" ('SCR_AIWorld') at <174.432999 32.155998 5004.276855>
PATHFINDING : Navmesh Init 'Soldiers'
PATHFINDING(W): No navmesh file specified! Will initialize empty navmesh world.
PATHFINDING : Navmesh Init 'LowRes'
PATHFINDING(W): No navmesh file specified! Will initialize empty navmesh world
Do I need to click the Apply to Prefab button?
Does anybody know of a good walk through for the navmesh when you add structures and items in a world?
Did you do both navmeshs?
Sorry, I missed your comment, Blackheart... 😅 I will try it out! I saw in a current game that no supplies are being used when you grab the gear from the loadout editor. Is there a way to adjust this?
Thanks for your help! 🙌 🔥 @lean scroll
G'day everyone. Building off the RHS Conflict world. When we load up the USMC and AFRF factions there are no options to spawn in any vehicles (atm we just want to add in the vanilla vics i.e humvee and UAZ). I can see that the SCR_FACTION Entity list and the appropriate vehicles are enabled but just can't wrap my head around it. Basically any vehicle depot is completely empty in it's list when using it in the game testing environment.
Is there something i have to edit in the factions? Do i need to make them inherent the vehicles? Very lost and help is appreciated
there are plans to add supply to loadout editor but I have no idea when will that happen
This is the definitive navmesh tutorial AFAIK. Pretty good since even I can do it.
https://community.bistudio.com/wiki/Arma_Reforger:Navmesh_Tutorial
I don't think the navmesh is your AI Spawning problem. Maybe. Understand that no AI spawns when in the workbench world editor. No matter what mode, SF, Campaign, or GM, you have to hit play and enter the game world. You should be able to remove the spawnpoint_US.et from the world as this has nothing to do with setting up a GM mode.
But you do need to finish setting up the SCR_AIWorld as TPM pointed out. Looks like you are missing some stuff in that area.
I don't believe RHS has released those vehicles yet so the backend configuration stuff is not complete.
all good, i've swapped back to base US/USSR faction. Is there a way to import entity catalogs from other factions? Otherwise the only way i can think of is to manullay add each entry
For example, override the US entity catalog in your scenario, then open it. Then open the other factions catalog. Right click and copy the category (IE Weapons) from the other factions and paste it in to the US entity catalog. IE RHS USMC Weapons to appear in the US Arsenal.
RHS must be a dependency to wherever the catalog resides. I make a Clothing, Equipment, Weapons mod to keep it separate from my mission scenario.
Do arsenals have their own configuration or they feed directly from nation config?
AFAIK from the entity catalog. You can control 2 ways. In the faction manager or the entity catalog.
Yes Soldiers and Lowres
I was able to spawn in AI in the workbench just a bit ago
You place AI in the world via the workbench. They don't spawn in while in workbench or the world editor. Depending on the method of placing determines how they are presented in the scenario when you press play.
Thank you, when I typed in navmesh tutorial into BI'S wiki page this is not the one I got. I appreciate it
if I want to make a mission on an existing custom map, do I have to include the original mod as a dependency? wont that result in people having to download the map twice? is there a more efficient way to do this?
yes, you have to include the custom map as a dependency. No they only download the custom map once. @waxen fossil
does that also count if I make some changes to the map itself?
For example....
Original Kunar Map = Mod 1
Edited Kunar Map = Mod1 + Mod 2
You scenario with Mod 1, Mod 2 as dependencies = Mod 3
If the player has Mod 1 already download, they don't have to download it again. Just mod 2 and 3.
will mod 2 be the same size or bigger than mod 1 though?
just worried because file size is an issue for servers who want to have crossplay enabled
especially with some maps already being over 2GBs already
@waxen fossil It will equal the size of Mod 1, Mod 2 and Mod 3 I believe. Try it and see what happens. I agree totally.
I make a scenario with custom world, my scenario will only be the size of the scenario itself. Not the custom world plus my scenario. BUT when the player downloads my scenario, it will require the custom world as well so they will experience the full amount.
@cloud obsidian could you help with the process of creating a scenario on a modded map, i have the modded map in my projects list and selected it as a dependency but idk what to do from here cuz i cant find the world
I'm attempting to edit the supply costs of vanilla vehicles in conflict. Mainly to allow jeeps/UAZ to be spawned for cheaper so less people are walking across the map. I've gone to the entity catalogue and done an override for the rank and supply costs but it never seems to implement. Is there a step i'm missing?
further to that is there also a way to alter the ranks of services such as the helipad?
@hardy latch It is no different to create a scenario with a custom world as it is create a scenario with a ARMA Reforger world. What world are you trying to use?
The fallujah map by heine but when I select as a dependency for my newly created project I can’t find the .ent for it anywhere
ok. give me a sec.
@hardy latch First item... did you add ALL the dependencies of fallujah to the workbench project launcher?
It doesn’t have any
I thought that too but 🤷♂️
excuse me? It has 5 or 6 dependencies.
They’re not listed on the workshop and when I go to mod manager I can select just fallujah with no other mods in and it’ll launch fine
That must be why, wonder why it didn’t say that in the game workshop
Tysm
They are listed in the workshop for the Fallujah. I just d/l it.
I see that I’m talking I looked for dependencies while in the game workshop and it didn’t show any
Anywho... you must add all the dependencies for any mod you add to your scenario to the project launcher
Dependencies are listed in the dependencies tab.
it should d/l them automatically.
i added them all as dependencies, including the map itself but i still dont see it listed in worlds, is there a different place itd be?
nvm it just loaded the other files
Are you good now?
yes, thank so very much, i just now have to crunch a large multi obj campaign and have it ready by noonish 😂
Digging into this logistics system...How do you add supplies to the US Headquarters composition when operating with the scenario framework?
anybody know how i can make a single character follow waypoints, i have an hvt and i added the name of the group base as his parent group but its not following waypoints
When creating a mission with vehicle mods, how do I go about changing the supply costs for the vehicles? I have tried overriding the faction and vehicle configs but I cannot get it to work, any help would be appreciated.
placing buildables from spawntent places those floating about 1 meter off the ground, any fixes?
this is what i see when placing things
seemingly randomly i cant even built the arsenal all together. ive now looked up and down my editor hirachy and the entity components but i cant seem to find the issue, mind you this is my first project, but its driving me nuts
aaaaaaand now my bases no longer have tents. im hopelessly confused
Look at the entity catalog section of the faction manager.
you have to go to the actual vehicle prefab its self. you can change the cost under SCR_editablevehiclecomponent>Visualization>UI>entity Budget Cost>Campaign. If you try todo it through the entity catalog Faction or vehicle i find it not to work. The only way it has been working for me is making an override of that vehicle and changing the budget cost in there. Also changing the required rank in there only works up to Sgt. i have seen if you try making it any higher it removes the rank requirement all together.
I'm trying to use the navmesh tool. In the BI wiki it wants me click on a navmesh tab, I don't have one. It also wants me open a connect window on the step after that. I'm not seeing what I'm supposed to be doing. Does anybody know about a more "graphical" tutorial like a vid or something? Also I don't see where the rebuild tile is for partial regen
Thanks for the info
In regards to the tab. I think that is an reference to early version of workbench. To make a tab of the tool, drag the window over the object properties side or even the hierarchy side until the whole area turns blue, then release. Or just leave it as a windowed panel.
I have 3 screens and have one dedicated to windows like this and my main world in my center screen, most of the time. but if this all they meant by the navmesh tab, where is the "connect" and "rebuild tile" options they are referring to
@chrome ice In regards to Connect window. It's called "Generate" now. Notice the pop-up window is called "Connect". Once again the sw has changed.
damn, lol
i never tried to generate because i was so busy trying to find the connct button
lol
You're not. It is BI responsibility to keep the wiki updated to match the software.
I think community members can request access to help correct the wiki, but don't quote me on that one.
thank you, my guy
right now, I'm playing around with trying to get SF to do a endless loop, when you're in a certain area. I'll give this another try in a couple hours
Hello, i have a problem.. I'm using SlotClearArea and everything work fine BUT if i died and clear area during the second try nothing happend.. I tried to tick "exclude from dynamic despawn" but now if i died the objectif is automatically done.
