#enfusion_scenario

1 messages · Page 8 of 1

nova onyx
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Script Editor

calm ember
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Okay

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Wanted to avoid scripting 😭 but I must face my fears

nova onyx
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We all do 😄

calm ember
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Currently working on radiation zone to publish for other makers

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Then gas chambers either triggered by button (piano or flush) or proximity

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Which is where the mine idea came from

unkempt stratus
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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?

restive aspen
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how do i add a dependency to an existing scenario?

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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".

digital creek
# restive aspen how do i add a dependency to an existing scenario?
restive aspen
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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

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@digital creek u got a fix for this?

digital creek
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You are overreacting

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What's happening is that it can't load your project

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Check the log for errors, most likely it can't find the dependency you just added to the project

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Usually that's because you skipped Step 2

restive aspen
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i didnt add a dependency yet. all i did was the "open with addons"

digital creek
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What did you open?

restive aspen
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i opened my scenario with wolfs building pack as the addon

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but i never added it as an actual dependency

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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"

digital creek
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Addon 'USMCAlphaCompany' dependency '' can't be added

restive aspen
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that is my scenario

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how do i go about undoing this?

digital creek
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A dependency of the scenario cannot be added, it seems like

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So it does have a dependency, it seems like

restive aspen
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how do i undo it?

digital creek
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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

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"58D0FB3206B6F859" is normal, that's Reforger

restive aspen
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so do i remove the GUID or the dependency? its only showing that i have RHS and Reforger as a dependency

digital creek
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Can you open your project on its own (without WBP)?

restive aspen
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no. when i open it, the scenario file is not in the browser. it only shows RHS

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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 {
}
}
}

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the "595..." is RHS

digital creek
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"595F2BF2F44836FB" "58D0FB3206B6F859" ""

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There's a "" you still need to remove

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Empty dependency

restive aspen
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dont tell me that is the issue -_-

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so do i need to remove the other dependencies?

digital creek
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No

restive aspen
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now that i have removed the "", do i just save this note file?

digital creek
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Yes

restive aspen
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its saving as a text doc is that fine?

digital creek
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Yes

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You can edit most Workbench file formats with a text editor

restive aspen
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it still isnt working now that i reopened it

digital creek
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Are you sure you saved it correctly?

restive aspen
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wait, how will i open a text doc in enfusion?

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doesnt it have to be a gproj file?

digital creek
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You shouldn't save it as a text document

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You can edit it with a text editor though

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Just click the .gproj file and edit with notepad, save, done.

restive aspen
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lets try this again

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w Til

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ur amazing

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now, to add the dependency, i just open the addon.gproj, add in the GUID of the mod, hit okay and save?

digital creek
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That's the manual way. See the linked document for an easier one.

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Also don't forget to add the mod in question as a workbench project

warm crow
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One of the guys I made for my Black Division mission lol.

lean scroll
warm crow
unkempt stratus
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Anyone had any luck with the MusicManager?
I'm unable to control the music in the game.

lean scroll
unkempt stratus
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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?

lean scroll
unkempt stratus
# lean scroll 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!

lean scroll
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I appreciate the shout out from Jeroen on RFI #5! Thank you 🥃

unkempt stratus
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So I tried to disable the music and somehow managed to disable all sound EXCEPT the music...

blobdoggoshruggoogly

calm ember
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How to make a "kill zone" to prevent players from leaving area.

calm ember
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world was just good now when i playtest it just crash

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file data structure of the world is obsolete arma it is saying when i reopen

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Working on this, If you know you know lol

restive aspen
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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.

restive aspen
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Probably should’ve thought to configure that. Just figured it was in since it was Everon

restive aspen
lean scroll
restive aspen
lean scroll
restive aspen
restive aspen
# subtle harbor

Thank you. But that didn’t help me understand why my weather doesn’t work.

subtle harbor
gritty vortex
# subtle harbor

this is wonky, Orange color does not automatically mean the prefab is GM placeable

restive aspen
subtle harbor
subtle harbor
restive aspen
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i cant is the issue. its apart of everon

subtle harbor
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then click on weathermanger_2 and on the right see if you can edit its properties

restive aspen
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i can

subtle harbor
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should be able to change the time of day ect in there see if that works

restive aspen
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that works yes

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but when im in my server, and i change the time thru GM, nothing happens

subtle harbor
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you can remove that weathermanger and replace it to see if that fixes it

