#enfusion_scenario

1 messages · Page 6 of 1

chrome ice
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hey, I have some mods on a setup I'm making for my server, that I will make missions with. a couple of mods updated and now the night vision is broken. is there a easy way to find the root problem?

tardy cloud
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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 🤔

lean scroll
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Max number of cached BlueTooths.

lean scroll
chrome ice
stable hawk
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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?

sacred path
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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?

velvet marsh
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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.

lean scroll
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@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.

warm crow
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^ You cant copy the highest layer. You need to select all entities underneath.

lean scroll
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Right click layer, and "Select all entities".

warm crow
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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

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Is it easy to add AI to Static MGs or vehicle turrets?

lean scroll
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Using SF, place slotAI next to weapons system, and give it a "GetInNearest" waypoint.

sonic wren
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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?

gritty vortex
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if the content from those mods is used within the mission then a dependency is required to even put the content in

sonic wren
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And when should I use additional addons section?

lean scroll
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@sonic wren It is dependent on the type of mod.

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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.

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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.

solemn marten
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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 😂

lean scroll
sonic wren
lean scroll
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2 ways to add mods and their dependents.

  1. Just edit the addon.gproj file
  2. Use the options.
sonic wren
lean scroll
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History tells us, BI will break your mod after a major update. And will have to be updated in some form or fashion.

lean scroll
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But what I won't do is add any uniform, weapons, vehicles etc. etc.

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Yes using at scenario creation.

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Add all mods including dedendencies.

sonic wren
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In my mission I want to make completely different and moded factions.. so it´s cheeki for me.

lean scroll
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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.

muted scroll
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Hello,
where i can modify the vehicle to be inside the new Spawner in Conflict mod ?
i have see inside prefab but see nothing

sonic wren
lean scroll
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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.

sonic wren
lean scroll
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@sonic wren Can you right click and select "Override"?

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LOL

red forum
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I apologize for the long response.

Initial

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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?

chrome ice
# lean scroll LOL

like right click and selecting "override to" ~your project folder~on each item the characters used wear, have , and hold?

lean scroll
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No no. Depends on what you are trying to override.

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And what you are creating a mod for.

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For example... lets say a modern russian force vs BI USSR.

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Create a new project with RHS mod as a dependency.

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Override all the characters for the USSR faction.

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Then edit the prefab of the base character, and put on a modern base uniform.

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Then select all of the characters, and edit the prefab.

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Changing gear as you see fit.

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Save and publish.

chrome ice
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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

sonic wren
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Oh, you´ve ment it like this. Missunderstanding. Thx

lean scroll
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@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.

lean scroll
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@red forum Are you talking about random loadouts at respawn?

chrome ice
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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

lean scroll
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I'll throw up a video about what I am talking about. Might clarify things.

chrome ice
lean scroll
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Appreciate the comments, Thanks.

chrome ice
lean scroll
sonic wren
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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 😉

lean scroll
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@sonic wren Great info, thanks.

warm crow
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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.

lean scroll
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@warm crow It is...

sonic wren
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What am I doing wrong? Cant figure out how to change camouflage.. It keeps spawning like the base camouflage.. I´m using RHS mod

warm crow
lean scroll
sonic wren
lean scroll
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I think this is the reason... but not sure since I am not a modeler modder.

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Looks like that is how they do it for all the helmets, which makes sense. Only need of one xob, many emats.

sonic wren
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Yeah, it seems right, the materials in the model are different. But it doesn´t work in the character loadout. Interesting

chrome ice
lean scroll
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shows up in the arsenal in game.

sonic wren
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hmm

lean scroll
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works as expected on mine...

sacred path
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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?

neat stream
sacred path
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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?

neat stream
sacred path
lean scroll
sonic wren
lean scroll
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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.

ebon lynx
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aha yes BaseLoadoutClothComponent

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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

sonic wren
sonic wren
velvet marsh
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I added equipment to the mission, tell me how to enable its respawn?

red forum
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@lean scroll hi 🙂

Have you studied this system, do you understand how it works?

neat stream
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in the world editor, most entities have a clear color, but some of them are greyed out, does anyone know what that means?

lean scroll
# red forum <@456226577798135808> hi 🙂 Have you studied this system, do you understand how...

