#enfusion_scenario
1 messages · Page 9 of 1
I've debuged the script a bit and on first looks OnDestroyed gets called multiple times for some reason
I guess
Quickly checking this probably fixes it
void OnDestroyed(IEntity newEnt)
{
if(!spawnedVehicle || !newEnt) return;
if(spawnedVehicle.GetID() == newEnt.GetID()) {
spawnedVehicle = null;
}
}
to add these if statements
because sometimes newEnt is null
Urgh I hate reading code.. If hungry then eat else starve.. Anyway I'll try it. OnDestroyed shouldn't activate if a wheel gets shot so idk.
Is there a quick way to copy RHS units gear/uniforms etc to my own override mod for the vanilla units? I know I can do it manually and replace every item with what I want. But would be so much quicker if I could just copy all the gear and paste over the vanilla units and then edit accordingly.
is there a way to remove items off the eden map?
@heady meadow yes by using the Workbench only but I don't know if it's an exploit or not so if any of BI's here, say you are allowed to I will post the method.
Is it possible to make a trigger if the enemy is detected with the scenario framework please?
I would be interested to know as well, if BI give you the go ahead to share.
You can create a New sub scene from eden empty. And copy past all asset from eden in it. And after you can delete some asset of the map.
Never even thought of that lol. Cheers.
It would be very strange to me that they wouldnt allow it. You could remove items off the map in both arma 2 and arma 3, yes it was with script but the action/reason was the same. I would be very curious to hear BI's stance on it.
good luck with copying the entire world, and pasting into another sub-scene layer. I've tried and it crashed the software. That was a few versions ago.
Did it actually crash, or possibly it just froze and you got impatient and closed it? for me it froze for like 15 minutes, when I pressed paste, just needed to wait.
pretty sure it crashed. When it asked for a crash report, it's a crash.
In {D051461810189F6E}worlds/ScenarioFramework/Samples/SF-Sample-DynamicDespawn.ent RandomFlag Layer have RANDOM_ONE value in Spawn Children, but it doesn't work
Anybody have this problem?
What seems to be a problem?
I just tried latest version on Steam and it properly randomizes the flag 🤔.
I have the same version, I don't modify anything.
But random doesn't work for me.
Neither the flag nor the truck when entering and exiting the trigger are of the same design or design.
Oooh, sorry
It looks like you have to restart the mission each time to get a different set.
Just going in and out of the trigger doesn't change anything
Is this how it should work?
Correct.
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework
Can you add information about this here?
For more info, you can check our wiki:
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework#DynamicDespawn
It is there.
All the random selections are saved and layers will remember it.
Gotcha
Is it possible to change this logic?
For example, I want different weapons to appear each time when entering a house
No mission restart
I think it should be possible with the RestoreToDefault action 🤔
You can check the newly added sample for that - Repeated Task
This one?
Yes
Thanks, I'll look into it
@nova onyx Hi ya Yethe, Is it possible to add AIWaypointDeploySmokeCover.et to the scenenario framework list of waypoints?
I will look into it
.
No, it doesn't work that way 😦
I need the object to disappear when leaving the trigger, and when entering a new one, a new one will be selected randomly
That doesn't work either 😦
Hey, I'm at work, and kinda just scrolling through stuff, so it's not a big deal if there's no answer. But I had a thought today: did the system to spawn a new task when a first task is completed change? I've done this before(last winterish) but I don't remember having to put in a logic counter entity. Looking at BI's tutorial sample it doesn't seem familiar
anyone know of an conflict/pve missions using ai in vehicles yet?
Gramps PvE Conflict. https://discord.com/channels/105462288051380224/1113877580714614944
oh sick I was just asking about that in their discord
Hello, from my testing the restore Layer to default doesnt include re-randomization od children. No matter what i tried I cant achieve repeated randomization on Layer respawn
Oh, I see why. I will fix it and also include it as an option. Sometimes it might be a feature 😅
Maybe add a separate Randomise Layer?
New prefab
Do your hints and popup messages show when you playtest? Because mine dont and even in scenario framework tutorials they dont show for me
Didn't pay attention to this... I'll try this evening
Currently there is an issue for these but it will be fixed in future update.
Hello everyone. I have a problem. I did a mission with the RHS mod with the 1.1.0.42 version of the game, which worked perfectly. Now after the game's update to version 1.2.0.76, that mission gives me an error. You know what the problem might be?
What kind of error?
Any other mods running because this looks like there is a miss match between your client and server
I don't quite understand what you're referring to.
That the server has other mods loaded?
Could be
Try it with the least amount of mods possible - just your scenario and RHS and see if that’s working and then slowly add one mod one by one until the issue reappears.
I already made that option with the server, remove all the mods and just leave the mission and the RHS
In fact when I go into the server to load the mods, it only loads the mission and the RHS
@karmic lake Delete mods both server and client side if you haven't already. Remove any version numbers in the config.json for mods. In my experience JIP errors = mod errors. And remember your scenario is a mod as well.
Thank you Blackheart_six. The question is that before the game update the scenario worked, and after the update
By setting up a local server, the stage works perfectly.
@karmic lake So what changed? The game was updated. When a major update occurs then all bets are off on any mods functioning correctly until the mod owner updates their mod to the current game version.
Local host server doesn't duplicate the same as a dedicated server. I test mods in 3 areas, Game Master, Local Host, and then dedicated server. And many times they run fine in the first 2, and fail on the dedicated.
JIP = MOD
Me explico: El escenario antes de la actualización funcionaba perfectamente. Cuando se actualizo el juego, lo primero que hice fue actualizar mi escenario para que estuviera acorde a la nueva actualización del juego...pues a partir de aquí, el escenario dejo de funcionar en servidor dedicado.
Interesting...
OK, I get this.
sorry
lol
Let me explain: The scenario before the update worked perfectly. When the game was updated, the first thing I did was update my stage so that it was in accordance with the new update of the game...well from then on, the stage stopped working on a dedicated server.
@karmic lake With no mods attached?