@lethal cipher try this...
Thanks, but it doesnt work
Interessting, QRF doesnt work too if i leave/return into the area..
but nothing wrong into the area setting
So, is it a similar way to disable certain weapons/equipment from the arsenal? I override the faction_campaign.config, but whenever I save, exit the edit and come back, it reverts back to the original file. Or after I override the config, do I need to inherit it?
for weapons i just change the faction_inventoryitems.conf and leave the factions_campaign default. if you do an override of what ever faction weapons/items/equipment you are changing it will automaticlly pull from the inventoryitems.conf overide that you changed.
Okay, that makes sense. Thank you
Sorry I am new and am trying to understand more of the ins an outs of how some of these configs correlate amongst one another.
no worries dude ive been mostly learning the hard way through trial and error. ive been doing this a few weeks and now i finally feel like im starting to understand how things work alittle better now.
Well, I appreciate the responses
If I want to make a combat ops mission have more players, is it as simple as increasing the player count in the mission config? Or is there more to it
That should do it afaik
thanks, that's all the gut check I need for now 👍
I don't understand.. i have the same params of combat ops eden but that's not work..
Having issues with game master iv done navmesh and followed the wiki but when I go into test game master and spawn ai they’re invisible and then I click to f spawn another group but then I’m no longer able to spawn any more ai why is that I also checked game mode setup and it says I’m configured correctly so idk
Nvm I had my nav meshes backwards
mission seems to work so far, however on a dedicated server, the game gets hung up on the loading screen just before team selection would pop up. any solutions for this?
apparently the server itself gets hung up, is there some config i need to change? or something i need to add to the gamemode to make it work?
eason: NULL pointer to instance. Variable 'm_iControlPointsHeld'
Class: 'SCR_GameModeCampaign'
Entity name:'GameMode_Campaign1' id:6917529027641081857
Function: 'RplSave'
this is the error message from the server
Anyone got a solution yet?
is there a specific manager that is required to allow the players to change their FOV? I mirrored the managers from CTI however still cant change FOV
It's been a long time since I messed with the nav mesh at all. Anyone got a link on how to re generate a specific custom area? I've been going insane trying to find the info I used the last time I did this months ago.
Hello evrybody!
Please! How to change background image of default lodout frame, if it's possible.
It is possible, I've done it. Just don't remember how I did. Someone posted here on discord how to do it. It's just a matter of finding the correct .conf, and point it to the new image. @raw bone
The image is called V5-Loaout-BG-UI.edds
@raw bone Here you go... it's processing.
https://youtu.be/37jJx8Tk3qs
In this video I show how to change loadout selection background image in the deployment Setup window.
Has anyone made like a “liberation” mission similar to how sog prarie fire is?
How do I get FIA - as a playerable faction to spawn in? Ive set loadout system ect, and I just need to know what Spawn.et do I need?
SpawnPoint_FIA and also make sure that FIA is set as playable in the FactionManager 😄
I have, but dont work ..
Seems like you are missing those spawn points in the world according to the warnings on the right. Make sure you have the SpawnPoint_FIA present in the world.
It is
It looks like it is in the hierarchy of that Conflict base. Not sure what effects it might or might not have 🤔
Try putting it into the world standalone
Pretty sure it looks for them in the world It does find them if they're children of things.
though i've never tested Spawn points can be children of objects, they can't be children of children of objects lol
1 sec
Found the issue.
You also need to make sure that campaignSpawnPointGroup is set to the Faction
Good morning
Can you tell me where to change car rank as well as resources for cars?
👀
Set the rank in each individual vehicle prefab. Which really doesn't make any sense to have to override all those prefabs. They should put the rank in vehicle entity catalog.
And the price ?
I think the supply cost is in there as well. But let me check that. Could be in the catalog.
You will be able to throw a photo of which paragraph. I just know very little about it
I don't see the rank in there. Looking now.
DOH! Rank is below cost.
Thank you so much! I've been looking for 2 hours 🫡
Not sure I have to test, but you can add the UI info to the entity catalog, which seems to be a better solution than overriding multiple vehicles and editing each one.
Maybe I'll do a video on all this stuff.
I haven't been able to change the rank or cost in any other .conf. Only worked in each individual prefab for me. But there is a spawndataoverride in the entity catalog for vehicles in the campaign.conf and the vehicles.conf but as far as I have tried neither are currently working. Also changing ranks in prefab only works up to Sgt for some reason anything higher seems to remove the rank requirement entirely.
It took me many hours of digging my self and unfortunately the vehicle prefab its self was the last place I checked lol. Making a video on it is a great idea. I see many people having the same question so hopefully if you make a video on it and people search that issue it could be a quick and easy resource for them to pull up with out the hours of waisted time.
Also something else to consider would be when editing the campaign.conf I highly suggest creating your own vehicles/inventoryitem/factions.conf ect. Files and placing them in the corresponding spots within the campaign.conf because from some reason I found the campaign.conf often makes duplicates and doesn't save properly extremely frequently and some spots will revert back to default. But if you make your own say customname_inventoryitems.conf you can just drag and drop it over the corresponding entity catalog inside the campaign.conf and it will change all your changed back to what you want them to be instantly and saves the headache from doing all your edits over again
So, Is this a Arma Reforger issue, or a ME issue.. 😉
When I in faction manager set a predefined group of only 6 (and I want only 6 people to join that faction) where can I set that limit to the possiblity to ***JOIN the faction ***?
I believe that when you use predefined groups, it will not allow to create new groups. For example, if you don't use predefined groups, and you fill the group with 6 players, then it will allow the creation of a new group.
I had this issue where i used one predefined group of 4 slots. On the server, once the 4 slots were filled, no one else move past the slot selection screen.
I cant create more groups after the 6 player have entered, as the group size is 6. But how do I prevent players from joining the faction, after the 6th person have filled the last group slot?
Doesn't it, by the fact you can't create more groups, prevent players to join the faction after the 6th slot is filled?
Sadly no! Players can join the faction, but cant join the group, and are therefor caught in a "limbo"
What kind of mode is this? Campaign? Scenario Framework?
Campaign
@dreamy night If the player presses the esc key (Pause Menu), it allows you to select "Leave Faction". This will reset your choice, and allow you to pick a new faction.
SUGGESTION: Requesting "Leave Faction" option is at the faction selection screen or the loadout selection screen. Doesn't seem very intuitive to hide the option to leave the faction on the pause menu, and not the faction selection or loadout screen.
I dont see the option to leave?
Found it hidden in the Gamemode_Campaign conf
Yes, you have to "Allow players to change factions".
It is also in the factionmanager
Hey everyone! I have small problem on my gamemode, i have made 2 starting positions for the US team. Both of them work and the game switches between those 2 on every fresh start. The issue is the other point will always stay visible and show it as an USSR base and spawns in btr and a truck. This doesnt cause any issues and it doesnt register this as a capture point but i cant seem to find anyway to hide this when its not in use.
I'm attempting to get the side (blu/opf/indfor) of an entity doing an action. Any hints?
Is it possible to start a misson where the faction radio like the ***Radio_RF10.et ***is deployed from the start?
thanks, however Im having trouble saving a partial navmesh. Ive only done this once before a long time ago, and I thought it was a tutorial I found in the discord. Everything works fine following the wiki for "Partial Regeneration" up to the point where it says to click "save generated" and the log console says "nothing to save." But as you can see in my pic, there is for sure something to save... Where did I go wrong?
Welp, I think I fixed it! I had to generate a specific area by position, then I marked the tiles on the map widget (dont know if that really matters) and "save generated." I had been trying to rebuild and mark the tiles and "Save marked" but that didnt seem to work at all.
"Rebuild Changed" works for me after I edit something in the map
Did you mange to find how to fix this?