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you might of ticked something in the properties

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@restive aspen you also might need to add a GenericWorldLightEntity can't remember of the top of my head

digital creek
subtle harbor
restive aspen
subtle harbor
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it would just be a matter of enabling it somewhere in the editor

charred wasp
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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.

subtle harbor
charred wasp
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But why we can add our own Screens to the config, if the config will still not use? (makes no sens for me)

subtle harbor
charred wasp
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I did and added them to the config

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But this will not work. You need to add it to the Component itself

subtle harbor
unkempt stratus
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Any way to set the video settings to the editor mode? It doesn't use the same ones from the actual game.

restive aspen
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How do I disable squad leader markers on maps in my scenario?

calm ember
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How would I got about making xp zones

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Xp handler content and a proxy trigger?

hidden bridge
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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 notlikemeowcry

unkempt parrot
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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.

lean scroll
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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?

lean scroll
lean scroll
unkempt stratus
acoustic viper
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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 ?

languid mirage
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Anyone knows if the slot.et is broken when it comes to "Use Existing World Assets" ?

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Cant get it to work at all by appointing ID to anything.

languid mirage
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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

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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

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but im missing something

lean scroll
calm ember
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team

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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

unkempt stratus
calm ember
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anyone can help me in cretivity lounge?

jolly spade
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How do i stop my main bases from swapping?

calm ember
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Anyone attemp to make a CSgo style Search and destory? Has to be possible right

tardy cloud
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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)

lofty dagger
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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

unkempt stratus
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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?

lean scroll
lofty dagger
lean scroll
calm ember
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my weorld folder is gone in my project so now i cant open it

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its still in my file but its not apart of my project anymore

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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

unkempt stratus
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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 😵‍💫

calm ember
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How can I make a scenario

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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

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Just the world

frigid moon
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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?

frigid moon
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each of those files aims to a different world entity [aka the mission]
so you can see in this project, i have 3 scenarios

jolly spade
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what function controls hq starting supplies?

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changing hq supply Gamemode_Campaign doesnt change it

ebon lynx
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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?

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Along a similar vein, I get this error when trying to open my arsenal crate (which is set to the right 'UK' faction affiliation)

lofty dagger
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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?

waxen fossil
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the menu for entering the password comes from the Server Admin Tools mod

static spruce
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Hey, is HitRegManager still needed? The Scenario Framework page doesn't mention it but I recall adding it before

static spruce
waxen fossil
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yup until 1.2 update drops

static spruce
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Copy, thanks 🙂

lofty dagger
waxen fossil
jolly spade
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how do you change the price and rank of modded vics? editable_vehicle_component doesnt show any options pertaining to cost and rank

unkempt stratus
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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 thonk

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 meowsweats

calm ember
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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

calm ember
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nvm got it "overide in 'projectname'

calm ember
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I created custom loadouts with mods, how can i upload to my server? i cant publish my scenario with mods because they are readonly

lean scroll
calm ember
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in setting i see

#

ty

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my dependencies are in my docs folder?

lean scroll
# calm ember how so

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.

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I created a custom loadouts and arsenal boxes in a separate mod, then added the mod to my server.

calm ember
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i added custom laodout config

lean scroll
calm ember
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to my scenario and will republish as dependency

calm ember
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when i add config loadout then run without addons the kits are just blank because files are not there

lean scroll
lean scroll
# calm ember when i add config loadout then run without addons the kits are just blank becaus...

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

Arma Reforger

Air Sea Land Security Services
Clothing Weapon and Equipment Pack

calm ember
#

already have it XD

lean scroll
calm ember
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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

lean scroll
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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.

calm ember
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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

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i overwrote the characters but not the guns etc

lean scroll
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ok.

calm ember
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the guns in laodouts are prefabs

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im not sure im understanding correctly

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okay i think i see, You upload the configs as a mod, with dependancy attached, then you add that mod to your gamemode

lean scroll
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This keeps my scenario clean with no mods, but gives me modern USSR, weapons, etc.

calm ember
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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

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do the config files need to have the same name?

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Or do I have a tdm built with modded config loadouts and publish then add config mod to insert the actual guns

lean scroll
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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.

calm ember
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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?

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did i get that?

calm ember
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I am trying to make a round base game mode, after task are completed round is over but not game, is this possible?

lean scroll
# calm ember did i get that?