The only thing I would need to try would be to erase all mods on both server and client and reload them.
Take the RHS
Did you see this post on #1050079312977596426 message
No, I didn't see her.
My rule of thumb is and has always been do not attach mods directly to scenarios. The only time I attach a mod to my scenario is when it is a terrain mod. And this is the reason I only use Everon and Arland.
I create a secondary mod that adds other mods to the scenario to modernize it, but it is totally detachable.
You learn from mistakes.
🥃
Accustomed to editing in Arma3, I thought editing in Reforger and mods would be similar when it comes to updates.
@karmic lake BI is building a brand new engine. Arma Reforger has been and still is a test bed for Enfusion. I don't think you will see stability until Arma 4.
I understand
It is getting better. And it is a helluva lot better since Day 1.
Flexibility is key in this situation.
In short, I try to delete the server and client mods and reload them, to see if the scenario works. Otherwise I try to remove the dependency on the RHS from my scenario, which in the end is only the T14 tank, the spawn and the key faction of the tasks
Evening guys, anyone managed to get "possesion" type spawning working? IE you have an already existing AI group and the player/players spawn into (posses) one of the existing AIs instead of becoming a new entity on spawn. I can see some spawning components mentioning it and it being enabled, but cant really make it work...
I just play with the editor
Look Blackheart_Six, since deleting the mods hasn't worked either, I have decided to remove the RHS dependencies from the mission, in order to make it playable.
Touching all the rooms, I have seen this in a part of the mission that I had not looked at at the beginning, because in theory the AIs have the same name... well they have disappeared.
This happens to me for not placing the IAS through slotIA, as I do now.
I think the error is going to be this.
@karmic lake I would do a sanity check as well.
Load up a default BI scenario, remove all mods from the server, and then run it. Just to make sure everything is working on the server side.
Then add back the RHS mod and run with default BI Scenario. And another test.
Remove offending AI for sure
That's what I'm doing right now.
Thank you so much. Let's see if I can solve the problem.
It seems that today, work is full of errors.
Does anyone know why this error could be caused?
Hey, has anyone played with the spawn children option in the SF entities? theres a option that says random based on player count. if i place 10 slots that spawn AI and set it to 10 percent it should spawn 1 random AI out of those 10. 1 player would be 10 percent, 10 percent of 10 is 1. when i test in the bench way more than what i was expecting spawns, so i must be over thinking the math. anyone that knows the break down would be greatly apprecciated
I don't use it.
I'll, have to play with it some more. It'd be cool for the random spawned AI to be affected by player count. A group of 20 players can plan out and handle a lot more then a group of half or a quarter of that
does the wiki saying about ratios?
The math I put in just wasn't what I was expecting though someone might have a better understanding. the pop up hint doesn't list it either so it might not even be working right now
"It spawns number of children based on how many children are there compared to the number of players according to this equation: NumberOfChildren / 100 * (CurrentNumberOfPlayers / MaximumNumberOfPlayers) * 100"
Not sure how to test this in the workbench if it needs to know the max player count possible
but thank you. didnt think the actual math was going to be on the wiki
Greetings. I want to implement waves of attacks for my mission, as it happens in conflict mode when capturing and holding points. In conflict mode, AmbientPatrolSpawnpoint is used, but I don’t understand how it should work and where the AI will spawn from.
Working example from conflict mode.
Hey, is anyone aware of any objects that produce the JIP error?
My scenario crashes with my objects layer but if I remove it it's fine, the managers and mode work and the scenario does not crash then
I only used vanilla objects
it also started happening on another scenario that used to work previously
Command Truck, Repair Truck, Tanker Truck, Ambulances
Nice, thanks, I'll check it out
Placing a heavy vehicle depot in the world editor when I was testing conflict mechanics would cause a JIP error when I started a peer session
It hadn't always done that( I don't think, but can't confirm), but check your console log, you'll see errors like these (placed my heavy vic depot down as a test)
RPL (E): IReplication::JIPError: Inconsistent item table on Slave connection. Item is missing or different item was loaded in its place. (item=0x40000067 layout=script::Game::RplComponent con=0x0)
RPL (E): IReplication::JIPError: Inconsistent item table on Slave connection. Item is missing or different item was loaded in its place. (item=0x40000068 layout=script::Game::FactionAffiliationComponent con=0x0)
RPL (E): IReplication::JIPError: Inconsistent item table on Slave connection. Item is missing or different item was loaded in its place. (item=0x40000069 layout=script::Game::SCR_CampaignBuildingCompositionComponent con=0x0)
RPL (E): IReplication::JIPError: Inconsistent item table on Slave connection. Item is missing or different item was loaded in its place. (item=0x4000006A layout=script::Game::ActionsManagerComponent con=0x0)
RPL (E): IReplication::JIPError: Inconsistent item table on Slave connection. Item is missing or different item was loaded in its place. (item=0x4000006B layout=script::Game::ActionsManagerComponent con=0x0)
RPL (E): IReplication::JIPError: Inconsistent item table on Slave connection. Item is missing or different item was loaded in its place. (item=0x4000006C layout=script::Game::ActionsManagerComponent con=0x0)
RPL (E): IReplication::JIPError: Inconsistent item table on Slave connection. Item is missing or different item was loaded in its place. (item=0x4000006D layout=script::Game::RplComponent con=0x0)
Great info, thanks 🙂
I have no clue what the ramifications are, but if you change the rplstate override to runtime on the parent entity it will remove a majority of the errors. Then I went through and changed all of the child-entities who had Parent Node from Parent Entity disabled to enabled. THis let my peer client spawn
I have 0 clue if this will cause rpl problems later because i've never tested it
There is likely a good reason why the child entities don't respect the parent's override by default
In case anyone has the JIP_Error in a previously working scenario,
It happens with Command Truck, Repair Truck, Tanker Truck, Ambulances as Til said but it also happens with preplaced RHS weapons in the workbench.