Nope still hunting
If any one here has any idea please share
Well that is something: adding even one US M72A3 launcher into the inventory of a Humvee (M1025 or any of the variants) by multislotting via SCR_UniversalInventoryStorageComponent makes the vehicle's suspension go all stiff which then makes the vehicle undriveable. How is that even possible 🥱
Some further investigation reveals that the issue is not just with M1025 (or its variants) but basically with any vehicle. And also not just with the US M72A3 launcher but also with the Soviet RPG. Something's somehow fuk-ee with the launchers 🐛
Yea we had some guys report this as well, but I haven't seen it yet. File a feedback? Best way to get things inputted. Additionally to the in-game feedback, using the website is better since you can track it.
https://feedback.bistudio.com/
Interesting problem. I'll try it with tonights round, and collect any logs on it.
FOV = Field of View?
yup
Also look under the "Create" tab and search "Camera" @waxen fossil
@waxen fossil @desert wave I think this is what you are looking for, maybe?
hmm, Ive got a camera manager but not a player camera, will investigate ty
Is it possible to have the dynamic despawn not be activated by aircraft?
Hello, common noob here. Need some help. I am wanting to create a PVP scenario for my server I have currently on the Eastern Europe Serhiivka map.
Thank You 🙂
I see the discussion above about changing vehicle cost and rank etc. Where would I change how much fuel a vehicle can spawn with for conflict mode?
Appreciate if you could do a double-check on the issue (so that it's not something that's only on my end) 🥃
EDIT: actually there already seems to be a ticket in the Feedback tracker for this issue (see: https://feedback.bistudio.com/T180384). Author (HTom) is saying in the ticket that the vehicle is "lagging" but I don't know how much that is due to the fact that the testing is being carried out on a server. What I have (only so far) tested the issue directly via Workbench it feels to be more of a physics issue than lagging. But all the same; looking from the video attached to the ticket the vehicle's behaviour is about the same that what I've seen on my tests.
Is there any reason why Generic Entities don't spawn when I use the game mode as Game Master? I've copied how the US spawn points are setup in the combat ops and also just random things like jeeps but nothing appears 🤔 i also followed this but am I missing something? https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework_Setup_Tutorial
@worldly sage Show me a screen shot of your Hierarchy panel please
Ok. looks good. And the UAZ doesn't spawn?
NM I see it.
You are using 2 different game mode components.
Your gamemode is for Game Master mode. But your Area/Layer/Slot are for Scenario Framework mode.
Oh I see, think I'm getting a bit confused here - i want to be able to use the GM mode but can I use enfusion to setup defend/move task? I saw the usage of triggers etc and wanted that
thinking I have a bit more control over things rather than in the in game editor
@worldly sage You can try to create a hybrid game mode by looking at both game modes, and combining. In MP Game master is available to admins.
oaky will look into that, is that basically combining the components from each game mode into one?
yep. Exactly.
I haven't used GM as a mode mixed with SF. There may be a better way. Try using non SF components. I pretty sure they exist. There are triggers, and tasks outside of SF. IDK.
Anyone have a guide on how to add new vehicles to campaign vehicle spawn points?
Starting Vehicle ?
Override this (for US)
https://enfusionengine.com/api/redirect?to=enfusion://ResourceManager/~ArmaReforger:Configs/Factions/US_Campaign.conf
or this (for USSR)
https://enfusionengine.com/api/redirect?to=enfusion://ResourceManager/~ArmaReforger:Configs/Factions/USSR_Campaign.conf
and you can modify the list
Not starting vehicles, like the vehicles people can spawn using built supply points within light/heavy vehicle maintenance points.
Oh, wait. i thinking i'm already see someone explain how to do this.
But hold on because it's little bit touchty
Thank youu, anything helps
So.. u need to edit "SCR_EditableVehicleComponent" from vehicle. (Overide the vehicle)
For remove it from the list, in the Auto Labels choose "FACTION_NONE"
And then to put one in just choose the .et of the vehicle and configure that file I'm guessing? (Like a modded vehicle or random one that I want put in)
If u need to adding a vehicle. in the same Component, u need to put the same Label from ur "Service.et"
Thank you kindly, appreciate the help
okokookokok thank you
worked great 👍 thank you again
You're welcome
I cant seem to get faction manager to save, it works for one instance of enfusion then when i close it and reopen enfusion the new vehicles are gone out of the faction manager. Any idea how to fix this or what could be the problem?
I added 2 new vehicles, saved everything and relaunched enfusion, boom gone
I'm not sure but is it possible you have 2 FactionManager ? (one from the layer "rats" and one above ?)
Morning All, trying to setup a deadzone server and have it going but I would like to add in zombie spawns, could anyone assist with how I can set this up?
hey did you ever figure out how to set rank requirement for vehicles above Sergeant?
also is there something wrong with the garbage collector? I set it to collect vehicles but only if a player is not within 600m of it and its collecting it with players within 20m of it.
By default there's already at least "Blob", "Line", "Column", "Wedge" and "Staggered column" formations for groups. Would anyone happen to know whether it should be possible to create custom formations somehow?
Btw. any idea if there's a place where the default formations are listed in plain text?
Nope 😅 I created a ticket on BI feedback tracker because it seems like a bug more than anything else now (https://feedback.bistudio.com/T180461). Maybe you can bring additional informations on it and/or confirm having the same issue.
I think so. In your conflict PvE it removes player weapons quite quickly when it drop due to unconsciousness.
@cloud obsidian
garbage system vehicle raidus
How do I make specific spawn positions depending on the player's ID, name or selection? (anything between these three will work)
Sadly it wasnt player camera btw, that just makes everyone who spawns in have a locked camera pointing at where ever you place that prefab
this is intentional as Im now using the keep gun on unconscious mod to prevent the player dropping their weapom at all.
We have See the same Problem. Thanks to have make a ticket for this 🫡
Yes, vraiment casse pied ce problème. Surtout qu'on a un système de persistance qui sera bientôt en place et qu'à cause de ça, il ne servira pas à grand-chose pendant un moment 😅
--
Yeah it sure is a pain in the butt. Especially since we're going to have a persistence system running soon on our server and it will be "useless" for a while because of this 😅
Bohemia needs to revert back to keeping the gun on the player.
- Weapons mods that are not made correctly can fall through the world. The dancing gun.
- World mods that are not made correctly allow guns to fall below the terrain.
A mod that is created to fix an issue that shouldn't be happening, needs to addressed by Bohemia. Weapons should not disappear if dropped, if dropping the weapon on wounding is the default action.
You just described two bugs in mods. It's on the mod maker to fix those bugs in their mod, not on BI to change the game to accomodate them. With correctly made mods or default guns they never fall thru terrain.
@lethal cipher or anyone, Hi Spiitch, Do you know how to add a default amount of supplies to a vehicle? For example, engineer vehicle with 200 supplies?
I think it in the slot manager layout
Or inventory slot
thanks, I'll give that a look.
If you still have trouble finding it i will look at it after the work
Directly on the vehicle prefab
and i u want to increase the storage capacity, in SlotManager.
You can find, for the UH1H, 10 SupplyStorage.
6 of them is "SupplyCrate_01_vehicle.et"
4 of them is "SupplyPortableContainers_01_large_Vehicle.et"
Duplicate one of them and edit the SCR_ResourceComponent -> Containers -> Ressource Value Current&Max
After that, remplace the SupplyStorage with ur newest prefab
@lethal cipher @hard bloom Very good. Thanks to everyone for the input. I'll start breaking down and applying.
I did create a duplicate of the vehicle, and dragged the small vehicle supply crate and nested in the prefab. Seems to work. Just need to adjust values and detail it out.
hi to all,I am trying to create a taskkill with the scenario framework and I cannot get the unit that appears to load any waypoint except the defense one that it creates by default.
Anyone know how to make a sole so character follow specific waypoints? Added them to a parent group didn't work for me
Is it possible to add waypoint to characters? Or should they always be a group?
I don't see the add waypoints for a sole character like it used to be
same Questions, jajaja
But I tried giving a base group to a character as its parent group and it didn't follow the waypoints
i create a prefab with groups with one man
I tried that too but bcuz it's group components I can't change the individuals identity
Like their uniform or name or anything cuz it's all group components
Yes, with slotAI.et you can choose group or individual unit an assign a waypoint
thanks
you should create character prefabs with your changes
My unit patrol on this 3 waypoint
And this is a configuration for LayerTaskKill
The target must be in a "slotKill.et"
and find some sample to Arma Reforger -> World -> ScenarioFramework -> Sample
and Blackheart make this video: https://www.youtube.com/watch?v=dYii65u-3Pc
ARMA Reforger Scenario Framework Destroy and Kill Tasks Setup
ohh thanks for all.
