#enfusion_scenario

1 messages · Page 7 of 1

sudden sentinel
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Hey guys, does anyone know how I can add levels to vehicles so that players can get them after a certain game level, such as being a sergeant, I already know how to add mod vehicles to the vehicle pool

warm crow
wild trellis
muted nexus
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Hello Guys.I'm trying to add bots to the living quarters.How you add they in this list?

wild trellis
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You can already spawn ai from the living quarters in game

sudden sentinel
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dark gru won't let you use your mods as dependencies? I tried but it just doesn't appear as if it deleted my project

muted nexus
wild trellis
sudden sentinel
lean scroll
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which dark gru mod? @sudden sentinel

lean scroll
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I am trying to add action "START BUILDING" to the UH1H as the same as the engineer truck. Had anyone done this? Or knows how? I've look at the engineer truck components, and don't see anything that points "Start Building". So it must reside in another component pointing to the engineer truck.

wild trellis
lean scroll
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Thanks gramps I’ll check it out

keen thicket
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This crashing visible only for more than 2 players on the mission took me 2 days to solve:
https://forums.bohemia.net/forums/topic/287195-attention-hosted-server-player-doesnt-crash-other-players-yes-and-i-know-why/

lean scroll
lean scroll
tardy bloom
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Good afternoon, can you please help?) I want to make it so that there is only one on the map 1FPP but i don't know how
Help please

lean scroll
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@tardy bloom I don't understand your request. Please restate. One player in the scenario?

lean scroll
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ah ok. gotcha.

lean scroll
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yep. IDK how to that do personally. I think there is a mod on the workshop for 1st person view. Download, and reverse engineer it. I am sure it's only a couple of components. Someone else may know. Recent chat about camera views and such.

lean scroll
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For example, this mod forces 1st person when not in a vehicle.

worn flume
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What file/folder do I need from scenario author (let's say modded custom conflict) to be able to edit it on my PC (move objectives, change pre-spawning vehicles, etc)?

zinc wharf
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Hi, I am currently making an extension for the CombatOps Eden mission. I want to add some additional changes to the mission (like hideouts etc) but I also need to make sure that the mission will naturally inherit future updates that Bohemia makes (like when AI driving drops).

I have created a subscene of the original mission, but the issue I am having now is that all the layers are locked which makes extending the mission feel impossible.

However if I save a new copy of the original mission, I have access to all the layer content but now I don't think the mission will inherit updates.

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Is there a way of overriding entities in the mission so that it will prefer my custom one? Lets say for example there is a Area_28 in the mission where all the player starts are setup. I want to add some additional layers. Would I create an Area with the same name to override the original in the same way one would mod prefabs or textures?

lean scroll
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@zinc wharf

  1. Create a new scenario with a new subscene for the world you want. Everon/Arland.
  2. In the world editor open the combat ops for the world subscene you have chosen.
  3. Click on the default layer containing all the entities, or click on just the area/layer you want. Control-C to copy.
  4. Open your scenario.
  5. From the menu bar, select edit, and "Paste on same Position" .
  6. Done.
zinc wharf
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OK so what you are saying is just create a blank subscene and copy paste everything you need from the combat ops into my new mission?

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Love the videos btw, please keep making them!

lean scroll
lean scroll
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I am pretty sure one of those videos I cover this. Or the same principle as sample tasks.

zinc wharf
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@lean scroll thanks for the quick help, looks like this will work just fine

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@lean scroll one of the downsides using this method, the names of the entities seem to get lost in the process

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not all of them, but alot of them

lean scroll
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yes that didn't use to happen. Only the Area names changed.

worn flume
tardy bloom
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Hello everyone
Does anyone know a mod that shows how many enemies have been killed, how many have died?
Someone knows the mod so as not to kill allies ?

waxen basin
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@lean scroll Hey buddy, I followed your tutorial on Youtube for spawning random simulated arty, and changed the prefab from arty rounds to infantry targets, to try and randomly populate a shoothouse. Everything else was done identical, and I cant get it to actually do anything. The Area trigger fires, and I get the hint that I have for it, but nothing in the list below it spawns/activates. Have you ever run into that?

lean scroll
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@waxen basin First I haven't changed the simulated artillery to spawn AI. So no I've never ran into that. 😁

I wouldn't use the simulated arty setup to randomly populate a shoot house. To do that I would just use an area with layer and slotAI. Setup spawn children to random multiple and a percent. You could even use groups, and select "Balance on Players Counts" to give some randomness.

waxen basin
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@lean scroll Hey thanks for the response, i'm not using it for AI. I am spawning in the Infantry Target entity from the firing range, its a knockdown style target. I realize the way I worded that wasn't super clear

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Basically just trying to use the random multiple spawn and the percent to spawn a portion of the available prefab slots

lean scroll
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Yea same thing, just use a slot.et, and random multiple.

lean scroll
frank locust
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Hey there, I'm sorry to disturb, I'm creating a mission atm, and I'm just completely stuck. In part of my mission, I basically want my players to be able to "disable" a generator, so I've placed a prefabed object (see screenshot), and I'd like to add an interaction menu to it, so that a "Disable" action would be available. That would complete a task, who will trigger another task in which they would have to defend the position for X amount of time, then the mission continues etc.

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Do you guys have any clue on how to do that ? :/

lean scroll
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@frank locust I haven't not tried that yet. I would look at the slotpickup.et entity, and see how BI did it to add action to pick up intel, and then adjust there.

waxen basin
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@lean scroll So it works with the area set to On_init and everything else as Same as parent. I cannot get it to fire off of the trigger however. I still get the hint, but then nothing happens after the hint pops up from the area trigger. Should it be set to Trigger, or Area Trigger for activation?

lean scroll
waxen basin
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Okay, so the Area is currently set up that way. Does the Layer need to be set to On_Area_Trigger_Activation to recognize that the area trigger was fired?

lean scroll
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@waxen basin let me do a quick setup and test.

waxen basin
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@lean scroll Alright, thanks man. I really appreciate it

lean scroll
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@waxen basin

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Try this setup and adjust.

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This spawn 3 out of 5 targets

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@waxen basin oops cut the trigger...

waxen basin
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Youre a genius. That worked perfectly

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@lean scroll

waxen basin
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One more question, if you happen to see this. How would I make this repeatable? If I wanted to say go in GM, delete the targets after the shoothouse is clear, and then trigger another randomized spawn? I removed Once from the tag and enabled repeated spawns on the Area and the Layer, but it only wants to fire once.

lean scroll
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@waxen basin I believe it is possible. Somewhere WAY up above in this channel there was talk of deleting an entity with an action. I think to start with you have to remove the area trigger and switch it to 2 slottriggers. Make one the entrance trigger, and one on the exit trigger. It's a shoot house so it should be one way in, one way out.

waxen basin
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@lean scroll It has an entrance and an exit built in currently, so that is doable. I was just going to delete the targets it spawned in GM in between runs, and re-fire the existing framework to spawn randomized targets in again

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Side note, do the Areas/Layers/Slots need rplcomponents? I would assume so since this is going into MP

lean scroll
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they are all setup to run in MP.

lean scroll
# waxen basin <@456226577798135808> It has an entrance and an exit built in currently, so that...

Here you go...
https://youtu.be/2Lk3hupc7Zw
this should work. Not sure about the randomness of the layer on reset. It's processing so wait a bit, and it will be HD

Arma Reforger Editor | This is in the context of setting up a shoot house. There are many other uses for this.

▶ Play video
waxen basin
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@lean scroll You literally don't miss lol

lean scroll
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@nova onyx Hi Yethe, wondering if there is a way to delete multiple slots with "Delete Entity" action. I couldn't get it to go no matter which combo I used. Maybe I had the wrong combo. Entity is not plural in the name "Delete Entity" so may be not.

lean scroll
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So someone posted a message in another channel about the above method giving an error. I unfortunately can't find that post to reply to it. I viewed on my phone, and can't find it now. The errors thrown are fully expected. Because you are spawning a random number of slots, but trying to delete all of them, the system is saying "these slots don't exist, so I can't delete them". When you leave the trigger, the errors stop.

frank locust
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So... I'm feeling a bit stupid rn. I'm placing my AIs after I've placed some MGs, and now I'm wondering how to hell I could assign them to the MGs ? Do I need to setup a GetIn then Defend waypoint ? I'd like for them to stay in the MGs...

frank locust
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Eh nvm

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Ignore last

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I've figured it out 😛

warm crow
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Does anyone know what each of these Transceivers do?

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I know the RelayTranseiver is used by default in the ConflictMilitaryBase prefabs and relates to the linking of capture points.

tall whale
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where would one get the .ENT file for chernarus reforged?

muted nexus
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Anyone know how solve problem EvaluateDefenders in scenario?

tall whale
warm crow
warm crow
tall whale
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so how do i get chernarus reforged into the world? it only shows the main worlds

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doesnt shown up as .ent

lean scroll
muted nexus
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5 min

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And I write

warm crow
tall whale
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i love this community everyone is so helpful

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thank you ill check it out!

lean scroll
frank locust
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I've placed a defend waypoint below their feet

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So they only stay in that area

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And most likely use the MG xd

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I'm scratching my head with the weather settings rn, the TimeAndWeatherManager isn't loading properly sadly

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Same for the WorldPP

lean scroll
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@frank locust Ah. Use a getinnearest for the position on the slotAI

frank locust
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They were always dismounting when part of the compound was engaged

frank locust
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Btw @lean scroll random question, I'm trying to chain my tasks together so after people finished first task, the second one pops up and is available, then after second, the third pops etc.
Do you have a "good practice" way of doing it covered in your vids ?

lean scroll
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Use ontaskfinished on the task slot with wait and execute

frank locust
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And the ontaskfinished increments it ?

lean scroll
frank locust
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I'll give it a try then

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Thanks !

frank locust
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@lean scroll Hey sorry to disturb again mate... I'm really struggling with the task thing :/ Could you help me out ? I'm trying to setup a task where the players needs to clear the whole area... The op is in 2:30 hours T_T Here is what I've done so far...

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I feel rather stupid tbf

lean scroll
frank locust
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Issue atm is the task just not spawns

lean scroll
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wait one.

frank locust
lean scroll
frank locust
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Ohhhh yeah

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Since it's included, I don't need to place them in slots

lean scroll
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It's fine to have AI in another Area or Layer. It looks at the SlotClearArea Radius. If the US faction is trigger dominant in the 5 meter radius you complete the task.

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I usually set up my tasks separate from my AI. AI spawn in using dynamic despawn on the Area.

