#enfusion_scenario
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Look for the US_Vehciles.conf/ ussr_vehicles.conf or you can duplicate a prefab of the vehicle and edit it within the prefab. If you do duplicate it, you will need to add it to the above conf as well.
Afaik rank locks are broken above sgt, there's a ticket here for that: https://feedback.bistudio.com/T180461
Hello Guys.I'm trying to add bots to the living quarters.How you add they in this list?
You can already spawn ai from the living quarters in game
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
No.I meant how to add custom bots.In my scenario
I know nothing about dark gru, but make sure your dependency mods are in your workbench mod folder.
I tried to open a dark gru mod but it doesn't open in enfusion at all, but the other mods do open
which dark gru mod? @sudden sentinel
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.
I believe you'll want to look at the repair or construction prefab that goes on the base truck, that's where the actions for loading etc are.
Thanks gramps I’ll check it out
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/
I spent two days trying to understand why a coop mission was crashing for each player (except for the hosted server player) right after they tried to spawn for the first time in the mission. The nature of the issue makes the error invisible for the Mission Maker during their creation and test pro...
I got it working. I found the bed in vehicle parts. Didn't think to look in there. Unfortunately there are too many steps involved here to post solution. I'll try to do a video asap. Thanks again for the point in the right direction.
Yea I don't think they mix entities in with Areas and Layers. Compositions and objects are dropped in the world, and not nested in Area and Layers. At least from what I see in CombatOps scenarios.
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
@tardy bloom I don't understand your request. Please restate. One player in the scenario?
View from the 1st face
ah ok. gotcha.
1FPP
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.
What kind of mod is this?
For example, this mod forces 1st person when not in a vehicle.
thank you
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)?
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.
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?
@zinc wharf
- Create a new scenario with a new subscene for the world you want. Everon/Arland.
- In the world editor open the combat ops for the world subscene you have chosen.
- Click on the default layer containing all the entities, or click on just the area/layer you want. Control-C to copy.
- Open your scenario.
- From the menu bar, select edit, and "Paste on same Position" .
- Done.
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?
Love the videos btw, please keep making them!
@worn flume
You have to open your scenario with the conflict mod added temporarily. Open the conflict mod world, and copy and paste on the same location.
Very similar to what I told akalegman, except you have to temporarily add the mod if all the components are original to Arma Reforger. If they are not original to Arma Reforger, then you must add the mod as a dependency.
Yep that is correct.
Key points:
- Copy and paste from and to the same world.
- Paste in the original location.
I am pretty sure one of those videos I cover this. Or the same principle as sample tasks.
@lean scroll thanks for the quick help, looks like this will work just fine
@lean scroll one of the downsides using this method, the names of the entities seem to get lost in the process
not all of them, but alot of them
yes that didn't use to happen. Only the Area names changed.
Sorry, I don't have anything to copy paste until I tell the scenario author, what to send me
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 ?
@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?
@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.
@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
Basically just trying to use the random multiple spawn and the percent to spawn a portion of the available prefab slots
To troubleshoot, uncheck dynamic despawn on the area if checked. Set area activation to "On_Init", and layers and slots to same as parent.
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.
Do you guys have any clue on how to do that ? :/
@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.
@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?
That's a good hint, thanks
If you want it to trigger on the area....
- Set category "Trigger" up.
- Set category "OnActivation" using "Trigger Actions", either "Spawn Objects" or "Wait and Execute".
If you want it to trigger on a seperate slotTrigger.et then setup the slottrigger as needed, and change the layer.et "Activation Type" to "on_trigger_activation".
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?
@waxen basin let me do a quick setup and test.
@lean scroll Alright, thanks man. I really appreciate it
@waxen basin
Try this setup and adjust.
This spawn 3 out of 5 targets
@waxen basin oops cut the trigger...
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.
@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.
@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
Side note, do the Areas/Layers/Slots need rplcomponents? I would assume so since this is going into MP
they are all setup to run in MP.
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.
@lean scroll You literally don't miss lol
@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.
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.
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...
Does anyone know what each of these Transceivers do?
I know the RelayTranseiver is used by default in the ConflictMilitaryBase prefabs and relates to the linking of capture points.
where would one get the .ENT file for chernarus reforged?
Is this what you are talking about?
https://reforger.armaplatform.com/workshop/5A56FA0AC53F8C80
Anyone know how solve problem EvaluateDefenders in scenario?
yessir
is it possible.to edit it / add premade bases etc to start in conflict. one of my dark gru mods for russia they dont spawn with shovels so would like to add arsenal to all the mobs
I dont think you can edit the mod itself, but when you load the world you can add a subscene. In the subscene you can add what ever you like.
As an example you can see in my mission for the layers I have created. I will then be adding custom bases at each cap point.
so how do i get chernarus reforged into the world? it only shows the main worlds
doesnt shown up as .ent
More details... what is the problem?
You need to create a new mod/mission in the workbench and load Chernarus Reforger as a dependency.
@tall whale Recommend watching the Blackheart Six videos. Start here https://youtu.be/RfuS3v4gh8o?si=p0JfmuxmfZG5F_sd
Setting up the ARMA Reforger Enfusion Workbench to start using the scenario framework.
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework_Setup_Tutorial
And what did you figure out? Inquiring minds want to know.
It's still broken hahaha
I've placed a defend waypoint below their feet
So they only stay in that area
And most likely use the MG xd
I'm scratching my head with the weather settings rn, the TimeAndWeatherManager isn't loading properly sadly
Same for the WorldPP
@frank locust Ah. Use a getinnearest for the position on the slotAI
Oh yeah that's what I did. The part I was struggling with was for them to stay in place xD
They were always dismounting when part of the compound was engaged
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 ?