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.

unkempt stratus
#

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?

lean scroll
# unkempt stratus Hmm. So if I want to add any modified files to the mission/scenario I have to u...

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.

  1. Add the mod to the server if you are hosting one, and the weapons will appear in the arsenal.
  2. 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.

unkempt stratus
lean scroll
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Absolutely!

storm forge
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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

storm forge
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thanks

lean scroll
storm forge
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there is

lean scroll
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you have to add them to the project launcher as well as your project.

storm forge
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they are added

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the only thing that doesnt show up is my files

lean scroll
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hmmm that normally happens when you don't have the all the addons in the launcher.

unkempt stratus
lean scroll
storm forge
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im gonna double check but from what i can see all the correct dependancys are ticked

calm ember
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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

calm ember
#

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

jolly spade
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how do you add a saving component to an arsenal in the world editor? no box i spawn in lets me save anything

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@lean scroll please help brother

lean scroll
# jolly spade how do you add a saving component to an arsenal in the world editor? no box i sp...

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...

▶ Play video
jolly spade
#

i just saw the reply you left on yt

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appreciate everything you do brother

frank locust
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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 ?
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Also, I can't seem to find general AI medical options, which is kind of annoying

frank locust
#

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

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I'd guess this is the way ?

worn flume
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How can I have 2 MOBs per side in Conflict each with pre-built infrastructure and vehicles spawning in positions preserved for them?

lean scroll
# frank locust I'd guess this is the way ?
Arma Reforger

A database framework to connect the Enfusion engine with SQL-, document- and local file databases.

Arma Reforger

A framework to save and load the world state in Enfusion engine powered games.

frank locust
turbid viper
#

Hey don't know if it's a right place, but still.

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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 😭

lean scroll
lean scroll
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@nova onyx Hi ya Yethe, FYI... No playsound action on a dedicated server.

nova onyx
lean scroll
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sorry yes. 1.2.0.52. Works in local/SP/Workbench.

nova onyx
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Copy that, thank you for reporting salute.

frank island
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Do you have to post the mission in mods, or can I just load it in on a public server?

lean scroll
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@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.

frank island
#

What's BI?

lean scroll
#

someone else please....

nova onyx
frank island
#

Oh

obtuse solar
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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.

lean scroll
#

@obtuse solar Did you ...

  1. Run gamemode setup plugin for scenario framework?
  2. 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

obtuse solar
#

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

lean scroll
#

@obtuse solar Ok. Dont see anything there.
Did you setup the SCR_GameModeSFManager? Assuming you are using "On_task_Init" to initialize tasks.

obtuse solar
#

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?

lean scroll
#

You can create whatever you want. Watch the videos.

obtuse solar
#

In the SFManager

lean scroll
#

No not in the manager

obtuse solar
#

I'm watching them now

obtuse solar
#

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.

lean scroll
#

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.

obtuse solar
#

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.

obtuse solar
#

@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.

obtuse solar
#

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

digital scarab
#

how do i fix gm placed spawn points and command trucks not working?

lean scroll
#

Pro-tip from a non-professional...
To keep slotAI.et from running to gun fire, set up "Set Max Autonomous Distance" in AI Actions.

solemn marten
#

Hi guys! How can I achieve mission rotation?

digital scarab
lean scroll
digital scarab
#

no spawn points work unless they are pre placed

#

is there a certain setting you need to turn on in world editor?

lean scroll
#

Did you run gamemode setup for GM? @digital scarab

digital scarab
#

i didnt run any setup stuff

#

just dragged in managers

#

what do i run?

#

also im making a conflict mode btw

lean scroll
#

delete all the managers. Go to plugins, and find "Game Mode Setup" and select the GM .conf

digital scarab
#

for conflict mode?

lean scroll
#

same thing. But make a new subscene. You can't have 2 game modes in the same scenario

lean scroll
#

Don't chase this. It's working now. IDK why but playsound is working. Sorry for the false alarm.

nova onyx
#

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 😅.

delicate tangle
#

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

simple sparrow
#

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!

lean scroll
simple sparrow
#

I will have a look now thanks !!!

simple sparrow
#

Any chance you could give me a little more advice which getter to use ?

lean scroll
#

mouse hover over, should tell you. In game right now.

nova onyx
#

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 😅

lean scroll
frank locust
#

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

digital scarab
#

i still cant get command trucks to work @lean scroll

#

is there a certain box you have to check?

lean scroll
#

What are you expecting when you say you can't get them to work? @digital scarab

unkempt stratus
#

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?

lean scroll
digital scarab
#

drive them to wherever

#

and there isnt a prompt in the back to enable them

lean scroll
digital scarab
#

a command truck

#

you spawn in on it

#

when you enable it

lean scroll
digital scarab
lean scroll
unkempt stratus
lean scroll
#

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

unkempt stratus
# lean scroll LOL, You have to duplicate or override, and then edit prefab. Then back in your ...