I dont find how to configure this!!! i configure all, only i cant add a cycle waypoint to the target that respawn slotkill.
in slotkill i need to add a layer waypoint
all waypoint in cycle must be slotwaypoint or SCR_AiWaypoint is valid?
Is there anyway to get AI to garrison a building similar to how you would do it using defend waypoint in game master? I've got a group, plus a defend waypoint and they move to inside the area but once inside the waypoint area they just stack up on the wall and not actually enter the building feel like im missing somthing obivous
Ohh sorry, @lethal cipher I already understand how waypoint cycles work in SF. thank you for the help.
No problem 
usually the way i do it is, generate a rough southwest - north east section of the zone i want to generate and then highlight the region i want to save then right click one of the grid squares, click "mark marked tiles" then you can click the "save marked button" and it lets you save that section you have selected.
How can I edit a character prefab to swap out its apparels/vests/helmets/weapons and add equipment to containers such as pants/vests etc?
right click on character, and select duplicate or override.
Override will override that character and will be the standard for that character. Duplicate, you assign a new name, and then point components to the new name, leaving the original intact. Then drive to the character you overrode or duplicated, and right click and select "Edit Prefab".
Then go to sub-component "BaseloadoutManagerComponent" and edit slots. Review the other sub-components to change weapons, etc.
Is there any configuration so that the tasks in infusion framework are marked once they are done and do not disappear?
How can I create a scenario using a terrain mod?
@lean scroll maybe you can help me
Add the terrain as a dependency and proceed as normal
https://docs.google.com/document/d/19VrUpAId4UGjykBw1rTP375Q9l2udNIEHPhTzqEgrSc#heading=h.u3a7stwn0sc5
Looking for some people to help me make a grey zone warfare/ Incursion Red River inspired server mod. Kind of like the plxyable servers but more extraction style gameplay with some spawns like KOTH maybe idk just throwing some ideas out there. Thank you!
Has anybody made any headway on getting a respawn ticket system working in Editor gamemodes, or can maybe explain how supplies work and correlate to respawns? I know that's how it works in conflict, but I would like a limiting respawn system for Game Master modes and haven't been able to find any resources.
Thanks in advance. 
How to Create a project with custom world.
What I would do is try a comparison of Game Mode Campaign and Game Mode Game Master, concentrate on all the respawn components. There may be other entities that play into it.
If the system you want is in campaign mode, then you may be able to implement in game master.
so funny that you're the legend that responded because I was just watching some of your videos while I took calls at work
cheers, I'll take a look, thanks for the starting point
Good afternoon, can you help?I want to save the clothes, but when he died, he doesn't let me choose the saved clothes. How to fix this problem?
I use the mod: GameMode_CaptureAndHold
In LoadOutManager_Base, u need to setting up a "PlayerArsenalLoadout"
Thank you very much 🔥🔥🔥🫡
So that's work ?
I have a DYI solution, i test it and that's work.
- Create a "slot.et"
-> Object To Spawn: Choose a prefab like "SpawnPoint_US.et"
-> In Plugins: Add a ScenarioFrameworkPluginSpawnPoint
Fill it like my first screen
- Create a "LogicCounter.et" and fill it like this
Count to = Number of respawn
On this case, if "US" spawn 3 time on this spawnpoint. The end screen appear
Smart, I'll give it a go, many thanks!
Heh, worked for a while. Then it was thrown out of Tulse. And it stopped working 👀 although the same settings
If you wanted to create your own scenario could you use a modded world and add your own touches to it? For instance adding a vault on the fallout world and building it myself and if so how would you go about that ?
Including like spawn points I like how in Elan life there is no kick for team killing how would I go about that in my own server? I want to create a server like elan life but add more fallout based rp and factions
So traders money making methods and shop systems in safe zones
https://www.youtube.com/playlist?list=PLACt0Y23f-9074_5L2FO7tT1XCLoCiPiT
Can you pin the link to this playlist from this post?
#socials message
What do you think about this?
Someone just told me about this...
https://twitter.com/ArmaPlatform/status/1782816769746305111
THANKS! I really appreciate it. Was unexpected, so very nice gesture. Hope the videos help folks out.
Community member Blackheart_Six has made a fantastic, in-depth video series on using the #ArmaReforger Scenario Framework to create your own missions. 🛠️
If you are a scenario creator and want to dive deeper than Game Master, this is the perfect jumping off point!…
I'm still kinda lost on how to add items to loadout components.
Ok, let see what I can do.
@vale pendant To add items to a loadout use "SCR_InventoryStorageManagerComponent" found for the character.
Target Storage is "Where" you want it to go. Pant, Blouse, Backpack, etc. etc.
Target Purpose is "How" you want it to go. Put the item in something (Deposit) or Attach it to the shirt for example.
Prefab to Spawn is "What" you want to go. The item you want.
Thanks alot! Also I'm doing my own research and look what I came across as well 😅
The avatar looks oddly familiar
Yea I got stuff everywhere
Hello, can anyone tell me how to remove the thermal image from RHS? modify the mod
How does a mods US_Vehicles.conf mod overwrite the vanilla files?
Example WCS Vehicle mod
Resolved: Found out you have to right click and then override rather than duplicate.
Nice to you for the other to put your answer 🙂
I hate when someone asks the question and they figure it out but don't share.
@lean scroll I just wanted to say thank you for all of these tutorial videos. I haven't had time to watch yet but plan on it once I get away from terrains and more towards missions
I would ask them before attempting this as they use an ND license which literally means no derivatives. They have a thread in #1049297536617291827
I just want to stop using the terminal on my server, I'm not going to modify their mod
in that case you can just remove it from the arsenal/box. it depends on how people are getting the equipment. you probably need to make an override of the correct inventoryitem.conf and just remove the thermals from the entity catalog.
Hello,
How i can activate the Task Deliver after a sucessfull Task Move or an other ?
Like in my picture they dont work. But if i change the task for a Task Clear Area they work well.
@muted scroll I wouldn't use a logic counter to launch the next task. Use the slotMove.et "OnTaskFinish", and spawn the object that way. Make sure your Activate for the Deliver task is set to "OnTrigger".
Thanks for the answer. I try when i'm back home 🤟
Right, I already tried to do this but how can I save the change? ENFUSION does not allow you to save changes as it is a mod from another creator
Do I have to create a mod to do this?
I've seen on several servers that the thermal was removed, but it seems like they didn't use any mod
Yes but just because you don't see a separate mod to do this on other server doesn't mean they didn't pack it into one of there existing ones. If you make your own standalone mod it will literally just be 1 override file.
So if I create a mod and put it in the mods folder will it work?
@sudden sentinel
For any mod...
- Add the mod as a dependency to your scenario/mod.
- Override the entity catalog for the faction you want to add items. I.E. "US_InventoryItems.conf"
- Open the "US_InventoryItems.conf" by double clicking on the override.
- Open the mod equivalent of the same entity catalog. Do not override, just open it.
- Find the Multi List in the mod equivalent you want to add to "US_inventoryItems.conf". I.E. Multi List > Equipment.
- Right click and select copy.
- Select "US_inventoryItems.conf", find the same Multi List, and right click and paste the copied Multi List.
- Expand the Multi List, and disable the object you want to remove.
Download this mod, and then see how I did it.
https://reforger.armaplatform.com/workshop/6074205973B6826F-ASLClothingEquipmentWeapons
so do I need to create a mod for this?
you can. If you have your own scenario you can do that as well.
I try to limited adding any dependencies to my scenarios. So I created a seperate mod for CEW that I want to use on my server.
I joined a server that didn't have a thermal, I checked the mods to see if there was a mod that removed this, then I noticed that it didn't, and I downloaded all the mods from that server and played them on my server to test, and simply the thermal still there
Keep in mind @sudden sentinel it will depend on what arsenal/box your are trying to change. For example I believe the thermals are in RF_MSV_inventoryitems.conf for afrf and USMC would be something like USMC_inventoyitems.conf. unless the scenario you are trying to remove it from puts the items in us/ussr boxes then it would be us_inventoryitems.conf/ussr_inventoryitems.conf
I can't answer for another server. I have no idea what they are doing. Another option is if you have your own scenario, you can edit the faction managers entity catalog and disable the item there. But you have to add the mod as a dependency to your scenario.