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This is covered in my videos I believe.

frank locust
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Oh... I just manually place my AI groups x(

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I've watched some but I'm trying to speedrun a bit since I don't have a lot of time...

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That I assume would complete the task if 98% of player in area ?

lean scroll
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I assume. Missing faction.

frank locust
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Eh

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Good point

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It's kinda hard lol

lean scroll
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Yea. Kind of. But once you get the hang of it, it really is just wash, rinse, and repeat.

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And at the end of the day this is SO MUCH better than Arma 3 mission editor.

frank locust
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Well for some reason the objective isn't displayed in the objective list ><

frank locust
muted nexus
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how i can do Fractions friendly?

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for example USSR and US

lean scroll
muted nexus
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i do it right

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but my scenario crashes

lean scroll
lean scroll
frank locust
lean scroll
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I don't think you can activate a SF task in GM.

muted nexus
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I checked logs

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but don't find

lean scroll
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Does BI have a troubleshooting position open? LOL! Willing to relocate to Europe!

frank locust
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But I think that just spawning the task directly would be better

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I just don't know how to activate it directly

lean scroll
frank locust
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I have a taskmanager placed as well

muted nexus
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logs:

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Trying to register a SCR_LoadoutManager, but one is already registered!

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this end of error

muted nexus
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Is it necessary to make SCR_MissionHeader for each mod?

lean scroll
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no mission folder or header

muted nexus
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oh sorry for stupid question

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but

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you know how reskin vanilla items without replacing them

frank locust
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I think that would be #enfusion_texture / #enfusion_model related tho, as mission making is really different from that so maybe somebody from there would be able to help you ?

muted nexus
lean scroll
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Use duplicate or inherit. Override will replace the original

frank locust
muted nexus
lean scroll
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GOOD QUESTION! IDK TBH. Maybe the wiki has something on it. Or someone knows here.

muted nexus
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without jokes

lean scroll
muted scroll
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Hello Blackheart, i cant find the video where you see a note for the completion radius of waypoint.
Because i want make some civilian move but in a close area like a town. For now i have use waypont Loiter_CO.
Maybe i need to use DefendSmall ?

muted nexus
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What should I do if I made the faction friendly to almost everyone, but now the bots from the faction have the same face and they don’t even touch those who are their enemies?

keen thicket
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Folks, how can a mission knows when all players are dead right after the mission begins?

vivid anchor
keen thicket
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I need a way where the mission checks each - for example - 10 seconds if some player still alive. If not, endMission.

vivid anchor
keen thicket
vivid anchor
keen thicket
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Are you talking about Arma REFORGER, right?

vivid anchor
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Yes

vivid anchor
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Obviously.

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This something you'll have to write a script for, or modify a script.

keen thicket
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Probably there's solution using only the LogicSlot and functions already in World Editor. I'll keep trying.

hollow nexus
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Hello, does somebody know how to place (the name of the prefab maybe ) the "voice announcements" you can hear in the cities in combat ops ?

lean scroll
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@hollow nexus
The sound files are a .acp file extension. Within the .acp is the module of the sound to play. I.E. SOUND_CP_IPL_1.

hollow nexus
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Thank you so much !

keen thicket
twilit current
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Annyone know how the SupplyRemnantsSupplyDepot work now. I cant get them working.

twilit elm
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im having a memory exception everytime i press play in this map im working on, where would i look for help with such an issue?

keen thicket
twilit elm
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i found what commit it is in

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but nothing looks out of the ordinary

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unless resourceDatabase can cause it

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all this is just layers .ttile .edds .bterr .meta etc files

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so confusing

keen thicket
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Take your time. My first mission was painful until I figure out the @lean scroll videos and other piece of information out there. As the World Editor is a young and crucial tool, a lot of improvements that need. Nowadays if you make something odd through managers entities, the mission begins to behavior in a weird way.

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Sometimes is better you restart the entire process in a new world.

twilit elm
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noted

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it magically fixed itself

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🤷

lean scroll
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Can I get some of that magic powder?

keen thicket
junior maple
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anyone know what could cause a new scenario to not have play/host options show up here?

lean scroll
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@junior maple It's hit or miss, mine do the same thing. Sometime it shows up and sometimes it doesn't.

random nimbus
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Can some one shed some knowlage please, Ive made a mission using the editor gamemode but I am trying to set up vehicle requestion, what SCR's do I need doe this if anyone knows?

junior maple
lean scroll
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Hard to say right now with the entire backend down.

junior maple
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true that

lean scroll
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Have you notice missing images on the "Workshop Downloaded" tab?

junior maple
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Yea

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but im testing this unpublished

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loading via launch options from my desktop

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the new scenario that is

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so shouldn't be affected by any bohemia stuff going on

lean scroll
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ok.

tardy bloom
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Good day, can you tell me
How to make it so that after restarting the server (or if a new match starts) the display of killed enemies is immediately included And also who killed you and whom you killed
In order not to enter the GM menu

obsidian ledge
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I might be missing the obvious but can you go into map mode in the world editor? Rather than flying around the island to get somewhere?

random nimbus
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Thank you!

lean scroll
random nimbus
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Yeah iv foudn the area to make this work. Thanks for the find

lean scroll
lean scroll
obsidian ledge
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Thanks, also ouch, that's going to make moving around a big map painful

lean scroll
obsidian ledge
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Ok next question, if there's a flagpole that's part of the map can I add a flag to it, or do I just hide it and add one to my subscene?

muted wagon
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@lean scroll I added a mod in the project following you tutorial, but the folders don't show up. Any ideas?

junior maple
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Odd

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on another note anyone know how to make it so the icons for capture & hold sectors don't show up like this

lean scroll
tardy bloom
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Good day, can you tell me
How to make it so that after restarting the server (or if a new match starts) the display of killed enemies is immediately included And also who killed you and whom you killed
In order not to enter the GM menu

warm crow
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On one of my servers I am using the DarkGru RU overhaul mod. By default it changes the default loadouts for my Russian team. For me to prevent this from happening, how would I override it? For further info, I have my custom conflict mission and my conflict configuration mod. My understanding is that the default loadouts are pulled from the mission.

obsidian ledge
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Hey what is the purpose of the "slots" that appear on the map, the larger circular/square outlines?

vivid anchor
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Game mode related

obsidian ledge
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Well yeah obviously but how, like a specific game mode? What do they indicate?
Is there a wiki entry, I tried searching for map slots etc but I have no idea what to call them

digital creek
obsidian ledge
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But can't you place compositions anywhere?

digital creek
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In Game Master? Yes

obsidian ledge
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So that's what I'm not understanding, what is that actual point of them

digital creek
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I think originally they were used for Conflict base building

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They might still be used for Conflict, like AI checkpoints. I'm not sure.

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They're certainly useful for procedural placement using scripts, I tried this a couple of weeks ago

obsidian ledge
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Oh so they can be referenced, that's cool, and I suppose they do let you know there's a decent flatish spot to place comps

digital creek
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Some also have a "rotation step" feature, which is good for automatically orienting compositions. Like a checkpoint on a road.

warm crow
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Has anyone managed to get the FogHaze_Default.et to work passed the workbench? When I hit play it goes back to no fog.

waxen fossil
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you ever figure this one out? Only way I could fix it was putting the radio manager ent in the default layer

lean scroll
# obsidian ledge So that's what I'm not understanding, what is that actual point of them

2 kinds of slots. Slot.et are used exclusively for the scenario framework. You use it to spawn objects. The advantage of using slots vs just dropping in objects is many. One, you can take advantage of the dynamic despawn, and not take a hit on the budgets. Two, you can setup randomization for objects so a different object appears. For example, different trucks, or cars. It doesn't work on every object.
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework_Setup_Tutorial
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework

Other slots for placement of compositions to ensure proper placement and orientation, and assist in scenario creations. 3 slots for roads, and 3 slots for terrain.
From the script for SlotRoadMedium.

/*!
A slot is a suggested area for placing entities and compositions.
It has guarranteed traits like flatness or road going through which make editing easier for the user.
*/
frank locust
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Has any one figured a way to make a task to retrieve a deliver an asset to a said location ? I'd like to integrate that into my mission. My players need to clear a compound, secure an helicopter, and fly it off at the main FOB to use it later for extraction

lean scroll
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@frank locust Check the scenario framework samples.
You can modify any of the these.

keen thicket
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In order to build multiples land minefields randomly, it's necessary to use AREA+LAYER+SLOT, where each SLOT is each landmine, and the LAYER is the minefield cluster. And the AREA is configured to be RANDOM_MULTIPLE 50% of the available LAYERS. That said, the mines are not exploding when they are pressured but exploding when hit by fireguns. I just figured out that, when we placed a land mine directly (.et, without using SLOT to spawn that), there's a component called "SCR_PressureTriggerComponent" where you turn ON the "Trigger Alive" and "Live" options. This way the landmine will work when pressured too.

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My question is: how to set this component in a mine created through SLOT?

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If we build a minefield without using SLOT's, it's impossible the random them.

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In the same time, if we call an object/asset through SLOT, I'm not sure if there's a way to set components to this object (mine).

keen thicket
lean scroll
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@keen thicket Are you using "Mine_TM62M.et" or "E_MineTM62M.et"?

muted scroll
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Hello,
it's a possibility to launch an Area after a task move finish ?
Like when you spawn you have a task move and when the task finish you activate an Area with many task and only one random task launch after that.

lean scroll
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@muted scroll

  1. All areas should always be set to "On_init".
  2. Set layers to "On_Trigger_Activation" holding mulitple tasks that you want to call.
  3. Call the layer from the "OnTaskFinshed".
muted scroll
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Oh okay. The Area cant be set other than "On_init". Good to know.
I go try what you have said to see if they fit what i need to make.

Thanks for all your precious information about SF 😉

keen thicket
keen thicket
lean scroll
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@keen thicket The "E" is editable, and has the fuze built in, and armed.
You have a couple of options.

  1. Make 2 duplicates of the mine, one called "Armed" and one called "Unarmed".
  2. Edit the unarmed one, and uncheck "Live" in "pressureTriggerComponent". This will keep the fuze in place but not armed.
  3. Create a minefield with multiple slots. One slot "armed", one slot "unarmed". Then set layer to "random multiple" and 50%.
  4. This will create a set of mines, armed and unarmed, and you won't know which is which.
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I've mined the dirt roads using this method to good effect.