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.

velvet marsh
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Please tell me how to add a resource icon to the map?

neat stream
sacred path
lean scroll
neat stream
odd sluice
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Did anyone actually work out how to get vehicles to have a rank requirement?

proven stump
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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?

warm crow
proven stump
warm crow
oak citrus
proven stump
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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.

oak citrus
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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.

oak citrus
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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.

warm crow
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Is it possible to export an edds file from the workbench?

oak citrus
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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

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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.

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might be a more precises way of spawning players in since it spawns you inside an attic

warm crow
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Is it easy to revert a mission version on the Workshop? Eg from 0.0.2 to 0.0.1

lean scroll
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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.

brittle stag
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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?

vivid anchor
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Did you create a custom spawn point specifically for your faction?

brittle stag
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yes

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Im not sure if its 100 percent configured correctly but I duplicated the FIA spawn point

oak citrus
brittle stag
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ah okay thank you

oak citrus
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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.

brittle stag
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hahaha thats where Im at, the end of that tunnel xD

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I stayed up until 5 am T_T

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but its the next day now and we good

oak citrus
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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.

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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.

vivid anchor
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Don't override, inherit.

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If your mod is loaded with another mod that overrides those values, things can get wonky.

brittle stag
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hmm I see

oak citrus
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if he inherits wont he still have to go and change all the groups to what ever he needs them to be?

vivid anchor
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Which groups are you referring to?

oak citrus
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in combat ops all the FIA_groups/characters/vehicles

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i see what you mean though

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i didnt consider using another fia override mod with it

vivid anchor
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Depends on what you actually want to do.

vivid anchor
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The proper way to do it all would be to create a new confs for everything related to your faction.

oak citrus
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i never used the inherit function before isnt that essentially adding custom groups to the fia faction?

vivid anchor
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Inheriting would mean anything that the original has, mine will have. Unless I overwrite it.

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Example: If I inherit from the US.conf

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And just change the Faction Key to my key

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Then i have a faction I can then drag and drop into the faction manager

oak citrus
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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.

vivid anchor
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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.

brittle stag
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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)

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but i did have to dig around and change FIA to Pirates across numerous things

oak citrus
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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.

brittle stag
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do I have to publish a mod to test my scenario from the in game ui (rather then launching in world/thru enfusion workbench?)

oak citrus
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just make sure you dig deep to change all the FIA tags or alot of functions in combat ops wont work.

vivid anchor
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Overrides are fine in a lot of instances. But can lead to compatibility issues. Last one loaded wins.

vivid anchor
vivid anchor
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Use peertool for MP testing.

oak citrus
oak citrus
brittle stag
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fair enough

neat stream
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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.

iron canopy
iron canopy
neat stream
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The arsenal function of that arsenal weapons crate is disabled

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technically I am incorrect: I do not have SCR_Universal..., let me try that

iron canopy
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for testing, uncheck Use Capacity Coefficient and then set the Max Cumulative Volume to like 100000 or something

neat stream
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like this?

iron canopy
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no

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like this

neat stream
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that is already working, thank you. I should read more carefully.

iron canopy
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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

neat stream
iron canopy
neat stream
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When I click "open arsenal" it does not even let me enter the inventory of that box, I go directly into the vicinity

iron canopy
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do you have SCR_OpenStorageAction in the ActionsManagerComponent?

neat stream
iron canopy
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only need just the SCR one, can remove the other

neat stream
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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?

iron canopy
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give it a shot, yeah

neat stream
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currently I see the content, but I cannot transfer anything over.

vivid anchor
neat stream
# vivid anchor 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.

vivid anchor
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That's all you need for what you're doing.

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You should drop a GameEntity into one of your test worlds and add those components to it and save yourself a prefab.

neat stream
velvet marsh
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Hello, please tell me how to disable the spawning of vehicles at the starting base of the conflict?

oak citrus
sonic wren
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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?

oak citrus
sonic wren
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ill try that

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nup :/ still nothing

oak citrus
lean scroll
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🤔

lean scroll
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@sonic wren Are you trying to use the same 3 waypoints again?

tall horizon
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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.

vivid anchor
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Or a polyline

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One or the other

sonic wren
velvet marsh
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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?

lean scroll
sonic wren
lean scroll
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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.

sonic wren
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Roger that.

velvet marsh
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Are you using Arma Reforger Experimental Tools or just Arma Reforger Tools?

sonic wren
burnt scroll
burnt scroll
lean scroll
# sonic wren Roger that.