Also with the Depots like Sooth said
it might cause people to stall/crash out of the game, I know weapon attachments are now forced to be in runtime so I had to make mine conform to this
Hello everyone! Couldn't find a solution myself so now I'm here🙂 Is there any trick to set supplies cost multiplier in the scenario or mod, not manually as GM? Thanks in advance!
It seems as if the vehicles that I placed on the map are causing this after Reforger Update 1.2. Everything was fine before. I now removed the vehicles, published and at least one map is running again ... wtf. Ah, @static spruce reported this above: #enfusion_scenario message
Have you checked your vehicles? https://feedback.bistudio.com/T182663
Thank you;) looking for that mistake, I found that information. Thank you 😊
Hello friends, can anyone tell me how I can paint the character's face, to create camouflage?
I'm seeing this when I try to load my custom mission in the Scenarios menu. My mod only has Arma Reforger as a dependency. What's going on here?
Hey,
I am trying to spawn a layer containing targets on a shooting range whenj a player presses a button. I can make the layer spawn when the button is pressed but I cant figure out how to despawn the layer and then spawn it again.
Basically I want to be able to spawn a random assortment of targets on a shooting range and have a "clear range" button that despawns all targets and another "set range" button that spawns the targets. Anyone know how to accomplish this?
Hi. You could use RestoreToDefault action 😅
Awesome! Thats got me one step closer!
So i have a switch I can walk up to and press but it turns out the trigger is tied to my proximity to the switch and not the pressing of the switch. Do you know how to tie the trigger to the toggling of the in game switch?
You could simply name the object where this user action is attached to and then use ScenarioFramework action On User Action Event
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework#On_User_Action_Event
You can take a look at the GenericTask Sample in the ScenarioFramework folder where I did just that
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework#GenericTask
That helped a lot. However now ive run into a new issue.
I set the layer of paper targets to spawn a random 50% on init. Then the button is set to activate on the user action and will restore the layer of targets to default.
That works, however it deletes the targets then it seems to spawn the same ones rather than new ones.
Also, the restore button only works once despite being set to -1 max activations.
Yes, I'm aware of that randomisation not being cleared and I have fixed this for upcoming update.
However the button working only once, that is strange. If you know how to use Script Editor, try putting break-points in your user action and this ScenarioFramework action to see where it might fail 🤔.
I was just using the SCR_SwitchLightUserAction as a template for my button and just turned the light to 0 lv/radius. I didnt actually write my own action.
Ok
Hi, I just found the menu "Plugin / Update" in the World Editor which seems to be a way to update the Scenario Framework. Is that something that should regularly be done when updating scenarios? Is this trustworthy? 😉
Ok I feel silly asking this because it must be staring me in the face, but if I've started making a mission with a few mods, and want to remove one of the mods, how do I actually do that?
When you selecting what project to open, just right click on it and say open with addons... then search for the one you want to remove and disbale it... I think thats the correct way.
Does anyone know how to remove the Living Quarters from the Build menu in conflict? I know Gramps has a mod but im trying to figure out how it was done.
Open your scenario, go workbench > options. Find dependencies, and press - sign to remove mods. Or open the addon.gproj file in code or txt editor, and delete the mod that way.
The above method doesn't work because if the mod is already attached to the scenario it won't appear in the list of mods to open.
Given that is only to go from 1.0 to 1.1 are y'all going to remove that at some point? I've taken down any videos on that so not to confuse.
Yes.
Hi all!
What is best to use to create a spawn point for players of a certain faction?
SpawnPoint prefab or Slot with SpawnPoint prefab
And how to create different sets of loadouts with all the items in the game?
Like Character_CIV_Randomized but Character_Randomized
@red forum Go to 2:48 for randomization using scenario framework.
https://youtu.be/ZTd26R7eJVk?si=CD_Iq729ipjL-h7v
Arma Reforger Editor | We cover AI placement in a barracks building.
So with Arma 3 I made a template for our mission makers which had all the arsenal set up etc. Am I right in saying to do the same sort of things with Reforger I should make a copy of the faction manager and then customize that with all the gear/equipment we want to use?
Hey guys, im seeing a error in my sub scene stating that in quote
DEFAULT (E): oldEntity: @"ENTITY:1" ('SCR_FactionManager') at <0.000000 0.000000 0.000000>
DEFAULT (E): newEntity: @"ENTITY:3" ('FactionManager_Base1', SCR_FactionManager) at <0.000000 0.000000 0.000000>
RESOURCES : Recreating entities affected by a prefab @"{A242612865F2A48E}Prefabs/MP/Managers/Factions/FactionManager_Base.et"
DEFAULT (E): Multiple faction managers present!
Im unsure what i have to edit to make this error work but i keep trying to override and edit factions so they can be played as soon as you load in and not be reliant on GM's to setup the work. Does anyone know what maybe i can do?
Search for Faction Manager entity in your world. It seems like you have it there twice (or more) and only one such entity is supposed to exist in the world 😅.
is it possible to disable some bases in conflict mission? i.e. disable them in the 1st attacking stage, and enable them in the 2nd attacking stage.
I tried to look into this and theres like 2-3 things in the world that have a faction manager in it and its confusing. The default Eden GM component has one and theres also an editor and editor full and faction manager. its very confusing
@rough pivot Post an image of your hierarchy showing the managers please. Should be able to filter on "Faction" to reduce list.
Im not home but i will do that asap tonight and ping you!
👌
Hey is there/is it possible to create mission like this? https://steamcommunity.com/sharedfiles/filedetails/?id=251589760 its an endless mission that makes you either combat pilot or taxi pilot. I would love to do taxi in car even.
DEFAULT (W): World doesn't contain RadioManagerEntity to support any BaseRadioComponent. how do i fix? world doesnt see my radio component
Is there a way to remove map objects in the same way you could with the modules in A3?
no.
would anyone have any idea why suddenly the US faction would become unplayable in conflict after adding another faction mod? specifically SFP, looking through the configs ive made sure only the US faction is playable
Is there a tutorial on how to use the counterattack mod, my idea is to implement it in a PVE conflict mission, I understand that this mod makes the AI counterattack and thus have the possibility of losing bases, it would be the closest thing to a release mode in reforger no ?
