#enfusion_scenario
1 messages · Page 8 of 1
We all do 😄
Currently working on radiation zone to publish for other makers
Then gas chambers either triggered by button (piano or flush) or proximity
Which is where the mine idea came from
Here is an example from the biki regarding general game mode setup.
GameMode_Base.et must always have:
- SCR_RespawnSystemComponent
- SCR_RespawnHandlerComponent
But the later isn't there and when I try to add it I can't find it 😑
Edit: FactionManager_Base is empty, is it OK to replace it with FactionManager_Editor.et or will it cause errors and set the village on fire?
Edit2 No fire but got an error..
What's the difference between GameMode_Plain, GameMode_Base, GameMode_Editor and GameMode_Editor_Full.et ?
Anyone know?
how do i add a dependency to an existing scenario?
for example, im trying to add in Wolf Building Pack into my map but its already created so i cant do the "open with addons".
Reforger Modding FAQ This document answers some of the most common Workbench related questions. If you see someone ask a question covered in here, just send them the link. Content: Why does my grass look weird? 2 How can I add dependencies? 3 Why do vehicles not drive smoothly on my terrain? ...
ight, so i believe i may have just ruined my scenario or im over reacting. I did the "open with addons" with Wolfs building pack. and now when i load my scenario, my world.ent is nowhere to be found and the file isnt appearing in the project
@digital creek u got a fix for this?
You are overreacting
What's happening is that it can't load your project
Check the log for errors, most likely it can't find the dependency you just added to the project
Usually that's because you skipped Step 2
i didnt add a dependency yet. all i did was the "open with addons"
What did you open?
i opened my scenario with wolfs building pack as the addon
but i never added it as an actual dependency
INIT : Workbench startup
ENGINE (E): BackendDebug:: HttpClient Cleanup
INIT : Workbench Init Engine
ENGINE (E): Addon 'USMCAlphaCompany' dependency '' can't be added
ENGINE : GameProject load
INIT : GameProject load project data @"C:/Program Files (x86)/Steam/steamapps/common/Arma Reforger/addons/data/ArmaReforger.gproj"
RESOURCES (E): Wrong GUID/name for resource @"{C014582791ECBF24}Language/localization.st" in property "StringTableSource"
INIT : GameProject load project data @"C:/Users/logan/OneDrive/Documents/My Games/ArmaReforger/addons/RHS-StatusQuo_595F2BF2F44836FB/addon.gproj"
RESOURCES (E): Wrong GUID/name for resource @"{0AFDD005CD669892}Language/rhs_localization.st" in property "StringTableSource"
Addon 'USMCAlphaCompany' dependency '' can't be added
A dependency of the scenario cannot be added, it seems like
So it does have a dependency, it seems like
how do i undo it?
If you can't even open your project on its own, open the gproject file with a text editor and remove the GUID from dependencies
"58D0FB3206B6F859" is normal, that's Reforger
so do i remove the GUID or the dependency? its only showing that i have RHS and Reforger as a dependency
Can you open your project on its own (without WBP)?
no. when i open it, the scenario file is not in the browser. it only shows RHS
GameProject {
ID "USMCAlphaCompany"
GUID "6186CCE012AC5B8E"
TITLE "USMC Alpha Company"
Dependencies {
"595F2BF2F44836FB" "58D0FB3206B6F859" ""
}
Configurations {
GameProjectConfig PC {
}
GameProjectConfig XBOX_ONE {
}
GameProjectConfig XBOX_SERIES {
}
GameProjectConfig PS4 {
}
GameProjectConfig PS5 {
}
GameProjectConfig HEADLESS {
}
}
}
the "595..." is RHS
"595F2BF2F44836FB" "58D0FB3206B6F859" ""
There's a "" you still need to remove
Empty dependency
No
now that i have removed the "", do i just save this note file?
Yes
its saving as a text doc is that fine?
Are you sure you saved it correctly?
You shouldn't save it as a text document
You can edit it with a text editor though
Just click the .gproj file and edit with notepad, save, done.
lets try this again
w Til
ur amazing
now, to add the dependency, i just open the addon.gproj, add in the GUID of the mod, hit okay and save?
That's the manual way. See the linked document for an easier one.
Also don't forget to add the mod in question as a workbench project
One of the guys I made for my Black Division mission lol.
Any chance you could turn this into a camouflage face mod?
If you look closely, it's just the eyeball skin applied to the face lol
Anyone had any luck with the MusicManager?
I'm unable to control the music in the game.
Oh yea I see it now. I was on my phone before. Pretty cool. Like the veins.
TimeAndWeatherManagerEntity
I'm trying to set the time and weather with this manager but when I hit play it's always 12:15. Any ideas?
Is there a timeandweathercomponent in the game mode entity?
Nope.
I searched for it and found TimeAndWeatherHandlerComponent
But I don't think it's necessary.
What I realised is that I don't have a mission or scenario Header file. Could that be the cause?
Tbh I don't know how to set that up yet.
EDIT:
It worked!
Both TimeAndWeatherManagerEntity and SCR_TimeAndWeatherHandlerComponent in GameMode_Base had to be set to the same time.
Thank you bh6. For your videos too. I hope you are heavy because you are worth your weight in gold!
I appreciate the shout out from Jeroen on RFI #5! Thank you 🥃
So I tried to disable the music and somehow managed to disable all sound EXCEPT the music...

How to make a "kill zone" to prevent players from leaving area.
world was just good now when i playtest it just crash
file data structure of the world is obsolete arma it is saying when i reopen
Working on this, If you know you know lol
Why is permanently day time and sunny on my scenario? It’s a scenario of Everon so idk why it’s bugging out. But it’s permanently day time and everytime I change the weather, nothing happens.
Probably should’ve thought to configure that. Just figured it was in since it was Everon
Can someone explain why my AI don’t do anything in combat? Only few members of the group actually react to combat
Did you place a perceptionmanager.et ? Increase the perception value if this is a Slotai.et @restive aspen
I have one placed but I will try to increase it and see how it does
Perception Value to change is on the slotai.et.
There are actually 2 time and weather managers in the scenario
Thank you. But that didn’t help me understand why my weather doesn’t work.
Not sure without seeing how you have setup anything in the editor
this is wonky, Orange color does not automatically mean the prefab is GM placeable
i agree, just easier to post that then type tbh
remove the weathermanger_1
i cant is the issue. its apart of everon
then click on weathermanger_2 and on the right see if you can edit its properties
i can
should be able to change the time of day ect in there see if that works
that works yes
but when im in my server, and i change the time thru GM, nothing happens
you can remove that weathermanger and replace it to see if that fixes it
you might of ticked something in the properties
@restive aspen you also might need to add a GenericWorldLightEntity can't remember of the top of my head
Good point, I'll adjust the wording
thank you, he shot the messenger lol
I added everything. It fixed the issue for my buddy but not for the console players
yeah i can't help you with the console support sadly.
it would just be a matter of enabling it somewhere in the editor
Does anyone know why "SCR_GameOverScreenManagerComponent" does not use the provided Config file? Even if a Config is available, you need to setup the OverScreens in the Component.
Ability for custom game modes i would say. there would be a base game mode one you could just use i'm guessing, like does conflict use it to end the round?
But why we can add our own Screens to the config, if the config will still not use? (makes no sens for me)
features for later on? as i said if people did want to make a custom game over screen you would need a config file
I did and added them to the config
But this will not work. You need to add it to the Component itself
yes as it is depended on it
Any way to set the video settings to the editor mode? It doesn't use the same ones from the actual game.
How do I disable squad leader markers on maps in my scenario?
hi! trying to create a similar code in the reforger...
sqf:
nearestLocations [getPosATL player, ["NameVillage","NameCity","NameCityCapital"], 30000];
I need a script that finds settlements in the world and adds their names and coordinates to an array. then I can use it to create dynamic tasks in cities, and easy transfer between maps.
I found this:
QueryEntitiesBySphere(vector center, float radius, QueryEntitiesCallback addEntity, QueryEntitiesCallback filterEntity = null, EQueryEntitiesFlags queryFlags = EQueryEntitiesFlags.ALL);
but I don't know if it can filter what I need
maybe someone can tell me what to do? can't find examples 
forget it, found it in a nearby channel, going to try it #enfusion_scripting message
Hello!
This might be a simple question for a lot of you, but are there any tuts on making your own conflict game mode? I have the basics setup, but would like a greater understanding of the prefabs and what they do. Right now I have two bases and are spawning correctly. The US base has a link to a single central objective, but my USSR base does not link (and it appears to be a small yellow icon). Just trying to get my head arround how to connect it all up + any other things I need to consider.
Small yellow icon ingame or in workbench? Ive not delved into scenerios in the workbench yet, so i cant say anything about that side. But maybe youre just missing a radio tower in the soviet base or its too far away from the next objective to be able to link up?
Try this…. While in play mode hold shift press escape. Then change settings.
Find the YouTube videos from rabid squirrel. He created the mod hunter killer which used the same routine. It used the player location in relation to village name
Thank you so much, again.
Hey I’m trying to use Eastern European conflict. The issue - I can’t seem to get the AI to spawn at the initial points ? Any ideas ?
Anyone knows if the slot.et is broken when it comes to "Use Existing World Assets" ?
Cant get it to work at all by appointing ID to anything.
I cant get the shit to work, And I dont understand why. I get it all to work perfectly by apointing an object to spawn via the menu in SLOT.et but using existing i cant get it to work, reason i wanna go with existing object is to control certain aspects of the vehicle
but cant get it to work, been trying to search this for over a week and trying so many different ways, and still cant figure it out. And I realize from looking at all examples that the engine is so goddamn powerful that the need for scripting for things you needed to script in Arma 3 is not needed in here
but im missing something
Open the combat ops arland scenario. Look for the destroy antenna mission on signal hill. This will show you how to implement use an existing object. It’s on the slotdestroy.et
team
anyone can help me make a tdm? built map need help with the sysytems, tdm prefab giving me issues i think maybe due to menu & xp system
I think there is a template for that, you just have to copy its content to whatever map you want to use.
It's in the prefabs, under game modes. There's 3 to pick from.
anyone can help me in cretivity lounge?
How do i stop my main bases from swapping?
Anyone attemp to make a CSgo style Search and destory? Has to be possible right
doesnt work
Sry to get back to you after so long 😅
I've fiddled around what you tlked about but my problem is not range related but more "connect a specific base/relay". See example schema below; all radios would be in "range" of each other but only able to connect to the ones with corresponding transceiver frequencies.
At the moment, disabling "Any frequency" doesn't do much it seems and setting an encryption key is "global" so you can't really use it (and also doesn't seem to be working correctly)
Tell me, I created a map, threw it on the site. The conflict mode works, but I can't log in to the windows with the gamemaster under the admin, only armavision
I was trying to place some vehicles and it wasn't working. Then tried to spawn them and it didn't work either. Then changed everything from gamemode_base to gamemode_campaign and it works.
This is time consuming and frustrating.
Do I have to use gamemode_campaign or is there something that I have to add to gameplay_base to make things work?
You need to add scriptedchat entity
CampaignMPChatEnity -The script is worth it there is no result
No, not that one. Scriptedchat. It allows you to login as admin.
So they're about
my weorld folder is gone in my project so now i cant open it
its still in my file but its not apart of my project anymore
i look at Project ID and its not even the proper thing its base game reforger as if i never created worlds before on experimental
The faction and loadout managers make no sense.
I can define the groups for the squads with 9 slots each, but when you join the group you can only pick the first slot, and I can't figure out how to associate the loadouts with the squad roles.