@sudden sentinel So do you have your own scenario you can edit? or just running a server?
no, I'm running the server, but with other scenarios
ok. DM me, I'll make you a mod to remove thermals. @sudden sentinel
Posting here in reference to this starting point to help others in case they end up searching for the same idea of respawn tickets since I had a hard time finding solutions and references. (Which between SpiiTCH and Blackheart have provided amazing references, thank you!)
I wanted to change this up a little bit because I could foresee some issues occurring in coop scenarios when this happens. Such as the last player spawns, but the mission ends despite players still being alive to complete the scenario. It would seem a little wonky from the player perspective.
So I changed the EndMission action displayed on OnActivate from the LogicCounter.et to SCR_ScenarioFrameworkActionSpawnObjects and had it call to a layer named LayerTaskMove2 which is set up with an extraction slot. It's important to make the Activation Type on the layer On_Trigger_Activate.
This makes it so that when players run out of respawns, instead of ending the missions while players are still alive and playing, it'll instead spawn an evacuation objective. I also added a SCR_ScenarioFrameworkActionChangeTaskState to the LogicCounter.et for each task, setting the getter to SCR_ScenarioFrameworkGetTask and setting the state to CANCELLED so it will auto-fail all remaining tasks.
Hopefully this helps someone, somewhere with GameModeSF & GameModeEditor missions. I've attached screenshots to what I'm talking about below. Tested and working. I did some extra work making them delete the US respawn points as well because I wanted players when dead to switch sides and hunt down the remaining players while they try and evac, but that's personal preference.
Thanks again, Arma community remains based.
Now I continue onwards to search and try to find out how to check if an entire faction is dead or alive. :)
I have made a custom arsenal with custom config/stuff, but i cannot get bacon loadout to show the added weapons/stuff in it, is there something special to be done to add them there as well?
How did you add the weapons and stuff to the arsenal?
entitiy catalog(?) was the way i managed to add them to the arsenal
some items (mainly rhs, but not even all of them) work, but a lot of weapons dont appear
Maybe with « TriggerAnyCharacter.et » with a big radius. but AFAIK the limit is 1000 meter
Ok that sounds good. Give me a US weapon that doesn't appear, and I can check against my Bacon
i had only rhs m4a1s appear, so uh for examples i could say;
vanilla m72 law, rhs m249, rhs m27 iar, m4 block 1/2
line ive propably done something wrong or forgot something but not sure what
With a additional condition to Check Counter is greater or egal to 3
yeah I thought about this but I'd have to end up using multiple to cover the radius large enough to do them and I figured there's probably a better way
it's not a priority
I'm haphazardly trying to figure out SCR_FadeInOutEffect and find a way to implement subtitles
:P
Should be able to use just a counter with the same actions as trigger, so you don't have to worried about radius. I'd have to look at.
When I use the preview (f5) mode in workbench I am given the choice to go into GM mode. When I load the scenario through the main game I don't get the option to be GM. Anyone got any idea what I might have done wrong?
So I just checked. I can see all the M4/M27's in Bacon's Loadout. Maybe redo the entity catalog.
damn i was afraid of having to do that over again cause it took a while, oh well, thanks for the assistance
You just copied and pasted the weapons sub category.
dont follow, what you mean?
Unless you are using the GM gamemode, you have to log in as admin, AFAIK, to enter Game Master. So to test your scenario, host local in game.
To move weapons from RHS Arsenal copy Multilists Weapons and paste in US_InventoryItems.conf. Takes about 10 seconds.
thats so awesome, thanks a lot! propably can just delete items as needed as well?
Only if the - button is active.
okay!
This video shows how to create an override and mod to add to your scenario without impacting your scenario after an update.
around 17 minute mark.
Thanks
relating to this; can i use this way to create a completely custom catalog?
like i want to remove some of the US inventoryitems as well
Yes uncheck the enable box for arsenal data
sorry for asking, but which one where? dont really understand
Expand the drop downs for each weapon and you’ll see the check box to enable
ahah! thank you!
i dont get it, i do the edits in the us_inventoryitems.conf but they do not appear when i test my mission
does another mod overwrite my changes or something?
@drowsy sierra Hard to say. I run about 30 mods, bacons wpns mods, uniform mods, all kinds. Don't have any issues with items appearing or not appearing.
Start with the very basic and test. No mods, and just remove US factions items, and test.
Can anyone help me, how can I limit RHS equipment such as weapons and clothing?
Limit in what way? Remove it from the arsenal?
Yes
I noticed that several servers managed to do this
They must have limited in game mode then?
Nevermind, override the entity catalog config, it has an "Enabled" checkbox for each item
Should I create a replacement file with the same items and disable the ones I don't want, would this be it?
Just override the config and uncheck enabled on what you don't want
{4AB9A3D2B81A7855}Configs/EntityCatalog/RHS_MSV/MSV_InventoryItems.conf
e. g. this one for RF
a guy created a mod for me today, like you said but I don't know why the item he disabled is still appearing in the bacon ladout, but in the arsenal it disappeared
this was the mod he created for me
That's what you were talking about, right?
If it works for the Reforger Arsenal but not bacons mod, then that's probably because they work in different ways.
I don't know in which, so I can't help you with that.
I understand, but is this mod the same principle as what you taught me here?
Override, you mean?
And afterwards, if you want to know why this doesn't work for bacons arsenal, ask here: https://discord.com/channels/105462288051380224/1110586149740748890
Yes
That's correct
Thanks
Has anyone figured out how to make vehicles that are part of the scenario automatically respawn? Is there a module similar to Arma 3 or something? I made a training scenario for our community, and would like the vehicles to respawn if they're destroyed
@waxen basin Yep. BI figured it out. /S.
Go to the "Create" tab. Filter on "Veh". Drag and drop "SCR_VehcileSpawn".
Fill out the "Unsorted" subcomponent.
Placed some units but they do not appear as editable or moveable at all within the Game Master UI, did I spawn them incorrectly or am I missing something?
Did u use slotAI.et ?
The what 👀
slotAI.et, it’s a prefab on workbench to spawn properly AI (Simple character or group).
Got it. Do I just drop it into the world and that's it? Or do I have to check any boxes?
The AI placed in workbench still appear to not be editable, but I can place new AI units and they work as intended
Maybe a missing manager ?
FactionManager
PerceptionManager
.. ?
@vale pendant Show us your Hierarchy setup, and object properties.
Ok, there is your problem. You are not using the correct format for Scenario Framework.
Read "Scenario Framework Usage"
You must follow "Area" > "Layer" > "Slot".
Also you don't have the GamemodeSF.
It's included in PS_Gamemode_Lobby
I think I will take it to the Reforger Lobby guys to see if they have a solution
ok.
'you can lead a horse to water but you cant make them drink'
Very true.
I'm sorry, I just have to laugh at your ineptitude. I literally said that GamemodeSF is included in the PS_GameMode_Lobby. I followed Sesks advice as I only placed characters, not groups, which was the problem. I used Reforger Lobby template mission with its hierarchy as it works (the one I posted earlier). Next time don't be such a dick even if you think you are right, cause you only made a fool out of yourself.
The reason I decided to take it to the mod team is that their hierarchy works the way I linked it so it was likely not the hierarchy but some other mistake on my part and it turned out to be true.
Glad you figured it out bud :)
Lol my apologies. That's was my fault i absolutely should of read that more carefully. First thing I read when I woke up I didn't quite read all of the posts properly. Everything is a learning experience.
No problem, I also was kinda rude in response. I just want to foster a positive community around here (so I responded in the manner I don’t like, how mature of me
)
Anyway, all good, I will probably be coming back here if I encounter more issues that are not fixed by a quick google search and the documentation
Thats good! The more questions others ask, the more material I get to search through on discord to learn from >:)
natural response. I wouldn't be very happy either. I completely understand. Also i don't mean to deter anyone from asking questions here this what this place is for after all.