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@keen thicket When using "E" entities, they count against your budget. So maybe use the "Non-E" equivilent.

keen thicket
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Interesting...

keen thicket
hard bloom
gritty vortex
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Each activated landmine is checked by the engine many times per second in-game I thought the vanilla mines use physics collision to blow up?

keen thicket
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in Arma 3 there are many types of "Event Handler" that work similar a trigger, but without that "seconds-cycle". Are Reforger mines working like Arma 3 entities using Event Handler? It could be...

gritty vortex
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ok then I guess they are using triggers and not physics

lean scroll
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Or is it the dynamic despawn spawning all the mines causing the fps drop? I spawn over 150 mines "On_Init" at the start of the scenario. I don't see FPS issues.

keen thicket
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I'm using in the last coopmission 8 areas, each one with 8 minefields and uncountable cluster mines in. If we turn Despawn System OFF... the FPS literally drops from 95 to ~40 fps. hehe

keen thicket
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245 mines placed, but only ~130 mines are spawned IF players reach all minefield areas in the same time (rare). When player reaches the area, only a small bunch of all loaded mines are spawned. No FPS impact because Despawn System activated with 10s as its Update Rate (default = 4s).

lament granite
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I'm currently working on another “DEATHRUN” project and I've already completed DEATHRUN but I'd like to add a timer that records the time taken to complete the course. Then I'd like it to register players who have completed the course as quickly as possible. And when a player starts the game, I'd like to add a message indicating which world record holder has completed the course. Who can do this?

keen thicket
keen thicket
keen thicket
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Updated the warning on tutorial 😉

half flame
lean scroll
junior maple
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Question: Is it imperative to keep mods you have imported to enfusion updated?

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I started using workbench a couple weeks ago & imported a bunch of mods then, but wondering if since they've all mostly been updated, will it screw stuff up using the versions i have imported? or when a mission gets published to workshop / makes ppl install the current versions that won't lead to any discrepancies?

lean scroll
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@junior maple So based on my history, when the game issues a major update, it has a tendency to break mods. If those mods break your scenario will break as well. And depending on how intertwined they are, and how quick the owner of the mod updates, if at all, you may be down for a while.

Mods added to your scenario will update when you update the added mod in workshop.

People who download your scenario with down revv'd mods attached, will have to roll back to version you have in your scenario, IF available.

Kind of like servers who run mods with version numbers, and don't update. You try to join the server with mod version 1.1, and they run mod version 1.0. It will roll you back to 1.0. IDK how many versions BI keeps or how long.

Although mods are great, and add much value to the game and scenarios, my rule of thumb is make your scenario mod free, then make a modded version if desired.

junior maple
livid acorn
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@lean scroll sorry to ping you personly but im following you scenario framework tutorials and was wondering if there is a way to make tasks local to a player instead of team wide tasks ?

livid acorn
lean scroll
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@livid acorn No worries. Not that I am aware of assigning tasks individually. I've never tried it though. Which mod are you referencing?

livid acorn
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i basicly want to make a looter extraction shooter kinda thing with continous missions for everyone with 3 factions on the map and pve

lean scroll
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Sounds cool. Good luck. May have to do some scripting stuff for that. Sound like Gray Zone. Interesting.

livid acorn
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yeah grayzone is the inspiration indead

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a working version is on workshop called warfare just with teamwide objectives for now

lean scroll
#

I think AR would be a good PvEvP game. IDK much about it, but seems like it would work.

livid acorn
lean scroll
#

Any questions, feel free to ask.

livid acorn
lean scroll
#

OH YEA.... Experimental out! AI Driving and love to SF.

celest stump
#

This is awesome, thank you for sharing!

lean scroll
junior maple
livid acorn
livid acorn
#

maybe i should continue there

lean scroll
#

Ask and you shall receive.... LOL

livid acorn
#

hahaha

lean scroll
#

I am. I am moving my latest project over.

#

Might as well get ahead of the game.

livid acorn
#

yeah smart man think im going over to

junior maple
#

also - when u say create an empty mod, u mean with rhs though ya? or completely empty

livid acorn
# junior maple also - when u say create an empty mod, u mean with rhs though ya? or completely ...

well english is not my native language but let me try to be more cleare

in the main mod you were making you have a faction manager prefab right ? the standard in engine factionmanager i assume ?

well in youre second mod you want to override that same factionmanager from arma reforger folder itself then indeed in the second mod add the clothing and weapon mods if for you that is rhs then indead add it ass a dependency

then configure the newly created factionmanager together with a loadout manager to customise the standard faction to youre liking

vivid anchor
#

@lean scroll Do you write scripts or strictly use SF?

livid acorn
#

correct me if that not the correct way anyone btw

vivid anchor
#

You obviously know your shit when it comes to SF.

lean scroll
#

@vivid anchor GOD I wish I could script. Not yet anyway. Strictly SF for now. I retire in 18 months, and then I will dive into enfusion scripting head first.

lean scroll
#

sure.

junior maple
#

holup i think i got it, didn't know when u right click a prefab override to x mod is a thing that comes up

livid acorn
# junior maple your english is good bro it's just my lack of know-how in the workbench xd

oke i will make it short

step one
keep main mod as clean of dependencies as possible

step 2
create new mod named faction&loadout or something

find factionmanager and loadoutmanager wich you also use in youre main mods scenario

right click and override

now do you adjustements inside second mod

to use it in youre main mod when starting tools and choosing youre files right click on it and load with addon

choose yourr loadout mod

junior maple
#

Godspeed

#

Will report back

junior maple
#

like, when u open a config, it's just all of that stuff filled out for the rhs faction

livid acorn
junior maple
#

ya

livid acorn
#

but you cannot adjust them only override and then adjust

#

wich if i understood correct was youre goal making own faction and loadout with rhs right

junior maple
#

not custom necessarily, just want to use the rhs premade factions

livid acorn
#

i believe you can copy paste the info if you right click scr_factiom

#

well configure them in the factionmanager with the faction key and it should have them working

#

this is all out of my head im not at my computer so i might be missing a step ???

vivid anchor
#

This covers everything you need to know about factions.

junior maple
#

just one final hangup now - vehicle maintenance points/ helipads show no vehicles in them 😭

junior maple
#

fucked something up & made the vehicle maintenance points completely unopenable, holding F progresses the bar but it just resets when it would normally open the buy menu

#

annoying cause like a week ago when i made the original mod, i had that issue, fixed it, thought i documented how i fixed it but i can't find said document now rip

obsidian ledge
#

Am I right in saying at the moment there's no way to limit roles?
Like if I wanted to limit players to only having 1 x machine gunner per squad

lean scroll
lean scroll
#

@junior maple In the entity catalog for vehicles, make sure "BUILDING" is checked.

junior maple
#

and rgr will do

#

^^^ should be noted i added in all the stuff for like exp, and the depots to function

lean scroll
#

ok

#

add component "Spawnerrequestcomponent" as well.

junior maple
#

also hey- is there a way to set building on all entities? Or gotta go through and do it one by one?

#

or a way to expand all fields so i don't gotta click through

lean scroll
#

Search for "BUILDING"

#

it will filter out everything but that.

junior maple
#

Tyty but yeah still nothing after adding spawnerrequestcomponent + selecting building on all

#

Just so brutal cause they were working before (they didn't have entity catalogs set but they'd open to the empty buy menu at least)

#

If only i was a little more patient & didn't go onto other stuff when they broke & instead undid whatever i did to break them, i probably wouldn't be in this predicament meowsweats

junior maple
#

welp it's opening again but no vehicles still zzz

celest stump
#

Anyone know of any good tutorials for getting started with making a mission?

#

Or anything to reference from.

muted scroll
# celest stump Anyone know of any good tutorials for getting started with making a mission?
celest stump
celest stump
lean scroll
#

You can do anything you want if you can figure it out. That is the beauty of enfusion workbench.

celest stump
lean scroll
lean scroll
#

Search conflict in workshop.

celest stump
lean scroll
celest stump
# lean scroll You can if you want.

I'll follow your tutorial but my only issue will be the multiple factions but would that just involve dropping in my FactionManager_Editor.et?

#

Or would it be a different type of Faction Manager prefab?

lean scroll
#

One faction has to the playable.

celest stump
#

The assign them MOBs, place down their arsenals, vehicle spawn points, spawn points, map markers, etc.

lean scroll
#

Part Deux of AI Driving. Found that less is more when it comes to AI waypoints. The built-in path finding of the AI is very robust. Great job BI. I show my method for setting up the SF.
If anyone knows how to put AI in vehicles from the get go, let me know. Eliminate the need for "GetIn" waypoint.

Video is still processing HD. Give it a few minutes.
https://youtu.be/E1HCEcviQfM

celest stump
#

I am being an idiot 🤣

lean scroll
celest stump
celest stump
#

I am trying to do this with a custom faction, when I setup the spawn point made for the custom faction, it is not functioning. Should I send my console log?

olive jewel
#
  1. Faction setup (Is playable on)
  2. Loadout Manager (For faction) (Not sure if its required)
  3. SpawnPoints
  4. All required components for your game mode
    ( SCR_RespawnSystemComp)
celest stump
#

Could it have been this? I didn't have a forced faction.

olive jewel
#

No

#

Send pic of faction manager

#

And spawn point

celest stump
#

Faction Manager, Spawn Manager and then folder structure.

olive jewel
#

I believe you need loadout manager, your faction needs prefabs to load. To test just drag the loadout manager in, change one of the factions keys to TB and then test

vivid anchor
#

Yeah there has to be a faction with the same key on the loadout manager

#

Otherwise what loadout would they spawn with? Because there isn't one...

olive jewel
#

Like this

celest stump
#

Okay, I'll give that a shot, I know I may be asking questions that seem very obvious but just want to learn this so then I can start creating some nice stuff but going into it very head first

#

Thank you both very much for the help though, I'll update once I have changed it ❤️

olive jewel
#

I did the same thing. Dont worry It will take some time to figure it all out. Its definitely a fun process and learning experience

muted scroll
#

Hello,
Inside SF i have managed to have the "motorpool" for spawn some vehicle. But i have a wait of 120sec between an other vehicle spawn.
Where i can change this value ?

olive jewel
lean scroll
#

@muted scroll What entity are you spawning the vehicles?

muted scroll
celest stump
#

It worked! Thank you!!!

muted scroll
lean scroll
#

@muted scroll You have to look at the subcomponents of the vehicleMaintenance composition. Determine if it is a component or a .conf controlling it.

olive jewel
muted scroll
celest stump
#

@lean scroll Does your tutorial go over setting up outposts/fobs that can be taken over, once they are, it gives a reward such as additional resources?