Use ontaskfinished on the task slot with wait and execute
Yeah with max executions of -1, check every 5 seconds if a logic counter is incremented or not ?
And the ontaskfinished increments it ?
I don't use logic counter. I use the task slot "OntaskFinished" with wait and execute action to spawn the next task.
@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...
I feel rather stupid tbf
Why are you using a triggerDominance? It's built into the clear task.
Issue atm is the task just not spawns
wait one.
Ehhhh, I just don't really understand how to use it. Plus, all my AIs are not in slots, and they're in another layer x_x
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.
I usually set up my tasks separate from my AI. AI spawn in using dynamic despawn on the Area.
This is covered in my videos I believe.
Oh... I just manually place my AI groups x(
I've watched some but I'm trying to speedrun a bit since I don't have a lot of time...
That I assume would complete the task if 98% of player in area ?
I assume. Missing faction.
Yea. Kind of. But once you get the hang of it, it really is just wash, rinse, and repeat.
And at the end of the day this is SO MUCH better than Arma 3 mission editor.
Well for some reason the objective isn't displayed in the objective list ><
Yeah I feel the difference, for real
How are you activating the task?
Are sure the setting friendly faction is causing the crash?
I think I'm not actually... I've wanted for it to just activate at the start of the mission or, to do something I could activate in Game Master
I don't think you can activate a SF task in GM.
To be honest, I don’t even understand why the crash happens
I checked logs
but don't find
Does BI have a troubleshooting position open? LOL! Willing to relocate to Europe!
I was thinking on creating a trigger that would activate on a pre-placed vehicle destruction or something like that haha
But I think that just spawning the task directly would be better
I just don't know how to activate it directly
Set activation to same_as_parent
Yeah that's what it's set to
I have a taskmanager placed as well
logs:
Trying to register a SCR_LoadoutManager, but one is already registered!
this end of error
Is it necessary to make SCR_MissionHeader for each mod?
Depends. If it is a scenario, yes. If it is an equipment mod. No.
no mission folder or header
thanks
oh sorry for stupid question
but
you know how reskin vanilla items without replacing them
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 ?
I asked a question there but unfortunately no one answered
Use duplicate or inherit. Override will replace the original
At least we got blackheart, without him we'll be cooked
what is better to use duplicate or inherit?
GOOD QUESTION! IDK TBH. Maybe the wiki has something on it. Or someone knows here.
Google is truly a wonderful thing. As Paul Harvey says "And now you know the rest of the story..."
https://community.bohemia.net/wiki/Arma_Reforger:Data_Modding_Basics#:~:text=Duplicated file contains all the data from the,which inherits all the data from the parent.
thanks this very help me
without jokes
me too. I didn't know. Now I'm going to look at that inherit a little closer. I just used dup or over.
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 ?
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?
Folks, how can a mission knows when all players are dead right after the mission begins?
(i'm thinking around LogicCounter.et but nothing yet)
Sorry I don't know
Why would everyone be dead right after the mission begins?
To end the mission with failure message
I need a way where the mission checks each - for example - 10 seconds if some player still alive. If not, endMission.
Just do it in a custom game mode component, in OnPlayerKilled. No need to check every 10 seconds.
Where do I find it? "GameModeSF" and then in its Object Properties?
You write a custom game mode component and add it to your game mode.
Are you talking about Arma REFORGER, right?
Yes
Probably there's solution using only the LogicSlot and functions already in World Editor. I'll keep trying.
Trigger a "Show Hint" action.
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 ?
@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.
Thank you so much !
New mission available to Reforger Vanilla:
https://reforger.armaplatform.com/workshop/6144F14BAD9A972F-FIAUrbanAssaultWIP
Annyone know how the SupplyRemnantsSupplyDepot work now. I cant get them working.
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?
It can be lot of things. One of them is something missing around the managers or their components. I DO recommend to see this checklist: https://forums.bohemia.net/forums/topic/287110-tutorial-how-to-setup-a-coop-mission/
i found what commit it is in
but nothing looks out of the ordinary
unless resourceDatabase can cause it
all this is just layers .ttile .edds .bterr .meta etc files
so confusing
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.
Sometimes is better you restart the entire process in a new world.
Finishing my trilogy (US, FIA, USSR) of first Reforger missions. This time, you're soviets invading northern Georgia, Caucasus. in 1956:
https://reforger.armaplatform.com/workshop/61530D04045C035E-SocialistGlory
hmmmmmm
anyone know what could cause a new scenario to not have play/host options show up here?
@junior maple It's hit or miss, mine do the same thing. Sometime it shows up and sometimes it doesn't.
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?
can't be random there's gotta be something i did incorrectly somewhere
Hard to say right now with the entire backend down.
true that
Have you notice missing images on the "Workshop Downloaded" tab?
Yea
but im testing this unpublished
loading via launch options from my desktop
the new scenario that is
so shouldn't be affected by any bohemia stuff going on
ok.
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
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?
VehicleMaintenance_S_US_01.et
Thank you!
or VehicleMaintenance_M_US_01.et. Search for VehicleMaintenance to find them all.
Yeah iv foudn the area to make this work. Thanks for the find
Image comes from one of two places. From the mission header or the preview image when you publish the project. If you haven't published then that may be why it isn't displaying.
I don't think there is a map mode. Directly work in the world. I've never found one at least.
Thanks, also ouch, that's going to make moving around a big map painful
Use camera placement coordinates or click on an entity in the Hierarchy panel and press F to travel there. Use search in Heirarchy to filter entities, then highlight and press F
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?