Y'all want a room? 😁
Why dose this trigger 100's of times when units enter it instead of just once
I would of though First Change would be once
can i create map markers in editor somehow?
@drowsy sierra Yes using Scenario Framework, use the slotMarker.et
thank you once again 👏
Is there a way to "whitelist" an arsenal, or certain items within an arsenal?
What determines if a capture point is spawnable for players in Conflict PvP? As seen in the below picture, the black highlighted capture point can be spawned at, while the blue one can't. I couldn't find what affected this in my mission.
Both have the same buildings built.
Yes. Override the entity catalog, IE US_InventoryItems.conf, for the faction you want to edit. Disenable the items you don't want to appear in the arsenal.
Hey dawg, what component did you use to add the extra first briefing tab to the deployment setup screen in some of your missions?
The one that specifically outlines and alludes to the 'red storm' and 'nato response' features with images.
I'm like scouring through your videos to find it but I must be blind.
btw thank you for all the time you spent making these videos, you have single-handedly carried me these last four days.
So that would remove the items from everyone, correct? I'm looking to allow certain people to equip them
SCR_WelcomeScreenComponent. Added to the gamemode. See the COOP_CombatOps_Arland for an example.
Cheers, many thanks.
🍻
Yes. That would apply to everyone joining.
To whitelist for certain position/players. Hmmmm not sure on that one. Haven't tried it. Maybe someone else has.
@waxen basin Check this out... For example, under the weapon IE Handgun, in the "Entity Data List" add the LoadoutData, and set label to the role.
IDK if this works or not. Worth a shot... no pun intended.
Bump
That's not really how you're supposed to use triggers
Instead of OnActivate(), override OnQueryFinished().
In there, do super.OnQueryFinished(); and if (!m_bResult) return;, then your own code.
Because after each query, super.OnQueryFinished() sets m_bResult to the result of the trigger condition.
Generally you don't want to touch OnActivate unless you're scripting an entirely new trigger type from scratch.
It's called whenever some relevant entity enters the trigger, not when the condition is met.
is there a way to limit this change, for example to once every 60 minutes per player?
Not without scripting
I'd be interested in giving it a try however i'm not a scripting expert 🙂
This should be all you need to know about how to mod existing scripts.
As for how to implement what you wanted, you'll probably have to read quite a bit of code for that.
Start with the FactionManager checkbox. Look what it's called in script, then search where it's used.
There might be some method that accesses it either directly or indirectly to check if the player can change the faction. If so, maybe you can override it.
Ill give that a look, I may need to create custom roles though in order to make it function as intended. I run a relatively large Arma3/Ground Branch Milsim community, and we're just now getting into Reforger, so we're porting over our unit patches etc, so i'm trying to prevent the issue of server randoms equipping them, without having to worry about trying to police it manually. Id rather it just not be an option
Is there a way to edit the base objects to say open a door for your mission?
What would be the best way to go about this?
Would I need to use the Empty version and copy/paste all the buildings back in just to open one door?
Hi all. What's the status of singleplayer mission making? I published a couple of (very) limited missions when Reforger first released, to try to recreate the OFP campaign atmosphere. However without AI commanding, voice lines etc. it was difficult
Is there any progress / hope in this space?
@lean scroll Look at the scenario framework, and combat ops Everon as a starting point.
@late wind There is a component that will make a door or gate open. IDK if there is a command to script a trigger to do it like ARMA III opengate.
is there a way to open the map in world editor? and i mean the 2d map
and cant seem to get slotmarker to make marker appear
How can I force a certain group to not move? I've unticked "Enable Movement" in AIConfigComponent but it doesnt do the trick
For what purpose?
Try the loiter or wait waypointd
Has anybody had any luck with attaching slots to moving objects?
Typically on a mobile respawn point you just make the respawn point the child of the vehicle, but what if you wanted to enable/disable it depending on trigger or task?
Attaching a Layer -> Slot to the vehicle works and you can call it however you want, but then it doesn't actually attach or follow the vehicle.
That wouldn’t do the trick, I want them to be set up for CQB in a building. CRX had this great function of hold position and then being able to limit how far can the AI move in meters from their initial position. I’m looking for a similar functionality
Defend Small?
A small defend waypoint might achieve something like this, yes.
It should work. Make sure both prefabs have Hierarchy compononent
There is slotmanagercomponent on every vehicle already with prefabs in there
ooh okay, this I didn't see, I must've missed it when looking
e.g. lights or wheels or seats as seperate prefabs
I tried attaching the Area -> Layer -> Slot to the vehicle itself, and also tried putting the vehicle in the Area and attaching the Layer -> Slot to the vehicle and could get the waypoint to spawn, but didn't have success and getting it to follow the vehicle.
I'll give it a go with the slotmanagercomponent and take a look
cheers
There was some kind of defendsmall or defendclose waypoint prefab that I used that let them move around the building and kept them mostly inside.
However I used this on the large boat in Gogland so it was a large structure that helped keep them inside. I haven't tested with small buildings.
I know Blackheart_Six has a video on how he kept AI inside of buildings, I'd take a look at his channel.
And using the defend small position would let them position themselves in corners and such
What is the action instigator. Would I need to put this script on a entity and pass in itself for the door open to work?
Or is there another way to open a door
//! Sets the current action instigator.
proto external void SetActionInstigator(IEntity instigator);
class SCR_DoorUserAction : DoorUserAction
{
//------------------------------------------------------------------------------------------------
override void PerformAction(IEntity pOwnerEntity, IEntity pUserEntity)
{
DoorComponent doorComponent = GetDoorComponent();
if (doorComponent)
{
vector doorOpeningVecWS = pOwnerEntity.VectorToParent(vector.Forward);
if (doorComponent.GetAngleRange() < 0.0)
doorOpeningVecWS = -1.0 * doorOpeningVecWS;
vector userMat[4];
pUserEntity.GetWorldTransform(userMat);
float dotP = vector.Dot(doorOpeningVecWS, userMat[3] - doorComponent.GetDoorPivotPointWS());
// Flip the control value if it is above a threshold
float controlValue = 1.0;
float currentState = doorComponent.GetDoorState();
if ((dotP < 0.0 && currentState <= 0.0) || (dotP > 0.0 && currentState < 0.0))
controlValue = -1.0;
if (Math.AbsFloat(doorComponent.GetControlValue()) > 0.5)
controlValue = 0.0;
//Print(controlValue);
doorComponent.SetActionInstigator(pUserEntity);
doorComponent.SetControlValue(controlValue);
}
super.PerformAction(pOwnerEntity, pUserEntity);
}
}
Also is this the best way to query for entities like the doors I want to open or is there a better way?
BaseWorld.c
/*!
Query for entities touched by sphere.
\param center
Center of sphere
\param radius
Radius of sphere
\param addEntity
Callback method. called when another Entity is intersected during Query methods.
\return Return true, when query should continue, False when you want to quit query call.
\param filterEntity
[optional] Callback method. Called when another Entity is encountered during Query methods.
Some light-weight filtering could be implemented here, prior to intersection test \return True when entity has to be further tested, False otherwise
\param queryFlags Various flags See EQueryEntitiesFlags
\return
False when query was canceled.
*/
proto external bool QueryEntitiesBySphere(vector center, float radius, QueryEntitiesCallback addEntity, QueryEntitiesCallback filterEntity = null, EQueryEntitiesFlags queryFlags = EQueryEntitiesFlags.ALL);
Oh BI already made one.
Whoops
I duplicate the vehicle, edit prefab, drag and nest the spawnpoint in the vehicle. Tweak the position where I want it.
Anyone have an idea on how I can test to see if a vehicle is moved out of an area.
I dont see a task trigger condition for leaving a trigger area and I cant get my custom trigger condition to show up in the editor (which a asked about in scripting and still waiting on a response #enfusion_scripting message)
I also cant figure out a way to add multiple trigger areas to the task but I bet I just dont know enough about the Scenario Framework to do it correctly
Discord is the easiest way to communicate over voice, video, and text. Chat, hang out, and stay close with your friends and communities.