I can only pick the first slot of a group and a loadout, but what if I want to make a realistic squad where the first slot should be a squad leader loadout?
There is no logic to this system 😵💫
How can I make a scenario
I’ve built amp out I mode faction loadout present ion spawns menu etc everything working fine with peer but when I upload to workshop there’s no scenarios attatched
Just the world
How can i setup the building system so anyone can use a building truck? right now only the admin can, squad leaders get a message that says they dont have permission, any idea where can i configure that?
u need to create a missions folder inside right click create config file, search header, select the SCR header, and there you go
each of those files aims to a different world entity [aka the mission]
so you can see in this project, i have 3 scenarios
what function controls hq starting supplies?
changing hq supply Gamemode_Campaign doesnt change it
Hey friends, I'm trying to make a modified CombatOps_Arland to use a different faction (my own UK faction rather than US) - I've got all the spawns and the like working, and I've been able to get the objectives to appear in the briefing list - but then none of them appear on the map, all just stuck at position 0,0,0. I've gone through all the prefabs step by step to try and find any reference to faction 'US' and change it to 'UK', is there anywhere else I need to look/change to get tasks to show up on the map?
Along a similar vein, I get this error when trying to open my arsenal crate (which is set to the right 'UK' faction affiliation)
Hello, please tell me I created a map, created a conflict mode and posted it on the hosting. Everything works, but I can't log in under the game master. When you press Y, the armavision window opens and you cannot select the game master there to enter the password from the admin. What could be the reason?
you need to do this in chat: #login passwordhere
the menu for entering the password comes from the Server Admin Tools mod
Hey, is HitRegManager still needed? The Scenario Framework page doesn't mention it but I recall adding it before
not after 1.2 comes out
So, still needed at the moment right?
yup until 1.2 update drops
Copy, thanks 🙂
Previously, it was possible to log in without mods under the admin. Is it possible now only through the mod?
if you dont want to use any mods then you can just use the #login chat command
how do you change the price and rank of modded vics? editable_vehicle_component doesnt show any options pertaining to cost and rank
Is it at all possible to combine FactionManager_USxUSSR with LoadOutManager_USxUSSR in some way?
The way it's setup doesn't allow to create a real squad, since the players can choose their loadout freely, you can end up with a squad of 9 snipers 
This is a huge oversight.
If it takes some modding to fix this, can someone point me in the right direction?
Also to disable the squad locking feature and edit the menus 
how can i go about making custom loadouts, i have my scene loaded with my fac managewrs, cant seem to edit and ad mod items to charecter prefabs
nvm got it "overide in 'projectname'
Have you seen this?
https://reforger.armaplatform.com/workshop/5EAF2B0473DB5A99-ReforgerLobby
I created custom loadouts with mods, how can i upload to my server? i cant publish my scenario with mods because they are readonly
You can publish your scenario with mods. You have to add them as dependencies.
how so
in setting i see
ty
my dependencies are in my docs folder?
FAIR WARNING! If any dependency you add to your scenario doesn't get updated by the mod owner when a game update hits, it may break your scenario. I strongly recommend you don't add mods to your scenario unless absolutely necessary, IE vehicle mods.
I created a custom loadouts and arsenal boxes in a separate mod, then added the mod to my server.
i added custom laodout config
I just edit the addon.gproj file and add the GUID of the mod to the file. The enfusion gui is cumbersome.
to my scenario and will republish as dependency
could you possibly show me rq?
when i add config loadout then run without addons the kits are just blank because files are not there
Download this mod, and open it in enfusion workbench. Then look at how I did it. This is a stand alone mod for custom characters (Moderized USSR), US characters, and custom arsenal boxes.
https://reforger.armaplatform.com/workshop/6074205973B6826F-ASLClothingEquipmentWeapons
already have it XD
You have to have all dependencies used in the mod, or nothing will show up.
so what you did was, create new project, no need to create a world, added all the mods to this folder by "Transfer to 'foldername". then what?
i see you added 17 dependencies to your game via workbench ->options
Added all the dependencies to my mod. Then overrode all the stuff I wanted to customize. IE US characters, USSR Characters. Entity catalogs, etc. The published it. No mission header required.
So i dropped a TDM shoothouse, has scenario built but base loadouts, now i want to add modded guns, i built laodouts while opening addons
i overwrote the characters but not the guns etc
ok.
the guns in laodouts are prefabs
im not sure im understanding correctly
okay i think i see, You upload the configs as a mod, with dependancy attached, then you add that mod to your gamemode
I don't add that mod to gamemode. I add the mod to the server.
This keeps my scenario clean with no mods, but gives me modern USSR, weapons, etc.
So i have a tdm built with basic loadouts publish this,
create project for new mod, create character custom loadouts with dependancy , add dependancy to this mod, publish, then add this mod to my server
do the config files need to have the same name?
Or do I have a tdm built with modded config loadouts and publish then add config mod to insert the actual guns
Depends. If you point to a duplicated entity, then can name it what you want. If you don't point, then you must use an override entity.
so if i publish with custom configs (but dependancy arent attached to mod) then add my new character mod with dependency will it load in correctly?
did i get that?
I am trying to make a round base game mode, after task are completed round is over but not game, is this possible?
If you use any mod in your mod, you must add it as a dependency. You must add it as a dependency to the mod, and the server.
Hmm.
So if I want to add any modified files to the mission/scenario I have to use/make a mod.
I'm not talking about editable entries but modified files loke scripts or config files. Is this correct?
Edit:
This is all very new. Say if I'd like to make a new scr_gamebase file for a mission or a configuration that reduces the gas consumption of he hmmvw I can't do that on a mission file?
No. You can override or duplicate any allowable entity within the workbench, modify it, and not require any mod.
But if you want to add a mod that someone made, like "Bacons M4 weapons" to your scenario you have a couple of choices.
- Add the mod to the server if you are hosting one, and the weapons will appear in the arsenal.
- Add the mod to the scenario, and the weapons will appear in the arsenal.
Each method has it's advantages and disadvantages. If bacon ever decides not to update his mod, and there is a game update that breaks it, then your scenario is broken until you remove the mod. This is why I strongly recommend you don't add mods to your scenarios.
So I created a Clothing Equipment Weapons mod to modernize my scenario flashpoint 2024, but it is completely detached from the scenario. Vehicles are the only thing I haven't figured out how to swap out.
That's kind of not it though.
For example, I want to edit a new scr_gamemode to use in my mission, so I can add it via world editor. Is this OK to do?
Absolutely!
i just published a test map, ive saved my progress multiple times in enfusion. and now when i go to enfusion to edit it, i open it and theres nothing there... just the armareforger core logs and profile. can anyone help me? i cba to loose 30 hours of work
I would ask over here in the terrain makers channel. https://discord.com/channels/105462288051380224/976159873517629500
thanks
are there any dependencies to your world?
there is
you have to add them to the project launcher as well as your project.
hmmm that normally happens when you don't have the all the addons in the launcher.
Thanks bh6!
If you were a woman I would have your babies. ... uh or something like that 
NOW you're creeping out. LOL
im gonna double check but from what i can see all the correct dependancys are ticked
anyone?
is there a way to make world presets for terrain, sceneframework, ppfx etc? or should i just build a base world and make my worlds under a subs
Hey everyone, I am making a few fast-paced gamemodes in smaller cqb enviorments. I would like to get feedback on how i should go about things for 1 of my projects im highly anticipating.
The mode is called "Seize" This mode is based off of RUSH from Bf4.
30 players
2 teams
1 strip of land 0.8km
This game mode is similar to conflict but on a small scale in a fast-paced environment without the building etc. Teams will spawn via menu and inside each base there will be a safezone and armory box to kit up (I want to implement leveling and shops like koth later). The main objective is to push through and destroy the objectives to get to the enemies base. The map layout will be USSRbase-4-3-2-1-2-3-4-USbase, the numbers are the destroy task. The end score to win is 100. First team to destroy final entity (4) or get to 100 supply points wins. You gain and lose a supply points via enemy kills and Task completion. Teams start with 45 - 30 for respawning and 15 for beginning deployment. Completing a task will cause your team to gain 25 points, A death will cause you to lose 1, and a kill will cause you to gain 1. Each Team will have to complete the first destroy task before the next destroy task is available. For example US will destroy 1- before they can destroy 2, then, 3,then 4, then USSR base and vice versa for other team.
Specs:
Game time 40 minutes, if all obejective aren't complete the team with more points win.
Revive enabled
Unconc time - 15 seconds
Buff Stamina Amount
Vehicle and Equipment is free
Bacon Loadout Editor
Kill Feed enable for everyone
Each team has a limit of 150 respawn available (supply points).
Few different ways to do the objective:
-Disable destruction on all structures but tnt and objective, Make tnt charge 100k damage and the objective health 100k so only those get damage and ppl cant destroy it with anything but the tnt charges, when entity is blown up the destroyed task is complete. This allows arming and disarming for the defensive team to counter the enemy's position advancement.
-create entity, add interaction component and put interaction to ('arm' or whatever i want displayed), have a 20 second countdown to complete task, basically task is completed by a trigger via interaction on the entity and there is no way for defending team to counter.
- I could just scratch the destroy aspect and put Radio HQs, teams capture HQRadios instead of destroying objectives allowing for closer spawnpoints (teams can spawn on the HQS they captured to be closer to next cap point instead of their base).
-Mixed objectives like destroy, then capture, then capture, then destroy.
If anyone would like to help or has created a similar system i can build off and study pelase dont be afraid to dm me
how do you add a saving component to an arsenal in the world editor? no box i spawn in lets me save anything
@lean scroll please help brother
https://www.youtube.com/watch?v=2QFa3AyG6E0
Go to the 55:15 mark.
Using Arma Reforger Editor in this and the following videos will be about creating a scenario framework scenario from start to finish, with details about the components used. Each one of these videos will be about hour long. At the end we will have a polished playable scenario to everyone to use.
They are for the new person just getting started...
Hello dear mission makers. I'm currently in the process of tweaking medical settings / AI skills... Had some questions regarding bleeding and regen :
- Bleeding : The lower you set, the longer it takes to bleed out I guess ?
- Regeneration : The higher you set, the shorter it'll take to regenerate ?
Also, I can't seem to find general AI medical options, which is kind of annoying
Is there any way for players to not have to redo their loadout after each missions btw ? It's annoying for them to have to do it again everytime xd
I'd guess this is the way ?
How can I have 2 MOBs per side in Conflict each with pre-built infrastructure and vehicles spawning in positions preserved for them?
You might be able to use...
https://reforger.armaplatform.com/workshop/5D6EA74A94173EDF-EnfusionDatabaseFramework
https://reforger.armaplatform.com/workshop/5D6EBC81EB1842EF-EnfusionPersistenceFramework
I don't have any time with these mods yet, so don't know a lot about them.
Ok I'll check them out, thanks a lot bud
Hey don't know if it's a right place, but still.
Everon Dynamic Combat ops was the best thing (for me). And now its not updated, and I can't play it. And there is even no way to ask mod creator to do it 😭
There are a many of mods thrown on the trash heap of the workshop. You are not the first and won't be the last. 🥃
@nova onyx Hi ya Yethe, FYI... No playsound action on a dedicated server.

Experimental 1.2.0?
sorry yes. 1.2.0.52. Works in local/SP/Workbench.
Copy that, thank you for reporting
.
Do you have to post the mission in mods, or can I just load it in on a public server?
@frank island BI Created scenarios only require the scenarioID in the config.json. All other Non-BI scenarios must use the scenarioID, and the modID in the config.json.