@lean scroll I added a mod in the project following you tutorial, but the folders don't show up. Any ideas?
Worked as intended without changing anything noteworthy once i published and got it off the workshop vs launching it locally
Odd
on another note anyone know how to make it so the icons for capture & hold sectors don't show up like this
You have to id the .conf and .layout file being used, override and edit.
Start with the gamemode, and work out from there.
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
I don't know exactly off the top of my head, but I am pretty sure it is in the gamemode manager. One of the componetns under there.
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.
Hey what is the purpose of the "slots" that appear on the map, the larger circular/square outlines?
Game mode related
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
You can place compositions in them
But can't you place compositions anywhere?
In Game Master? Yes
So that's what I'm not understanding, what is that actual point of them
I think originally they were used for Conflict base building
They might still be used for Conflict, like AI checkpoints. I'm not sure.
They're certainly useful for procedural placement using scripts, I tried this a couple of weeks ago
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
Some also have a "rotation step" feature, which is good for automatically orienting compositions. Like a checkpoint on a road.
Has anyone managed to get the FogHaze_Default.et to work passed the workbench? When I hit play it goes back to no fog.
you ever figure this one out? Only way I could fix it was putting the radio manager ent in the default layer
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.
*/
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
@frank locust Check the scenario framework samples.
You can modify any of the these.
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.
My question is: how to set this component in a mine created through SLOT?
If we build a minefield without using SLOT's, it's impossible the random them.
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).
Even adding the component directly to the SLOT, it doesn't work 😦
@keen thicket Are you using "Mine_TM62M.et" or "E_MineTM62M.et"?
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.
@muted scroll
- All areas should always be set to "On_init".
- Set layers to "On_Trigger_Activation" holding mulitple tasks that you want to call.
- Call the layer from the "OnTaskFinshed".
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 😉
Mine_M15AT.et. Let me try with "E_" version.
Goooood. With "E_Mine_M15AT" works fine. So, the e_ASSETNAME.et means editable by the Game Master?
@keen thicket The "E" is editable, and has the fuze built in, and armed.
You have a couple of options.
- Make 2 duplicates of the mine, one called "Armed" and one called "Unarmed".
- Edit the unarmed one, and uncheck "Live" in "pressureTriggerComponent". This will keep the fuze in place but not armed.
- Create a minefield with multiple slots. One slot "armed", one slot "unarmed". Then set layer to "random multiple" and 50%.
- This will create a set of mines, armed and unarmed, and you won't know which is which.
I've mined the dirt roads using this method to good effect.
@keen thicket When using "E" entities, they count against your budget. So maybe use the "Non-E" equivilent.
Interesting...
After youve configured your mission correctly, youre ready to follow this tutorial. If not, you might face basic issues. That said, lets do it: Desired: Create random and FPS-friendly minefields; A solution to prevent players from memorizing the minefield positions when playing several times the ...
super interesting definitely would check it out thx for sharing it
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?
When added lot of mines on the ground, the FPS drops severally. This kind of behavier - in my understanding - looks like a lot of triggers scanning their areas for condition action to activation. But it's a guess only.
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...
ok then I guess they are using triggers and not physics
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.
Actually the Despawn System is the solution for no FPS drops.
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
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).
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?
Hmm... interesting.... I just loaded all 245 mines (without Despawn System) and FPS looks exactly the same...
Well.. for now I have no answer for this.
Updated the warning on tutorial 😉
It seems that fps drop is not the mine itself, but just the code that handle spawning them. Mines just use contact physics, they don't use any trigger at all
That was the impression I got. I didn't think they used triggers. It doesn't make any sense from a code or performance stand point to monitor a trigger. Like I said, I don't have any performance issues. I spawn them all "ON_INIT". No reason to spawn/despawn them continously. They are a static item just sitting there waiting for their next victim. 😁
Question: Is it imperative to keep mods you have imported to enfusion updated?
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?
@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.
Ty for the input, i more or less made my first scenario unmodded (apart from the map + capture & hold gamemode), hit some walls when i made it into a new project trying to get it to use RHS factions, so ya having a stable vanilla version to work off of first is best practice for sure
@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 ?
i would personaly not redo the entire mod you made just make an small aditional mod wich overrides the factionmanager and add all youre rhs stuff in there that what i did in pve kunar i dont know if thats the best way tough
@livid acorn No worries. Not that I am aware of assigning tasks individually. I've never tried it though. Which mod are you referencing?
well im making a new gamemode warfare no extra mods in there for now just playing around with SF i want player to have progression were they can completed there personal tasks and earn money of it im only using shop system for now
i will figure it out eventualy how to make local and post on youre bi forums post what my findings are 🤙
i basicly want to make a looter extraction shooter kinda thing with continous missions for everyone with 3 factions on the map and pve
Sounds cool. Good luck. May have to do some scripting stuff for that. Sound like Gray Zone. Interesting.
yeah grayzone is the inspiration indead
a working version is on workshop called warfare just with teamwide objectives for now
I think AR would be a good PvEvP game. IDK much about it, but seems like it would work.
i am convinced it would thats why im trying it basicly has most functions in it already just need to figure out the rpl of the task systems
Any questions, feel free to ask.
i will thanks mate
OH YEA.... Experimental out! AI Driving and love to SF.
This is awesome, thank you for sharing!
Arma Reforger Editor | This is experimental version 1.2 demo of AI driving.