I'm having a bit of a frustrating issue. I'm getting an error of
DEFAULT (W): World doesn't contain RadioManagerEntity to support any BaseRadioComponent.
but I most definitely have a RadioManager.et placed in the world. I noticed that the prefab doesn't have any flags checked under General, but looking at the campaign and editor worlds they have Traceable and Visible checked. I've tried both checked and unchecked, no change. Am I missing something, or is there something that could be conflicting? I've tried placing two managers in the world to see what happens and I'll get the same error along with the obvious multiple radiomanager error.
can area marker be placed like in arma 3?
that cover a custom sizef area in color and pattern of my choosing
Sadly not.. only way is using script to draw circle
damn, thats a shame
Might change in the future hopefully. I don't see why they wouldn't add area markers. Useful in guiding the story. It certainly isn't impossible to do.
With the Scenario Framework it's possible to have a task random after a completed task. or it's all time obligatory to have one fix activation ?
@muted scroll You can have a random task after a completed task. Put the tasks you want to randomize in a layer, set layer to spawn children "Random one", and activate "On_trigger_activation".
Ok, i will check. Thanks a lot for all your video and for your help 😉
How do I get my paper map working on a empty world.
I checked this and the suggestion is unhelpfull https://docs.google.com/document/d/19VrUpAId4UGjykBw1rTP375Q9l2udNIEHPhTzqEgrSc/edit#heading=h.nv9gtl3outqr "The recommended solution is to just set up (and play) a Game Master subworld instead, if you want to inspect your paper map."
I have a game mode and it has a SCR_MapConfigComponent enabled
I cant find where "Play From Camera Position" is located
Play from Camera Position is part of the play options. It basically adds a rudimentary gamemode logic to let you run around when there's no gamemode present, but it doesn't have all features like paper map support.
Looks like I just had to reload my editor.
Not sure if it was the SRC_mapEnity or the preload manager that needed the editor to reload as thats all I added
and the map works now
Where is that set?
On the side of the green play button
Ok last thing.
From a Level made from empty arlen my camera starts in the sky and I dont have controll of the player.
If I go into game master and then control player it works.
I have all the same added entities in a MP test defualt map and it dose not need that extra step.
Which Entity is controlling that camera/player controll at start?
The only difference I can find that might affect it is this uneditable param in CameraBase.
Looks like the MP map dosnt have a CamerBase entity in it
List of entities you generally need
https://docs.google.com/document/d/19VrUpAId4UGjykBw1rTP375Q9l2udNIEHPhTzqEgrSc#heading=h.whwy2bctj3ex
If there's a gamemode and you still end up with the camera stuck in the air, maybe check respawn logic
Ya I already made sure I had all of that
And it looks like the spawning is working as I get the UI for my class poping up
but some of those Base World (Terrain): are in my subworld.
Do i have to mak sure its in the base world?
Gamemode entities should be in the subworld
If you play your base world, it won't work fully
That's normal, you need to play your subworld for these things
How do the "Custom" "Activation Type"s work on SlotAI
I currently have a player trigger that opens some doors on player enter.
I also want it to spawn in the AI in those slots at the same time.
Id preferably want to do it through code in the same OnActivate function as I open the doors with
This wiki just says this which dosnt say how to use it
"CUSTOM1, CUSTOM2, CUSTOM3, CUSTOM4 - These are for modders to activate this layer via custom ways and you will not use it in common scenario creating"
Set the Activation Type to OnTriggerActivation
& have your player trigger that opens those doors have another action that uses SCR_ScenarioFrameworkActionSpawnObjects and put the name of your slot.
Works with Layers and the children of those layers too.
the custom activations I believe are for calling with script, which I don't know how to use.
is "SCR_ScenarioFrameworkActionSpawnObjects " a component, I dont see that as an option to add to my player present trigger entity
Usually it's in an 'OnActivate' tab.
A good way to usually do things is organize it by Area -> Layer -> Slot found it ArmaReforger\Prefabs\ScenarioFramework\Components
so typically you could set a slot to use a trigger like AnyTriggerPlayerSlow and set the object to spawn as the trigger, then use the OnActivate tab to run what you need.
However looking at this now, it doesn't have a script tab like for what you're using with your trigger, so you could just place the slot trigger in the same coordinates as your other one with the same radius and do it that way, but I'm sure there's a more efficient way to do this, even if it will still probably work.
The posted example is from a mission where I used a LogicCounter to determine the start of the finale objective and spawn a layer with all it's children while playing a radio message.
Ya thats the problem, I was trying somthing like that and the Areas layers and slots seem to only use radius.
But my area trigger uses a bounding box
Aaaaah
And that box dose not line up with a sphere at all
I'm in the editor myself right now let me spawn a trigger and look
My work around right now is using the dynamic spawn and disabling despawn but again, that sphere dose not fit the box well at all so the AI will ruin the ambush if the player takes to long
I do see that under GenericEntity for slots there's a script tab.
I'm gonna try something real quick and see if it works, I'll update you.
No luck so far, I don't know if it would be worth your time to see if that script tab works under GenericEntity and use spheres for everything (if that'll work for you or not, not sure)
The only other resource I found for spawning AI through a trigger is an older video: maybe it'll give you a good starting point but it seems much more complex than just using a slot to spawn them.
https://www.youtube.com/watch?v=ihCoPBXQrXA
Got it to work with that video and just spawning them with code.
Thanks for the help!
No problem, I'm glad that worked for you :)
@wild trellis Hey sorry for the ping, when you are free would you be able to DM me? I have a question for you
Hello,
i have some problem to make the "LayerTaskDeliver1" working on my mission.
I have copy past the same from the sample given by BI.
But they dont work in my mission. And i dont know why.
Someone have make this mission working on custom SF ?
Can I see a screenshot of how you have your delivery task set up?
I have just copy past from the sample
Is the task just not showing up at all?
yep, the document are on the ground with add action to take them. but nothing other work
Task clear area, kill hvt and destruct a car work well. But this dont work
LayerTaskDeliver instead of TaskDeliverIntel
I would see if that works
Here's the difference
The proper setup is always Area -> Layer -> Slot
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework#SlotTrigger
and here's the wiki mention
You'll have to change AssociatedTaskLayers to match the layer name also.
I'm going back to figuring out how to make boxes explode, if it still doesn't work ping me.
:)
@muted scroll It looks like you used the task from the composition folder. I don't use those due to issues like this.
When you copy from the composition folder it looks like this...
When you copy from the samples scenario it looks like this...
I work with samples, or out of the components folder. Not the compositions folder.
Yep, my bad at copy from my last try not the same as the sample.
But you have make the task working just to copy past from sample ?
yes. I do it all the time, because the Title, Descriptions, and update title and update descriptions are correctly matched. Then I can edit them.
Wrong channel + wrong game, try #creators_recruiting
LOL
Ok my bad...
From copy past the sample i just have to change the "Associated Task Layers" to fit the correct name of my layer and they work well.
I'm very bad 🫣
Thanks for your help MistahGrim and [ASL]Blackheart_Six
You aren't bad bro, we're all learning :)
Glad you got it working
[HOW-TO] Customize an arsenal - Seeing some questions recently on how to modify an arsenal.
https://youtu.be/nXPTkboNDTk
enjoy
How to remove and add items to the arsenal and across factions.
Thanks @lean scroll!
Keep pumping those out. Your series is a much needed learning resource
using my custom scenario someone who is trying to join gets JIP_ERROR, any idea how to fix this?
this violates arma ToS for sure
BI doesnt support people making fake news using their games
Holy, BI should reach out to have that that channel taken down.
Those videos are getting millions of views and that comment section is disturbing
If your scenario has mods attached to it, then one of the mods is the offending item.
OR
if the server has an offending mod.
3 Options:
Delete all mods on the server, and restart.
or
Player delete all mods required by server, and rejoin.
or
Both elements delete mods, and try again.
If the scenario has mods attached, try to eliminate them. It is recommended you do not make scenarios with mods attached. The reason being if BI updates the game, and the mod owners do not update their mods, then your scenario is broken.
Has anyone tried to delete a slotMarker.et yet? I'm using the delete entity action, but can't get the marker to delete. Getter GetSpawnedEntity, and GetEntityByName aren't working.