I believe the code used in that mod is from my pve scenario, which btw is in the process of getting a massive overhaul currently.
The old method is based on the resupply point reinforcements only with a specific number of waves assigned. Set it up in your world just like those reinforcements. Place ambient patrol spawn point with a defend waypoint as a child.
How to create a mission that will be a template for others?
For example, I need a mission that already has all the necessary managers and I will simply reuse it for various tests
Like this for template
If I do this, then when loading World Editor the tool crashes
I found out empirically that the problem is the same names of the worlds
could anyone potentially tell me why my icons arent appearing correctly?
I overrode my MapMarkerConfig.conf and added my markers, the names are the same as what they should be in the imageset
I also overrode and added it to my SCR_ScenarioFrameworkSlotMarker
in the correct order
but when I for instance set my marker to TOWN itll show FUELSTATION etc
Curious.. anyone having issue getting AI in machine gun positions now. GetInNearest does not work on MG Nests now.
Yeah they seam to ignore the mg positions when using getinnearest. I use the defend waypoint, but then they only sometimes actually use the mg.
In Arma 3 I would build "Zeus" missions for my guys in the editor and basically place the assets, triggers, some of the AI and then use Zeus to basically babysit the mission, add/remove units on the fly and react to the players actions/roleplay etc.
If I want to do the same sort of thing in Reforger I assume Scenario Framework would be the way to go, but is there anything else I need to add Game Master wise? Because I know when I go into GM it gives me a warning saying it's not set up for GM so some things might not work
Hey, does anyone happen to know what The current scenario is not prepared for use with Game Master. relates to and how to fix it? There doesn't seem to be any lose in functionality in GM, just more annoying than anything.
Assuming there's a manager or a checkbox missing somewhere
Hi @obsidian ledge @austere zealot . You could create a hybrid by looking at how GameMaster GameMode is prepared and take necessary things to your scenario.
Thanks Yethe, will have a gander
SCRIPT (E): ScenarioFramework: Creating of task #AR-CombatScenario_Kill_Title failed for LayerTaskKill2! No playable faction available
What could this error mean?
Hi all ^_^
If one faction does not attack the other even though they are not friendly with each other, then what could be the reason for this?
faction manager
I believe
or it could be the units spawning under the wrong faction
Is there a way to enable switching factions?
Inside the gamemode prefab you should have this option:
Thank you
am I drunk, or is the plant life moving in the workbench a new thing?
Thanks, I was more kind of hoping there was a break down of what all the managers and their components are responsible for somewhere. But I assume that's to come.
Hey, I had a SF question. I have a Area with a a bunch of OPFOR AI in it. The area is set up for dynamic despawn. Now I want a logic counter to trigger this so when there is no task in this area there is no AI in this area. I can get the logic counter working well enough, but it spawns in AI without a player present. Does the logic counter override the dynamic despawn and there's just no way around it?
Also the option for spawning a random multiple of children seems to be working differently today versus yesterday. Does anyone know if the update changed the math or anything else with that?
what Components do i need to add to my Gamemode for freebuilding to work? Also is there a way to make respawns only on players (i cant get backpack to work so i want to see if i can respawn on players only)
Can i basically make a character and attach a player Spawnpoint.et to them?
or even give them the same components the radio backpack has
Lastly I am trying to make it so every kill you get a supply point, is that able to be set instead of needing Hqs etc
@calm ember A question... First what game mode are you using?
Correct me if I got this wrong:
The starting UI is a empty world that "on start" provides the UI splash. If you wanted to do total overhaul, you could create your own UI and replace the "reforger" menu options?
You might want to ask that here https://discord.com/channels/105462288051380224/976159778965438494
I'm building an Arland layer and was wondering if it's possible for the supplies I place on the map to respawn. Any guidance would be appreciated!"
It's more than possible to have anything respawn. I haven't quite figured out the exact code for something like a resource node,
The supply system is a little complex, and it's tied to the campaign game mode as far as I can tell. You can take a look at the code for ambient vehicle spawn to see how a area spawner happens.
Either that or you could write some code to detect when the supply's are consumed/destroyed and replace them. (This might exist in the code, as it's likely used in maps) I just haven't found it.
And actually now that I think about it. The (conflict base) radio backpack inventory is a respawn container. If that's more for what your looking for. Vs "supplies" or prop repawn.
Why sometimes I download missions for my server and I can't play them because there is no respawn point?
Having some difficult in a mission where none of my characters are spawning. No Groups, No Individuals, but entities and other prefabs spawn just fine.
Also, in my workbench, I can't see people anymore
Hi to all ^_^
ENTITY : Create entity @"ENTITY:6917529027641081857" ('SCR_AIWorld') at <65.858002 1.000000 196.195999>
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): Params are NOT the same
PATHFINDING(E): Failed to load Navmesh from file! Will initialize empty navmesh world
PATHFINDING : Navmesh Init 'LowRes'
PATHFINDING(W): Params are NOT the same
PATHFINDING(E): Failed to load Navmesh from file! Will initialize empty navmesh world
Could this affect the fact that AIs from the opposing team do not attack the player?
mmm no that would be the perception manager I believe
this just makes them unable to navigate
Check your SCR_AIWorld, and make sure the correct navmesh is setup for all 3.
Lord, thank you!
❤️
https://feedback.bistudio.com/T183002
Maybe they'll add a hint about this...
I think they cover it in a couple different places...
https://community.bistudio.com/wiki/Arma_Reforger:New_Terrain_Setup
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework_Setup_Tutorial
And if you REALLY want to get deep into it they have a handy debug tool.
https://community.bistudio.com/wiki/Arma_Reforger:Diag_Menu
FYI... There is a bug for slotAI.et.
PROBLEM: In the "Object to Spawn" field, when you use an AI group, the group preview will not appear in the main window (World view) of workbench. This only applies from what I've seen to AI groups. Individual characters, and objects still appear. AI Groups will spawn in during game play.