True. I'm about to return to it w a clear mind today if you got any suggestions on what to do instead i'm open to em!
https://reforger.armaplatform.com/workshop/61554677D7EA6EA0-capture%2526holdchernarus the base mission if anyone wants to check it out or use it as ur own starting point to build on btw !
yeah i suggest you do what i said in my previous answer makes you stuff interchangeable with multiple scenarios you make so
create an empty mod
inside that mod create a override from factionmanager
setup different soldier setups you like in that one
maybe even add weapons and clothing mods in that mod instead of your main one
possibility for generic task not tied to any entity i believe this is exactly what i need and asked for earlier shitttt brilliaant
maybe i should continue there
Ask and you shall receive.... LOL
hahaha
yeah smart man think im going over to
"inside that mod create a override from factionmanager" sorry my peanut brain needs more instruction
also - when u say create an empty mod, u mean with rhs though ya? or completely empty
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
@lean scroll Do you write scripts or strictly use SF?
correct me if that not the correct way anyone btw
You obviously know your shit when it comes to SF.
@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.
Are you free to VC?
sure.
your english is good bro it's just my lack of know-how in the workbench xd
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
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
is there no way to autofill the faction info with configs?
like, when u open a config, it's just all of that stuff filled out for the rhs faction
those are premade faction from rhs if ik correct i never used rhs myself so not sure
ya
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
not custom necessarily, just want to use the rhs premade factions
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 ???
epic
just one final hangup now - vehicle maintenance points/ helipads show no vehicles in them 😭
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
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
I think you have to use the lobby mod to do that.
anyone know possible fix?
Which game mode are you using?
@junior maple In the entity catalog for vehicles, make sure "BUILDING" is checked.
capture & hold
and rgr will do
^^^ should be noted i added in all the stuff for like exp, and the depots to function
Also compare gamemode_campaign to gamemode_captureandhold. Look for components related to building
ok
add component "Spawnerrequestcomponent" as well.
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
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 
welp it's opening again but no vehicles still zzz
Anyone know of any good tutorials for getting started with making a mission?
Or anything to reference from.
Welcome to Blackheart_Six's Arma Reforger Tools Tutorials Channel. I cover the Arma Reforger Tools, called Enfusion Workbench, and working mainly in the Enfusion Workbench World Editor, I show you how I use the scenario framework to create scenarios for upload to the Arma Reforger Workshop.
I hope you enjoy these videos and learn to create some...
@celest stump These are the definitive documents for the Scenario Framework.
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework_Setup_Tutorial
Also the BI Forums has loads of stuff. And this is a good reference doc.
https://docs.google.com/document/d/19VrUpAId4UGjykBw1rTP375Q9l2udNIEHPhTzqEgrSc/edit#heading=h.whwy2bctj3ex
Thank you! Trying to make a multi-faction game mode with spawns pre-setup and so forth so will require a lot of work I think but looking forward to the challenge! Your video is awesome as well, very to the point.
Would I be able to have multiple custom factions in a conflict like game mode?
You can do anything you want if you can figure it out. That is the beauty of enfusion workbench.
Is there anything you're aware of that is similar to that idea that I can reference from?
That type of game mode? Workshop is full of examples. Some folks are releasing PvEvP games now.
Do you know of one?
Search conflict in workshop.
Would I use the ScenarioFramework or Conflict framework?
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?
correct. If you want USvsUSSRvsFIA just don't make them friendly to each other.
One faction has to the playable.
Okay and then that way I can add in as many factions as I want? Such as five for example.
The assign them MOBs, place down their arsenals, vehicle spawn points, spawn points, map markers, etc.
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
Arma Reforger Editor | AI Driving Part Deux.
Probably being an idiot but why can't I add Area.et to my layers like you did in your videos?
I am being an idiot 🤣
You drag and drop to the world, not the layer.
Just found that out lol
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?
- Faction setup (Is playable on)
- Loadout Manager (For faction) (Not sure if its required)
- SpawnPoints
- All required components for your game mode
( SCR_RespawnSystemComp)
I have that selected for the faction config file. I haven't set up their entity catalogs yet but don't see as to why that would be necessary considering I am not accessing any weapons and so forth.
Loadout manager I have not done properly yet but not getting any errors for it.
Could it have been this? I didn't have a forced faction.
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
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...
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 ❤️
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
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 ?
Most likley in the conf, or prefab. Send pic of what your talking about.
@muted scroll What entity are you spawning the vehicles?
{FB18EFE9C1A81E29}Prefabs/Compositions/Slotted/SlotFlatMedium/VehicleMaintenance_M_US_01.et
It worked! Thank you!!!
@muted scroll You have to look at the subcomponents of the vehicleMaintenance composition. Determine if it is a component or a .conf controlling it.
Is it 20 sec or 120?
Okay, found !
Thanks for the help 😉
@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?
@celest stump Go though and look at the descriptions. I may have cover that in there.
Is it possible to make a campaign like experience with more than three factions?
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
No idea if anyone has an idea for this one as want to basically keep everything from the campaign game mode but alter it to accept more than 3 units.
Yes.
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.
Yes it is. I believe it is in the baseradio component. Check the Command Truck for the component. I just looked at this with someone else, and they change the distance.
@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
I have done that, made my factions but the trouble is this below:
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.
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?
link pls u have so many uploads
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?
Did you setup your navmesh?
Not very experienced on Enfusion yet but can try and help as best I can.
Is this a map you created? If yes, then create a subscene, and run game mode setup for gamemaster. Also, I would check with the folks over at the terrain channel. They may be able to help.
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 ?
Check my livestreams
you adjust the cost in the prefab of the vehicle.
yea they changed that. It's in the editable component.
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
IDK. Mine does the same thing.
hahah ok
is there a wiki for this one for reference ? cant seem to find were in the prefabs it sets it up
I think it's tribal knowledge.
Yeah I set up the navmesh
It is a map I created, I made a game master mode in the same scene as my world.. would that be effecting it?