I'd like to create a nice patrol, I figured out using the cycle waypoint and I have them move to the patrol points in a cycled movement - what I struggle with is setting them up in a nice column with spacing. The 4 men patrol I've created just hugs each others butts when moving. How can I force them to move in a column with a particular spacing?
Might want to look at AIFormationComponent and SetFormationDisplacement
Where can I find SetFormationDisplacement?
inside AIFormationComponent. Not sure if thats exposed to the editor or not though
class AIFormationComponent: AIComponent
{
proto external vector GetOffsetPosition();
proto external vector GetFormationCenterPosition();
proto external bool SetFormation(string pFormation);
proto external AIFormationDefinition GetFormation();
/*!
Displacement modifies formation indexes.
Examples:
Displacement = 0, Used formation indexes: 0, 1, ..., Max
Displacement = 2, Used formation indexes: 2, 3, ..., Max
*/
proto external void SetFormationDisplacement(int iValue);
proto external int GetFormationDisplacement();
proto external bool IsFormationDisplaced();
}
Also not sure if that will do what you want.
I havent found a way to view native engine components (Probably because we cant)
Unfortunately it's not there
Ya probably only excisable through script
Would probably need to mod SCR_ScenaroFrameworkSloteAI and override InitGroupComponents
What dose the disabled flag on entities do in the background?
Dose it not initiate the entity on world load or is it just setting it to inactive?
https://community.bistudio.com/wiki/Arma_Reforger:Entity_Activeness
Hello. Is it possible to link Capture & Hold zone to Conflict zone and trigger it to change owner when Conflict zone owner is changed? I.e. CaH zone does not react on anything but the Conflict zone status.
Feel free to DM me if you have any ideas how to do this
Hey mate, did you end up finding out how to resolve the FOV being locked for players?
you need to add a SCR_CameraManager.et to the world
Awesome, thank you 🙂
So if im trying to create a mission around specific mods, with a limited arsenal, im out of luck then?
It's going to be a one-off mission anyway so future game/mod updates wont matter
servers console is telling me what it is having problems syncing/inconsistent item tables, but i cant even find them in the world editor whats it talking about
Yes, if one of the mods is not working correctly. That's why it is recommended you don't attach mods to scenarios.
I put in a lot of work on my scenarios. The last thing I want is a mod that got abandoned to break it.
But to each his own. You can add all the mods you want, just be prepare for the aftermath when BI updates the game.
Oh well, if editing arsenals and creating tasks was possible in-game i could skip the mods.
On another note, do you know if there is any way to for itemids of the stuffs causing the errors?
Considering i can see the RPL reports from the console.
IDK.
Hmm.. oh well, i just gave up and will run the standard game master mission then
Bump
This might be the wrong channel for this question. Ill post it in another
how dose the Custom activation triggers work?
The wiki just says "CUSTOM1, CUSTOM2, CUSTOM3, CUSTOM4 - These are for modders to activate this layer via custom ways and you will not use it in common scenario creating" Which isnt very helpful
Thought there might be a function in SCR_GameModeSFManager that would allow us to activate it but i didnt find anything
CUSTOM1, //won't spawn until something will try to spawn the object with CUSTOM as parameter
Ok looks like we can call Init on an Area, Layer, or a slot and pass the type in there
But is there a way to have all SF objects run there init instead of finding them by hand or by child?
I don't see one in SCR_GameModeSFManager, but it has getters for all the Areas, so I'm guessing the intended way is to get all its children, check if they are layers, and then get those children and do this recursively until you have all children.
Then check each one if its a Area, Layer, or slot. Then call there Init function?
Dang, their Init only propagates if their activiation type is SAME_AS_PARENT. So ill have to traverse the tree myself and pop all the entities that inherent from SCR_ScenarioFrameworkLayerBase
probably best to just mod SCR_ScenarioFrameworkLayerBase and give it a InitRecursive like function that also calls all its children InitRecursive functions with the same ActivationType so the layers will propagate the call down the tree themselves
I feel like if you have custom activation types that are suppose to be used by moders you would have a built in way of triggering all layers who are listening for that activation.
I am in the process of porting the vanilla conflict mode across to another map. When I click play, I get the below error. Can someone point me in the right direction with resolving this issue?
Do you have a map entity in your world?
Yes
Also a preload entity
PreloadManager?
I deleted the MapEntity and recreated and it now works 🙄
Thanks mate 🙂
So if I wanted to make a Milsim based server we’re only me and trusted admins could get gm how would I go about that?
So I could make my own base with Barack’s and stuff like that?
.SPiiTCH. was asking the same thing back in March. Yethe replied thusly #enfusion_scenario message
Adding the CareraManager didn't resolve the issue of players not being able to change their FOV.
@thin swan Thanks Hugo. I appreciate it.
Is there anything I need to consider when spawning things like AI Groups or vehicles as children of another (static) entity? From briefly testing, it seems to work.
How can we prevent the respawn of KIA players? It has been a while since I asked about it in BIS forums but nothing so far.
https://forums.bohemia.net/forums/topic/286942-how-do-we-prevent-respawn-for-already-killed-players-in-a-coop-mission/
Considering only the World Editor tool, how can I prevent the respawn when one or more players are KIA in a custom mission? Desired: if the player spawns on the mission but during the match they are killed, they must be unable to respawn. Nowadays, my mission game mode and respawn settings are: S...
You could have something delete all available respawns and they would no longer be able to respawn.
Check this, and see SPiiTCH's original reply a little bit above this, I use this system that once players run out of spawns, it auto-fails all objectives, deletes the spawns, and assigns an evac objective, leaving the only remaining choice to join the enemy side and hunt the remaining players down.
Smart move. Let me check how i can do it. I dont explore the Enforce scripting yet so... let me try 😉
Shouldn't require any scripting, just a delete entity from an on activation
So if I wanted to make a Milsim based server we’re only me and trusted admins could get gm how would I go about that?
So I could make my own base with Barack’s and stuff like that?
Absolutely. Only admins are allow GM.
In my server anyone can vote someone gm and I want to get rid of that how do I ?
good question. I've never used the vote function.
And since I am an admin don't need it.
I don't see option to vote gm, just kick. Needs more research.
Considering only the World Editor tool, how can I prevent the respawn when one or more players are KIA in a custom mission? Desired: if the player spawns on the mission but during the match they are killed, they must be unable to respawn. Nowadays, my mission game mode and respawn settings are: S...
Nice work mate. Thanks for sharing the process 👍
How do you make a map?
Thank you man
I'm keeping this Tutorial updated so you guys can improve the whole process over there if needed. Of course after 2 or 3 missions you memorized all phases but why not help the new editors, right?
https://forums.bohemia.net/forums/topic/287110-tutorial-how-to-setup-a-coop-mission/
This topic is a practical and objective step-by-step for new Reforger Editors who are coming in. After here, you will be ready to explore your creativity through the World Editor tool much more painless instead. Feel free to suggest updates, tweaks, and improvements around the tutorial below. Mos...
Smart. Thanks for sharing this
Hi all !!
I need help!
I try to add motorbike but i can't place it.
But.. the vote for GM is not come with a mod ? Like ODIN ?
Has anyone got the firing range entities to work correctly? Or is there a guide out there for it?
How can I create a conflict scenario with objectives only where I wanth them?
hmmmm idea for a new video. Yes I've place down a range components and they worked. Now that was awhile ago, and I haven't used them lately.
@lean scroll That would be awesome if you did a video on it. I can get the scoreboard to show up, what i'm really trying to figure out is how to "reset" the targets. I'm trying to use them in our shoothouses. I think i've figured a way to randomize their spawns in the shoothouse, but i'm not quite sure of that yet
@worn flume Copy from the CTI scenario, paste in same position, delete the ones you don't want.
Let me test them, and I'll see. For a reset, I thought it was on the control box.
Ive not go the control box to function, the prefab spawns but I have no interactions with it. I suspect its because I don't have the firing range manager entities and such configured right though lol
Sounds like you are on the right path for sure.
Any tutorial on that? I'm new, no idea where to start
Just DM'd you.