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.

muted nexus
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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)

tall horizon
vivid anchor
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Spline as child of trigger iirc, or vice versa

tall horizon
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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.

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They use trigger as child of spline.

slate bluff
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I can't seem to find the role selection.. am I looking for the wrong thing here?

warm crow
brittle stag
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or the gamemode even

slate bluff
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I've did look under the gamemode, I will check the faction manager

slate bluff
warm crow
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Actually, it might be a component in the gamemode manager

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I assume you have a spawn point down?

slate bluff
warm crow
brittle stag
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Wait did you look for the loadout manager?

slate bluff
brittle stag
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okay wait, going back to the error message it says scripts/game/ui/menu/deploymenu/scr_roleselectionmenu

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so im guessing the deploy menu

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let me dig a bit more

torn mesa
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Hi, how I unlock scenario?

oak citrus
brittle stag
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Im getting a different error, I can't duplicate a world?

slate bluff
oak citrus
slate bluff
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You're talking about this?

oak citrus
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i ment this

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make sure you have the respawncomponent in there to.

slate bluff
oak citrus
slate bluff
oak citrus
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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

▶ Play video
slate bluff
warm crow
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@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.

warm crow
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Is it possible to adjust the shape or height of the Dyamic Despawn area? Change from a sphere to a rectangle?

torn mesa
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Hi, is there tutorial how to edit exissting scenario? When I import folder, it's locked.

lean scroll
lean scroll
torn mesa
lean scroll
lean scroll
torn mesa
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yep, thx !

static spruce
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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

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Btw, this is while playing, not in the workbench

sonic wren
lean scroll
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Shouldn't have to with the AI actions of addwaypoint.

warm crow
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^ Location for the files is /profile/profile/.save/sessions

oak citrus
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Are you using any mods when it saved and then took it off?

warm crow
oak citrus
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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.

warm crow
oak citrus
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Good to know though. 👍

devout stream
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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?

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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

warm crow
devout stream
warm crow
devout stream
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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

tardy bloom
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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

lean scroll
devout stream
lean scroll
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Yea, around the 3 minute mark of the video.

devout stream
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gonna take a look, I think I saw your video while googling, but I didn't read the title like a dummy

lean scroll
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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.

devout stream
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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

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I actually used an old post of yours to build my prefab for patrols

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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

lean scroll
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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.

devout stream
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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

lean scroll
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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.

prisma socket
devout stream
prisma socket
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in fact i might have to check how to re-do the faction tutorial

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Because starting with units is weird

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If you want to do a faction you start naming it

devout stream
devout stream
prisma socket
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For my project i only needed the faction part, not the unit part

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But one might expect that it will go before units

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Also there are more fields now

devout stream
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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

prisma socket
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i think i already have a general understanding of the faction conf, maybe if im bored enough i'll start collaborating there

devout stream
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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

sonic wren
neat stream
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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.

lean scroll
lean scroll
neat stream
lean scroll
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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
vagrant talon
#

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

vagrant talon
#

EDIT: I fixed it: My MapEntity had no "map Enity.et". I douplicated it from Arland.

warm crow
#

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.
stable hawk
#

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??

lean scroll
stable hawk
#

nope thanks mate!

stable hawk
#

Do I need the 'persistent loadout' mod or can I set this up with a prefab in the workbench?

lean scroll
#

@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".

dawn venture
#

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

tall horizon
#

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.

dawn venture
# digital creek Be more specific

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?

digital creek
#

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

brittle stag
#

epf uses the same named database as a dependency yes

#

so u need both

dawn venture
#

Thanks guys , now is working

sonic wren
#

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..

dawn venture
#

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

sonic wren
#

Yeah, but I can´t trigger multiple waypoints this way.

dawn venture
#

Have you set the layer on trigger action?

sonic wren
#

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..

late yarrow
#

I added a gamemaster scenario to my terrain but I am unable to spawn in any AI, any tips?

dawn venture
#

Sorry I've never tried to do what you're doing

dawn venture
late yarrow
#

I have it in the scenario

dawn venture
#

I had the same problem some time ago and by adding this I solved it

lean scroll
#

@late yarrow
These are the entities generated for a GM scenario.

late yarrow
#

Here is what I have

#

Just tested and still no AI able to spawn

lean scroll
late yarrow
late yarrow
#

everything seems to work fine in the workshop when I hit play

late yarrow
#

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?

chrome ice
#

Does anybody know of a good walk through for the navmesh when you add structures and items in a world?

stable hawk
fervent vigil
#

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

gritty vortex
lean scroll
# late yarrow ENTITY : Create entity @"ENTITY:2305843009213693953" ('SCR_AIWorld') at <1...