Then does it goes over setting up vehicle shops?

lean scroll
#

@celest stump Go though and look at the descriptions. I may have cover that in there.

celest stump
#

Is it possible to make a campaign like experience with more than three factions?

tardy cloud
#

In conflict game mode, is there a way for a base transmitter to only connect to other capturable points with the same frequency ?
i.e: only connect to bases and relays with frequencies of 60MHz in a 1500m radius

celest stump
celest stump
#

Like with the supplies, claiming FOBs and using certain ones as spawn. I have honestly gone down the biggest nastiest rabbit hole with this so just need some help with it.

lean scroll
#

@celest stump Fortunately, I am NOT Alice, and am not going down any rabbit holes. LOL. Joke.
As I stated earlier, I don't work in conflict/campaign mode so I don't know much about it. I do know you can add factions to the faction manager.
#enfusion_scenario message

celest stump
# lean scroll <@609675647203409942> Fortunately, I am NOT Alice, and am not going down any rab...

I have done that, made my factions but the trouble is this below:

https://cdn.discordapp.com/attachments/1241042196375928896/1241042196598095953/image.png?ex=6648c21d&is=6647709d&hm=b3040dae2655ab298dbf85f3b321900fde4a343f5f06e22c33ee35e5a8f9e33c&

I can only have three factions, no more, no less. I need to figure out a way to have more than three or, find something that works very similar to Conflict but with more than three factions. Just hoping someone can point me in the right direction or a potential solution.

#

If I go down the Scenario Framework route, I'll either loss all of the Conflict functionality or, I have to re-build it all, I have no idea how difficult that would be but judging by how in-depth the Conflict mode is, my bet is on very. Or I find a way to have more than three units on the already built Conflict game mode but haven't been able to find any mods that can do that, can't find anything on forums and can't find anything in the Discords. I assume it is something to do with scripting and changing the .c used to build the GameModeCampaign prefab but again, not entirely sure and would like some more experienced input on it.

olive jewel
#

Is there an easy way to disable player movement? I created a UI layout and placed an overlay widget hoping that would prevent movement and input but it does nothing. Any ideas?

junior maple
#

link pls u have so many uploads

late yarrow
#

So when I boot up my map in Reforger and get into game master, I can't seem to place any AI at all. The icons show up as if the ai are trying to spawn under the map. When I do manage to place a group, it places with 0 ai in the squad... is that a mission template issue or a map issue?

celest stump
#

Not very experienced on Enfusion yet but can try and help as best I can.

lean scroll
livid acorn
#

were does one adjust the supply cost for a vehicle ?

im adding custom vehicles to the vehicle and helicopter platform and having 2 issues .

1: cant seem to adjust the price using spawndataoverride doesnt seem to do anything for me

2: my custom vehicles are red when i place them inside or on top of a helipad i can only place them outside of compositions ?

anybody maybe got a wiki link wich explains this ?

candid sapphire
lean scroll
livid acorn
#

o shit in the vehicle itsel

#

well roger that

lean scroll
livid acorn
#

would you by anychange also know why my modded vehicle are red when i want to spawn them on top of helipad i need to spawn them next to it i assume a collision thing but why

lean scroll
#

IDK. Mine does the same thing.

livid acorn
#

hahah ok

livid acorn
lean scroll
late yarrow
late yarrow
lean scroll
celest stump
#

Any idea how to make command posts for use within the scenario framework?

obsidian ledge
#

Hey in the Scenario Framework, how do I go about setting the weather etc?

#

Ok I found I can add the TimeAndWeatherHandlerComponent which allows me to set the time and randomize the weather, but I can't see how I can set the weather I want.

muted scroll
celest stump
muted scroll
#

Like i have said, put the component inside the GameModeSF and they work

#

GameModeSF are the main game mode for Scenario Framework

#

for example you can copy the component from GameModeCampaign and modify like you want

#

For me now i need to find how i can put the supply request to spawn at other point than the main base.
Because i can spawn for now without supply point on all Command post build by the Construction Truck or by GameMaster.

warm crow
#

Ok, so I must be blind. I am trying to locate where I can remove or disable certain buildings from being built within conflict. I assumed it was in the game mode manager, but couldn't see it. I want to get rid of the living quarters.

Any ideas?

livid acorn
#

search for a composition.conf i believe

livid acorn
warm crow
livid acorn
#

anybody have an idea howto make player able to display there rank ? found a mod on workshop CTI scoring wich suppose to do this but for me that only show my tasks because "J"is bound to that is that and old reforger system that doesnt work anymore or ?

lean scroll
livid acorn
celest stump
#

Is it possible to have multiple capture and hold points in a scenario framework gamemode?

livid acorn
#

can one add the gamemode properties from gamemodecampaign into a custom made gamemodeeditor full ?

what i mainly want to achieve is disable auto regenerate supplys at bases

lean scroll
livid acorn
#

do you know wich one i need to give control over the regular ressuplies at bases ?

livid acorn
#

ive been figuring out multiple stuff about the game modes now i also discoverd showing youre rank by holding "J" does work inside campaign gamemode but it does not work inside the editor full game mode .

celest stump
#

Tried using the entity catalog manager but I assume there is something I am doing wrong when I add that as I get a VM Error.

lean scroll
#

EXPERIMENTAL VERSION 1.2.0.12 FEEDBACK:
VME on Scenario Framework
Related to 1.1 tasks. Remove clear tasks at start, VME doesn't appear. Updating tasks to 1.2.

celest stump
livid acorn
#

i will send you a few screenshots in half an hour when im at my pc

celest stump
#

Thank you!

#

Just to give context, I copied over the Vehicle entity catalog from the Arma reforger folder. I am trying to use that for to define what is inside of my vehicle service/depot point.

livid acorn
celest stump
upper schooner
#

I have added a mod to my server that adds Vietnam factions. However, I now have a big list of factions on the faction choose screen when joining the server. How do I only show the playable factions?

livid acorn
# celest stump No, still haven't found where I actually drop the entity catalog, unless I am be...

so revert back for a second forget what you did

go lookup the name of youre prefab insinde vehicle.conf and click on the magnify glass next to it to locate it

right click that prefeb and do override in youre mod

open the prefab you just created
edit prefab

and inside that prefab look for editablevehiclecomponent
in that components properties the rank and price of that specific vehicle.are set

celest stump
#

As I also want to make it faction specific but have a base list, that all vehicle depots will have access to.

livid acorn
#

that a bit deeper then just setting up an price and rank why dont you use the base game vehiclepoints ?

celest stump
#

Rather than having it so that all vehicles are available in it.

livid acorn
#

yeah that is possible inside the next file

Configs/entitycatalog/US/us_vehicle.config

open multilist
open youre specific vehicle or add it
open entity datalist

there will be 2 options here

  • editor data
  • spawner data

when you want a vehicle to be buyable from the stations make sure editor data is set to edit and build

celest stump
#

Where am I setting the entity datalist data?

livid acorn
#

expand editor data and check the checkmark at build

#

o wait

celest stump
#

And how do I now assign this to my vehicle service prefab in world editor?

livid acorn
#

that a custom one you made ??

celest stump
livid acorn
#

the way im suggesting is you override the standard one

celest stump
#

I duplicated it and just changed the file name.

livid acorn
#

override it

#

dont duplicate

celest stump
#

But then wouldn't that vehicle catalog only be for the base game vehicle service, therefore I wouldn't be able to add more vehicles dependent on the faction.

livid acorn
#

this way you hook into the base game files and can customize and expend from there you can disable a base game vehicle by simply adjuts editordata -edit - building to only editordata edit

and you can right click and copy a base game vehicle
then create new one and paste to create new vehicles

#

just override and test you will.figure it out

lean scroll
lean scroll
celest stump
livid acorn
#

im trying to add

xphandlercomponent to my gamemodeeditor full

i wanted to make an override of this gamemode inside my mod so that everytime someone uses the gamemode editor its automagicly setup correctly

adding the xphandler in my world to gamemode editor full works perfect.

but when i override the gamemodeeditor full in my mod and do the same thing in there i get errors.

am i not allowed to override gamemodeeditor full or ?

#

ik trying to make a reusable framework for a milsim unit were settings such as xphandler and saving are always setup the same way

most override work without issue but trying to do the same thing with gamemodes seems to give issues am i missing something ?

celest stump
#

How can I place down a command post in scenario framework to allow the faction to build at their MOB?

celest stump
#

So then it functions for them as the ones I have available are the campagin ones in the resource browser.

livid acorn
#

today i have done some testing with the saving future (the milsim unit i do this for) wanted presistence in their campaigns

ive noticed the following
gamemodeeditor full its save function saves more then the conflict one (ai and there waypoint for example) but does not save player rank .

also gamemodeeditor full seems to duplicate on every server restart the full composition (supplies and all get duplicated )

the gamemode conflict does seem to save correctly for now

late yarrow
#

Hey there, recieving an error in my game mode editor full... not exactly sure how to fix it. It mentions the wrong GUID for a commanding script?

#

WORLD : CreateEntities
ENTITY : Create entity @"ENTITY:8" ('GameMode_Editor_Full1', SCR_GameModeEditor) at <171.584000 69.688004 5004.897949> @"{DA3986AF1B5032B7}Prefabs/MP/Modes/Editor/GameMode_Editor_Full.et"
SCRIPT : GetResourceName 'scripts/Game/Commanding/SCR_CommandingManagerComponent.c,323'
RESOURCES (E): Wrong GUID for resource @"{54764D4E706F348B}Configs/Commanding/Commands.conf" in property "m_sCommandsConfigPath"

late yarrow
#

also getting an error when I close my world

#

SCRIPT : GetResourceName 'script'
RESOURCES (E): Wrong GUID/name for resource @"{CC8CDD184A67C624}someMapExportSettings.conf" in property "m_ConfigResource"

obsidian ledge
#

Ok I've searched Discord and seen this asked a couple of times but haven't seen an answer. How do you disable AI movement? I have a slotKill unit that I don't want wandering around

lean scroll
obsidian ledge
lean scroll
#

No.

#

They won't do anything.