What's BI?
someone else please....
Bohemia Interactive
Oh
I'm trying to follow the SF tutorial on the wiki and i'm running into some trouble. All my tasks show up on the map at 0,0 in the middle of the water instead of where they are supposed to be. However the task slot's built in trigger seems to stay put in their actual location. Is there something I've overlooked that is causing this? I'm on the experimental workbench if that changes things.
@obtuse solar Did you ...
- Run gamemode setup plugin for scenario framework?
- Post a picture of your hierarchy layers.
When tasks go to 0,0,0 there is a setup issue with the task.
Try and copy a task from the scenario framework samples so you have a known good. Start with the basic LayerTaskClear.
This covers 1.1, but is still relevant under 1.2.
https://youtu.be/RfuS3v4gh8o?si=2Nyn5DDJmVdFBxkV
Setting up the ARMA Reforger Enfusion Workbench to start using the scenario framework.
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework_Setup_Tutorial
I did run the setup plugin, and replaced the Faction and Loadout Managers to play as FIA. I pointed the AI manager to the navmesh and then started adding the areas/layers/slots.
This is what my layers look like
@obtuse solar Ok. Dont see anything there.
Did you setup the SCR_GameModeSFManager? Assuming you are using "On_task_Init" to initialize tasks.
ahh that could be it. let me check! Thanks for the help.
@lean scroll In here I would add any of the types of waypoints that I would want to use right? Or is this specifically for running a combat ops sort of game with randomised objectives that pop up around the map?
Where is here?
You can create whatever you want. Watch the videos.
In the SFManager
No not in the manager
I'm watching them now
I tried to copy the move task from the tutorial files and it still spawned to 0,0,0. That means the problem must be in the managers I guess.
I'm going to restart from the beginning and see if it works.
yea, you should be able to copy and paste from the samples, and it should work.
ok. Start with a fresh project, and run the gamemode setup plugin.
Good luck.
Thanks! If it doesn't work it isn't the end of the world I guess, updating tasks has never been my style and I have regular markers working no problem.
@lean scroll My problem appears to be faction related, Tasks work for US but not for FIA. I'm going to see if I can salvage some of the objects from combat ops everon and make it work.
I hadn't been faction keying the layer to FIA. I guess it works without for US as they are the base faction, but it needs to be defined for it to work properly with other ones.
Problem solved
how do i fix gm placed spawn points and command trucks not working?
Pro-tip from a non-professional...
To keep slotAI.et from running to gun fire, set up "Set Max Autonomous Distance" in AI Actions.
Hi guys! How can I achieve mission rotation?
how do i fix gm placed spawn points and command trucks not working?
IDK. Thats why I didn't answer your question. I dont' use GM mode, unless absolutely needed to fix something.
i mean like in the scenario
no spawn points work unless they are pre placed
is there a certain setting you need to turn on in world editor?
Did you run gamemode setup for GM? @digital scarab
i didnt run any setup stuff
just dragged in managers
what do i run?
also im making a conflict mode btw
delete all the managers. Go to plugins, and find "Game Mode Setup" and select the GM .conf
for conflict mode?
same thing. But make a new subscene. You can't have 2 game modes in the same scenario
Don't chase this. It's working now. IDK why but playsound is working. Sorry for the false alarm.
Okay. I wanted to take a look at it next morning, but if you are confident it is alright, I shall continue with other things on the list 😅.
absolutely.
I'm trying to add FIA supply depot markers to the map for my Campaign scenario. How do I do this and where can I see examples? I've tried to find what's responsible for these markers on the Arland map, but so far I haven't succeeded
HI there everyone, Hoping you could help me please.
I am simple trying to get my intel deliver mission to loop once completed. I have tired the onTaskFinish with the spawn object action but nothing happens when I re-enter the trigger area. Could someone give me a better idea would appreciate it!
Look at the action to restore layer.
I will have a look now thanks !!!
Any chance you could give me a little more advice which getter to use ?
mouse hover over, should tell you. In game right now.
GetLayerBase for restore layer. You specify which ScenarioFramework Area/Layer/Slot you want to restore and further tune it per your needs.
But as @lean scroll says, it is a good practice to hover a mouse over these things as I’ve incorporated descriptions that should provide more clarity how to use specific thing 😅
Thats the only way I learned this stuff...🥃
Is there a component or something to add so your players can place markers on the map ?
Been several mission where they've been restricted doing it, it's a bit weird
i still cant get command trucks to work @lean scroll
is there a certain box you have to check?
What are you expecting when you say you can't get them to work? @digital scarab
How to I respawn an edited vehicle?
I changed its inventory, got rid of the ugly boxes and the load/unload supply entries.
I'm guessing I have to save it and create a new prefab.et?
But how/where?
Did you override? or Duplicate? OR did you just drop it in the world and edit there?
like i spawn them in
drive them to wherever
and there isnt a prompt in the back to enable them
Enable them as what? Spawn points?
I add my own spawn point to it. And in 1.2 I know there is a radio in there you can use as a spawn.
how would i go about adding a spawn point to it?
duplicate or override it, edit prefab, and then drag and drop a spawn point on the truck. adjust position, and save.
Dropped it and did some changes. They worked.
Clicked apply to prefab.. I think I may have applied the changes to the base game though. Bah I won't have to reinstall because of this.
I was able to save it before in my project folder, but the edits didn't save so it was just the stock vehicle with a different name.
I'm tired now..
LOL, You have to duplicate or override, and then edit prefab. Then back in your scenario you point to the modded entity. Think about the entity, and how it will be used in the scenario as to whether or not duplicate it, or override. One time use, I duplicate. Everywhere use, I override. @unkempt stratus
Indeed bh6, indeed.
Now this makes me wonder if I should do the same to the other files if I wish to modify or edit. For example: SCR_BaseGameMode or SCR_FactionManager.
Makes sense.
Also musicmanager_base doesn't work because it already exists in Eden.default and it can't be deleted (it creates a duplicate).
So we are unable to change the music in our missions. This should be changed in the next patch).
SCENARIO FRAMEWORK SUGGESTION: If possible, consolidate and add to vehicle damage action. Consolidate actions fuel and wheel damage into one action, and add engine/transmission damage actions.
I will look into it 
is there any way to specify a radio station's range before it is built at the point?
how do i make a gm config file so i can have working gm on my map?
Hey guys, I'm trying to make a world that's a subscene of another world, but that world already has a FactionManager and other components that are only supposed to exist once, so how do I edit or override the settings in the existing FactionManager which is read-only? Can I just add a second FactionManager in the subscene and it will override the read-only one?
The only way I've figured is by copying all the layers and components into the subscene, then saving. Then going into the .ent file and manually change the parent world to Worlds/Eden/Eden.ent but that just feels super hacky and not really ideal
Hello, i'm creating a new faction, but i'm struggling getting vehicles into vehicles spawner from campaign mode, i inherited them from base vehicle, changed the faction in the vehicle prefab, added it to a mod, and aswell in the vehicle list of my faction config, but yet none appears in the list, anyone might have clues on how to add them to those spawners ?
So you are trying to create a subscene of Eden? Or someones mod who used eden?
Its a subscene of a subscene, subscene of someones mod of Eden
and the mod's world file already includes a FactionManager. I wanted to change/override some of the settings in that FactionManager, but I know a world is only supposed to have one of those, so how is the proper way to override those settings in this situation?
wait a sec, i was able to just Drag n drop the Entity from the read-only layer into the new layer, and it moved it. I didnt realize i could do that... 
open to hear your input or advice though, not sure if this will work or is the right way of doing what im trying to do
@compact oracle Lets say for example, Combat Ops Arland was it's own mod, separate from the game.
I really don't like Combat Ops Arland. HATE IT! But it has SOME redeeming qualities. 😁 j/k.
- I would create a new project and subscene using the arland.ent.
- Close world editor and enfusion workbench.
- Open enfusion workbench, and in the project launcher, right click on your new project, and select "Open with Addons", and select "Combat Ops Arland". This only uses the addon for this session.
- Then in world editor, Load the world from combat ops arland.
- Select all entities from combat ops arland default layer, and copy. Ctrl-C or Edit > Copy.
6.Load your world again, and Ctrl-Shift-V or Edit > Paste On Same Position. - Save.
- Close world editor, and enfusion world bench.
- Open your world without any addons, and edit as needed.
Now if you are using a scenario that has mods attached, then you have to have them as dependencies. But you should be able to copy and do the same steps above with any scenario. I did it with Gramps PvE Conflict Mod. It is much easier when you are working with no dependencies, and only game components.
wow awesome, thank you so much this is very helpful.
didnt know the hate was so strong for Combat Ops Arland lol jk
Yea I mean it's the bane of everything I know about scenario framework. LOL!
I'm messing with triggers and i'm looking to create one that makes enemy groups retreat once their numbers get too low. To trigger it I plan on using the custom activation in the trigger and swapping the >= in the trigger activate specific prefab count script for a <=. Or the dominance trigger in higher player games I think.
However I am wanting to replace the waypoints of all the AI groups in specific layers. Is there a way to do this that is in use by people?
You could use Action AI where in the getter you will use GetArrayOfLayers where you will specify all the SlotAIs you want to affect. Then use sub AI action Add Waypoint where you will specify which waypoint to add and it has option to clear all existing waypoints for these AI groups so they will move out immediately.
And both CombatOps are using only fraction of Actions and other possible mechanics that ScenarioFramework can do 😅. There is so much more 🚀.
Gonna keep me busy in retirement.
Yes sir! 
I was digging into that documentation yesterday! Working on this will have to wait until I'm back from camping but I'm excited to test this out!
Thanks for the help
Hello, how does vehicles depots (light & medium) fill their vehicle spawn list ?
I created a new faction, but the new vehicle depot i duplicated don't have vehicles inside, beside having changed the faction of the vehicle depot, the faction of the vehicle itself, and added all of them in the faction config, did i missed something ?
is there a guide somewhere to help newbies make missions? i can code (somewhat) but i know nothing of enfusion/reforger
thank you, i will go through these, love you ❤️

once upon a time i made missions, in ofp. i think the only one that survived the time has been ctf corridor
haha it was fantastic
the first youtube tutorial im alllll messed up because mine put in different items into the hierarchy
i think i ran game master plugin setup instead of SD plugin setup
SF
it didnt auto-add this 'tagmanager' whatever that may be
now his resource browser has armareforger -> prefabs -> scenarioframework loaded with folders and stuff but mine has only taskmanager.et, which his doesnt
apparently i had to restart the whole editor.. lol
How could I got about creating the following two objectives:
- Blufor wins once all Redfor are eliminated.
- Opfor wins once they escape the island (arland).
I thought about using bounding boxes, but setting both objectives to complete "once no Opfor are on the island" doesn't let me decide the winning side.
can you have sequential conditions? the game ends if opfor is out of the circle, but they win if they're still within yet another much larger circle?
With the way task triggers work, most probably not?
actually, I can set one big bounding box surrounding the island, wherein if there are no Opfor players - Blufor get the win.
and then set four bounding boxes inside the edges of this bigger bounding box, if Opfor touches these - they win.
big_red_box: if no opfor are present, end the game and give blufor a win.
4 blue boxes: if opfor faction touches these boxes, end the game and give them a win.
just 1 faction member?
oh yea that's a problem
your answer may be in the script for endgame
In this video we will use a simple trigger to end the game once an area has been cleared of enemies.