Hmmm yea I don't think you want to create in the same scene.
Any idea how to make command posts for use within the scenario framework?
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.
Spawn a Construction Truck and build the Command Post.
For having this available you have to add SCR_CampaignBuildingManagerComponent inside GameModeSF
Or simply drop the prefab Headquarters on your map.
Okay, is this doable in the scenario framework or, can it only be done in the campaign game mode?
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.
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?
no you need the correct .conf files for it
search for a composition.conf i believe
for future reference its in the editablecomponent part of the prefab 👌
Awesome, I will have a look when I am back on the PC. Thank you 👍
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 ?
Do you mean like in the nametag?
no i mean in the hud like this mod does search for CTI_scoring edit or atleast is supposed to do
Is it possible to have multiple capture and hold points in a scenario framework gamemode?
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
You can try. I do it with campaign and sf
do you know wich one i need to give control over the regular ressuplies at bases ?
I do not. Sorry.
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 .
Where would I add my vehicle entity catalog to the vehicle depot?
https://cdn.discordapp.com/attachments/976177730662039593/1241847034055626902/image.png?ex=664bafad&is=664a5e2d&hm=656128b5fcc4e29ac919aeee315e4bf148212df2b1330bfad89743b48b7a7509&
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.
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.
Thank you.
I may be missing it but I can't see it from that message.
Trying to add the catalog to the vehicle service so players can I can define what vehicles are available.
you need a config for this
i believe vehicle.conf override this one into youre own mod
then adjust inside youre own file
i will send you a few screenshots in half an hour when im at my pc
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.
so you found it thats great !!
now extra info if you want to adjust pricing of vehicle this is done in the specific vehicleprefab itself took me a long while to figure out check under the editableentitycomponent
No, still haven't found where I actually drop the entity catalog, unless I am being stupid 
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?
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
So, I am making a vehicle depot where players can go up, go through a catalog and get a vehicle, how do I set the vehicles they can see?
As I also want to make it faction specific but have a base list, that all vehicle depots will have access to.
that a bit deeper then just setting up an price and rank why dont you use the base game vehiclepoints ?
I can but I want to choose what vehicles are in there.
Rather than having it so that all vehicles are available in it.
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
And how do I now assign this to my vehicle service prefab in world editor?
that a custom one you made ??
Yes.
the way im suggesting is you override the standard one
I duplicated it and just changed the file name.
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.
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
if you can wait until version 1.2 to be released, it's a check box to show only playable factions.
Just curious... but why are you using ...
Just the name I set it to, as plan to have a base catalog, then add additional ones specific to each faction.
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 ?
How can I place down a command post in scenario framework to allow the faction to build at their MOB?
I have added the componenet to my game mode, do I need to duplicate the campaign HQ and make my own version of it for each faction then?
So then it functions for them as the ones I have available are the campagin ones in the resource browser.
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
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"
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"
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
To the rescue once again, dude you're amazing. Will slot.et fire back if they have a gun?
No.
They won't do anything.
You can dup and edit. But not sure what to edit. Have to look at it.
Cool, thanks again dude
Reforger comref? The biki shows everything but what works or not in reforger?
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.
Hi. The error you are getting does not seem to be related to ScenarioFramework slot, but rather the RestrictedDeployableSpawnPoint you have in the hierarchy bellow 🤔.
We got rid of that and we still got the same error, we thought we needed to have that in.
We get the same error with or, without that component in the layer.
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?
We set the faction, when I get the error, if I choose to ignore the error, I can see the items within the arsenal.
Yes. I can send a picture of it.
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.
Could you check the ArsenalBox_TB.et prefab and how the faction is set there? Perhaps there are some places where you will have to configure the faction correctly as well 🤔.
Will give it a shot, we have attempted to use other arsenal prefabs to, such as the RHS one but again, same erro.
It is strange to me that the Arsenal is causing errors mentioning the SpawnPoint.
Yeh, we're also very confused.
As the spawn points are working fine.
These should not be in this hierarchy like this 🤔. Also RMC would signify perhaps a different faction?
We got rid of them, was just an attempt to see if it fixed it.
And still getting exactly the same errors?
.
Yep.
Also the SpawnPoint like this should not be in the ScenarioFramework hiearchy as well. Only ScenarioFramework prefabs can be there, otherwise it won't work properly
If we ignore the VM error though, we can go into the arsenal in game and everything shows as expected.
It is a scenario framework slot, it just has the name changed.
Is it? Prefab and Class is telling something else
Try placing the Spawnpoint outside the Area hierarchy
Or put there clean Slot and set that SpawnPoint prefab to spawn from the slot
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.
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
Does this arsenal of yours have the SCR_RestrictedDeployableSpawnPointComponent attached on it?
It didn't originally but we added it, both times got the same error.
Try removing it now with the most clean setup you have.
Will do.
Yes, try removing it
Done, going to load up the world now and try it interact with it again.
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.
Is this mod somewhere publicly available? Unless you haven't saved it to the prefab, this should not be giving errors.
We have it on GitHub.
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.
Load missions into a server (edited on singleplayer GM) is disabled since 1.1 or something?
Any SP missions here featuring AI command yet?
Search the workshop v1.2?
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?
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
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.
What tutorial? Have a link?
Using Arma Reforger Editor we set up our motor pool for issuing vehicles. We use multiple methods to spawn vehicles.
0:00 - The Vehicle Spawn Entity
10:00 - Using the scenario framework to spawn vehicles
23:00 - Using the vehicle maintenance depot
Your one aha
@celest stump That was done under version 1.1.0.15. What version are you using?