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.

lean scroll
fervent vigil
#

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

lean scroll
# fervent vigil all good, i've swapped back to base US/USSR faction. Is there a way to import en...

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.

prisma socket
#

Do arsenals have their own configuration or they feed directly from nation config?

lean scroll
#

AFAIK from the entity catalog. You can control 2 ways. In the faction manager or the entity catalog.

late yarrow
late yarrow
lean scroll
chrome ice
waxen fossil
#

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?

lean scroll
#

yes, you have to include the custom map as a dependency. No they only download the custom map once. @waxen fossil

waxen fossil
lean scroll
#

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.

waxen fossil
#

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

lean scroll
#

@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.

hardy latch
#

@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

fervent vigil
#

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?

lean scroll
#

@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?

hardy latch
#

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

lean scroll
#

ok. give me a sec.

#

@hardy latch First item... did you add ALL the dependencies of fallujah to the workbench project launcher?

hardy latch
#

I thought that too but 🤷‍♂️

lean scroll
#

excuse me? It has 5 or 6 dependencies.

hardy latch
#

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

lean scroll
#

They are listed in the workshop for the Fallujah. I just d/l it.

hardy latch
#

I see that I’m talking I looked for dependencies while in the game workshop and it didn’t show any

lean scroll
#

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.

hardy latch
#

nvm it just loaded the other files

lean scroll
hardy latch
#

yes, thank so very much, i just now have to crunch a large multi obj campaign and have it ready by noonish 😂

lean scroll
#

Digging into this logistics system...How do you add supplies to the US Headquarters composition when operating with the scenario framework?

hardy latch
#

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

slate bluff
#

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.

forest stirrup
#

placing buildables from spawntent places those floating about 1 meter off the ground, any fixes?

forest stirrup
#

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

forest stirrup
#

aaaaaaand now my bases no longer have tents. im hopelessly confused

lean scroll
oak citrus
# slate bluff When creating a mission with vehicle mods, how do I go about changing the supply...

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.

chrome ice
#

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

lean scroll
chrome ice
lean scroll
#

@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.

chrome ice
#

damn, lol

#

i never tried to generate because i was so busy trying to find the connct button

lean scroll
#

lol

chrome ice
#

I feel dumb

#

like I've said before, you're worth your weight in gold

lean scroll
#

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.

chrome ice
#

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

lethal cipher
#

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.

lean scroll
#

@lethal cipher try this...

lethal cipher
lethal cipher
#

Interessting, QRF doesnt work too if i leave/return into the area..

#

but nothing wrong into the area setting

slate bluff
oak citrus
slate bluff
oak citrus
slate bluff
ebon lynx
#

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

ebon lynx
#

thanks, that's all the gut check I need for now 👍

lethal cipher
earnest creek
#

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

earnest creek
#

Nvm I had my nav meshes backwards

forest stirrup
#

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?

forest stirrup
#

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

waxen fossil
#

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

wild trellis
#

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.

raw bone
#

Hello evrybody!
Please! How to change background image of default lodout frame, if it's possible.

lean scroll
#

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

lean scroll
tender notch
#

Has anyone made like a “liberation” mission similar to how sog prarie fire is?

dreamy night
#

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?

nova onyx
nova onyx
# dreamy night 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.

dreamy night
nova onyx
#

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

vivid anchor
#

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

dreamy night
#

Found the issue.

You also need to make sure that campaignSpawnPointGroup is set to the Faction

tardy bloom
#

Good morning
Can you tell me where to change car rank as well as resources for cars?
👀

lean scroll
lean scroll
tardy bloom
#

You will be able to throw a photo of which paragraph. I just know very little about it

lean scroll
#

I don't see the rank in there. Looking now.