Source files: https://github.com/DasCapschen/Arma-Reforger-Tutorial-Project
Chapters
0:00 - Mission setup
3:00 - How triggers work
7:35 - Trigger setup
10:25 - Trigger OnActivate script
11:50 - End Game function
16:20 - Delayed function calls
1...
Thanks, I'll take a look
Guess I need to learn some scripting, this'll take a while.
Although the video sadly still does not fix my problem :(
You could utilise the GetArrayOfPlayers getter which you can further set to return only players from specific faction and then add a check for number of alive players from this array that would then trigger the end of the Scenario
We use something very similar for QRF mechanics on CombatOps Arland where we use getter that obtains these units from trigger instead of global player manager
I think you might be able to setup just that without any scripting right now 🤔
Woah
I hoped something like that existed, good to know it's actually a thing.
I'll try messing around with that tomorrow.
Thanks a lot!
how do you increase the supply cap in a vehicle?
I decided to make a detailed step by step tutorial:
https://github.com/Herbiie/Arma-Reforger---ScenarioFrameworkTutorialBasic/wiki/1)-Arma-Reforger-Mission-Making-%E2%80%90-Scenario-Framework-(Basic)-%7C-Getting-Started
Should help other people too 🙂 similar to the one I made when Reforger first came out
Hi here 🙂
I search to create landmines field 🙂
Who know it's possible to make with a random chance to spawn ?
I try with Area > Layer > Slot like a tuto but... Don't work
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 minefields, a solution to prevent players from memorizing the minefield positions when playing several times the same mission; Min...
This tuto exactly ^^
Give it time to process... This is how I do landmines.
https://youtu.be/vUxs-hCzqOY
Arma Reforger Editor | Create random land mines.
Thanks a lot ! I try this 😉 ♥
Oh crap it's an upload today right ? SQ with 360p ^^
It's ok, HQ valid now 😄
Thank's a lot for this video 😉
Niarf, don't work... Idk if it's because I'm in conflict gamemode... But when I make the same step like you, nothing appear
Armed left, unarmed right
And when I test, nop 😢
You are correct. You are in conflict gamemode. And I am using Scenario Framework component. BUT you should be able to create the 2 mines, armed and unarmed, and place them in the world.
Yes, I create but don't appear, I think a setting blocked in conflict, I need to search what setting :/
Need a conflict SME on that. You should be able to place an entity directly in the world.
Idk :S I place directly Mine_TM62M_Armed.et & Unarmed, but Mines are here, without random chance :/
With slot.et : don't work
Without : Work but not random
X') niarf
relatable
Idk this word in French X') what does it mean ?
nothing, ignore me
heu... Ok X)
à qui l'on peut s'identifier
C'est pour ça que je ne comprends pas son utilisation à ce moment X')
English only here I believe. Anyways, you can place mines in conflict and there is a checkbox to have them armed. However, making them random would require some scripting. I would place all the positions and then write a script that would give them a chance of spawning.
I know for english but another French help me for translate a word doesn't exist in French, that's all........
Yes it's the way I follow now
Have you found a solution? I have the same problem
Hm. Is it better to duplicate or override a prefab?
Override works. Duplicate idk, if I change the name will it stop working with the game scripts?
Also how do I center the map in the briefing and stuff? It shows north east of Everon for some reason.
they are different things for different purpose
they do literally what the words mean, so they work very differently
Why do my task like defend or clear area complete at the start of my scenario? I my trying to make custom combat ops on my custom terrain
Should I not copy and paste them from the samples?
Instead just make them from scratch?
Hallo, with the player balance for SlotAi - does that only apply when the AI are spawned?
So say one player joins, the SlotAI spawns, then ten more join after its spawned, will it only be balanced for the one player or would it spawn more in? I think I know the answer but want to check 😄
duplicate - create a copy of an object
override - make changes to an existing object
inherit - create an object that is based on an existing object, so that changes in its parent are applied to it (inherits settings from parent)
It won't affect the scripts if I duplicate then? Fine thank you!
❤️🥓👀
meow?
I might be able to give you a better answer if you tell me what you want to do
Thanks, I guess..
My concern was about replacing and renaming changing the vehicle in a way it won't be recognised by the games scripts but nvm.
hmm what is the intended result? game no longer sees entity as vehicle?
*cat hours, right?
Nop, not really, I suggest you to "open" mods like PVE remixed and see the scripts ^^ It's a way for solution
Cool.
I want to figure out how to make all the units in defined groups selectable (in faction manager) and get rid of loadout manager or make it display the selected unit.
Override or duplicate the vehicles and characters to edit the loadouts/inventories.
Make weapons and magazines respawn like rifles do in the weapon rack arsenal.
Place a marker that centers the map on the welcome/faction/loadout screens.
Make those big arbour cranes work so one can drop pianos on people's heads.
Have a working vehicle respawn script that works when the vehicle is actually destroyed.
Figure how to make the music manager even work.
A bunch of other stuff...
Edit. I forgot to say I have zero knowledge or reforger/game editing experience
Override or duplicate the vehicles and characters to edit the loadouts/inventories. Right so you need to make a choice here if you want to make a copy/new variant of a vehicle then duplicate and if you want to adjust an existing vehicle then override
It's cool. Weird how I add 2 boxes of 100rnd 7.62x54 4 ball 1 tracer and it's shows a US pasgt helmet.
Should I report this?
haha wut
Yes on the btr. It's too bad the fuel node types didn't make it. And there are entries for the top hatches. I wish they would make them work.
Something funny is you can make it run on hydrogen or electric, and disable the engine sound. People been complaining about the hmmwv being thirsty but the game provides environmental friendly options. Hmm
Edit. Changed the ammo to tracers and now shows BDU pants or jacket, oh well...
I believe it's in the SCR_ResourceComponent for the vehicle. Don't quote me on that, never look into it.
im trying to increase the hueys supply past 400
i cant even find anything in that component with 400
in it
Mine says 290, so I'll poke around.
Hello, I am trying to create a faction, however I cannot get the constructions to be available in the HQ.
how do you fix your entity catalog changing itself?
like values will just randomly change
Creating a separate "config" for each faction
I am creating a faction from scratch, it is different from overwriting the config of existing factions
sorry thats what i meant
i want to push it to 400
i cant find any value
Is there a way I could create "Dynamic" tasks?
here's what I'm trying to do:
I want players posing as infiltrators to steal three intelligence files on Arland before needing to exfiltrate the island.
I thought about positioning many intel file tasks around the island in the editor and then having a script choose only three of them (far from each other) which once completed will activate an exfiltrate task.
sadly I have no idea how I can make a script choose only three files or how I could make it choose tasks which are more than 200m apart from one another.
help? :3 (I am trying to be lazy)
The reason I post this here is because I'm almost sure I am missing something already built into the enfusion tools that would allow me to do this with less scripting.
I have settled on a solution using areas and layers.
one area will have multiple layers under it, these layers will have 3 intel objectives each.
the area will choose only one layer to spawn.
I set the position of the intel under the layers manually.
I think this should work.
Is it possible to use the slotmarker.et/SCR_ScenarioFrameworkMArkerCustom Type in a conflict gamemode? In my custom missions markers work, but when using the GameMode Manager for Conflict, I can't seem to get map markers to appear on the map.
I imagine you would have to add the marker manager component to the conflict game mode.
nevermind that doesnt seem to work
Its already there to enable player placed markers during gameplay
This is what I have at the moment:
^ This works when setting up a custom mission using the SF.
if i wanted to make one of the game's jeeps bright pink for my 'destroy the jeep' task, do i need to make a mod or is it ez
Makes sense, does any of the SF stuff (like the layers and actions) work with the conflict game manager?
Is there a way of setting a certain time/date on completion of a task?
Sup guys, i've got a question. How do i change FIA kits for conflict gamemode? I need them to use custom loadouts from RHS (US Army ones).
- When i tried to change entities in here (pic 1, they're default right now) - they didn't pick that up and were spawning with the default kits.
- When i tried to change factions labels (Swap FIA faction and US) - AI doesn't spawn at all.
It's kinda frustrating and i think i missing something, can someone help me figure it out?
I thought they did, but will need to check when I am back on the PC
Try this instead.
In world editor go to resource browser and open prefabs/characters/factions/indfor/fia
Select all the units, left click and chose override in 'yourmissionname'. This will create new entries in your mission file structure.
Now in resource browser go to your mission folder and find in the folders you just created the FIA folder with fresh copies of the characters in it.
You can now left click each character and unlike the units in the default file, you can select edit prefab(s).
This opens the prefab edit mode.
You will have to edit and save each character individually.
You have to do this because these characters are spawned into the game world.
Formexample the baseloadoutcomponent is where you change the clothes and stuff.
This should work.
Thanks for the reply!
But i resolved that issue by changing unit prefabs in ambient patrol and then apply them there.
Np. I'll have to check those out myself👍
How would I go about porting combat ops to a workshop terrain?
open the combat ops scenario, copy everything in the default layer, and paste into your terrain. Then reposition each entity, and fix all the broken links.
Should take you about 3 to 6 months. 😂
hey im struggling with getting a map marker created, any idea what Im doing wrong here?
I have an Area, with a layer child to that area, and a SlotMarker child to that layer. My map marker settings are set as the picture shows and pretty much nothing else changed on the SlotMarker but no marker appears on map when I go ingame.
Hi. Do you have the faction for which this marker is supposed to be shown set in the Faction Key attribute of the SlotMarker?
What game mode manager are you using? I am having the same issue with conflict but with my custom missions it works.
how do you fix fia only spawning in world editor?
the minute i host the published scenario they are gone
slotmarker.et is for gamemodeSF.et
Unless you setup a custom gamemode frankenstein
hy quick question everytiome i load the scenario my camera is stuck on the map and i need to go to armavision and came back in rorder to control my palyer, anyone know how i can fix it
thanks in advance
sounds like you don't have the gamemode setup correctly. Which game mode are you trying to achieve?
i have configure the remixed vanilla pvp on zimnitrita but i v got the same bug from the gamemaster scenario
That's annoying. Any idea how to place markers in conflict?
even when i am making the map on the tools and want to test it live same error in the map
could be related to the map tho i might ask in #enfusion_terrain
Yea! Switch Scenario Framework...😂 . Seriously IDK.
Create a new scenario with zimnitrita, and run the game mode setup plugin for GM gamemode, and see what happens.
you might look at a generic entity, and use the .imageset for map markers. Or add the map descriptor component to generic entity, and point it to the map marker imageset.
Sorry for the super late response. Yeah I believe I tried setting it to USSR
ScenarioFramework
Here is my marker setup. This is version 1.2 experimental, but don't think there is much difference if any between 1.1 and 1.2 for slotmarker.et
Correct. Setup and this slot has no changes in these regards between 1.1 and 1.2
Hey Yethe! How ya doing? I am having an issue with the clear task completing when you enter the dynamic despawn radius, and not the slotclear.et radius. Known issue?
Exp 1.2
Should not be happening. Could you ZIP it for me and send it please? I will take a look at it.
sure.
I set mine up the exact same way just now and I still see nothing on map. Is there more setup that needs to be done elsewhere for the slotmarker?
And you are following the hierarchy of AREA > LAYER > SLOT
yup
And one more thing... you are using GameModeSF.et?
correct
ok, looks good. hmmm. Don't want to start throwing darts.
yeah from what other sources are doing online after looking, im not sure what else to do either.
I took a look through the slotmarker code to see how it even creates markers, now im gonna take a crack at this snippet of code, just gotta figure out how to get an entity origin converted to world pos.