I'll give it a shot
Okay all validated
Giving it another try
Okay, so that fixed the error when selecting a group on a faction, now how am I getting this here to work?
As last time I added the stuff from the GM campaign game mode, it messed up the group selection.
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.
Ill post a video here shortly...RL work happening.
Appreciate it man
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:
@lean scroll What all needs to exist to be able to create groups for players?
@vivid anchor AI groups for players to command?
ok
First in the faction manager make sure you don't have "Create Only Predefined Groups" checked. If checked you can't create groups.
I'm using the FFA faction manager
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.
I'm missing whatever allows creation of groups
Tapping P doenst show the group menu for me
doesn't*
hey guys, i got a conflict mission going mostly working, a few things i kinda wanted to ask.
-
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.
-
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.
-
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
@sacred mulch Did you use the conflict plugin to generate the files needed for the conflict mode?
inital yes, did re-make a few of the prefabs to suit
@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?
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
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
In faction manager you can make predefined groups with custom names/sizes. I used it a couple of times but on the server you couldn't add any new groups, and people could only join those groups. It was very Arma 3 like....hmmmm. 🤔
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
My issue was the player faction not getting properly assigned due to using custom spawn logic.
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?
THATS THE MOST STUPIDEST QUESTION I"VE EVER HEARD! LOL! J/K Man.
Short answer: No. Players pick their loadout. The number of members per group is configurable.
BUT there's a mod for that! Someone made a mod to create an Arma 3 lobby type front end.
Where you are slotted.
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?
Ok cool thanks again
YW.
Now I have a dumb question, how do I place dead bodies in my mission?
@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.
If you can't find another way, maybe you can script it
Add an entity script to the character that harms it after initialization
Anyone know why I cant duplicate the GM map for Everon? It’s saying It cant be duplicated
Error for Reference
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.
I thought this might have worked, putting the Max health down to 0. Nope, it crashes the workbench lol
Sorry to be a pain, but I am not sure where you are talking about with regards to "On the character entity"
I recommend writing a component instead
Add the component to my character prefab
I meant scripting your own component that immediately kills the parent entity, then adding it to the characters.
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));
}
}
I don’t recall having the possibility to duplicate worlds. But you can create subscrnes which will act as your world. Open the GM version of the map, click new world, pick the “sub-scene” option then save it in your mod folder. That’s going to be your gm version of the map, it will inherit stuff from the main map and you’ll have uour personal layer set where to place stuff
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.
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 ?
Thanks mate, I will have a look into it when I have some more time.
I know the vtab mod adds options in the start menu. Maybe have a look there and see what options are available.
yeah was just about to do that but i kinda wanted to force those settings from my server
If there is an option in there, you might be able to override the options in your mission.
yeah no option in there just checked
thanks for the thinking along tough 😛
All good mate. Still learning, but trying to be helpful when I can as I am always asking for help lol
@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 ?
this empty white square is only inside Vtab itself in the normal full map it works like a charm !
vPad would need some rework to handle any type of dynamic map markers.
thanks for the heads up maybe ill see what i can work up 🙂 if something comes out ill let you know
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
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.
So I have created the script and placed it in the location above, however how do I add the component to the character in my world?
I had a look for a component to add and then link to the script, but couldn't see one that stood out to be the right component.
In the top right on the characters, you should be able to add it if the script compiles.
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?
At every base/capture point or just US/USSR (assuming PvP)?
Are you referring to here?
No, the add component button
It wasn't in there before. It must have complied after I restarted the Workbench. Thanks, I will test and see how I go.
It worked 🙂 Thanks for being patient. Learnt a bit more about reforgers backend.
@lean scroll The above script (#enfusion_scenario message) I assume can be modified to lower a characters health. I wasn't able to find another method of reducing health.
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
@digital creek Works perfectly (in the workbench anyway) for my X-Files themed OP I am making
Yes, conflict PVP. i would like to have pre built armory in main base for example
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?
This part will be done in the faction manager.
I can't find the name of the armoury. But you can place any structure down in your sub-scene of the map.
Hey do you have to upload missions to the workshop or can you just export them somehow and upload to your server?
As far as I am aware, you need to upload to the workshop. You can upload unlisted though.
Make sure to add the scenario to the one in your server config. You can get the scenario ID by installing the mod on your local machine from the workshop, then going to the addons folder, finding your mod's folder and checking the ServerData.json file.
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
Create your own conflict mode with this tutorial, let me know if I missed anything or did anything wrong!
Add me on discord - ThatRedGuy127
some of the video is outdated so just use as guideline !
and use the gamemode setup from plugin it works like a charm!!!
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 ?
For people who have the same question as me : The solution is on the Factionmanager > Base Callsigns
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
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?
Is there a way to have a vehicle's engine on by default?
Is there a way to disable the barbie thing?
the what thing
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 ?
If you find an answer can you please let me know and I’ll do the same? I have the exact same thing happening to me.
I asked above last night as well looks like the same error
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
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
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?
@sudden sentinel Yes you can depending on the license assigned to the mod.
I wanted to use a weapon that I found from another mod, but I don't know how to import its model without using it as a dependency for me to make changes, I'm still learning how to modify
@sudden sentinel This is a mission makers channel, I would ask over in https://discord.com/channels/105462288051380224/976159912679850004
thanks
Yep, I don't find any solution about this problem :/ Idk why when you use normal Conflict => No prob, but when you create your own this error occur.
But if i find, I promise, I share the solution
The dressing thing. Best way to stop ppl from taking enemy uniforms.
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.
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.
What is the refueling point called?
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
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
@atomic wolf Under "Create" tab, seach "SCR_Vehicle". Drag and drop the vehicle spawner where you want it, and setup.