I have bought that it is possible that in a pve conflict the AI can counterattack, but is it possible to have the AI capture the base they are counterattacking?
Yes, is that not happening?
No, let's say 5 or 6 enemies stay in the base and they don't conquer it.
Is this one of my pve scenarios?
bazar pve is yours?
Bazar? No, maybe they changed the seizing components of bases to ignore NPCs.
Mine is CONFLICTPVEREMIXEDVANILLA2.0
Was working fine after an update last night. Enemy took back a base 2-3 times during counters.
By installing your mod, can it be applied to any map or to the scenarios that you created yourself?
No I would have had to overwrite the seizing component for it to affect other mods or scenarios
oh what a shame, it would have been great to be able to transfer your mod to other maps like chernarus for example
It requires quite a bit of setup, can't just copy everons base locations
Yea it's a huge lift to copy and paste to other worlds. Too much work at this point of development of the engine and Reforger.
If I wanted to try to do it on another map, what would be the files to modify?
Willdo!
Does anyone know how to redraw the navmesh to make AI respond to placed prefabs?
I would study the vanilla Arland conflict scenario. Or it might be easier to study my scenario for Everon since I have everything organized into layers instead of everything being in one layer.
Saved my ass man thanks
I'll study your scenario then 🙂
Does anyone know how to make AI spawn dynamically?
I can see this "Unspawned" thing
Hi -any good SP missions in here that have friendly AI ready to go?
https://reforger.armaplatform.com/workshop/61AE9D5CF451E3E0-MilitaryOperationsEveron
https://reforger.armaplatform.com/workshop/61D600CFB64F9B28-MilOpsEveronModernWarfare
Just go to the living quarters, request your team.
1st off thanks -first time i was able to jump in and just recruit a squad quickly. Question (i have baby lvl understanding of Reforger) -is this a mission meant for just a player led squad or should their be other friendly AI squads to assist and if so, do I need to create them? Pretty sure theres no High Command in Reforger either correct?
@bright echo No high command.
If you play single or COOP, you can grab a fire team put them in a hummer and go. Or play lone wolf, which is extremely hard. I haven't done a lot of AI commanding yet. Some basic movement stuff.
Go to the living area tent, and look at the board. Open the build mode, and you can drop in what you want. But word of warning, TAA don't have transport trucks. only hummers, so fireteam at most.
And then what in a sense -is the point of the mission? Remember i dont have an MP basic understanding -my point of reference are old OFP missions so it was very much : Enemy is this area, go grab transport here and infiltrate, execute whatever at point B, Point C to Exfil. Reforger mission im guessing are all versions of CTI's?
My conflict mode doesn't have the ability to log into gamemaster. Did I turn something off or forget something?
You need scriptedchatentity in the the scenario to login on server for gm mode
Is there a specific way I need to have it setup? I added it and global chat isn't working
No it’s drag and drop.
Run game mode setup plugin for your game mode to make sure you have everything
I did that and it says I have everything.
This is used for conflict mode, which already has a system for that.
Technically _NotSpawned groups
hey I DM'd you the screenshot!
Is there a way to spawn units mid mission and have them do something without it being in conflict?
I'm trying to figure out how to just make units show up
You'd probably be better off using scenario framework. Blackheart six has made some videos for that game mode.
I'm using reforger lobby
If you are GM on server. But if you are creating a scenario, yea gramps is right SF is the way to go.
Nah we're trying to make them in the workbench and hacve them run entirely without a GM
Is there really no way to do this without a framework mod?
Greetings. My mission does not contain player nicknames, what could be the problem?
Do these settings even work? I didn't see any difference.
AI skill had some impact on aiming accuracy
Scenario Framework is not a mod. It is built into the game and it's own game mode.
- You have 3 options for game modes, GM, Campaign, or Scenario Framework
or - You can create your own game mode by using game mode plain, and adding components.
or - You can script it.
I want to make a test world with a minimum set of managers so that it can be further inherited by test worlds.
How can I do that?
It is possible that I found how to do this...
You need to create a new layer and then the first one can be locked
Although no, when you add this mod as a dependent layer, the layers become editable again
{8883F261E4C09A41}worlds/ScenarioFramework/Samples/SF-Sample-DeliverWeaponsToCrate.ent
.92
When entering the trigger, the mission is considered completed and there is no need to put the pistols in the box
Greetings. My mission does not contain player nicknames, what could be the problem?
In your Gamemode prefab check if there is a SCR_GameTagConfigComponent and is enabled.
If you meant this component, it is included
{BB22FDB95A148D2F}worlds/ScenarioFramework/Samples/SF-Sample-GenericTask.ent
This information is not shown...
This is only displayed on the client, it will not be displayed on the server - World Editor and most likely this is normal
Correct. Works as supposed.
Can you check that?
Ok.
I have had a few people ask me how I create the conflict missions for the different maps I run in my community, so I thought I would throw together a simple tutorial video. Nothing special, but it may help a few people who are starting off.
https://youtu.be/GsCWu77Bw9o
I have had a few people ask me how to create a conflict scenario on custom maps. So thought I would put together a video showing how to create a simple conflict server for yourself and your mates.
Barzan Remake Mod: https://reforger.armaplatform.com/workshop/5E5EE20DFDEDE5F0-BarzanRemake
TPM Tactical Discord (Aussie Community): https://discor...
@wild trellis In your mod is it normal that you can find two capture points without enemies?
Not really. Do you have an ai limit set? That could prevent them from spawning.
Anyone know how to make the AI engage and simulate from longer disances? I'm trying to make some long range firefights
I don't have any AI limiter, I don't know if any of the mods I have have it and I don't know it, the fact is that there is no AI in some small points, I don't know if they are generated throughout the game or if they simply They are empty, also yesterday I saw that the mod was updated to 2.0.7, maybe that solved it
that update was to fix one of the counter attacks number of waves. I had the number pretty high for testing and forgot to change it to a reasonable number of waves. It seems like the biggest cause of no AI spawning is other mods that do stuff with factions, like replacers for the default factions etc. Also, if you want to discuss further we can go to #1113877580714614944
I've followed the navmesh generation tool to the letter, and I've added my navmesh override to my mission in SCR_AIworld, bu the soldiers still seem to totally ignore sandbags and other emplacements and instead try to shoot or run through them. Is there a step that isn't documented?