Print("Creating Marker");
vector ownerVec = owner.GetOrigin();
Print(ownerVec.ToString());
m_MapMarker.SetType(SCR_EMapMarkerType.PLACED_CUSTOM);
m_MapMarker.SetIconEntry(SCR_EScenarioFrameworkMarkerCustom.DEFEND);
m_MapMarker.SetRotation(0);
m_MapMarker.SetColorEntry(SCR_EScenarioFrameworkMarkerCustomColor.OPFOR);
m_MapMarker.SetWorldPos(ownerVec.Up, ownerVec.Right);
m_MapMarker.SetCustomText(owner.GetName());
mapMarkerMgr.InsertStaticMarker(m_MapMarker, false, true);
Did you use the gamemode setup plugin to setup the scenario?
yes
Not sure short of looking at your scenario. Can you DM me, and send it in a zip?
Sure can, gimme a second to zip/upload it
verison 1.1 or 1.2?
ah im experimental, 1.2.0.52
I didnt even think about that
think about what?
if there might be something different in experimental on how slotmarker is done, seeing your reaction though im guessing not.
no shouldn't be. I do have a problem with your zip file. There is no addon.gproj file.
oh woops, my mistake I compressed a sub folder of the scenario
i want to put on just a leg of one of the us soldiers onto the back of a jeep, as if it is like the spare tire - but choosing like a whole character prefab for a slot doesnt ever show it, im thinking because its a character prefab instead of just a model
i just want to find a way to attach a bunch of legs to the car to make it look like it has a bunch of bodies stuff in it xD
i atttached a turret like the tutorial showed but this is probably beyond me
There were no changes for the setup. Also please check the console for any ScenarioFramework (E) or (W) that might hint what's wrong.
yeah it looks like somehow or another I have customization or something interfering with the GameModeSF according to blackheart.
Looking through my log at both (E) and (W) I dont see anything related to my scripts and whatnot, but there are some that I assumed were just from the game itself. What do you think? as far as I can tell nothing sticks out as even relating to gamemode or slotmarker
Solved, apparently its actually because of the Area having Dynamic Despawn option ticked? I was within range though so not sure why that was happening
This brings up some interesting points about dynamic despawn, and how it acts.
- If dynamic despawn is turned on for an area, it makes the area activation type act like "ON_AREA_TRIGGER_ACTIVATION" for sub-layers, even if the Activation Type is set to "ON_INIT".
- Checking the "Exclude From Dynamic Despawn" only keeps the level from despawning, and does not follow the Activation Type of the area, or the layer. Hence the reason the marker is not spawning.
I think it would be better if you check "Exclude From Dynamic Despawn" for a layer, it removes dynamic despawn altogether from the layer.
How does one go about using the MapMarkerConfig? is there documentation/examples for that anywhere? I would like to use my own imageset/images in the slotmarker.
that makes sense for that but why would it not trigger when im pretty much in the center of the area?
do you need to actually walk into the range, not just spawn in range?
On the example I sent you, it does appear when I enter the radius of the Area with Dynamic Despawn turned on, and does not despawn when I leave the area.
Is dynamic despawn "checked"
As the great Paul Harvey use to say.... "and now you know the rest of the story, good day!"
@hidden nebula So what you want to do is create a dedicated world layer, and put an "Area.et" with dynamic despawn turned off, and put all your slotmarker.et in there. Make the area.et act as a container. You can turn on markers via triggers.
Everything start here...
https://community.bistudio.com/wiki/Category:Arma_Reforger
Look at .layout files.
Well I see i need to create a layout for each of my images in my imageset I suppose, but how do I go about adding my own class to the list of available classes in the slotmarker? I cant even find the listed classes to override/duplicate or just look at.
open the .imageset file, and click on the quad tab
im not seeing much more information in the quads tab. I know those names are necessary to use each image in the set in layouts etc.
oh should I override the already used imageset and instead add to that?
You could I guess. I am not versed in this kind of modding. I would recommend you head over to the https://discord.com/channels/105462288051380224/976159778965438494
This is their expertise.
alrighty ill ask over there
@lean scroll i has problem
me too. 😢
whats up man?
how do i fix fia spawning in world editor?
but not spawning when i publish the scenario
what gamemode are you using? Campaign? Gamemaster? or Scenario Framework? @digital scarab
Campaign
plz brother am lost
have tried everything ai only spawn when i open mission in world editor
First, I am not a campaign mode guy so I don't know how they handle AI spawning. Do you have a campaign mission header file?
Sounds like you are missing some components needed for campaign mode. Run gamemode setup plugin to check for components?
what is mission header file
i know i have all my managers
The config files you can find in e. g. ArmaReforger/Missions
im trying to modify Conflict game mode a bit, and I copied some existing Capture Points to make new ones, renaming them. This worked fine when copying TownBaseKermovan to the Power Plant area and then naming it TownBasePowerPlant. But I also tried making a new Capture Point on the island Saules in the SW corner of the map, but when I go into the game, I don't see an Objective or Task for that Capture Point. I can see one for the Power Plant, and I can see a green square on Saules, but no objective for Saules. I've tried changing the name to Thollevast and using the L_Thollevast Map Location Name in the SCR_CampaignMilitaryBaseComponent, but still no objective for it. I even tried adding a Radio Tower near the coast to ensure the Radio Signal reached. See screenshot https://imgur.com/SyXwGYR Anyone know what I'm missing here or what the steps are for adding new Objectives in Conflict game mode?
I'm still trying to work out a trigger to get an enemy retreat once they are reduced to a certain strength, and I have managed to update waypoints but i am still struggling to work out how to trigger it. I've been trying to make a custom detect prefab activation script but I can't figure out how to add it to the options in the trigger. It seems like I could also use a logic to find out if there is below a certain threshold in another trigger but I'm also not exactly sure how that would work. I'm in experimental running the SF gamemode. Anyone got any input?
Sounds like a job for Logic Counter. Not sure on the actions. I'll look at them today.
Take a look at the CombatOps Arland
Incase anyone else comes looking for a potential solution and sees my question, I wound up solving this. Not sure if its the best or correct solution but what I did was:
In the MapMarkerConfig.conf I added my markers to PLACED_CUSTOM
Override the slotmarker.et
Duplicate the SCR_ScenarioFrameworkSlotMarker.c
Edit the new overriden slotmarker.et prefab and change the class from SCR_ScenarioFrameworkSlotMarker to my new duplicated class.
Add my Icon Imageset Quad name for each icon to SCR_EScenarioFrameworkMarkerCustom
And thats it, should appear as an option in the dropdown for SCR_ScenarioFrameworkCustom in the slotmarker.et
Heads up, your going to need to change the prefix for the classes it throws errors for in your newly duplicated SCR_ScenarioFrameworkSlotMarker.c
But why such change is needed in the first place?
I could not find any other way yet to add my own map icons other than this
For some strange reason changing the hmmwv's inventory cargo in scr_UniversalInventoryStorageComponent kills its engine.
This shit had me pulling my hair until I found what was causing it. What a pain in back this is..
Oh, you wanted to add brand new custom markers. In this case, you have to expand the dataset and the enum in script editor I think.
yes I wound up expanding the enum to fit my new markers, wdym dataset?
Imageset, autocorrect got me there xD
ah gotcha yep thats what I did. I think in order to spawn it via script as well ill need to add some custom getter/setters for to fill the variables as well since its normally filled via the editor
still trying to solve this issue, if anyone has thoughts I'm all ears 
is there a way to create ai prefab groups? like in arma 3
Have you looked inside the configs folder?
Maybe somebody can Help me here, im Using Reforger Lobby and Set the Unit as Playable but every time i go into Game mod i Spawn in the water and cant move
am i Missing Something?
Nvm found the issue should read the wiki more focused first
I had not, I assume you are talking about the entity catalog configs?
Yeh
When making a mission/campaign, is it possible to make it so the save game is persistent? I'm looking to create something, but not if I can't have a persistent save.
https://reforger.armaplatform.com/workshop/5D6EBC81EB1842EF-EnfusionPersistenceFramework
https://github.com/Arkensor/EnfusionPersistenceFramework
I haven't tested this or set it up yet, but plan on implementing in v1.2 once release. @frosty wave
Ok, thanks for the heads up!
Curious if the above persistent framework could be added to the offical Combat Ops? I guess I'll have to try!
Sure, just create a scenario. Open CO within your scenario, copy and paste on same location. Save. Exit and add mod. Then edit as you like.
Awesome, thanks for the info. Any idea where I would find the mission file to open in the Enfusion Tools?
Nevermind, found it. What is meant by "copy and paste on same location"? I have the CO mission opened, how do I get it into my created scenario?
Select all entities in the default layer. Ctrl-C. Then open your scenario and Ctrl-Shift-V or go Edit>Paste on Same Position. @frosty wave
Ah cool, that's what I'm doing. Thanks again!
Do I just load the scenario I created into Reforger and turn on the Persistent Framework mod, or do I have to add code to the scenario tree I copied over?
Read the github documentation.
ok thank you!
Hej people! hope y'all doing well!
I'm trying to work on a Conflict modification, but i have an issue with the slot numbers, it just appears to have 1, but i actually put 64 on the mission config, does anybody know what could that be?
For some reason, my server shows up in the browser with the correct mission and player count displayed but I can't join (world failed to load error). This is a sc from the error log.
Anyone know why the world failed to load is happening? I've made several missions but too a break for a few months. Never had this happen until now. Did something change or am I making a mistake?
how do i fix rhs and wcs not having firing sounds?
You would need to be more specific, do vanilla weapons still have firing sounds? How many mods do you have loaded?. Start trouble shooting the issue by removing mods. RHS on it's own most definitely has firing sounds.
To clarify, I can't help you. It's likely a mod related issue.
Anybody know why when i edit one Editablemarker the Settings get ported to the second one too ?
do i need to put them in diffrent layers or something?
when i reloaded the map they jumped back to default setting they are quite confusing
Seloution : Renaming the Markers in you Layers fix this Issue
I'm missing the base game scopes on the conflict mode anyone got any advice?
Is it standard conflict? Not conflict PvE, conflict RHS pve or any of the other variants on the workshop?
What scopes are you missing? And for what faction?
All scopes are present for the correct factions in the arsenals on CTI_Eden. You said you had some mods loaded?
All scopes for the main US and Russian factions from the base game
Most likely the issue is mod related somehow. I use RHS and it doesn't conflict with vanilla faction arsenals in conflict. So the arsenals just have the normal vanilla stuff in them just no scopes?
I tried without mods loaded too and yes correct all the normal stuff just no scopes
Weird. How have you tried to set this up, is this just standard conflict, on everon? Have you crrated your mission in the workbench or just loaded up some stuff for your server?
I created a server, loaded up the normal conflict map and then added a couple of mods later no workbench or anything
Vehicles, everything else working fine? Capture points, A.I spawning in normally?
My best bet is the faction manager isn't set up correctly. So maybe you loaded up the wrong mission file.
But question, if you are also loading up RHS, why are you only loading vanilla conflict? RHS will not magically be present in that mode.
I had RHS on because when I realised I didn't have scopes I wanted to try their conflict mission because I knew they had them.
Everything else is working A.I are spawning all the stuff is here other than weapon attachments.
I loaded up the mission file and used the documentation from reforgers website getting the scenario name directly from there.
Try unloading all mods, and jumping onto a singleplayer conflict scenario in the game. Do you see the scopes there?
Cause in all fairness, if you already tried unloading mods, and only set up a vanilla game of conflict then everything that is present in the base game should be loaded correctly.