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).

lean scroll
#

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.

jolly spade
#

is there any way to specify a radio station's range before it is built at the point?

storm forge
#

how do i make a gm config file so i can have working gm on my map?

compact oracle
#

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

grand crown
#

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 ?

lean scroll
compact oracle
#

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... meowfacepalm

#

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

lean scroll
#

@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.

  1. I would create a new project and subscene using the arland.ent.
  2. Close world editor and enfusion workbench.
  3. 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.
  4. Then in world editor, Load the world from combat ops arland.
  5. 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.
  6. Save.
  7. Close world editor, and enfusion world bench.
  8. 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.

compact oracle
#

didnt know the hate was so strong for Combat Ops Arland lol jk

lean scroll
#

Yea I mean it's the bane of everything I know about scenario framework. LOL!

obtuse solar
#

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?

nova onyx
nova onyx
lean scroll
nova onyx
obtuse solar
#

Thanks for the help

grand crown
#

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 ?

worthy glade
#

is there a guide somewhere to help newbies make missions? i can code (somewhat) but i know nothing of enfusion/reforger

worthy glade
#

thank you, i will go through these, love you ❤️

nova onyx
worthy glade
#

once upon a time i made missions, in ofp. i think the only one that survived the time has been ctf corridor

nova onyx
#

😮

#

Veteran 😄

worthy glade
#

haha yeah, getting old

#

but never too old to try and make fun missions for the boys

gritty vortex
#

I miss Andersen Gunship Deathmatch

#

Vulcan Cessna 😭 LMFAOO

worthy glade
#

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

slim stratus
#

How could I got about creating the following two objectives:

  1. Blufor wins once all Redfor are eliminated.
  2. 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.
worthy glade
#

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?

slim stratus
#

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.

worthy glade
#

just 1 faction member?

slim stratus
#

oh yea that's a problem

worthy glade
#

surely there must be a way to tie together multiple requirements

#

hmmm

worthy glade
#

your answer may be in the script for endgame

https://www.youtube.com/watch?v=PHuc2l7KCDM

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...

▶ Play video
slim stratus
#

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 :(

nova onyx
#

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 🤔

slim stratus
#

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!

digital scarab
#

how do you increase the supply cap in a vehicle?

west karma
# worthy glade is there a guide somewhere to help newbies make missions? i can code (somewhat) ...

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

GitHub

Contribute to Herbiie/Arma-Reforger---ScenarioFrameworkTutorialBasic development by creating an account on GitHub.

chilly tangle
#

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

#

This tuto exactly ^^

chilly tangle
chilly tangle
#

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 😢

lean scroll
# chilly tangle

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.

chilly tangle
#

Yes, I create but don't appear, I think a setting blocked in conflict, I need to search what setting :/

lean scroll
#

Need a conflict SME on that. You should be able to place an entity directly in the world.

chilly tangle
#

With slot.et : don't work
Without : Work but not random
X') niarf

gritty vortex
#

relatable

chilly tangle
gritty vortex
#

nothing, ignore me

chilly tangle
#

heu... Ok X)

west karma
chilly tangle
wild trellis
#

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.

chilly tangle
lost echo
#

Have you found a solution? I have the same problem

unkempt stratus
#

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.

gritty vortex
#

they are different things for different purpose

#

they do literally what the words mean, so they work very differently

candid sapphire
#

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?

west karma
#

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 😄

gritty vortex
unkempt stratus
gritty vortex
#

inhales

#

does this help

#

I put 2 hours into this

subtle harbor
#

meow?

gritty vortex
#

I might be able to give you a better answer if you tell me what you want to do

unkempt stratus
#

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.

gritty vortex
#

hmm what is the intended result? game no longer sees entity as vehicle?

nova onyx
chilly tangle
unkempt stratus
#

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 experiencemeowsweats

gritty vortex
#

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

unkempt stratus
gritty vortex
#

haha wut

unkempt stratus
#

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...

digital scarab
#

is there any way to increase the supplies a vic can hold?