#

DOH! Rank is below cost.

tardy bloom
lean scroll
#

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.

oak citrus
# lean scroll Not sure I have to test, but you can add the UI info to the entity catalog, whic...

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

dreamy night
#

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 ***?

lean scroll
dreamy night
lean scroll
#

Doesn't it, by the fact you can't create more groups, prevent players to join the faction after the 6th slot is filled?

dreamy night
lean scroll
#

What kind of mode is this? Campaign? Scenario Framework?

lean scroll
#

@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.

dreamy night
#

Found it hidden in the Gamemode_Campaign conf

lean scroll
#

Yes, you have to "Allow players to change factions".

#

It is also in the factionmanager

molten wren
#

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.

hazy willow
#

I'm attempting to get the side (blu/opf/indfor) of an entity doing an action. Any hints?

dreamy night
#

Is it possible to start a misson where the faction radio like the ***Radio_RF10.et ***is deployed from the start?

wild trellis
# lean scroll This one? https://community.bistudio.com/wiki/Arma_Reforger:Navmesh_Tutorial

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?

wild trellis
#

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.

gritty vortex
#

"Rebuild Changed" works for me after I edit something in the map

desert wave
waxen fossil
#

If any one here has any idea please share

thin swan
#

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 🥱

thin swan
lean scroll
lean scroll
waxen fossil
#

yup

lean scroll
#

Did you look at this? @waxen fossil

#

IDK what it does.

lean scroll
#

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?

waxen fossil
#

hmm, Ive got a camera manager but not a player camera, will investigate ty

warm crow
#

Is it possible to have the dynamic despawn not be activated by aircraft?

topaz ravine
#

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 🙂

visual dawn
#

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?

thin swan
# lean scroll Yea we had some guys report this as well, but I haven't seen it yet. File a feed...

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.

worldly sage
lean scroll
#

@worldly sage Show me a screen shot of your Hierarchy panel please

lean scroll
#

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.

worldly sage
#

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

lean scroll
#

@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.

worldly sage
lean scroll
lean scroll
#

Anyone have a guide on how to add new vehicles to campaign vehicle spawn points?

lean scroll
lethal cipher
#

Oh, wait. i thinking i'm already see someone explain how to do this.

But hold on because it's little bit touchty

lean scroll
#

Thank youu, anything helps

lethal cipher
#

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"

lean scroll
#

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)

lethal cipher
#

If u need to adding a vehicle. in the same Component, u need to put the same Label from ur "Service.et"

lean scroll
#

Thank you kindly, appreciate the help

lethal cipher
#

Don't forget: Add the vehicle to the Faction_Manager too

lean scroll
#

okokookokok thank you

lean scroll
lethal cipher
#

You're welcome

lean scroll
# lethal cipher 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

lethal cipher
#

I'm not sure but is it possible you have 2 FactionManager ? (one from the layer "rats" and one above ?)

mild falcon
#

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?

wild trellis
#

hey did you ever figure out how to set rank requirement for vehicles above Sergeant?

wild trellis
#

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.

thin swan
#

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?

tardy cloud
junior cliff
cloud obsidian
#

garbage system vehicle raidus

muted wagon
#

How do I make specific spawn positions depending on the player's ID, name or selection? (anything between these three will work)

waxen fossil
wild trellis
muted scroll
tardy cloud
# muted scroll 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 😅

lean scroll
# wild trellis this is intentional as Im now using the keep gun on unconscious mod to prevent t...

Bohemia needs to revert back to keeping the gun on the player.

  1. Weapons mods that are not made correctly can fall through the world. The dancing gun.
  2. 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.

frigid hare
lean scroll
#

@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?

hard bloom
#

Or inventory slot

lean scroll
hard bloom
lethal cipher
#

Directly on the vehicle prefab

lethal cipher
#

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

lean scroll
#

@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.

fair nacelle
#

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.

hardy latch
#

Anyone know how to make a sole so character follow specific waypoints? Added them to a parent group didn't work for me

fair nacelle
#

Is it possible to add waypoint to characters? Or should they always be a group?