I keep getting world load error on a mission I just made. Does anyone know what can generally cause that?
intresting
when ai is set to CYLON difficulty they completely lack the ablility to accelerate a vic
after taking control
It was a mod somehow not sure but thank you
Does anyone know how to make your own CTI? I just want to edit the default one a little bit like making it so players can have more AI and such but the mission is locked and I don't fancy recreating the entire CTI mission
Anything more specific on the error?
I figured it out. Stupid error message pops anytime you load a scenario locally and quit from it I guess. The server worked fine once I realized I had replaced the router and needed to re fwd the ports
This appears when a non-admin tries to use an interactable "building" board to go into the Build Mode. How can I make it so that normal users can also use the Build Mode, not only Admins?
He's guys, anyone know which component of the radio I have to edit to turn on automatically at mission start ?
Does somebody know what does that mean?
the other factions radio
like when you talk on it you get that
ahaa so i'm actually talking on the other facitons radio?
i'm trying to config custom conflict with the RHS Bluefor faction, but i'm having this radio issue
I'm getting errors from those stupid tool racks that are placed in garages and tool sheds. The ones you can take a wrench from.
('GenericEntity',Assets/Structures/BuildingParts/Industrial/ToolRack_01/' is trying to set itself as linked storage but parent has no SCR_UniversalInventoryStorageComponent!
These are part of the map and can't be deleted. Do I have to edit the map now too? Geesh what a pain in the ass this thing is 
Hey, I am very new to the enfusion engine only just getting into mission making about 4 days ago. But I would just like to ask if there is a way to use mods from the workshop in the enfusion engine so that I could use modded assets and prefabs instead of the vanilla ones??
Reforger Modding FAQ This document answers some of the most common Workbench related questions. If you see someone ask a question covered in here, just send them the link. Content: Why does my grass look weird? 2 How can I add dependencies? 3 Why do vehicles not drive smoothly on my terrain? ...
Thanks for the help!
No worries. There are tutorials out there it's actually fairly easy to do. So first open up a blank version of the map you want, so Eden_default I think is the correct name. Then creat new subscene, Save as. Then open up the default CTI_Eden select the layer for all the CTI stuff, go edit, copy all prefabs. Then open up your blank subscene from before, hit edit then paste on same location. Now you can edit everything you like. Just a tip save as another version so you can always roll back to the first one if you stuff something up.
anyone know what the issue is here? I added the British Armed Forces Vehicles mod to my server (Conflict Game Mode), added the MRZR vehicles to the US and USSR vehicles.conf, also I created prefab overrides for each variant, some variants are assigned to US faction, some were assigned to USSR faction. I can see the new vehicles in the Light Vehicle and Heavy Vehicle Maintenance Points, but for some reason it won't let me place some of them. For example, if I try to buy the MRZR_Black and place it, it says Cannot place here, but if I try to buy the MRZR_RoyalMarine_Black, it places just fine. Both of those variants are assigned to the correct faction, yet one places and the other doesnt. Any ideas? https://imgur.com/a/Uu3JcfQ
Yeah I've got to the point of having a mission setup but can't seem to copy the entities from the CTI mission to mine
Be sure to open the edit menu from the top. It's not a right click thing. You will work it out. It's possible to do and pretty much how every conflict variant starts. The wiki is a good place to learn and there are a couple good youtube channels for explaining everything. I'm still learning myself.
Reason: Trying to obtain catalog of type: 'ITEM' (Factionless) but catalog is not yet initialized! Call your function one frame later!
Class: 'SCR_EntityCatalogManagerComponent'
Function: 'GetEntityCatalogOfType'
Stack trace:
scripts/Game/EntityCatalog/SCR_EntityCatalogManagerComponent.c:41 Function GetEntityCatalogOfType
scripts/Game/EntityCatalog/SCR_EntityCatalogManagerComponent.c:435 Function GetArsenalItems
scripts/Game/EntityCatalog/SCR_EntityCatalogManagerComponent.c:549 Function GetFilteredArsenalItems
scripts/Game/Components/Arsenal/SCR_ArsenalComponent.c:307 Function GetFilteredArsenalItems
scripts/Game/Components/Arsenal/SCR_ArsenalDisplayComponent.c:70 Function RefreshArsenal
scripts/Game/Components/Arsenal/SCR_ArsenalDisplayComponent.c:160 Function EOnInit
One person has this error when using the Zimnitrita map on their conflict mod, have you had this error before?
^ anyone able to help with building mode not triggering for non-admin players?
Hey, I am currently working on the second Arma Scenario and I want to the ai to get into a vehicle and drive to a point but when they get inside, they wait around for about 5 seconds and then get back out. And i assume they start walking on foot to the point that I wanted them to drive to. Is there a way i can fix this???
im pretty sure AI commanding and them driving vehicles is not implemented yet, its part of Phase 3 in the Roadmap BI published.
OHh okay i will just try and find a work around, thank you though for the help i appreciate it!!
Someone made a video about AI driving in experimental for scenario framework. If you're not using scenario framework there's a lot of scripting involved to make it work currently.
Okay thank you I will look into that
in addition to this issue, i've noticed an issue with the PLA mod's Z10, when I added the Z10 to Configs/EntityCatalog/USSR/USSR_Vehicles.conf and save the file, after closing and re-opening the file the SCR_EntityCatalogEntry shows NO PREFAB instead of the Z10. https://imgur.com/a/dKST8aF Does anyone know the proper way to add mod vehicles to Conflict Vehicle Maintenance Points? because maybe im missing some fundamental step? I have already added the required mods to the project dependencies in the gproj file
Does anyone know what prefab you'd have to edit to be able to recruit more than like 12 AI per human player?
Experimental 1.2
https://youtu.be/SwtTNCbOIVk?si=mYj6xttkixpp466e
Arma Reforger Editor | Consolidation video of AI dismounted patrolling, and AI driving. Updated for version 1.2.0.12.
Note: The area used for AI driving is setup as a container and is located at the center of the map. No dynamic despawn enabled.
@late narwhal
Yeah, so even if you are on experimental, just download the mod in base game and see what they have done. One of the easiest ways to learn ho to do something to to copy someone who has already done it. If it's only an edit of vanilla values. If its something custom they set up like a script then you can't just steal their work. In this case though I think it's fine
Since likely they just edited a prefab
encryption key stored in radio does not match encryption key set for faction
Anyone able to advise on why is the build mode not accessible for users and only accessible for admins in a scenario? What governs the permissions for build mode accessibility?
you get this when you spawn in the default HQ tent and try to use the build mode?
Happens on everything. I used the HQ, just the board itself with the interactive element and spawned in during the session a new HQ with the use of GM, logged out to test it and it was still inaccessible
Works fine when testing in workbench or logged as admin on my dedicated server
are there no logs related to this in console.log? I feel like editor manager might be missing or something
I’ll definitely have a look at that and will post my findings
If any
thx for the help!
how do i fix ai spawning then disappearing?
is it some sort of dynamic spawn system?
if you are using scenario framework, yes if the game mode is setup.
just uncheck it in the gamesf component\
which component?
in your gamemode, find the SF component. and uncheck it.
Gamemode_Campaign?
then you aren't using scenario framework. disregard. IDK why the AI despawning. campaign doesn't use a dynamic despawn same as SF
Can anyone help me understand how to set up waypoints properly.
I noticed the prefab composition of the campsite would make the ai near it sit down and relax when it was placed in gm. In the workbench I looked into it and it looks like there are loiter way points in the composition.
I tried copying the waypoint and just placing it on the map next to an idle ai but they wouldn't interact with it.
what game mode are you using? Campaign or Scenario Framework?
Scenario framework
One video is 1.1, and patrolling and driving is 1.2.
Using Arma Reforger Editor I setup AI patrol with the new 1.1 slotwaypoint.et.
Arma Reforger Editor | Consolidation video of AI dismounted patrolling, and AI driving. Updated for version 1.2.0.12.
Note: The area used for AI driving is setup as a container and is located at the center of the map. No dynamic despawn enabled.
Love these videos
Thanks man! Ive watched a few of your videos, great stuff!
Please create a Feedback Ticket and describe your encountered issues so we can possibly fix it ASAP. Thank you very much
.
!ft
Please use the official Feedback Tracker to report bugs and suggestions.
Arma 3
See this website for a guide on how to use it correctly: https://feedback.bistudio.com/w/ft_a3_howto/
Arma Reforger
See this website for a guide on how to use it correctly: https://feedback.bistudio.com/w/fthowto/
@gritty vortex Howdy CEO of modding, I think I found a log related to the building menu issue:
10:28:44.448 WORLD : UpdateEntities
10:28:44.448 RPL : rpl::Pip::ProcessNetToGame
10:28:44.448 ENTITY : SpawnEntityInPrefab @"{E8DD27917B43F8BD}Prefabs/Editor/Modes/EditorModeBuilding.et"
10:28:44.448 ENTITY : Create entity @"ENTITY:4611686018427389985" ('SCR_EditorModeEntity') at <0.000000 0.000000 0.000000>
10:28:44.448 SCRIPT (W): 'SCR_Faction' trying to get entity list of type 'GROUP' but there is no catalog with that type for faction 'USMC'
10:28:44.449 SCRIPT (W): 'SCR_Faction' trying to get entity list of type 'VEHICLE' but there is no catalog with that type for faction 'USMC'
I guess your faction does not have building catalogs?
maybe some of this stuff will be helpful https://community.bistudio.com/wiki/Arma_Reforger:Faction_Creation#Integration_with_Conflict_game_mode
and/or the Editor part that comes before it
But I can open the menu as an admin just fine as an admin
The faction is the basic USSR faction
hmm ok then perhaps there is some other error in the logs
I'm at a loss and dont see anything in the logs. Any other idea?
nope, I think best not to put time into guessing randomly, in your position I would trace the notification message in scripts to see causes
one other thing you can do is compare your game mode entities and components to that of game master or conflict
something is 100% missing somewhere and I will probably not be able to guess it
you said you were using a custom game mode, depending on how it is setup it may or may not have necessary components
How does one do that? I think I have replicated the GM modes components, I will double check in a moment but I'm looking for another approach now
those notifications (EDITOR_CANNOT_OPEN) seem to be sent from SCR_EditorManagerEntity.c
Also can I test the mission as a non-admin in the workbench? That would be much easier
sure, you can try peertool
Welp, no chance with the Reforger Lobby mod, loops in an error. That's a shame
Reason: NULL pointer to instance
Class: 'PS_PlayableComponent'
Function: 'RemoveFromList'
Stack trace:
scripts/game/Playable/PS_PlayableComponent.c:203 Function RemoveFromList
scripts/game/Playable/PS_PlayableComponent.c:267 Function ~PS_PlayableComponent
11:16:36.178 SCRIPT (E): Virtual Machine Exception
Ok, lets try a different approach. Can I make someone an admin WITHOUT giving them Game Master rights?
dont think so
what about asking the author of the lobby mod if building is supported?
maybe they could at least test it
Hello, can anyone help me?
I edited the texture of a uniform from an RHS mod so my version doesn't appear in the arsenal even though I added it
First, are you allowed to edit the texture of a RHS item? I thought they had some pretty strict licensing requirements. Second, it depends which arsenal you are trying to add it to. Any Arma Reforger Arsenal, RHS items must to be added to the entity catalog for that faction to appear in that arsenal. And of course you must have RHS as a dependency mod to do so.
actually I'm using rhs just to do tests because I'm learning, I added the item to the Soviet faction's arsenal, but when I open the arsenal my mod isn't there
Just in case somebody got the same needs as me. If u want to let a Radio entity Play by mission start without the need to turn it on. Replace the Broadcastcomponent TurnOnAction with this one. Special thanks to modest who was the one Helping me with this. Struggled with this 2 days.
you beautiful
beautiful man
Hi guys, does RHS provide a model in .et format so I can make a texture on it?