#

You can dup and edit. But not sure what to edit. Have to look at it.

obsidian ledge
#

Cool, thanks again dude

unkempt stratus
#

Reforger comref? The biki shows everything but what works or not in reforger?

celest stump
#
     SCRIPT    (E): Virtual Machine Exception

Reason: NULL pointer to instance. Variable 'faction'

Class:      'SCR_RestrictedDeployableSpawnPointComponent'
Function: 'EntityQuery'
Stack trace:
Scripts/Game/DeployableInventoryItems/Components/SCR_RestrictedDeployableSpawnPointComponent.c:127 Function EntityQuery
Scripts/Game/DeployableInventoryItems/Components/SCR_RestrictedDeployableSpawnPointComponent.c:274 Function CanBeDeployedAtPosition
Scripts/Game/DeployableInventoryItems/Components/SCR_RestrictedDeployableSpawnPointComponent.c:655 Function EOnInit
Scripts/Game/UI/Inventory/SCR_InventoryStorageBaseUI.c:1272 Function GetAllItems
Scripts/Game/UI/Inventory/SCR_InventoryStorageLootUI.c:105 Function GetAllItems
Scripts/Game/UI/Inventory/SCR_InventoryStorageBaseUI.c:1160 Function FillItemsFromStorage
Scripts/Game/UI/Inventory/SCR_InventoryStorageBaseUI.c:311 Function Traverse
Scripts/Game/UI/Inventory/SCR_InventoryMenuUI.c:3977 Function SetOpenStorage
Scripts/Game/UI/Inventory/SCR_InventoryMenuUI.c:806 Function OnMenuOpen
Scripts/Game/Inventory/SCR_InventoryStorageManagerComponent.c:1497 Function OpenInventory
Scripts/Game/UserActions/SCR_OpenStorageAction.c:14 Function PerformActionInternal
Scripts/Game/UserActions/SCR_InventoryAction.c:73 Function PerformAction
Scripts/Game/Interactions/SCR_InteractionHandlerComponent.c:242 Function DoProcessInteraction
Scripts/Game/Interactions/SCR_InteractionHandlerComponent.c:676 Function OnPostFrame

I am getting this error when I try to open an arsenal on Scenario Framework. Unsure what is causing it, been trying to figure it out for hours now.

#

This happens when I assign a faction to the prefab, before, it works fine when it is assigned to US faction.

nova onyx
celest stump
#

We get the same error with or, without that component in the layer.

nova onyx
#

Is seems that the proper faction is missing for the RestrictedDeployableSpawnPoint

#

I assume that the TB is custom faction, is that properly added in the FactionManager?

celest stump
celest stump
nova onyx
celest stump
# nova onyx This looks correct.

It works fine when the faction is US, however no items show, but as soon as we assign TB as the faction to our arsenal prefab, we load in, no errors but as soon as we attempt to interact with the arsenal, we immediately get a VM error, as shown above.

nova onyx
celest stump
nova onyx
celest stump
#

As the spawn points are working fine.

nova onyx
celest stump
nova onyx
#

And still getting exactly the same errors? loadingcat.

nova onyx
celest stump
#

If we ignore the VM error though, we can go into the arsenal in game and everything shows as expected.

celest stump
nova onyx
#

Try placing the Spawnpoint outside the Area hierarchy

#

Or put there clean Slot and set that SpawnPoint prefab to spawn from the slot

celest stump
#

Will do, I honestly didn't realise it wasn't a slot as it has been working fine or we haven't been getting anything to show that the specific spawn point isn't working.

celest stump
# nova onyx Or put there clean Slot and set that SpawnPoint prefab to spawn from the slot

Tried placing the spawnpoint down in the object to spawn in a slot, the spawn point worked fine but we still got the same error when interacting with the arsenal.

Virtual Machine Exception

Reason: NULL pointer to instance. Variable 'faction'

Class:      'SCR_RestrictedDeployableSpawnPointComponent'
Function: 'EntityQuery'
Stack trace:
Scripts/Game/DeployableInventoryItems/Components/SCR_RestrictedDeployableSpawnPointComponent.c:127 Function EntityQuery
Scripts/Game/DeployableInventoryItems/Components/SCR_RestrictedDeployableSpawnPointComponent.c:274 Function CanBeDeployedAtPosition
Scripts/Game/DeployableInventoryItems/Components/SCR_RestrictedDeployableSpawnPointComponent.c:655 Function EOnInit
Scripts/Game/UI/Inventory/SCR_InventoryStorageBaseUI.c:1272 Function GetAllItems
Scripts/Game/UI/Inventory/SCR_InventoryStorageLootUI.c:105 Function GetAllItems
Scripts/Game/UI/Inventory/SCR_InventoryStorageBaseUI.c:1160 Function FillItemsFromStorage
Scripts/Game/UI/Inventory/SCR_InventoryStorageBaseUI.c:311 Function Traverse
Scripts/Game/UI/Inventory/SCR_InventoryMenuUI.c:3977 Function SetOpenStorage
Scripts/Game/UI/Inventory/SCR_InventoryMenuUI.c:806 Function OnMenuOpen
Scripts/Game/Inventory/SCR_InventoryStorageManagerComponent.c:1497 Function OpenInventory
Scripts/Game/UserActions/SCR_OpenStorageAction.c:14 Function PerformActionInternal
Scripts/Game/UserActions/SCR_InventoryAction.c:73 Function PerformAction
Scripts/Game/Interactions/SCR_InteractionHandlerComponent.c:242 Function DoProcessInteraction
Scripts/Game/Interactions/SCR_InteractionHandlerComponent.c:676 Function OnPostFrame
nova onyx
celest stump
nova onyx
nova onyx
celest stump
celest stump
# nova onyx Yes, try removing it
Virtual Machine Exception

Reason: NULL pointer to instance. Variable 'faction'

Class:      'SCR_RestrictedDeployableSpawnPointComponent'
Function: 'EntityQuery'
Stack trace:
Scripts/Game/DeployableInventoryItems/Components/SCR_RestrictedDeployableSpawnPointComponent.c:127 Function EntityQuery
Scripts/Game/DeployableInventoryItems/Components/SCR_RestrictedDeployableSpawnPointComponent.c:274 Function CanBeDeployedAtPosition
Scripts/Game/DeployableInventoryItems/Components/SCR_RestrictedDeployableSpawnPointComponent.c:655 Function EOnInit
Scripts/Game/UI/Inventory/SCR_InventoryStorageBaseUI.c:1272 Function GetAllItems
Scripts/Game/UI/Inventory/SCR_InventoryStorageLootUI.c:105 Function GetAllItems
Scripts/Game/UI/Inventory/SCR_InventoryStorageBaseUI.c:1160 Function FillItemsFromStorage
Scripts/Game/UI/Inventory/SCR_InventoryStorageBaseUI.c:311 Function Traverse
Scripts/Game/UI/Inventory/SCR_InventoryMenuUI.c:3977 Function SetOpenStorage
Scripts/Game/UI/Inventory/SCR_InventoryMenuUI.c:806 Function OnMenuOpen
Scripts/Game/Inventory/SCR_InventoryStorageManagerComponent.c:1497 Function OpenInventory
Scripts/Game/UserActions/SCR_OpenStorageAction.c:14 Function PerformActionInternal
Scripts/Game/UserActions/SCR_InventoryAction.c:73 Function PerformAction
Scripts/Game/Interactions/SCR_InteractionHandlerComponent.c:242 Function DoProcessInteraction
Scripts/Game/Interactions/SCR_InteractionHandlerComponent.c:676 Function OnPostFrame
#

Same error, as soon as I attempt to Open Arsenal.

nova onyx
#

Is this mod somewhere publicly available? Unless you haven't saved it to the prefab, this should not be giving errors.

celest stump
#

It is on the workshop but not the latest version.

#

I can add you to the GitHub or directly send you the files for the mod.

#

Honestly, it probably is something obscenly obvious that we have forgotten to do but been at it for hours and checked so many times that factions are defined and all.

fathom granite
#

Load missions into a server (edited on singleplayer GM) is disabled since 1.1 or something?

bright echo
#

Any SP missions here featuring AI command yet?

lean scroll
merry frost
#

Did the vehicle spawning prefabs get changed recently? I had a coop mission with them in but now I get a prompt when looking at the spawning location to spawn a vehicle, but no option to select which and if you hold the F key down it doesn't spawn one at all. Does the prefab need updating or a config adding somewhere?

bright echo
# lean scroll Search the workshop v1.2?

Im an old man and afflicted with Old-scoolitus - i have no idea how to navigate without the Eden Editor and barely get steam workshop as compared to Armaholic - So i was just hoping for an easy recommendation or if anyone knew of an SP mission geared specifically for the new AI-Commanding

celest stump
#
SCRIPT    (E): Virtual Machine Exception

Reason: NULL pointer to instance

Class:      'SCR_MapMarkerEntrySquadLeader'
Function: 'OnPlayerLeaderChanged'
Stack trace:
Scripts/Game/Map/Markers/Config/SCR_MapMarkerEntrySquadLeader.c:83 Function OnPlayerLeaderChanged
Scripts/Game/Entities/SCR_AIGroup.c:1005 Function RPC_SetLeaderID
Scripts/Game/Entities/SCR_AIGroup.c:994 Function SetGroupLeader
Scripts/Game/Entities/SCR_AIGroup.c:984 Function CheckForLeader
Scripts/Game/game.c:914 Function OnUpdate

Was following the steps in a tutorial for adding in vehicle maintenance points, added in the campaign building manager and started getting this error.

celest stump
#

Your one aha

lean scroll
#

@celest stump That was done under version 1.1.0.15. What version are you using?

celest stump
#

So

#

Everything I am doing today is just not working, arsenals, motor pools, haha

lean scroll
#

Hmmmm sounds like something else going on.

#

Have you verified the files in steam?

celest stump
#

Okay all validated

#

Giving it another try

celest stump
#

As last time I added the stuff from the GM campaign game mode, it messed up the group selection.

celest stump
#

Getting the error again.

#

It's as soon as I copy over the campaign building manager stuff from the game mode over to mine, I get an error at the group selection screen.

lean scroll
celest stump
pure lynx
#

Adding a bit of context on the arsenal issue: the script returning an error is the SCR_RestrictedDeployableSpawnPointComponent.c
It specifically fails in the EntityQuery located at line 125 for starters. By debugging it it looks like it’s not detecting the IEntity owner hence not deriving the faction from it.
This leads to the null pointer

#

on top of that by debugging there's a mention at 2 deployable entities which are not in the layer:

vivid anchor
#

@lean scroll What all needs to exist to be able to create groups for players?

lean scroll
#

@vivid anchor AI groups for players to command?

vivid anchor
#

No, for players to create groups

#

"Player Groups"

lean scroll
#

ok

#

First in the faction manager make sure you don't have "Create Only Predefined Groups" checked. If checked you can't create groups.

vivid anchor
#

I'm using the FFA faction manager

lean scroll
#

Ahhhh Free for All. Let me look at that.

#

thats a different animal

#

You may have to compare to another faction manager and setup things pertaining to groups. Like callsigns, frequencies. It's a free-for-all manager, so I always assumed that was of individuals, not any kind of groups.

#

Not sure on the internals, but look at the .layout for Player Roster (P Key), see at that does for "Create Group".