Might want to ask over at the https://discord.com/channels/105462288051380224/976159873517629500. I think they deal with navmesh more frequently.
Please does anyone know how to change "Everon" in the map indication?
might be SCR_MapLocator in the game world (from a cursory search for "map hint" and then finding the component related to SCR_MapLocator.c
I presume you set it within the LocationHintsXXX.conf
Merci 🙂
I used the unnamed .conf
And it would be possible to know which file contains the language variables? (#...]
Hey, I'm not far from uploading a mission, and I'm setting up prenamed groups in my faction manager. My question is this: I've looked In the game mode and faction manager entities and can find anything to turn off the first come first serve type of joining a group. I don't want the first guy logged on to be the lead of the group just cuz he logged first. My server has a actual ranking system and it'd be nice if we could pick any slot based on our predesignated rank
I honestly have the same question, been wondering if there is a main list of the localization string I could open & read
Add a language folder to your mod and then follow this guide: https://community.bistudio.com/wiki/Arma_Reforger:Mod_Localisation#Creating_new_localization_files
Great! Thanks, I'll try that right away.
does anyone know of any good tutorials for creating/setting up a conflict pve scenario for a new map?
gramps' mods
Anyone messed around with the create variable, set variable, and get variable actions in the scenario framework lately? I watched blackheart_six's video on it but I can't get it to work when I set an activation condition to get a variable value which I set in a slot. Wondering if there are any caveats, tips, or limitations to using it the get variable condition on a layer. I assume it user error on my part, but wondering if anyone was run into any issues using it before.
I made a video for setting up a simple PvP conflict scenario. Might help you get started. Sent you a DM.
Greetings. AI skill settings do not work on a dedicated server, but if you run games on the client in scenarios, AI difficulty works.
How can I make the difficulty work like when running the script on the game client?
Hey, quick question. How do I rename a spawn point in gamemode SF? it only comes up as "US Point", I want it more obvious where people should be spawning into
Duplicate and edit prefab should be up there
I thought it would be simpler. If I want a respawn tied to "OBJECTIVE A" I should be able to rename the slot spawning it, not have to make a duplicate for every time I want something to have a new name on the map
Also, is there a setting for a faction or an arsenalbox over-write that would let me get, use, and save loadouts for all MODS out of one arsenal box?
Hey all. I've noticed an issue around AI init and slotwaypoints
If the SlotAI is spawned in as same_as_parent, same as layer, and area is on_init, any slotwaypoints work perfectly
But when I set the SlotAI to on_trigger_activation, they will obey the first waypoint that the slot gives them, but never use the waypoints I've provided
If I set the waypoints to trigger before they do, doesn't work, setting them after they spawn. Doesn't work
Any ideas?
Are you following BI method of waypoint setup per combat ops?
Look at this video for how I do it.
https://youtu.be/5PE7XhekFCs
Arma Reforger Editor | I cover how I do my AI Patrols. We will go over larger areas, and mounted patrols in another video.
Yes and no, I wasn't doing exactly that but it was working as long as they spawned on mission init, but when I delay their spawn they don't comply
I'm just testing with a cycle waypoint just like yours now
(P.S, big fan, great videos)
Yep, still no luck.
Regardless of what I have the spawned group doing, they don't seem to pick up the layer of waypoints (or the initial Cycle waypoint in the same layer).
Hey, SF Clear Area does not work 😦 The Task get created and 1 Sec later it will be completed but there are still USSR present. I checked the SF Sample 3 Times and setup the trigger with the same values.
Add US to the faction plugin of the slotclear
Is already set
I don't see anything wrong. Maybe move the slotclear out of the layer, and remove character chimera.
You have a lot going on there, so I would simplify and test. Just get the basics to work then add back all the car crash stuff.
Area > LayerTask > SlotTask
WHy the player trigger? Why not a slotTrigger?
Perhaps use a SlotTriggerClearArea, does that not suffice for the same purpose?
The LayerTask gets triggered if a Player get close to the town
Use slotClearArea for the task
The Task is SlotClearArea..
Layer is LayerTaskClearArea
and this LayerTask get triggered from the playerTrigger
In my scenario, I have a LayerTaskClearArea, and I simultaneously have a SlotTriggerClearArea, both with the same conditions but with two different actions once they finish
Like I said, simplify. Get the basic task working without all the other stuff.
SlotTriggerClearArea should work if SlotClearArea doesn't, but I don't know why that would be
The only time I see the task complete when you enter the area is because there is no US in "Activated By This Faction" in the plugins of the slotClearArea.
Got to go.
Its working if i spawn the LayerTask on Init
But the task should only be available if a player get close
So that is triggering.
Start at the Area components.
Dynamic Despawn on?
Problem found... CIV count as friendy and if there are 7 CIVs hanging around, the trigger will engage.
For someone who runs in the same problem in the Future: Make sure you mod "TriggerDominance.et" while using more then one Faction.
Civs if friendly to US will act as US towards dominance. Civs friendly to USSR, then you have to kill them
I've brought this up to BI. Civs have to be neutral when considering tasks. They can be friendy to factions, but should not be part of any calculations in trigger dominance.
Make sens, do you have Feedback ID?
no I don't. I didn't file FB through tracker
Then we just mod it by ourselves -> SCR_FactionControlTriggerEntity -> ScriptedEntityFilterForQuery(IEntity ent)
Hi guys 🙂
Anybody knows?
With this method, changes in the dependent world in one place change values everywhere
How can you copy the world?
How can you make sure that when you enter a zone, certain things appear, then when you exit, they disappear after some specified time, and when you enter the zone, other things reappear?
Is this possible to do using Scenario Framework?
Maybe we need LayerRandom?
LOD?
I am trying to import a custom faction into the vanilla conflict scenario. I have followed BI's guide however it is telling me to copy a Conflic Template that isn't available on the page..