hardy latch
#

I don't see the add waypoints for a sole character like it used to be

fair nacelle
#

same Questions, jajaja

hardy latch
#

But I tried giving a base group to a character as its parent group and it didn't follow the waypoints

fair nacelle
#

i create a prefab with groups with one man

hardy latch
#

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

lethal cipher
fair nacelle
#

thanks

fair nacelle
lethal cipher
#

My unit patrol on this 3 waypoint

#

And this is a configuration for LayerTaskKill

#

and find some sample to Arma Reforger -> World -> ScenarioFramework -> Sample

fair nacelle
#

ohh thanks for all.

fair nacelle
# lethal cipher

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?

narrow path
#

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

fair nacelle
#

Ohh sorry, @lethal cipher I already understand how waypoint cycles work in SF. thank you for the help.

oak citrus
vale pendant
#

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?

lean scroll
# vale pendant How can I edit a character prefab to swap out its apparels/vests/helmets/weapons...

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.

fair nacelle
#

Is there any configuration so that the tasks in infusion framework are marked once they are done and do not disappear?

muted wagon
#

How can I create a scenario using a terrain mod?

muted wagon
warm raft
#

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!

slate garnet
#

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. 2diverHeart

lean scroll
slate garnet
#

cheers, I'll take a look, thanks for the starting point

tardy bloom
#

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

lethal cipher
tardy bloom
lethal cipher
#

So that's work ?

tardy bloom
#

working

lethal cipher
#

Count to = Number of respawn

#

On this case, if "US" spawn 3 time on this spawnpoint. The end screen appear

slate garnet
nova onyx
tardy bloom
dusty mason
#

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

red forum
lean scroll
#

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!…

vale pendant
lean scroll
lean scroll
#

@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.

vale pendant
#

The avatar looks oddly familiar

lean scroll
#

Yea I got stuff everywhere

sudden sentinel
#

Hello, can anyone tell me how to remove the thermal image from RHS? modify the mod

warm crow
#

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.

normal orbit
warm crow
brave plover
#

@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

wild trellis
sudden sentinel
oak citrus
muted scroll
#

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.

lean scroll
#

@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".

muted scroll
#

Thanks for the answer. I try when i'm back home 🤟

sudden sentinel
#

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

oak citrus
sudden sentinel
lean scroll
#

@sudden sentinel
For any mod...

  1. Add the mod as a dependency to your scenario/mod.
  2. Override the entity catalog for the faction you want to add items. I.E. "US_InventoryItems.conf"
  3. Open the "US_InventoryItems.conf" by double clicking on the override.
  4. Open the mod equivalent of the same entity catalog. Do not override, just open it.
  5. Find the Multi List in the mod equivalent you want to add to "US_inventoryItems.conf". I.E. Multi List > Equipment.
  6. Right click and select copy.
  7. Select "US_inventoryItems.conf", find the same Multi List, and right click and paste the copied Multi List.
  8. Expand the Multi List, and disable the object you want to remove.
sudden sentinel
lean scroll
#

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.

sudden sentinel
oak citrus
#

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

lean scroll
#

@sudden sentinel So do you have your own scenario you can edit? or just running a server?

sudden sentinel
lean scroll
#

ok. DM me, I'll make you a mod to remove thermals. @sudden sentinel

slate garnet
# lethal cipher I have a DYI solution, i test it and that's work. 1. Create a "slot.et" -> Obje...

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. :)

drowsy sierra
#

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?

lean scroll
drowsy sierra
lethal cipher
lean scroll
drowsy sierra
#

line ive propably done something wrong or forgot something but not sure what

lethal cipher
slate garnet
#

it's not a priority

#

I'm haphazardly trying to figure out SCR_FadeInOutEffect and find a way to implement subtitles

#

:P

lean scroll
tall horizon
#

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?

lean scroll
drowsy sierra
#

damn i was afraid of having to do that over again cause it took a while, oh well, thanks for the assistance

lean scroll
#

You just copied and pasted the weapons sub category.

drowsy sierra
#

dont follow, what you mean?

lean scroll
lean scroll
drowsy sierra
#

oh

#

i followed a arsenal box guide somewhere else that was way more difficult damn

lean scroll
drowsy sierra
#

thats so awesome, thanks a lot! propably can just delete items as needed as well?

lean scroll
#

Only if the - button is active.

drowsy sierra
#

okay!

lean scroll
#

around 17 minute mark.