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework#Actions
It's coming in version 1.2.
1.2.0
Set Max Autonomous Distance
Set max autonomous distance of AI group.
Investigation Distance - Distance in metres
Damn, now how does one use the actions. Any easy way to explain it or is it digging in time?
doesn't work inside :/
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.
Sure it does...
What you are trying to do is spawn on a non solid surface.
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
I don't think it gets any easier than this and still have flexibility. It's quite easy.
It can get way easier. You set up a point and set a value at which the AI is supposed to move around and have it clearly labeled in the editor.
I guess that’s gonna be Arma 4 sadly, since accessibility will likely drastically increase
like this for sure, but once the scenario launched i want people spawn vehicule and choose as usual but inside a building look the screen that i made . maybe i explain myself badly but thnaks for help
i tried several combination as you can see ... i dont understand why it work with gamemaster
Anyone knows how to change/remove the vehicles that spawn with the 'conflictMilitaryBase' resource? the two humvees and supply truck
GM uses a different components. If it was me, I would look at the composition for the vehicle maintenance, and the sub components of it. May be duplicate it, and adjust the height the vehicles spawn in at.
how ajust the height the vehicules spawn at ? cause it follow terrain in building mode ....
In this case, add a solid surface under the deck of the boat, and adjust the Z height until it is just under the texture.
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
hmmm I can spawn on concrete pier.
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
@restive aspen Which game mode?
Gamemode editor full (GM)
Run game mode setup plugin?
SCR_AIWorld?
Everytime I place it, it gives me a massive error code then I have to stop enfusion thru task manager
Plugins > Game Mode Setup and select template for gamemaster.conf
Once it runs, then setup AIWorld.
Do I need to delete my current .conf?
no, shouldn't duplicate. It will check if you have the correct entities and managers down.
If you are missing any it will add
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?
Did you run the game mode plugin?
How do I actually run it? I’ve edited all of the information.
In the menu bar, select "Plugins > Game Mode Setup"
Then select the "GameMaster.conf" template.
Hit next.
Scan World.
I’ve ran it. Now, do I just republish my world?
Everything is setup perfectly
Just got this error when I threw it into the world
Then once that is done republish?
I would press play and test before publishing.
My ai are placed and visible.they also react to objective.
ok. work as expected?
Yep
ok. publish it.
10/10 support. Ur amazing
Well another question, how do I make my SupportStationSystem_fuel non-visible in the GM entity menu?
I don't think you can. But I don't do GM mode, so there maybe a way.
Well I made them non-deleteable so guess that’ll do
Are these ones you placed?
Thru the workshop yes
Does the entity begin with an "E".
whats the name?
E_SupportStationSystem_Fuel.et
Duplicate and edit prefab. Play around with the components. Maybe something in there.
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
Not sure? More detail please.
i would like to create a custom loadout.ent with different gear for players to spawn with
character*
By the time I write this up, I can make a video. Give a few minutes.
lol thanks
try to do it inside a storehouse via el famoso "building mode" same thing haha thanks again
@worldly pumice Down and dirty I'll post up a better one, but get you there.
Arma Reforger Editor | Create a custom character, and loadout.
great ill check it out
Hey peeps, is there a way to have a helos engine turned on by default?
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
hi all, Is there a way to make the briefing always appear on the map, and not just at the beginning of the game?
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. ?
I saw that, however I'm not using the scenario framework 😕
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#
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?
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.
Scenario Framework Question:
AI Action "Disable LOD": What does it do? How does disabling "Level of Detail" impact AI?
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
Of course.
So how can I spawn a unit with SlotAI?
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?
AI behaviour and performance calculations changes depending how far they are from a player entity. It is similar to how LOD works with objects, the closer you are, more detailed it is.
And reason why this action exists is that sometimes as a scenario creator you might want to turn such behaviour off for specific AIs depending on your needs 😅.
Yes. You can tweak these attributes on chimera character prefab and configure each hitzone and then also tweak certain medical related values on GameModeHealthComponent that is usually on GameMode entity 😅.
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
.
Where can I find the samples?
Open world editor menu with all the worlds and search for SF-Sample
Also described here
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework#Samples
What am I missing?
Do you have required managers placed?
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework#Prerequisites
I don’t quite recall what was there, but I tried it with GM_Arland world
Then most likely not. In this case, I would recommend you to go through the https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework_Setup_Tutorial to get the basics. Once you understand those, all other things are working in very similar fashion 🙂
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
Do you have a scriptedchatentity placed in the world?
i do not
YW
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?
Checked Workshop for SP missions - only seen like 4-5 and most are just templates. Are there no pre-built SP missions out yet?
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?
This is what I use. This is version 1.2.0.38
Thanks, will report when I try it later
HQ
Hello, when creating a conflict scenario. How do you set static spawn points for the vehicles
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
- No notification of any task being created.
- No "Show Popup Notification" when triggered.
- No "Show Hint" when triggered.
- You can not randomize a vehicle with the slotDestroy.et. Need this function now that we can do ambushes on moving vehicles.
Hi. We are aware of the 1, 2, and 3.
Number 4 is new to me, I will look into it
.
On number 4 if I uncheck "Include Only Selected Labels" it works.
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
What version are you using?
TY. This is fixed in 1.2, and works correctly in my setup. I was having this same issue.
so... what can i do?
is 1.2 experimental?
nobody has been able to use the building system?
The logistics system wasn't working when using it in the gamemodeSF. You had to REALLY tweak it.
And previously this exact same setup worked when it was checked? 🤔
No, it would not randomize with it checked. And I normally check it on slot, slotAI.
Ok
Done about 10 cycles with it checked. Spawned the btr every time.