#

@lean scroll

lean scroll
digital scarab
#

im trying to increase the hueys supply past 400

#

i cant even find anything in that component with 400

#

in it

lean scroll
feral siren
#

Hello, I am trying to create a faction, however I cannot get the constructions to be available in the HQ.

jolly spade
#

how do you fix your entity catalog changing itself?

#

like values will just randomly change

feral siren
jolly spade
#

i do

#

us ussr and fia all have their own configs

feral siren
#

I am creating a faction from scratch, it is different from overwriting the config of existing factions

digital scarab
#

i want to push it to 400

#

i cant find any value

slim stratus
#

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.

slim stratus
#

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.

warm crow
#

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.

obtuse solar
#

I imagine you would have to add the marker manager component to the conflict game mode.

#

nevermind that doesnt seem to work

warm crow
#

This is what I have at the moment:

#

^ This works when setting up a custom mission using the SF.

worthy glade
#

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

obtuse solar
west karma
#

Is there a way of setting a certain time/date on completion of a task?

fallen garnet
#

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?

warm crow
unkempt stratus
# fallen garnet Sup guys, i've got a question. How do i change FIA kits for conflict gamemode? I...

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.

fallen garnet
unkempt stratus
eager ginkgo
#

How would I go about porting combat ops to a workshop terrain?

lean scroll
hidden nebula
#

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.

nova onyx
warm crow
digital scarab
#

how do you fix fia only spawning in world editor?

#

the minute i host the published scenario they are gone

lean scroll
#

Unless you setup a custom gamemode frankenstein

hard bloom
#

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

lean scroll
hard bloom
#

i have configure the remixed vanilla pvp on zimnitrita but i v got the same bug from the gamemaster scenario

warm crow
hard bloom
#

even when i am making the map on the tools and want to test it live same error in the map

lean scroll
lean scroll
lean scroll
hidden nebula
lean scroll
nova onyx
lean scroll
#

Exp 1.2

nova onyx
lean scroll
#

sure.

hidden nebula
lean scroll
lean scroll
hidden nebula
lean scroll
hidden nebula
# lean scroll 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);
lean scroll
lean scroll
#

Not sure short of looking at your scenario. Can you DM me, and send it in a zip?

hidden nebula
lean scroll
#

verison 1.1 or 1.2?

hidden nebula
#

I didnt even think about that

lean scroll
#

think about what?

hidden nebula
#

if there might be something different in experimental on how slotmarker is done, seeing your reaction though im guessing not.

lean scroll
#

no shouldn't be. I do have a problem with your zip file. There is no addon.gproj file.

hidden nebula
#

oh woops, my mistake I compressed a sub folder of the scenario

worthy glade
#

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

nova onyx
hidden nebula
# nova onyx There were no changes for the setup. Also please check the console for any Scena...

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

lean scroll
#

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.

hidden nebula
#

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.

hidden nebula
#

do you need to actually walk into the range, not just spawn in range?

lean scroll
lean scroll
hidden nebula
#

well would you look at that

#

Didnt even know that was a checkbox option

lean scroll
#

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.

hidden nebula
# lean scroll 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.

lean scroll
#

open the .imageset file, and click on the quad tab

hidden nebula
#

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.

lean scroll
hidden nebula
#

oh should I override the already used imageset and instead add to that?

lean scroll
#

This is their expertise.

hidden nebula
#

alrighty ill ask over there

digital scarab
#

@lean scroll i has problem

lean scroll
#

me too. 😢

lean scroll
digital scarab
#

but not spawning when i publish the scenario

lean scroll
#

what gamemode are you using? Campaign? Gamemaster? or Scenario Framework? @digital scarab

digital scarab
#

plz brother am lost

#

have tried everything ai only spawn when i open mission in world editor

lean scroll
#

Sounds like you are missing some components needed for campaign mode. Run gamemode setup plugin to check for components?

digital scarab
#

i know i have all my managers

digital creek
compact oracle
#

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?

obtuse solar
#

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?

lean scroll
nova onyx
hidden nebula
# hidden nebula How does one go about using the `MapMarkerConfig`? is there documentation/exampl...