.et is a prefab file, it only references the actual model.
Here is how to make your own version of an existing prefab:
https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Modding
You will have to add the mod as a dependency, see here: https://docs.google.com/document/d/19VrUpAId4UGjykBw1rTP375Q9l2udNIEHPhTzqEgrSc/edit#heading=h.u3a7stwn0sc5
Reforger Modding FAQ This document answers some of the most common Workbench related questions. If you see someone ask a question covered in here, just send them the link. Content: Why does my grass look weird? 2 How can I add dependencies? 3 Why do vehicles not drive smoothly on my terrain? ...
I don't remember if RHS allows / tolerates this, you'll have to look into it yourself
is that I would like a model for me to apply texture to it with the substance
You will have to ask the RHS guys directly for that
Hmm, I am currently working on a mission that has a few different types of objectives and I am attempting to create these objectives dynamically based on the map however I have run into an issue that might throw away the dynamic aspect.
is there any way to differentiate between what is a military base, town, city, etc other than the name?
These entities have SCR_MapDescriptorComponents, which are usually set to a type such as "Name Village", "Name Hill" and so on.
Quite a few also just have "Name Generic" or "Name Local", but maybe the rest is good enough for you.
You could also go by entity inheritance, which would almost always allow you to separate them into broad categories (urban, natural etc).
Yeah I was determining their types via their SCR_MapDescriptorComponents however it seems a large chunk of the locations have just "Name Genereic" like you said. I was looking at the inheritance as well and as far as I can tell a bunch of them are the same seeming mostly to be LocationUrbanBase.et etc.
I suppose ill likely have to go for manually placed events to keep things simple
Depends on what you're trying to achieve
What do you need to know the type for, exactly?
You ever played liberation in arma 3?
Basically ill have 5 types of objectives, Factories, Military Bases, Capital Cities, Towns, and Radio towers.
I was hoping to be able to tell the diff via script so that if I wanted to move the Scenario to another map it would be simple as moving over the managers/scripts etc
those 5 objectives will do different things of course, spawn different enemies etc which is why I want to differentiate
Hello guys, can you tell me where people create the textures, to apply them to equipment that is dependent, since you can't have access to the 3d model
blender
But is there any way I can import the pre-made Arma Reforger Tools to texturize it?
sure. I am not a modeler, but I know it can be done. I've played with it but never went anywhere. Scenario Framework sucked all my creative soul into a black hole I can't get out. LOL
But is there any way to import the pre-made model from Arma Reforger to texture it?
for example, taking an existing original outfit from Arma Reforger and applying texture using substance painter
Ask these guys over here https://discord.com/channels/105462288051380224/976159912679850004
They should be able to answer these types of questions.
Hello. I also wanted to do a test mission. I spent the whole day trying to figure out how to find the cities, add their positions to the array, so that tasks are created there... I didn't do it, it's too difficult for me 🥹
It was sad, because in arma 3 I could do it with one line of code 
@hidden bridge @hidden nebula Not sure if yall seen these videos. Rabid Squirrel did a mod called "Hunter Killer" awhile back, but I know he used arrays of locations. Check them out. There may be some stuff in there.
https://www.youtube.com/watch?v=O4ewLYbzNIU&list=PLrBpFXuubklnvW5eGnNTtZRfdisHasWSV
Welcome to the first in a series of short scripting tutorials for Arma reforger. I’m going to attempt to approach this from the angle of a beginner. By this I mean that those who are new to scripting in Arma Reforger, or just in general, should be able to take what I’ve done here and run with it to create their own scripts.
For those that watc...
Anyone know where to remove the budgets for spawning things?
thought I remembered seeing a mod on the workshop to do just that
Yeah it seems to do it for the game master but not for the players
ill check it out, thanks
did the ScenarioFrameworkTrigger throw errors relating to the drawing the ui stuff before this last update?
Not that I know of and it should not after the update as well. What are the steps I need to do to get these errors you are speaking of please?
I simply placed the ScenarioFrameworkTrigger.et, set my trigger options like so in the properties and as soon as I spawn the world I get the following error.
the On Activate is literally just Print("test")
and if I activate the trigger I get another error
That looks like you are not using proper game mode that has ScenarioFramework player controller
But I made changes for next update where it won’t be necessary
So the whole setup will be easier.
I setup my gamemode/world with the Game Mode Setup plugin using the ScenarioFramework.Conf.
What do you mean not using proper game mode btw? if you dont mind explaining. if what I found on my gamemode is related it uses the DefaultPlayerControllerMP_ScenarioFramework.et
From that error it appeared that you are not using it, so I though it might be that.
Then the normal Game Mode Setup plugin with ScenarioFramework.Conf should work with the ScenarioFrameworkTriggerEntity etc?
Ill go ahead and create a fresh scenario real quick, maybe something im doing in mine is interacting negatively.
I am also using experimental so its on 1.2.0.66
Experimental is now behind stable, I'd develop on stable now so you're not working with an older version of the game.
I will do so, thanks for the heads up
Error seems to still happen for me on a fresh scenario with a newly created world using ScenarioFramework.conf in 1.2.0.70
ENTITY : Create entity @"ENTITY:2305843009215128433" ('SCR_AIWorld') at <7675.125977 13.442000 8099.666016>
PATHFINDING : Navmesh Init 'Soldiers'
PATHFINDING(W): Params are NOT the same
PATHFINDING(E): Failed to load Navmesh from file! Will initialize empty navmesh world
PATHFINDING : Navmesh Init 'BTRlike'
PATHFINDING(W): No navmesh file specified! Will initialize empty navmesh world.
does this mean i have to update my navmesh for 1.2?
Yes (or just configure the AI World if it's not your terrain)
It’s Everon(Eden). So I just replace SCR_AIWorld and fix the navmesh?
The second part of the error just means you should go into your AI Worlds component and specify the vehicles navmesh file
ENTITY : Create entity @"ENTITY:2305843009215128435" ('SCR_AIWorld') at <7674.437988 13.954000 8098.497070>
PATHFINDING : Navmesh Init 'Soldiers'
PATHFINDING(W): Params are NOT the same
PATHFINDING(E): Failed to load Navmesh from file! Will initialize empty navmesh world
i updated my vehicle navmesh and ai world and it is still spitting out the same error
Verify each one of the NavmeshWorldComponent is like each of the images. Notice the selected navmesh in each.
So I don’t use a self generated one? Just use the vanilla ? Even if I have changed the map and added things?
i would use vanilla and test if you get an error. no error then switch back to your navmesh and test. error = yes then look at your navmesh.
Why AI is moving in opposite direction of waypoint ? I have the same issue in Workbench and as GameMaster
Sometimes they don't even move. Do you know why ?
What game mode are you using campaign, scenario framework or GM?
Hello, someone have experienced this problem in conflict edited :
When you die. You be kicked of your group and assigned in other or without group.
I'm using workbench with Eden map and minimum Managers (with Game Mode Setup plugin)
(DefaultPlayerControllerMP_ScenarioFramework.et)
Not sure, but I think you have to click on the unit icon, then select the waypoint and place. I don't see the highlight on the unit icon. Not a big GM fan so may be wrong.
I tried it but I have the exact same issue
I tried to put waypoint in workbench, they do follow some (like GetIn, GetOut, Move (while in vehicle), Suppress) but Move, ForcedMove dont'work when they're on foot
Just tested in my scenario. They move in GM.
Did you setup AIWorld?
2 minutes. wait.
I can show how to reproduce :
- start Arma Reforger
- Menu -> Play -> Game Master Arland
- Place any group
- Ask them to Move or Force Move, nothing happens
It worked in 1.1
You are using Scenario Framework game mode, not Game Master game mode.
I'm using Game Master
Not according to your screen shot above of the A_UTILS
Using Arma Reforger Editor I setup AI patrol with the new 1.1 slotwaypoint.et.
Yes but I also tried In Game
let me show you
Let me see your SCR_AIWorld navmesh setup
Let me see your SCR_AIWorld navmesh setup
This is the navmesh conf (it was generated by the Game Mode Setup menu)
But how come it does not work in the Game ? (not using the workbench, just starting Arma Reforger)
AI require navmesh file to move.
What game mode do you want to publish your scenario in? Campaign? Scenario Framework? or Game Master?
Thank you for your help ! I think it was the issue. But I think there are two issues :
- navmesh should be integrated in GM Mode in vanilla game
- Game Mode Setup should integrate the navmesh automatically
Not sure yet, I'm trying to learn mostly
Game mode setup doesn't know if you place objects or compositions in the world. So the navmesh would be not be right.
Currently you are using scenario framework game mode, not game master game mode. You have to run Game Mode Setup for GM if you want that game mode.
I see, thank you
But behavior did change with 1.1 right ? Because my units moved according to waypoints before, and they stopped doing so in 1.2
IDK TBH.
Ok thank you for your time !
Does anyone have any idea what HitRegistrationSystem does and it it needed in PVE stuff?
I'm attempting to test a feature in my script; however, I need to prevent an enemy AI from reacting to me when I get near them. Is there any method where I can place an AI in the world editor that can still be controlled through GM. If I place them in through the world editor with a disabled PerceptionComponent I can no longer control them in game/command them
Hi! Anyone knows loadout system where set the character to spawn?
Sometimes when i respawn, wrong character loaded. Its looks total random.
Sometimes my ...Final/CTI_USSR_Player.et sometimes .../USSR_Army/Character_USSR_Rifleman_Variant_1.et
My mission uses several component on character, not allowed to use Variant_1 prefab.
Loadout manager contains only 4 prefab and all is mine.
Hello, can anyone help me, how can I add the function to have a silencer on my weapons
The hit registration was removed as of 1.2.
Does anyone know how I can add a slot to put a silencer on my gun?
You'll want to ask this in #enfusion_configuration
How can I change the FIA faction to my custom faction in Combat Ops?
Sorry to ping bud, but I'm having the same problem. Were you able to solve it?
Hello, I don't know if this was asked before, but I wan't to create combat ops screnario but with different factions. How do I do that?
@waxen stump @young skiff When spawning AI Units through SlotAI or SlotKill for this task, all you have to do is to change the prefab in the Asset To Spawn to your desired one from your faction and Faction Key Attribute. Then if it is a modded faction, don’t forget to adjust the FactionManager entity and make sure this modded faction is properly setup there. That should be all
.
I changed all the "US" factions TL "TAF" (my faction) and all the spawnpoints and rifleman prefabs to my faction's. I can spawn without any issues. The only problem is when I look at the objectives from the map, they all stay at 0,0,0 coords and when I look at my faction from game master, the objectives shows 0.
Right, then you specify faction key for the Layer Task and Slot Tasks you want to spawn tasks for your faction
Because when that is left empty, it will use US Faction key 😅
Oh my god, I was thinking why they were left empty, I thought they should be like that. I'm gonna change them and try again, thanks!