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.
- The latest experimental version WILL become the next release version.
- The latest fixes are in the experimental.
- The latest items are in the experimental.
- It gets me ahead of the curve, and ready for Day 0 release of my scenario.
- Learn the new features and BKM for them.
So it reverts to the default case of selected entity without randomization 🤔

It is always the vehicle entered in the "Object to Spawn". It never selects a different vehicle. But as soon as I uncheck "Include Only" the vehicle changes.
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.
Back it up a bit.....Day 0 release of your scenario???
Is it possible to have randomised spawn points across the map?
In scenario framework absolutely!
Interesting, do you happend to have a video on it already? lol. All good, I will dig around.
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
Transmitting range only seems to affect the players voice radio transmission range and NOT the base capture range 😦
@lean scroll was wondering if u could help with this?
Use ConflictRelayRadio.et;) with two or three you can capture all the map ^^
Where are you saving these "No restrictions"? Take some screen shots please. Not sure what your talking about.
There is no faction save restrictions on the arsenal
What game mode are you using? GameMaster? Campaign? Scenario Framework?
Game master
use the antenna building, that would normally build prefab and its blue dome is the capture range'
Thank you both @sacred mulch & @chilly tangle
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)
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?
4
Same question but pertaining to the "loadscreen image"...
Does not change/appear when a custom .edds is added to the loadscreen image field in the mission.conf
5
Unfortunately this did not work... I've set the Radio Transmission range to 1000 for both the ConflictBaseHQ and also the Antenna... Yet the range still changes when I load the scenario. Anyone have any clue why?
How do you hide terrain objects now?
Idk, When I use mine, work fine
Etc...
Idk, if you speak about all Objects on Eden/Arland it's locked... Idk if BI allow to modify Arland/Eden, I fond a solution to custom (unlock terrain tools) on Arland/eden but I think isn't allowed.
so i used, the build able antenna but its non editable prefab as i had placed them down as permanent placements for each base with the other buildings then from there i edited the range of it, i cant open the project right now but ill post some screenshots
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'
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
raise the spawn point by like 1-2 meters
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
@calm ember did you run the "Game Mode Setup" plugin for GameMaster .conf?
Double check your config.json is setup. Other than that, JIP is unusually a mod. I delete all mods on both server and client, and re-download.
Also, did you setup the SCR_AIWorld.et and apply the correct navmeshes?
It’s setup but what I think the issue is, is that I originally created a scenario and the config.json. Then, I made a new scenario world and never added a new and updated config.json
@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.
So do you recommend I just create a new config.?
No.
Whichever scenario you want to run enter in the server.json
"scenarioId": "",
In the "mods" section list the mod.
You can't enter more than one scenarioID in the .json.
can import the lowres mesh, cant read tile 0
i did but deleted all imported things because it broke the map
i just put in game master prefab instead
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.

Also don't hesitate to ping me, so I can know about it right away 😄
I'm here for you
Appreciate it, Yethe. Yea I normally lay down dozens if not over hundred of these slotpicks, and by the time I get half way through, I am like "Crap, I forgot to turn off the debug sphere." Easier if it was off at the start.
Hope your doing well, and feeling better.
I will try to apply your feedback as soon as possible to the game. I agree for this use case to have it turned off, really good suggestion right here
.
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?
https://youtu.be/3TpYMaFaWx0?si=_cLWO1SwemHY8EM-
Start at 1:33. This is for a world, but it applies just the same for other mods.
How to Create a project with custom world.
thanks.
This video made a lot of things make sense. I was lost, but now I see....lol
"I see said the blindman as he picked the hammer and saw!" Glad it helped. 🥃
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
You might be better off creating a mod with overrides for entity catalog and custom characters. You use the default CTI scenario, and on the server add your mod.
that confused me
Do you have your own server?
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
ok. Download this mod...
https://reforger.armaplatform.com/workshop/6074205973B6826F-ASLClothingEquipmentWeapons
and STUDY it. Look how it is built. Deconstruct it. Reverse engineer it.
All I did was override the characters, and entity catalogs for US. And then added the dependencies like RHS to them.
I want my server to present day military
This is my mod BTW.
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
Once you see how this is built, then create your own with whatever dependencies you want.
And have an arma 3 server, oi just cant figure out this arma reforger tool
its very complicated
No it is NOT! It is quite easy once you get the basics. And YOU can DO ANYTHING you want to change the game.
I see
I still trying to figure out how to do that
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.
This might help
is it locked?
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.
I looked at the mod, Do i have to download all the dependencies to view it and mess with it in workbench
yes
ok
I've got to go to RL work. Later.
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
https://community.bistudio.com/wiki/Arma_Reforger:Respawn_Setup
Unless i did something wrong this doesn't even work. I started a new scenario with the SF but decided to delete everything and try general game mode.
Do we have to use scenario framework?
Is general game mode deprecated?
The lack of documentation is very unfortunate 😑
You don’t have to use ScenarioFramework at all but it can be very helpful depending what you are trying to achieve.
General game mode is not deprecated.
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
Thank you yethe, but I'm under the impression that SF is mostly for combat ops or coop type scenarios.
If I use general game mode / faction base am I limited to use a certain type of respawn method?
It's complicated at this point to know what I can or can't do with these templates.
Thanks 🙂
Vanilla Game modes do not limit respawn methods, it is up to you how you configure it.
I’m stuck
Me too.
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
Ok, I'm stuck in a different way.
You gotta properly specify by what is your trigger triggered.
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?
Yes
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
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
And do that via trigger script or in behavior editor
Inherit from the trigger class you want to modify and then work there.
Sorry I’m very new with broad ideas