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

nova onyx
#

But why such change is needed in the first place?

hidden nebula
unkempt stratus
#

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..

nova onyx
hidden nebula
nova onyx
hidden nebula
compact oracle
hidden nebula
#

is there a way to create ai prefab groups? like in arma 3

unkempt stratus
cunning cypress
#

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?

cunning cypress
#

Nvm found the issue should read the wiki more focused first

hidden nebula
frosty wave
#

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.

lean scroll
#

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

Arma Reforger

A framework to save and load the world state in Enfusion engine powered games.

GitHub

A framework to save and load the world state in Enfusion engine powered games. - Arkensor/EnfusionPersistenceFramework

frosty wave
#

Curious if the above persistent framework could be added to the offical Combat Ops? I guess I'll have to try!

lean scroll
frosty wave
frosty wave
#

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?

lean scroll
#

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

frosty wave
#

Ah cool, that's what I'm doing. Thanks again!

frosty wave
lean scroll
frosty wave
#

ok thank you!

pulsar nest
#

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?

ocean vector
#

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?

jade rapids
#

how do i fix rhs and wcs not having firing sounds?

vapid coral
# jade rapids 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.

cunning cypress
#

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

late narwhal
#

I'm missing the base game scopes on the conflict mode anyone got any advice?

vapid coral
#

Is it standard conflict? Not conflict PvE, conflict RHS pve or any of the other variants on the workshop?

late narwhal
#

Nope just the standard conflict

#

{ECC61978EDCC2B5A}Missions/23_Campaign.conf

vapid coral
#

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?

late narwhal
#

All scopes for the main US and Russian factions from the base game

vapid coral
#

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?

late narwhal
#

I tried without mods loaded too and yes correct all the normal stuff just no scopes

vapid coral
#

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?

late narwhal
#

I created a server, loaded up the normal conflict map and then added a couple of mods later no workbench or anything

vapid coral
#

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.

late narwhal
#

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.

vapid coral
#

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.

ocean vector
#

I keep getting world load error on a mission I just made. Does anyone know what can generally cause that?

jolly spade
#

intresting

#

when ai is set to CYLON difficulty they completely lack the ablility to accelerate a vic

#

after taking control

late narwhal
#

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

digital creek
ocean vector
vale pendant
#

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?

cunning cypress
#

He's guys, anyone know which component of the radio I have to edit to turn on automatically at mission start ?

pulsar nest
#

Does somebody know what does that mean?

jolly spade
#

like when you talk on it you get that

pulsar nest
#

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

unkempt stratus
#

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 meowfacepalm

toxic star
#

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??

digital creek
# toxic star Hey, I am very new to the enfusion engine only just getting into mission making ...
toxic star
#

Thanks for the help!

vapid coral
# late narwhal Does anyone know how to make your own CTI? I just want to edit the default one a...

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.

compact oracle
#

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

late narwhal
vapid coral
nocturne zealot
#

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?

vale pendant
toxic star
#

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???

compact oracle
toxic star
wild trellis
toxic star
compact oracle
# compact oracle anyone know what the issue is here? I added the British Armed Forces Vehicles m...

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

late narwhal
#

Does anyone know what prefab you'd have to edit to be able to recruit more than like 12 AI per human player?

lean scroll
vapid coral
#

@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

ebon lynx
vale pendant
#

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?

gritty vortex
vale pendant
#

Works fine when testing in workbench or logged as admin on my dedicated server

gritty vortex
vale pendant
#

If any

jolly spade
#

how do i fix ai spawning then disappearing?

#

is it some sort of dynamic spawn system?

lean scroll
jolly spade
#

how do i disable it for the ai

#

because its buggy as hell

lean scroll
#

just uncheck it in the gamesf component\

jolly spade
#

which component?

lean scroll
#

in your gamemode, find the SF component. and uncheck it.

jolly spade
#

Gamemode_Campaign?

lean scroll
#

then you aren't using scenario framework. disregard. IDK why the AI despawning. campaign doesn't use a dynamic despawn same as SF

jolly spade
#

damn

#

they were spawning in yesterday ffs

ocean vector
#

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.

lean scroll
ocean vector
lean scroll
# ocean vector Scenario framework

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.