#

@vivid anchor Added the 3 FFA items, faction, loadout, and spawnpoint. No changes. Press played, and brought the Group GUI.

#

Don't know what this looks like on a FFA server with other players.

vivid anchor
#

I'm missing whatever allows creation of groups

#

Tapping P doenst show the group menu for me

#

doesn't*

sacred mulch
#

hey guys, i got a conflict mission going mostly working, a few things i kinda wanted to ask.

  1. does anyone else experince the main bases randomly switching on start its not everytime but it happends in the tools playing its fine but also does happen randomly a restart of it fixes it.

  2. been trying to get the game master mode kinda working i mean admin mode works just the edit mode kicks out of the server thought it was possible for admining stuff around.

  3. the supplies at the captureable bases show like e.g 800/1300 and when you build something it increases it guessing it just a by product of base building um but had to add a container for them to spawn supply at all is that normal or am i missing something.

sorry abit long new to enfusion engine making done arma 2/3 stuff before though its a breath of fresh air from the old engine

warm crow
#

@sacred mulch Did you use the conflict plugin to generate the files needed for the conflict mode?

sacred mulch
#

inital yes, did re-make a few of the prefabs to suit

warm crow
#

@sacred mulch With regards to the main base (MOB), just make two of the conflict military bases as HQs (assuming PvP) otherwise just make one the HQ (PvE) if you don't want to have different locations as the starting point. I would have to check the exact locations for the options when I am back on my PC.

#

@sacred mulch I am not understanding what you mean by points 2 and 3. Edit mode?

sacred mulch
#

for the bases, the setup is mostly the same the faction affliation set just kinda swap from faction its ment to be to the other vice versa if you get what i mean sorry had to type quickly on mobile to later au time, edit mode like game master option like hold y and get gm

pure lynx
# vivid anchor Tapping P doenst show the group menu for me

I had something similar once and it was linked to the faction configuration and the way groups are managed in there. Can’t, for the life of me, remember exactly the name of the conf file but it was where I was customising the names of the groups available in the deployment screen after you selected the faction. (Maybe callsigns?). Check for your faction if in that conf file the groups are defined or not, you should also be able to define group sizing before the game automatically generates a new one

lean scroll
pure lynx
#

If you mark the create only predefined groups yes. I think that with that option unmarked you could somehow merge the 2 behaviours

#

I did create fixed group though so I did not test

vivid anchor
obsidian ledge
#

Remember now there's no stupid questions... 😂
Do I have to place a player slot for each player in a MP mission like in Arma 3 or do players all spawn in from the same slot?

lean scroll
#

BUT there's a mod for that! Someone made a mod to create an Arma 3 lobby type front end.

#

Where you are slotted.

obsidian ledge
#

Oh no what I mean is if I'm making a mission for 15 players do I have to put 15 player slots down on the map?

lean scroll
#

No.

#

You put 1 spawn point.

obsidian ledge
#

Ok cool thanks again

lean scroll
#

YW.

warm crow
#

Now I have a dumb question, how do I place dead bodies in my mission?

lean scroll
#

@warm crow I am trying to do a similar thing. I can't figure it out. You should be able to set the health level of a character. PLEASE let me know if you find an answer.

#

I want to place a wounded character, btw.

digital creek
#

If you can't find another way, maybe you can script it

#

Add an entity script to the character that harms it after initialization

tepid pulsar
#

Anyone know why I cant duplicate the GM map for Everon? It’s saying It cant be duplicated

#

Error for Reference

warm crow
digital creek
# warm crow I am not sure how to do this, could you point me in the right direction?

On the character entity, click on the plus icon next to "scripts" and choose an event, maybe EOnInit - in there you could write some code that kills the character.
Or if you want a cleaner and more scaleable solution, write the code as a custom component and add it to the characters, that's what I would do.
But neither are a great solution by any means.

warm crow
warm crow
digital creek
#

I recommend writing a component instead

warm crow
digital creek
#

I meant scripting your own component that immediately kills the parent entity, then adding it to the characters.

warm crow
digital creek
# warm crow Oh ok. Might be a bit out of my knowledge base at the moment. Thanks though 🙂

I haven't tested this, but something like that should work.
If you want to test, create a "TPM_CharacterKillComponent.c" script in scripts/game/, paste the code in there and hope it compiles.
Then add the component to a character in your world and play.

[EntityEditorProps(category: "game/", description: "Kills parent character.")]
class TPM_CharacterKillComponentClass: ScriptComponentClass
{
}
class TPM_CharacterKillComponent: ScriptComponent
{
    override void OnPostInit(IEntity owner)
    {
        GetGame().GetCallqueue().CallLater(KillCharacter, 10 * 1000, false, owner); // call after 10s, some delay might be needed
    }
    
    protected static void KillCharacter(IEntity owner)
    {
        Print("Attempting to brutally murder character"); // remove this line perhaps
        SCR_DamageManagerComponent damageMananager = SCR_DamageManagerComponent.Cast(owner.FindComponent(SCR_DamageManagerComponent));
        if (damageMananager) damageMananager.Kill(Instigator.CreateInstigator(owner));
    }
}
pure lynx
lean scroll
# tepid pulsar Error for Reference

Why do you want to duplicate it? Create a new scenario with empty everon. Create a subscene of the world, then run the "Game Mode Setup" plugin for Gamemaster. You will have the exact same thing as duplicating the GM_Eden. It's only these enitities.

livid acorn
#

anyone in here using the Vtab mod ?
this mod enables a big yellow arrow on player position and i want to disable this yellow marker because im trying to use the mod map markers for player markings on map .
right now it had the big yellow arrow going over that marking is there a way to disable this ?

warm crow
warm crow
livid acorn
warm crow
livid acorn
#

yeah no option in there just checked

livid acorn
warm crow
#

All good mate. Still learning, but trying to be helpful when I can as I am always asking for help lol

livid acorn
#

@maiden pivot using you map markings mod and vtab combined give me an empty white square on player location is there any way to fix this ?

livid acorn
maiden pivot
livid acorn
#

for now its not a mayor issue for me

#

atleast youre markers show up on the vtab the 2 other unit marker mods both dont even show up in the vtab

maiden pivot
#

That's because I'm actually inheriting from the vanilla marker system. It's just that vPad presumes that the only kind of dynamic markers are the squad leader ones and anything custom it can't handle properly.

warm crow
digital creek
#

In the top right on the characters, you should be able to add it if the script compiles.

worldly pumice
#

Hey all i hope its ok to post my question here, i am creating a conflict mod and want to place default prebuilt antennas/armories at bases how can i do that?

warm crow
digital creek
#

No, the add component button

warm crow
warm crow
digital creek
#

I don't have it memorized but somewhere in the damage manager component class hierarchy there should be a very similar method that lets you apply damage

warm crow
#

@digital creek Works perfectly (in the workbench anyway) for my X-Files themed OP I am making

worldly pumice
#

Also looking for help with changing a faction's flag for a custom image and name. u know how can i go around doing that?

warm crow
warm crow
obsidian ledge
#

Hey do you have to upload missions to the workshop or can you just export them somehow and upload to your server?

warm crow
celest stump
livid acorn
# worldly pumice Yes, conflict PVP. i would like to have pre built armory in main base for exampl...

search for composition in resource browser there will be a composition.conf or something simular wich contains all the buidable compositions i believe for ease of reference easy way to find what you are looking for

the create a world subscene by opening for example eden.ent

the when you saved youre subscene click plugin there should be a gamemode setup wizard in there follow that setup and the you can start creating conflictbases

there is also a prefab folder for conflict containing radiotowers and bases i believe there is a nice (a bit outdated) but still good guide on youtube

#

some of the video is outdated so just use as guideline !

#

and use the gamemode setup from plugin it works like a charm!!!

chilly tangle
#

Hi here 🙂
I search where find the script about the CodeName of location.
I mean, when you setup a ConflictMilitaryBase you can edit the Base Name, the Base Name Upper but not his "CodeName" like PROLOG, TABOR, FAKIR, SHUKA etc....
I setup an entire Conflict Game Mode but i'm "Index out of bounds" for the NameCode and some location have the same CodeName.
Anybody know the name of this function or where find it ?

chilly tangle
#

For people who have the same question as me : The solution is on the Factionmanager > Base Callsigns

pine cedar
#

Good evening,
I am attempting to make a PVE conflict scenario, and keep getting the below machine exception every 30 seconds or so in my log. I have searched high and low in Discord and the internet, but cannot find any information on possibly troubleshooting this. I set up the world using the Game Mode tool, and used prefabs for all of the bases. But I cannot find anything in the settings the remotely resembles the error. Any help you can be on pointing me down a troubleshooting path would be appreciated.

SCRIPT (E): Virtual Machine Exception

Reason: NULL pointer to instance. Variable '#return'

Class: 'SCR_CampaignMilitaryBaseComponent'
Function: 'GetHQRadioCoverage'
Stack trace:
Scripts/Game/Components/Locations/SCR_CampaignMilitaryBaseComponent.c:788 Function GetHQRadioCoverage
Scripts/Game/Components/Locations/SCR_CampaignMilitaryBaseComponent.c:2320 Function EvaluateDefenders
Scripts/Game/game.c:914 Function OnUpdate

obsidian ledge
#

Is there information somewhere that tells you what you gain/lose from setting up the mission for Game Master as opposed to using Scenario Framework?
I mean I can access Game Master from a Scenario Framework based mission, so why would I use the Game Master setup?

slim obsidian
#

Is there a way to have a vehicle's engine on by default?

unkempt stratus
#

Is there a way to disable the barbie thing?

gritty vortex
#

the what thing

chilly tangle
#

I have a question about this error :

Virtual Machine Exception

Reason: NULL pointer to instance. Variable '#return'

Class:      'SCR_CampaignMilitaryBaseComponent'
Function: 'GetHQRadioCoverage'
Stack trace:
scripts/Game/Components/Locations/SCR_CampaignMilitaryBaseComponent.c:788 Function GetHQRadioCoverage
scripts/Game/Components/Locations/SCR_CampaignMilitaryBaseComponent.c:2320 Function EvaluateDefenders
scripts/Game/game.c:914 Function OnUpdate

i don't understand why I have this error now. I setup Radio Relay & CapturePoint in Conflict and all mechanics work good, like capture, like AIDefensers & reconfigure relay etc....
But this error is spamming in the console logs and I don't know why and how resolve it.
Anybody has any information about that ?

pine cedar
#

I asked above last night as well looks like the same error

lean scroll
# slim obsidian Is there a way to have a vehicle's engine on by default?