I am trying to keep everything vanilla but just changing the US faction
Hello, is possible edit an workshop mission from Workbench?
did you know how
yes
and can you tell me how?
Not in this forum.
Arma Reforger Editor | Port Combat Ops to Custom World. Why would you?
Same principle.
You must be making a killing off of YouTube dollars with the amount of people asking questions 😂
nah.
Hmm that should also work for vanilla conflict eh?
Howdy. I work with mission making for a small community. I am pretty familiar with Arma 3 mission making. I recently started trying to use the the enfusion workbench for mission making just to try and figure it out, although i am having trouble being able to preview whenever i put a group in the map editor. I can place individual characters without problems, but groups as a whole I cannot see. When I click play I can see that the group spawns in and follows the waypoint and can navigate the map without any issues. Any suggestions?
This is a known bug. The preview mode for groups got turned off. Hopefully it will be turned back on next update.
All right thanks. Good to know that I am not the problem here.
Which apparently the next update is NOW! 1.2.0.102.
Unfortunately it was not turned off, it broke down
.
I’m trying to be nice. lol
😂
I've setup the SCR_Saveload component per the wiki for my scenario but it doesn't seem to save. And is there a process to setup persistence on a dedicated server. I get a lot of requests for this.
the component needs to have the list of things it can save or whatever it is, similarly to how its setup on arland or other maps, and scenario/world cant have spaces in it, and it must be enabled in scenario as well I think
going off my memory only though so may not be reliable
Hello, do you think this tutorial still works today? If not, how to make it work please https://forums.bohemia.net/forums/topic/287110-tutorial-how-to-setup-a-coop-mission/
This topic is a practical and objective step-by-step for new Reforger Editors who are coming in. After here, you will be ready to explore your creativity through the World Editor tool much more painlessly instead of going around in circles, trying for hours to make your mission run properly. Feel...
where can i find a blank map of kunar, fallujah and eastern europe to create my own conflictpve missions?
You would have to ask the author(s) of those maps
does the mod not have a blank variant? or do you mean without buildings as well
I mean there is no type of mission, just the map with its locations
I mean take the already made map and create the mission on it
I don't know if I have managed to explain myself well, the language barrier is something to take into account hehe
can you help me pleaseeee
at the very least fallujah should have a world with no mission on it, Ive seen that, one moment
yeah, its just Fallujah.ent
The problem is that when I load kunar and fallujah as addons in the workbench for my project, nothing about them appears, however with chernarus I don't have that problem.
Maybe I don't know how to load it properly
Interesting. make sure your loading the dependencies as well maybe?
True, when I did it I didn't load the dependencies, maybe that's why it doesn't appear. When I check it I'll let you know the result.
should have Arma Terrain Core, and Wolfs Building Pack, Gulf coast buldings I believe
it should also list it on the mod page though
look at the log, it should have messages about missing dependencies/failing to load reasons
I'm sure it was because of the dependencies, rookie mistake sorry jejjejje @hidden nebula
Can I use your maps to create missions? @hidden nebula
maps are not mine
Yes. It's pretty up to date since it was created in April.
Here are some other resources...
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework_Setup_Tutorial
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework
any tutorial on how to create pve conflict with counterattacks?
After the update I noticed that they do not sit in the shooter's seat
Or is it just me who has this problem?
Howdy and good morning. Quick question, I wonder where I can start looking into creating a custom building prefab by using for example the air shelter bunkers to use as a spawn point/base in my missions. Like when you could create compositions in 3den. Is it world editing i should be looking into? Initially i am just looking into using existing prefabs not creating my own. Any pointers to resources would be of much help.
Pro-tip from a non-professional:
If you have an slot.et object that appears in the workbench view port, but not when you press play, make sure in the Asset attribute, "Use Existing World Asset" is unchecked.
Here is an example of how they got into the equipment
Hey, guys.
I'm trying to do a conflict mode in Mogadishu, I did it as I always do with other maps, but I keep getting these warnings, the respawn works on the workbench. But when I upload it to our server, it disconnects me with the System Failure error. Does anyone know how I can fix this?
I remember someone told me some tutorial videos on how to make a pve conflict but I don't remember the name of those videos, can someone give me information on how to make a pve conflict?
svenmartin69 on youtube i think
If that is it, I have been reading the name and remembering jejeje
Ive had this issue since the 1.2 update. Have you figured out a fix? I have about 5 selectable loadouts for my pve conflict scenario, however when you click deploy, you have a 50% chance of getting the loadout you selected, or the loadout it is inherited from. Sometimes the correct thumbnail is shown, sometimes the wrong one. Can not depend on the thumbnail showing the loadout you are trying to spawn with. Sometimes I click on MG which shows the loadout with an M249, but when I spawn in, Im a simple rifleman with an M16.
I think mission load default character sometimes. Looks totally random. But my character always wear different scripted loadout.
I have several item errors on create character since 1.2, characters can't carry too much weight anymore, maybe mission change character because weight problems.
Idea nr2 is: Editable entity component "prefab variants" part.
"When spawning the editable entity and the data is set it will randomly grab a variant depending on the weight set. "
@wild trellis Idea 2 is correct...
EditableCharacterComponent / VariantData containts the list of possible prefabs.
If anybody uses attached components on own character, this make some problems...
thanks so much! Disabling the randomization and variants solved my problem!
I totally knew this, and I didn't think about it at all. My bad.
Can I use "BaseLightManagerComponent" to turn on lamps on a custom prop I am making. It is a bunker. Maybe I need to script it in on every lamp in the bunker to turn them on?
Anyone know why my default loadout keeps changing from the jacket/shirt that I have set back to the original? All the other clothing/gear works as intended.
@jade haven
Below Gamemode_Editor Full you can see the faction manager and edit it there, if you place the normal game mode editor entity, you need to place the faction manager yourself
and then modify on the right, a lot of it just explore and test around
Do I have to do anything with PlayerControllerManager?