▶ Play video
ocean vector
nova onyx
#

!ft

iron zenithBOT
vale pendant
#

@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'

gritty vortex
#

and/or the Editor part that comes before it

vale pendant
#

The faction is the basic USSR faction

gritty vortex
#

hmm ok then perhaps there is some other error in the logs

vale pendant
gritty vortex
#

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

vale pendant
gritty vortex
#

those notifications (EDITOR_CANNOT_OPEN) seem to be sent from SCR_EditorManagerEntity.c

vale pendant
#

Also can I test the mission as a non-admin in the workbench? That would be much easier

gritty vortex
#

sure, you can try peertool

vale pendant
#

Welp, no chance with the Reforger Lobby mod, loops in an error. That's a shame

gritty vortex
#

... what error?

#

maybe its something trivial

vale pendant
#

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?

gritty vortex
#

dont think so

#

what about asking the author of the lobby mod if building is supported?

#

maybe they could at least test it

sudden sentinel
#

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

lean scroll
sudden sentinel
cunning cypress
#

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.

sudden sentinel
#

Hi guys, does RHS provide a model in .et format so I can make a texture on it?

digital creek
#

I don't remember if RHS allows / tolerates this, you'll have to look into it yourself

sudden sentinel
digital creek
hidden nebula
#

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?

digital creek
hidden nebula
digital creek
#

Depends on what you're trying to achieve

#

What do you need to know the type for, exactly?

hidden nebula
# digital creek 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

sudden sentinel
#

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

sudden sentinel
lean scroll
sudden sentinel
#

for example, taking an existing original outfit from Arma Reforger and applying texture using substance painter

lean scroll
hidden bridge
#

It was sad, because in arma 3 I could do it with one line of code notlikemeow

lean scroll
#

@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...

▶ Play video
late narwhal
#

Anyone know where to remove the budgets for spawning things?

lone jacinth
#

thought I remembered seeing a mod on the workshop to do just that

late narwhal
#

Yeah it seems to do it for the game master but not for the players

hidden nebula
#

did the ScenarioFrameworkTrigger throw errors relating to the drawing the ui stuff before this last update?

nova onyx
hidden nebula
#

the On Activate is literally just Print("test")

#

and if I activate the trigger I get another error

nova onyx
#

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.

hidden nebula
nova onyx
hidden nebula
#

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

wild trellis
hidden nebula
#

Error seems to still happen for me on a fresh scenario with a newly created world using ScenarioFramework.conf in 1.2.0.70

restive aspen
#

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?

digital creek
restive aspen
digital creek
#

The second part of the error just means you should go into your AI Worlds component and specify the vehicles navmesh file

restive aspen
#

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

lean scroll
restive aspen
lean scroll
scenic agate
scenic agate
lean scroll
muted scroll
#

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.

scenic agate
#

(DefaultPlayerControllerMP_ScenarioFramework.et)

lean scroll
scenic agate
#

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

lean scroll
scenic agate
#

Yes !

#

It seems like it worked before 1.2, so I don't know if some bug appeared ?

lean scroll
scenic agate
#

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

lean scroll
#

You are using Scenario Framework game mode, not Game Master game mode.

scenic agate
#

I'm using Game Master

lean scroll
#

Not according to your screen shot above of the A_UTILS

scenic agate
#

let me show you

lean scroll
#

Let me see your SCR_AIWorld navmesh setup

scenic agate
#

Here is the issue happening in the Game itself

lean scroll
#

Let me see your SCR_AIWorld navmesh setup

scenic agate
#

This is the navmesh conf (it was generated by the Game Mode Setup menu)

lean scroll
#

You are missing your navmesh.

scenic agate
#

But how come it does not work in the Game ? (not using the workbench, just starting Arma Reforger)

lean scroll
#

AI require navmesh file to move.