drowsy sierra
lean scroll
drowsy sierra
lean scroll
#

Expand the drop downs for each weapon and you’ll see the check box to enable

drowsy sierra
#

ahah! thank you!

drowsy sierra
#

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?

lean scroll
#

@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.

sudden sentinel
#

Can anyone help me, how can I limit RHS equipment such as weapons and clothing?

digital creek
sudden sentinel
#

I noticed that several servers managed to do this

#

They must have limited in game mode then?

digital creek
sudden sentinel
digital creek
#

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

sudden sentinel
digital creek
#

Ask bacon idk

#

Or check bacons script if you're not afraid of that

sudden sentinel
sudden sentinel
#

That's what you were talking about, right?

digital creek
#

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.

sudden sentinel
digital creek
#

I don't know

#

Go open it up and check

#

It probably is

sudden sentinel
#

OK bro I'll do that thanks

#

he replaced the file

digital creek
#

Override, you mean?

sudden sentinel
digital creek
#

That's correct

sudden sentinel
#

Thanks

waxen basin
#

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

lean scroll
#

@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.

lean scroll
vale pendant
#

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?

vale pendant
lethal cipher
#

slotAI.et, it’s a prefab on workbench to spawn properly AI (Simple character or group).

vale pendant
#

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

lethal cipher
#

Maybe a missing manager ?

FactionManager
PerceptionManager
.. ?

lean scroll
#

@vale pendant Show us your Hierarchy setup, and object properties.

vale pendant
#

This could be related to me using the Reforger Lobby mod

lean scroll
#

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.

vale pendant
#

I think I will take it to the Reforger Lobby guys to see if they have a solution

lean scroll
#

ok.

oak citrus
crisp rain
vale pendant
#

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.

crisp rain
#

Glad you figured it out bud :)

oak citrus
vale pendant
#

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

crisp rain
oak citrus
#

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.

lean scroll
#

Y'all want a room? 😁

late wind
#

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

drowsy sierra
#

can i create map markers in editor somehow?

lean scroll
#

@drowsy sierra Yes using Scenario Framework, use the slotMarker.et

drowsy sierra
#

thank you once again 👏

waxen basin
#

Is there a way to "whitelist" an arsenal, or certain items within an arsenal?

warm crow
#

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.

lean scroll
slate garnet
#

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.

waxen basin
lean scroll
lean scroll
#

@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.

digital creek
#

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.

pure lynx
pure lynx
#

I'd be interested in giving it a try however i'm not a scripting expert 🙂

digital creek
#

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.

waxen basin
# lean scroll <@188186793307275265> Check this out... For example, under the weapon IE Handgun...

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

late wind
#

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?

lean scroll
#

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.

drowsy sierra
#

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

vale pendant
#

How can I force a certain group to not move? I've unticked "Enable Movement" in AIConfigComponent but it doesnt do the trick

digital creek
#

For what purpose?

narrow path
#

Try the loiter or wait waypointd

slate garnet
#

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.

vale pendant
# narrow path Try the loiter or wait waypointd

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

digital creek
#

A small defend waypoint might achieve something like this, yes.

frigid hare
#

There is slotmanagercomponent on every vehicle already with prefabs in there

slate garnet
frigid hare
#

e.g. lights or wheels or seats as seperate prefabs

slate garnet
#

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

slate garnet
#

And using the defend small position would let them position themselves in corners and such

late wind
# lean scroll <@456226577798135808> Look at the scenario framework, and combat ops Everon as ...

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);
    }
}
late wind
#

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);
late wind
#

Oh BI already made one.
Whoops

lean scroll
late wind
#

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

Discord is the easiest way to communicate over voice, video, and text. Chat, hang out, and stay close with your friends and communities.

twin patio
#

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.

drowsy sierra
#

can area marker be placed like in arma 3?

that cover a custom sizef area in color and pattern of my choosing

lethal cipher
drowsy sierra
#

damn, thats a shame

lean scroll
#

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.

muted scroll
#

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 ?

lean scroll
#

@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".

muted scroll
#

Ok, i will check. Thanks a lot for all your video and for your help 😉

late wind
digital creek
#

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.

late wind
#

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

digital creek
#

On the side of the green play button

late wind
#

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

digital creek
#

If there's a gamemode and you still end up with the camera stuck in the air, maybe check respawn logic

late wind
#

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?

digital creek
#

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

late wind
#

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

late wind
#

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"

slate garnet
#

the custom activations I believe are for calling with script, which I don't know how to use.

late wind
slate garnet
# late wind is "SCR_ScenarioFrameworkActionSpawnObjects " a component, I dont see that as an...