Has anyone noticed QRF not working in CombatOps when running on a dedicated server since 1.2?
works fine locally, but testing with GM - I cannot get any to trigger
ok can confirm something weird is going on
my test case is this:
- start mission
- login + go GM
- fly to entre deux
- neutralize 5 enemy
- hear the QRF noise
works locally, dedicated does not work
tested both the default mission + my own
Hello guys, I added a silencer to my weapons, but I have no idea how to put sound on it, the sound still comes out of the gun, I would like that when I put the silencer on the gun has to make a silenced sound, and when I remove it, the gun has to make normal sound
Gustavo, this is the mission makers channel not model makers channel. You need to ask over there. https://discord.com/channels/105462288051380224/976159912679850004
Just confirm QRF is working on a dedicated server. Played out the action as GM. Spawn on 3 remaining AI. Spawned random group as expected.
can you try this with the combat ops mission please, follow my test case above
assuming you didn't ofc
just to be 100% sure
@lean scroll do you know if you can use the SF with conflict? I’m trying to make side objectives for my PVE so it’s not always “go capture this base”
Would I have to start it out using SF and then bring in conflict or should I be able to just bring in the task from the samples
Here is what I've done...
https://reforger.armaplatform.com/workshop/61AE9D5CF451E3E0-MilitaryOperationsEveron
I added campaign components to the gamemodeSF
Bet. thank you!
That is what I did in my mission, only Montignac. I am using SF gamemode with QRF dispatcher.
I have been debugging like crazy and worked out that there is something in particular layers that is causing the issue as some init and some do not
this is in the base mission
when i turned all the child layers off in entre deux, it started working again
@candid sapphire You can! BUT it will be a real pain in the azz. You will have to do alot of work to get it to copy over. Positioning, renaming, making sure linkages aren't broken. I would just look at it, learn from it, see how I did it, and add to it.
My recommendation is build from scratch.
Ok! Last question then i'll leave you be. Does SF work with mods like shop system and other RP related mods?
IDK... You'll have to test.
Ive only ever used conflict lol
Anyone know what component I need to add to a vehicle to enable construction? It looks like the construction truck prefabs don't allow base building by default
Does this guide for getting starting with Mission Making still hold up in most recent update? https://github.com/Herbiie/ArmAReforgerMissionMakingGuide
It looks like there have been a few revisions to the repo over the years but certain parts like adding HitRegManager are now outdated.
@west karma ?
Me and my friends absolutely love your mod!
Hello, I made a new tutorial:
https://github.com/Herbiie/Arma-Reforger---ScenarioFrameworkTutorialBasic/wiki/1)-Arma-Reforger-Mission-Making-%E2%80%90-Scenario-Framework-(Basic)-%7C-Getting-Started
Look at the components of the hq composition and add to truck
I got that far, but now I’m running into this issue #enfusion_generic message
Thank you sir!
Anyone got a quick summary of changes needed to Conflict scenarios since the 1.2 update?
Heck yeah, looking forward to the release
Off the top of my head, the conflict military base prefabs no longer have the base radio component. It is replaced with another component, just can't think of the name. You need to tick source in this component for the HQs (MOBs).
I had the same issue. I don't remember what I did to fix it.
Here is what is in my game mode.
Is it possible to move your mission to different faction?
Sure. Copy and paste on same position, then edit as you see fit.
Do you have your mission on git?
Cheers!
how does waypoint order work?
i shuffle names(to reorder), priority, layers, order in slotAI and i can find no consistent way to make them execute in the exact way
after any change AI decides a random order to execute and sticks with it
and if a shufflle something around
it gets completely flipped and ai decides to start picking a different order of waypoints
i just wanted to make a quick mission in game master with the new driving mechanics one evening
and now im a week in
Just download from workshop.
Arma Reforger Editor | Consolidation video of AI dismounted patrolling, and AI driving. Updated for version 1.2.0.12.
Note: The area used for AI driving is setup as a container and is located at the center of the map. No dynamic despawn enabled.
Using Arma Reforger Editor I setup AI patrol with the new 1.1 slotwaypoint.et.
i dont need patrol cycles, i've seen all of these videos
i just want ai to follow an exact set of waypoints
without messing up the order
i dont need any randomisation
i have patrol cycles working as intended in a few bits of my mission
but i just cannot get ai to follow a specific order
they just have a mind of their own and start going to random waypoints assigned to them
it's gone now in process of experimenting but i used to have every single waypoint in a specif order here
listed out
i tried putting them into a layer after seeing this post
This topic will cover the following subjects... 1. Spawn AI randomly in an Area. 2. Spawn AI Way points. a. Follow way points in specific order. b. Randomize order. c. Cycle way points. I decided to post about this because I am having issues getting AI to go where I want them using way points. I ...
which is what i have now
which hasnt affected it
Problem solved, what needed to be done was the following:
taking the waypoints out of the waypoint layer.
putting them back in one by one in the correct order one wants them in, their names do not matter.
that's it, that will fix it.
I love being frustrated over trivial problems, my favourite genre of horror.
nah they're still in the waypoint layer
idk what what happend
seems to work now
the solution was to clear all waypoints in slot ai and readd them
For awareness, had to replace the prefabs and ensure "Is Source" was enabled for HQ prefab's SCR_CoverageRadioComponent
Nice. Yeah, couldn't remember the name and didn't have access to my PC to check. Glad you got it working
is there a quick way to add a civilian faction?
Use FactionManager_Editor. It has all the factions. @rocky chasm
goddamit
my ai is skipping waypoints again
the run before i recorded this
they did get into the UAZ
but drove straigh past the checkpoint
probably going to a move order further down the line
this is the mountUAZ waypoint since i dont show it
First, you have to make sure ALL waypoints are snapped to ground. Not above or below ground. It causes problems with AI moving to waypoint. Looking at your video, they seem to be above the ground. @rocky chasm
is there a hotkey for that?
right click, snap to ground
I didnt think it would, but you have to eliminate issues, and that is one issue for sure.
Does the CIV Faction come with new non-combat AI behavior, or do you have to look to mods? The IsMilitary faction option doesn't seem like it has much behind it either. I think some custom handling in danger events would be enough, but it's hard to figure out if it should be done in scripting or behavior trees. When I tried a mix of both, it was hard to do combat move or other movement / pathing (navmesh) you are supposed to use in behavior trees.
hey guys
so im trying to make an ARMA LIFE RP style server ... any advise on how to setup basic RP MISSIONS??
like buying weapons from a store
idk if you would call that missions
Hi All,
Im want to learn how to use the enfusion tools and workbench. Im looking at taking a modded map that has a conflict game mode and using it as a base and adding our stuff to customize it further. When creating a sub scene world would I use the Conflict world from the mod?
If someone has a guide to editing scenarios from modded maps that they can also share that would be amazing, will be better than me asking questions before trying.
Start with your world. There is no conflict world or combat ops world. Add the game mode to world.
okay awesome. When i created a sub scene off the modded maps world under missions folder was an .ent world for Conflict and GM on that map so was just curious if i should use that or do a game mode setup on just the map .ent
just map .ent
Watch Blackheart_Six's YT videos. Best place to get started.
thanks! Appreciate it
thank you
How do I edit the default Everon conflict game mode? And can I add buildings to Main bases by default?
- Create a subscene world.
- Open the CTI_Campaign for the world you created the subscene.
- Select all entities in the CTI_Campaign_XXX default layer.
- Open your subscene world.
- Ctrl-SHift-V or Edit > Paste on Same Position.
How would I remove the previous settings, for example, I would like to replace some of the default managers with ones from RHS.
Once you copy and paste everything is unlocked and editable.
Thanks, one more thing, how would I add default assets to bases (like a ammunition supply)?
Now you are in a different realm. IDK. Need a campaign dude to chime in here on that.
mess around a bit more in the resource views, and look under the "prefabs" folder
if you mess around with it more you might be able to get them to be of the right type for the team who spawns there. Otherwise you can do what I did and just drag the arsenals/maintenance points/radio/&c into the base
Is there away that on my mission i can remove building from the map?
hey guys, is there any tutorial/guide on how to make a custom conflict?
giving this another shot
just started the mission after the update
everything seems to have worked flawlessly?
tho it has before
ill see if it explodes again
well
i adjusted some ai patrols
unrelated to the ai that's breaking
and now it's broken agani
i have the whole thing recorded
nothing makes sense other than ai randomising their points for no reason
i suspect it might be something to do with loading unloading?
since my mission spans like half the island
yeah the ai just does whatever
sometimes it doesnt get in the car
and walks
sometimes it does but goes to the wrong drive point
sometimes it drives to the right drive point
but doesnt do get out get in sequence i have
yet
the first run
it did a perfect exact sequence
0 issues
i recorded the whole thing
uploading to yt
I think the scenario framework is pretty beat up after 1.2. Lots of things are not working correctly. Dynamic despawn/Notifications/Tasks. Please submit feedback tickets or provide feedback in game.
how do i do that?
or use the feedback link in game. But the tracker gives updates to your feedback. Pretty good system.
👍
Well thats annoying.
With the latest updates of reforger all my scenarios that I created so far are not working any more and server answers with his error. Can you help me on that? My guess would be that is has something to do with arsenal save.
What mods are you running?
Does that mean Flashpoint is broken?
No I don't think so.
Delete all mods server side, and client. Try and Join. If still fails, you have a bad mod. JIP ERROR are normally mod related.
@lean scroll There is a goal to complete several tasks on the map in early locations and after each completed mission the next task will spawn randomly on the map, but so that completed tasks are not repeated until the end of the cycle, is it even possible to do this?
Pretty sure it's possible. Just have to setup the layers and triggering. Completed tasks layers are restored action.
I tried many times and made a random spawn of the next task, but I want the completed task not to be repeated until the entire cycle is completed.
Completed task won't be repeated at all unless you restore the layer.
Once a task is finished, it doesn't play again.
I'll try to do everything as I plan, and I'll ask you for advice if you don't mind))
sure. DM me
🖐️
This actually seems to re-spawn the vehicle if it takes ANY damage.
Shooting a few pistol rounds at a helicopter will cause it to spawn more helicopters at the re-spawn position.
Thus you end up with many helos stuck inside one another.
also works as an easy vehicle multiplication method while in game.
Is there a way to detect whenever a vehicle actually gets destroyed?
Or when one already exists on the map to set a limit on spawns?
i've got a wip mod that'll hopefully limit vehicle purchases (via budget) in conflict
To determine if a vehicle is destroyed you can create a reference list of vehicles, iterate over it & call its SCR_DamageManager::IsDestroyed()
or if its been deleted just by checking if the EntityID can be used to find an entity anymore
nice, thanks
@slim stratus I haven't looked into them yet but there are new actions to set variables. These with logic counters and triggers may be to do something.
I was so disappointed when I tried this script and saw this happen. . Its like they did the script but didn't bother testing it or something.
Nah, it does it's job.
Just need to set parameters and stuff using added logic.
(scripting)
Still, it'd be great to have it already be configured like that by default.
Only the official Capture And Hold
for me it works fine with the helicopter when i move it a few inches up after snapping it to the ground - so the landing skids are not getting scratched while spawning..
Not the problem.
it takes no damage when spawning in.
I simply want to avoid players shooting the helicopter glass and suddenly spawning 50 helicopters.
oh ok then i did understand it wrong sorry 🤦🏻♂️
i have a question too.. i spawn a ai-squad and a vehicle, let them get in the vehicle and let them drive towards the player, so the player can ambush them. they spawn as soon as the player moves in the area.
i tested it on a small radius and it all works fine.
but as soon as i increase the radius of the area to 3000m, they spawn in but they are not moving anymore… only if the player comes nearer then ~ 1000m, they start moving… it seems like they ignore the aiWaypoints when the player is too far away.
how can i make them move while the player is 3000m away?
Oh nice, actually was looking for some more info. You add the nevermindSCR_VehicleSpawn to the vehicle? Or just create entity with this script?