#

What game mode do you want to publish your scenario in? Campaign? Scenario Framework? or Game Master?

scenic agate
#

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
scenic agate
lean scroll
#

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.

scenic agate
#

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

lean scroll
#

IDK TBH.

scenic agate
#

Ok thank you for your time !

orchid glacier
#

Does anyone have any idea what HitRegistrationSystem does and it it needed in PVE stuff?

lone jacinth
#

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

sullen girder
#

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.

sudden sentinel
#

Hello, can anyone help me, how can I add the function to have a silencer on my weapons

lean scroll
sudden sentinel
#

Does anyone know how I can add a slot to put a silencer on my gun?

waxen stump
#

How can I change the FIA faction to my custom faction in Combat Ops?

waxen stump
young skiff
#

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?

nova onyx
#

@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 salute.

waxen stump
nova onyx
#

Because when that is left empty, it will use US Faction key 😅

waxen stump
zinc wharf
#

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

zinc wharf
#

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
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works locally, dedicated does not work

#

tested both the default mission + my own

sudden sentinel
#

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

lean scroll
lean scroll
zinc wharf
#

assuming you didn't ofc

#

just to be 100% sure

candid sapphire
#

@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

lean scroll
candid sapphire
#

Bet. thank you!

lean scroll
candid sapphire
#

Could I use this on my terrain?

#

Doing a Vietnam themed mission

zinc wharf
#

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

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this is in the base mission

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when i turned all the child layers off in entre deux, it started working again

lean scroll
#

@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.

lean scroll
candid sapphire
candid sapphire
#

Ive only ever used conflict lol

sharp swan
#

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

nocturne crown
#

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 ?

digital creek
#

No

#

It might still work but it's certainly not great in all aspects

lean scroll
west karma
lean scroll
sharp swan
thick kraken
#

Anyone got a quick summary of changes needed to Conflict scenarios since the 1.2 update?

warm crow
warm crow
lean scroll
young skiff
lean scroll
young skiff
#

Do you have your mission on git?

rocky chasm
#

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

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and if a shufflle something around

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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

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and now im a week in

lean scroll
lean scroll
# rocky chasm how does waypoint order work?

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.

▶ Play video
rocky chasm
#

i dont need patrol cycles, i've seen all of these videos

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i just want ai to follow an exact set of waypoints

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without messing up the order

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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

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listed out

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i tried putting them into a layer after seeing this post

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which is what i have now

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which hasnt affected it

slim stratus
#

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.

rocky chasm
#

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

thick kraken
warm crow
rocky chasm
#

is there a quick way to add a civilian faction?

lean scroll
#

Use FactionManager_Editor. It has all the factions. @rocky chasm

rocky chasm
#

goddamit

#

my ai is skipping waypoints again

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the run before i recorded this

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they did get into the UAZ

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but drove straigh past the checkpoint

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probably going to a move order further down the line

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this is the mountUAZ waypoint since i dont show it

lean scroll
#

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

rocky chasm
#

is there a hotkey for that?

lean scroll
#

right click, snap to ground

rocky chasm
#

👍

#

snapped all waypoints to groun

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didnt fix it

lean scroll
#

I didnt think it would, but you have to eliminate issues, and that is one issue for sure.

rough dust
#

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.

amber sparrow
#

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

lean scroll
#

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.

lean scroll
lean scroll
#

just map .ent

warm crow
lean scroll
lean scroll
molten skiff
#

How do I edit the default Everon conflict game mode? And can I add buildings to Main bases by default?

lean scroll
molten skiff
lean scroll
molten skiff
lean scroll
lone jacinth
#

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

real grove
#

Is there away that on my mission i can remove building from the map?

steady nimbus
#

hey guys, is there any tutorial/guide on how to make a custom conflict?

rocky chasm
#

giving this another shot

#

just started the mission after the update

#

everything seems to have worked flawlessly?

#

tho it has before

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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?

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since my mission spans like half the island

#

yeah the ai just does whatever

#

sometimes it doesnt get in the car

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and walks

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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

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it did a perfect exact sequence

#

0 issues

#

i recorded the whole thing

#

uploading to yt

lean scroll
#

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.

rocky chasm
#

how do i do that?

lean scroll
#

or use the feedback link in game. But the tracker gives updates to your feedback. Pretty good system.

rocky chasm
#

👍

rigid kraken
#

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.

warm crow
lean scroll
lean scroll
solid owl
#

@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?

lean scroll
solid owl
lean scroll
#

Once a task is finished, it doesn't play again.

solid owl
lean scroll
#

sure. DM me

solid owl
#

🖐️

slim stratus
#

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.

slim stratus
#

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?

lone jacinth
#

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

slim stratus
#

nice, thanks

lean scroll
#

@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.

unkempt stratus
# slim stratus

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.

slim stratus
#

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.

rigid kraken
valid crater
# slim stratus

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..

slim stratus
#

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.

valid crater
#

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?

noble sky