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.

late wind
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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

slate garnet
#

Aaaaah

late wind
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And that box dose not line up with a sphere at all

slate garnet
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I'm in the editor myself right now let me spawn a trigger and look

late wind
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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

slate garnet
#

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.

slate garnet
# late wind My work around right now is using the dynamic spawn and disabling despawn but ag...

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

late wind
slate garnet
waxen basin
#

@wild trellis Hey sorry for the ping, when you are free would you be able to DM me? I have a question for you

muted scroll
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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 ?

slate garnet
muted scroll
#

I have just copy past from the sample

slate garnet
muted scroll
#

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

slate garnet
#

LayerTaskDeliver instead of TaskDeliverIntel

#

I would see if that works

#

Here's the difference

#

The proper setup is always Area -> Layer -> Slot

#

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
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yep, i gonna try

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thanks for your help

slate garnet
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Best of luck

#

of course :)

lean scroll
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@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...

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I work with samples, or out of the components folder. Not the compositions folder.

muted scroll
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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 ?

lean scroll
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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.

digital creek
lean scroll
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LOL

muted scroll
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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

slate garnet
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Glad you got it working

lean scroll
late wind
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Thanks @lean scroll!
Keep pumping those out. Your series is a much needed learning resource

drowsy sierra
#

using my custom scenario someone who is trying to join gets JIP_ERROR, any idea how to fix this?

cerulean hinge
#

this violates arma ToS for sure

#

BI doesnt support people making fake news using their games

late wind
lean scroll
# drowsy sierra using my custom scenario someone who is trying to join gets JIP_ERROR, any idea ...

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.

lean scroll
#

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.

vale pendant
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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?

late wind
vale pendant
late wind
#

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)

late wind
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Ya probably only excisable through script

#

Would probably need to mod SCR_ScenaroFrameworkSloteAI and override InitGroupComponents

late wind
worn flume
#

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

warm crow
waxen fossil
warm crow
drowsy sierra
drowsy sierra
lean scroll
drowsy sierra
lean scroll
#

IDK.

drowsy sierra
#

Hmm.. oh well, i just gave up and will run the standard game master mission then

late wind
# late wind Bump

This might be the wrong channel for this question. Ill post it in another

late wind
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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

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Thought there might be a function in SCR_GameModeSFManager that would allow us to activate it but i didnt find anything

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CUSTOM1, //won't spawn until something will try to spawn the object with CUSTOM as parameter

late wind
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Ok looks like we can call Init on an Area, Layer, or a slot and pass the type in there

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But is there a way to have all SF objects run there init instead of finding them by hand or by child?

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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?

late wind
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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.

warm crow
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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?

late wind
warm crow
late wind
#

Also a preload entity

warm crow
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I deleted the MapEntity and recreated and it now works 🙄

warm crow
dusty mason
#

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?

thin swan
warm crow
# waxen fossil

Adding the CareraManager didn't resolve the issue of players not being able to change their FOV.

lean scroll
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@thin swan Thanks Hugo. I appreciate it.

digital creek
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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.

keen thicket
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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/

slate garnet
slate garnet
keen thicket
slate garnet
dusty mason
#

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?

lean scroll
dusty mason
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In my server anyone can vote someone gm and I want to get rid of that how do I ?

lean scroll
#

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.

keen thicket
# slate garnet Shouldn't require any scripting, just a delete entity from an on activation
warm crow
dusty mason
#

How do you make a map?

dusty mason
keen thicket
#

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/

lethal cipher
raw bone
#

Hi all !!
I need help!
I try to add motorbike but i can't place it.

lethal cipher
waxen basin
#

Has anyone got the firing range entities to work correctly? Or is there a guide out there for it?

worn flume
#

How can I create a conflict scenario with objectives only where I wanth them?

lean scroll
waxen basin
#

@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

lean scroll
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@worn flume Copy from the CTI scenario, paste in same position, delete the ones you don't want.

lean scroll
waxen basin
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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

lean scroll
worn flume
lean scroll