If you are using scenario framework then

Toggle Engine
This action allows you to start/stop engine of target entity.

Getter - Target entity to turn on/off the engine (Optional if action is attached on Slot that spawns target entity
Turned On - If true, engine will be turned on. Otherwise it will turn it off
mental narwhal
#

Is there a way to get the conflictmilitarybase.et to recognize objects as the ground/terrain? We want to put it on a barge but not require deep sea diving to capture

sudden sentinel
#

Hello everyone, I would like to know if there is any way to use weapon models from other modders, so I can make some changes, such as adding a suppressor, changing the weapon's sound and changing the skin and making my own arsenal?

lean scroll
#

@sudden sentinel Yes you can depending on the license assigned to the mod.

sudden sentinel
lean scroll
sudden sentinel
#

thanks

chilly tangle
#

But if i find, I promise, I share the solution

unkempt stratus
rapid oak
#

I am making a custom conflict map for Arland. Do you know why I can only have two capture spots and when? In the MissionHeader, I set it for 3 insted of the -1, but it still shows only two in the serve. If you know, please help.

vital prism
#

Hey, I was wondering does anybody knows where I can find the "Global supply usage" config within a mission as I want the supplies being required to be enabled by default? From my findings I suppose it should be part of the "SCR_ResupplySupportStationComponent" but I'm not sure exactly in which prefab this should be in. Thanks in advance for any answers.

restive aspen
#

What is the refueling point called?

vale pendant
#

How can I force the AI to actually defend the Defend Waypoint? Even if I change the completion radius to 1m they still charge out of buildings if the target is out of sight

#

It's hard to set up defensive positions this way. God I miss CRX with the hold position function

atomic wolf
#

hello there,
is anybody know a way to make spawn vehicle with in module, sush as largepoint or the helicoptere one; but with the same access right than the GM ?

the probleme is, i want to put a regular vehicule spawn point but inside a building (planecarrier), i can go inside the "building mode" to put one but i can't place it inside or really close ... so kind of hit box
But it work pretty well in game master (specially with enhancedGM MOD ).
as you can see on the two screenshot, in gamemaster it work but not in "building mode" in game

Does somebody know a way to achieve that ?
Thanks

lean scroll
#

@atomic wolf Under "Create" tab, seach "SCR_Vehicle". Drag and drop the vehicle spawner where you want it, and setup.

lean scroll
#
1.2.0
Set Max Autonomous Distance
Set max autonomous distance of AI group.

Investigation Distance - Distance in metres
vale pendant
#

Damn, now how does one use the actions. Any easy way to explain it or is it digging in time?

lean scroll
#

Pro-tip from a non-professional...
In the resource browser, there is a search bar. Which btw is very good. If you are looking for a particular item type some key words in there, and it will likely find it.
if you put the extension of the object, it will filter on those.
So if you want to find for example a fuel point, enter in the search bar, fuel .et. It will return 156 items that contain fuel. Add US for faction and it reduces the number to 41.

And of course there is the "Funnel" looking icon to filter even more.

lean scroll
vale pendant
#

Judging by the actions being scripts I see that 1.2 still won't provide an easy way for AI to actually serve the basic function of defending a set position. It's been two years since release and it's disappointing to say the least

lean scroll
vale pendant
#

I guess that’s gonna be Arma 4 sadly, since accessibility will likely drastically increase

atomic wolf
atomic wolf
#

i tried several combination as you can see ... i dont understand why it work with gamemaster

worldly pumice
#

Anyone knows how to change/remove the vehicles that spawn with the 'conflictMilitaryBase' resource? the two humvees and supply truck

lean scroll
atomic wolf
lean scroll
atomic wolf
#

i tried i stay the same , even outside like 50 cm awway off the boat it doesnt work ... like 1 m away its okay even on the see

lean scroll
#

hmmm I can spawn on concrete pier.

restive aspen
#

I’m currently making a custom scenario on Everon and I’m testing it out. Everytime I place AI groups, they are invisible. Individuals are idle and cannot be controlled. Any help would be great

lean scroll
#

@restive aspen Which game mode?

restive aspen
#

Gamemode editor full (GM)

lean scroll
#

Run game mode setup plugin?

restive aspen
#

Wym?

#

The GameMode_Editor_Full.et?

vivid anchor
#

SCR_AIWorld?

restive aspen
lean scroll
#

Plugins > Game Mode Setup and select template for gamemaster.conf

#

Once it runs, then setup AIWorld.

restive aspen
#

Do I need to delete my current .conf?

lean scroll
#

no, shouldn't duplicate. It will check if you have the correct entities and managers down.

#

If you are missing any it will add

restive aspen
#

So, just so I got this right, all I need to do is double click into the gm.conf and edit all of the information and then setup ai world and publish?

lean scroll
#

Did you run the game mode plugin?

restive aspen
#

How do I actually run it? I’ve edited all of the information.

lean scroll
#

In the menu bar, select "Plugins > Game Mode Setup"

#

Then select the "GameMaster.conf" template.

#

Hit next.

#

Scan World.

restive aspen
#

I’ve ran it. Now, do I just republish my world?

lean scroll
#

No.

#

Missing any files? What did it say?

restive aspen
#

Everything is setup perfectly

lean scroll
#

Ok.

#

Setup SCR_AIWorld?

restive aspen
#

Just got this error when I threw it into the world

lean scroll
#

hit tab 3x and enter

restive aspen
#

Then once that is done republish?

lean scroll
#

I would press play and test before publishing.

restive aspen
#

My ai are placed and visible.they also react to objective.

lean scroll
#

ok. work as expected?

restive aspen
#

Yep

lean scroll
#

ok. publish it.

restive aspen
#

10/10 support. Ur amazing

lean scroll
#

Lets wait and see after you publish.

#

LOL

restive aspen
#

Well another question, how do I make my SupportStationSystem_fuel non-visible in the GM entity menu?

lean scroll
#

I don't think you can. But I don't do GM mode, so there maybe a way.

restive aspen
#

Well I made them non-deleteable so guess that’ll do

lean scroll
#

Are these ones you placed?

restive aspen
#

Thru the workshop yes

lean scroll
#

Does the entity begin with an "E".

restive aspen
#

Yes

#

It’s the only one I could find

lean scroll
#

whats the name?

restive aspen
#

E_SupportStationSystem_Fuel.et

lean scroll
#

Duplicate and edit prefab. Play around with the components. Maybe something in there.

worldly pumice
#

Does anyone know a how to guide for creating a loadout resource entity?

#

@lean scroll did u make a vid about it by any chance? love the vids btw keep it up man

lean scroll
worldly pumice
#

i would like to create a custom loadout.ent with different gear for players to spawn with

#

character*

lean scroll
#

By the time I write this up, I can make a video. Give a few minutes.

worldly pumice
#

lol thanks

atomic wolf
lean scroll
#

@worldly pumice Down and dirty I'll post up a better one, but get you there.

worldly pumice
#

great ill check it out

burnt scroll
#

Hey peeps, is there a way to have a helos engine turned on by default?

vale pendant
#

So does anyone know a way to properly set up AI defensive position? If so, is it accessible to mere mortals? If not, could it be explained, since the AI defense waypoint doesn't actually force the AI to defend a given position

fair nacelle
#

hi all, Is there a way to make the briefing always appear on the map, and not just at the beginning of the game?

frank locust
#

Hey there ! How are you guys doing ?
I was wondering ; can you change the medical system for players ? Make them a bit more tanky, etc. ?

burnt scroll
digital creek
# vale pendant So does anyone know a way to properly set up AI defensive position? If so, is it...

Since I didn't know a way either, I recently created a custom AI behavior tree for this.
It makes AI stay in place, look around for targets and shoot at them. It will also heal and reload, but cannot switch weapons or react to dangers such as gunfire.
This last caveat is because I don't know how I'm supposed to use danger events - if anyone knows, please share.
The BT is included in this mod: https://reforger.armaplatform.com/workshop/6156F2F771D5D73D-TilWUnits
Usage instructions: https://docs.google.com/document/d/1qqCdeFYSz1LP71pUuRNb8fqopzHBMO1e5ulVM0GiuCc#

late yarrow
#

Hey there, I am working on a conflict mode following along with Atlas 2 but I cant seem to get the supply points to spawn in anything, no ai no supply points.. any ideas?

unkempt stratus
#

Are sub groups a possibility now?
In the past you could place several groups but there was no relation other than side.
Sub groups would allow to have better platoon structure and chain of command, coms, etc.

Ex: platoon leader commands over squad leaders, squad leaders command over their squads.

lean scroll
#

Scenario Framework Question:
AI Action "Disable LOD": What does it do? How does disabling "Level of Detail" impact AI?

vale pendant
#

Well, unfortunately that doesn't bring me any closer to having AI set up in a defensive position

#

Most of the if not all the steps to have it set up are omitted

lean scroll
#

Of course.

vale pendant
#

So how can I spawn a unit with SlotAI?

frigid moon
#

Hey, im using the lobby mod with PS_GameMode_Lobby
For some reason with a construction truck spawned by game master im unable to use the building system (full supplies)

Any idea how to solve this or whats the issue?

#

Maybe there is a building manager?

nova onyx
nova onyx
nova onyx
# vale pendant So how can I spawn a unit with SlotAI?

Put a desired prefab in the asset to spawn attribute and situate the SlotAI properly into a ScenarioFramework hierarchy and you are good to go 👍🏻. I would recommend checking out ScenarioFramework samples that are available for you to easily see how it is setup salute.

vale pendant
nova onyx
vale pendant
#

What am I missing?

vale pendant
nova onyx
worldly pumice
#

Hey. i am trying to log in as admin when playing a conflict game mod that i made, but admin login doesn't work (no visible errors or denied access) but when i try a different scenario the admin login succeeds (default everon campaign). does anyone know what do i need to add in order to login as admin in a custom conflict scenario? i also would like admin to have access to GameMaster

#

BTW When using the map editor and test playing the scenario i do have access to GM

lean scroll
worldly pumice
#

i do not

lean scroll
#

You must!

#

LOL

#

ScriptedChatEntity allows commands like #login to work.

worldly pumice
#

make sense lol

#

TY

lean scroll
#

YW

restive aspen
#

When placing arsenal boxes, I changed the save properties to “No Restrictions” and now, when I test out the scenario, I can’t save to the arsenal. It just doesn’t give a prompt that I saved and when I respawn, nothing is there. Any tips?

bright echo
#

Checked Workshop for SP missions - only seen like 4-5 and most are just templates. Are there no pre-built SP missions out yet?

frigid moon
#

any idea what a gamemode needs for the campaign building manager to work? currently i can use the build menu but when placing the construction nothing shows up, any idea what im missing?

lean scroll
frigid moon
#

Thanks, will report when I try it later

graceful dome
#

HQ

#

Hello, when creating a conflict scenario. How do you set static spawn points for the vehicles

lean scroll
#

I know this is not the feedback channel, but I want the right folks that deal with SF to see these. And some of these y'all might be aware of already.
Version 1.2.0.38

  1. No notification of any task being created.
  2. No "Show Popup Notification" when triggered.
  3. No "Show Hint" when triggered.
  4. You can not randomize a vehicle with the slotDestroy.et. Need this function now that we can do ambushes on moving vehicles.
nova onyx
lean scroll
lean scroll
frigid moon
# lean scroll This is what I use. This is version 1.2.0.38

Virtual Machine Exception

Reason: NULL pointer to instance. Variable 'm_AreaTrigger'

Class: 'SCR_CampaignBuildingPlacingObstructionEditorComponent'
Function: 'SetInitialCanBeCreatedState'
Stack trace:
scripts/game/Editor/Components/Editor/SCR_CampaignBuildingPlacingObstructionEditorComponent.c:138 Function SetInitialCanBeCreatedState
scripts/game/Editor/Components/Editor/SCR_CampaignBuildingPlacingObstructionEditorComponent.c:107 Function OnPreviewCreated
scripts/game/Editor/Components/Editor/SCR_CampaignBuildingPlacingEditorComponent.c:58 Function OnPreviewCreated
scripts/game/Editor/Components/Editor/SCR_PreviewEntityEditorComponent.c:976 Function CreatePreview#551236
scripts/game/Editor/Components/Editor/SCR_PlacingEditorComponent.c:916 Function SetSelectedPrefab
scripts/game/Editor/UI/Components/Toolbar/SCR_PlacingToolbarEditorUIComponent.c:47 Function OnCardLMB
scripts/game/UI/Components/ButtonComponents/ButtonActionComponent.c:110 Function Execute
scripts/game/UI/Components/ButtonComponents/ButtonActionComponent.c:123 Function OnClick

#

that happens when selecting

#

the building

frigid moon
#

last one¿?

#

do i need to update tools?

#

not experimental

#

1.1.0.42

lean scroll
#

TY. This is fixed in 1.2, and works correctly in my setup. I was having this same issue.

frigid moon
#

so... what can i do?

#

is 1.2 experimental?

#

nobody has been able to use the building system?

lean scroll
#

The logistics system wasn't working when using it in the gamemodeSF. You had to REALLY tweak it.

nova onyx
lean scroll
lean scroll
#

Done about 10 cycles with it checked. Spawned the btr every time.

lean scroll
# frigid moon so... what can i do?

I am of the mind that once an experimental version is released, I switch my last project I made or any current project I am working to it. The reasons are many.

  1. The latest experimental version WILL become the next release version.
  2. The latest fixes are in the experimental.
  3. The latest items are in the experimental.
  4. It gets me ahead of the curve, and ready for Day 0 release of my scenario.
  5. Learn the new features and BKM for them.
nova onyx
lean scroll
lean scroll
#

I am absolutely amazed how well the AI does path finding while driving. They consistently stay on the right side of the road. Able to self correct after running into an object. I know the PID is WIP, and will get better, but man it works pretty good out the box.

warm crow
#

Is it possible to have randomised spawn points across the map?

lean scroll
#

In scenario framework absolutely!

warm crow
lean scroll
#

Area>layer>multiple slot.et’s
Set layer to random or random multiple

proud dock
#

Is it possible to edit the Conflict base connection range? I want to reduce the range of connected bases so the radio relay matters more

proud dock
#

Transmitting range only seems to affect the players voice radio transmission range and NOT the base capture range 😦

restive aspen
chilly tangle
lean scroll
restive aspen
#

There is no faction save restrictions on the arsenal

lean scroll
sacred mulch
# proud dock

use the antenna building, that would normally build prefab and its blue dome is the capture range'

proud dock
#

Thank you both @sacred mulch & @chilly tangle

proud dock
#

1

Does anyone have experience with SCR_MapEntity?
When adding it to our Conflict Arland scenario the "Forest" and "Other" areas do not appear on the map in game?

**edit: **Also, is there any way to change the river/pond color or the roads?
edit2: I do have the Raster .edds and Topo both applied (otherwise it wouldn't look any different)

proud dock
#

2

We have got an MHQ spawning at the start of a match but it is not deployable?

We can deploy any MHQ spawned from a heavy vehicle depot, just not the one spawned at with the start of the match?

#

3

Is this image supposed to be the "preview image" in the "mission.conf"
Example: 23_Campaign_Arland.conf
If yes, then does anyone know why it's not changing despite being a 400x300 .edds file associated with the preview image?

proud dock
proud dock
obsidian ledge
#

How do you hide terrain objects now?

chilly tangle
#

Etc...

chilly tangle
sacred mulch
restive aspen
#

can someone help me? i made a second scenario in the same file as my first scenario. i loaded it into my server and it is giving me 'JIP_ERROR'

calm ember
#

Hey anyone can help? I have a spawns set, scenario game mode is game master full but I still spawn under the map

#

Have factions etc

restive aspen
calm ember
#

Doesn’t spawn me anywhere near the action point

#

Puts me under map in center

#

And when I put ai in game master now it said invalid placement

lean scroll
#

@calm ember did you run the "Game Mode Setup" plugin for GameMaster .conf?

lean scroll
lean scroll
restive aspen
lean scroll
#

@restive aspen Yea. With multiple scenarios in Mod, you point the scenarionID to the individual serverID. And add the complete mod to the "Mod" section of the .json.

restive aspen
#

So do you recommend I just create a new config.?

lean scroll
calm ember
calm ember
#

i just put in game master prefab instead

keen thicket
#

Down count for the new major update...

#

Two weeks? could be...

lean scroll
#

Scenario Framework Suggestion:
Please uncheck both debug boxes on the SlotPick.et by default. Easier to see the item for placing with both debug boxes unchecked.

nova onyx
#

I'm here for you

lean scroll
nova onyx
short geyser
#

I have a question guys. So im going to load in a default edin conflict world and adjust the starting loadout of players and mess with the AI to do the same. My question, is say I have the Mattock uniforms and Mattock weapons. How do I load them into the workshop so that I may use them to adjust the loadouts and such?

short geyser
#

thanks.

#

This video made a lot of things make sense. I was lost, but now I see....lol

lean scroll
short geyser
#

Oh hey, I just noticed you have all those videos on youtube @lean scroll. So Im not making my own mission, but I simply want to copy a conflict eden and adjust the default starting gear with mattock uniforms, gear, and weapons. So what Im stuck on is how to make the project. I open a CTI Eden conflict and I make a sun scene, but after that I just get stuck. So i have to copy 1 by 1, each line of data from the CTI conflict, into my saved Worlds folder?

#
  • Also, what im stuck is when I open a MP map CTI Eden Conflict, it has 2 folders. 1= Eden, 2= CTI campaign. Im trying to figure out if when Im done, if my folder should have the same setup as the 1 i open to make a subfolder
lean scroll
short geyser
#

that confused me

lean scroll
#

Do you have your own server?

short geyser
#

Yes

#

I have a dedicated server that I run on the Arma Reforger Dedicated Server Tool

#

So i can make a mod that makes the default load in character for each side start withmodded gerar?

#

Before you run to an arsenal and choose what you want

#

And I want to make AI be modern and not vannilla

lean scroll
short geyser
#

I want my server to present day military

lean scroll
#

This is my mod BTW.

short geyser
#

Other than trying to accomplish all this, I want to learn how to do all this myself and make mods

#

Ill study this, i just want to make sure all of this content is spot on

#

Ive been spending days watching videos, learning, taking coding classes etc

#

Ive ran dayz servers for about 8 years

lean scroll
#

Once you see how this is built, then create your own with whatever dependencies you want.

short geyser
#

And have an arma 3 server, oi just cant figure out this arma reforger tool

#

its very complicated

lean scroll
#

No it is NOT! It is quite easy once you get the basics. And YOU can DO ANYTHING you want to change the game.

short geyser
#

I see

lean scroll
#

Don't like a weapon? Change it!

#

Customize a vehicle, you can do it.

short geyser
#

I still trying to figure out how to do that

lean scroll
#

It really is a better way then the limited mission editor in A3.

#

DISCLAIMER: I have over 8500 hrs in A3 alone, so I am qualified to comment on that.

short geyser
#

is it locked?

lean scroll
#

Yes it is locked. All mods are locked. You can copy and paste out whatever you want.

#

But the main thing is just study it. See how I did it, and then recreate your own to learn.

short geyser
#

I looked at the mod, Do i have to download all the dependencies to view it and mess with it in workbench

lean scroll
#

yes

short geyser
#

ok

lean scroll
#

I've got to go to RL work. Later.

short geyser
#

Thanks man

#

Im just going to watch all of your videos and Im prob just missing a key function that I may not know how to go about doing

unkempt stratus
nova onyx
nova onyx
# unkempt stratus https://community.bistudio.com/wiki/Arma_Reforger:Respawn_Setup Unless i did so...

Not sure what is meant by the lack of documentation. The page you linked describes how to setup the respawn which is pretty much universal across all game modes and it is further setup for each. Another great way how to understand it is to just open existing scenarios and examine how the respawn system is configured.

Furthermore, all script documentation is available in Doxygen form here:
https://community.bistudio.com/wikidata/external-data/arma-reforger/ArmaReforgerScriptAPIPublic/

As for the ScenarioFramework, it has extensive documentation here:
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework

unkempt stratus
nova onyx
calm ember
#

I’m stuck

nova onyx
calm ember
#

I cannot seem to get a specific zone to cause player damage

#

I want to create a radius that auto causing player damage and causes particle effect

#

My triggers aren’t triggering

nova onyx
nova onyx
calm ember
#

I’m tried this a few different way, mine prefab with weight lowered and effects changed and nothing, then particle effect spawned with trigger components and its only live in editor and on all the time no triggered

#

Do I need to script the trigger?

nova onyx
#

Yes

calm ember
#

I think I’m confused on what I need to attach. Do I start with trigger entity then add particle component and damagemanagercomponent or hitbox

#

Or other way around

nova onyx
#

You need to put this behaviour int othe code so that when trigger gets activated, it will run your code that will do what you need it to do

calm ember
#

And do that via trigger script or in behavior editor

nova onyx
calm ember
#

Sorry I’m very new with broad ideas