No
Bet, perfect, also my factionManager has two things under it and only two thinhgs, I mighta screwed something up
Only thing you really require for a GM world is Gamemode_Editor_Full, PerceptionManager and SCR_AIWorld
Gotcha, all of those are check!
check on the right side, and make you sure you don't have any components you collapsed and are not able to see accidentally
check on the red entity
click on where it actually says SCR_FactionManager on the top of that image
with the red icon
click on factions there and you can modify the factions
As a final question, can you link those wiki bits? I've been searching these things and haven't found anything
this is the full one
but for a simple GM scenario you just need the gamemode_editor_full, PerceptionManager and SCR_AIworld
within SCR_AIWorld you modify the three navmesh components and select the adequate file, GM - Vehicle - LowRes in that order
that is in NavmeshWorldComponent
Yeah gotcha, it was preset like that for me
gotcha, yeah Navmesh Project is Soldier -> BTRlike -> LowRes
Yeah, but you have to apply the file
send me a screenshot of the navmeshcomponent and I'll tell you where it is, I cannot open the workbench rn
Oh the big blue button that I've apparently missed for the past hour and a half? that one?
It's just the enabled button right?
click on set class next to navmesh files config
now I see you clicked on the three dots already, so as I said before, the first one is GM navmesh, within the GameMaster folder you will see the appropriate navmesh
gotcha
do the same thing on the other two navmeshworldcomponents
and select vehicles for the second component, and lowres for the third one
OH I SEE GOTCHA
Eden = Everon
if you are in everon then yes
if not, whichever map you are on
you use LowRes for the third component
it's under MP > Navmeshes folder
Np xD
hiii I'm back! How do you put a unit into a turret/into a car?
(also how to animate people if that's at all possible)
(also does the hide function not work outside of the workshop? If so how do I hide terrain objects?)
When making a conflict mission and adding AI to the control points. Why would they spawn in while in Reforger tools, but not spawn in while on a server?
I know I am going to feel absolutely useless when the most obvious thing gets pointed at me. But I cannot figure out why the next task won't activate on completion of the first.
I have a delivery task set up to spawn an extraction task once completed. Currently once the delivery task is completed, the extraction task doesn't activate.
Am I missing something obvious?
Hi. That's strange. This looks "alright". Hmmm, try adding a Hint action once you complete the task alongside activating the new one to see if that one is properly triggered 🤔.
I will also add that I am as greener as the other side of the fence. I have seen a few youtube tutorials and read the wiki while trying to understand as much as I can
I will add that I get the objective completed confirmation trigger at the top of the screen

how would you add a hint?
Similarly like you added the action Spawn Objects
I want to eventually set up some more sequences. The mission is to drop off supplies, trigger an ambush from AI and need to exfil
Ok, but first you need to identify why it is not spawning for you, so you need to locate which part is working and which not. Hint is probably the easiest to get instant feedback 😅
of coursem, this is waaayy, down the line
So after completing the objective the hint isn't showing up either. Assuming it's set up correctly. This is still in LayerTaskDeliver2
I see. Then try putting it on the SlotTask, maybe there is some issue with the LayerTask 🤔,
Does it matter what asset you use for the object?
I currently have a scenario in my head of a backpack/crate of medical supplies that needs to be delivered. So right now it is a backpack for ease of testing.
cbf loading/unloading a crate in a humvee
and now for some reason it doesn't like my object and won't complete the delivery task. Oh no
It should not
Well, in this case, you need to figure out why your setup for this task is not working. Thoroughly inspect your setup and compare it with for example some Samples we have. Also take a look into the console log, where there might be some hints on what might be wrong 🤔.
I think I might have screwed up the settings under the task subsettings.
Looking back at the video
@slender hornet Why do you have the 2 taskdelivers one with slotpick and one with a slotdelivery?
Is that not how it's supposed to be done?
I've never seen that done anywhere.
The each taskdeliver requires a slotpick and a slotdelivery.
Arma Reforger Editor | In this video we show how to setup the intel task.
But isn't that achieved by the Associated Task Layers section?
So you're saying I only need the one area and LayerTaskDelivery embed. Then a SlotDelivery and SlotPick
Watching that as we are typing.
You have the pick and delivery under two different layer hamburger tabs altogether
OR you can have 1 slotdelivery, and list all the taskdelivers in one slotdelivery.
yes that is an option.
Look at the combatops arland for the BI example when deliverying to the exfil
Unfortunately your scenario is significantly more complicated than mine and you have customised your hierarchy pane so much I am not sure what you put in where.
Move your slotdelivery.et to Area>Layer>slotdelivery.et. And place it where you want the intel to be delivered.
or just leave it nested in the layertaskDeliver, and place where you want it delivered.
ok
Done. They are in the world relatively close together so I can test but not close enough to trigger each other as soon as I pick it up
about 20m away
yep you got it.
Point taken. Maybe I'll redo the tasks and cover each one with a clean world.
I would know if I went through the whole thing in order, which I probably should, and will in the future.
So the issue is potentially it not recognising that I have got the intel. I tried dropping it to see if it would give me a prompt and nothing happens.
I'm loading and testing the vanilla ScenarioFramework SF-Sample-DetectPrefabInTrigger.ent
The task completes just by walking into trigger area, without having any vehicles in the trigger area.
I know it's using TriggerCharacterSlow.et, but shouldn't it also require the Custom Trigger Conditions be true also?
All vehicles should be inside trigger area to complete task?
That is a bug, it will be fixed.
Thank you for the response, I've been trying for days to fix it with many different ways. I will patiently wait a fix.
You can fix it by using different prefab of the trigger and properly setting it up 😅.
It is basically a left-over mistake after some trigger changes and the setup was not properly adjusted (Autotests were enhanced after this to check for this occurance as well 😅)
I've tried so many different setups. I can get it to work with a single prefab no problem, I just haven't figured out how to use multiple prefab counts, with multiple prefabs. As long as I know it is a bug, I can continue on to other things and when it's fixed, well, great. Thanks
Make sure the task descriptions and titles are all aligned.
What I do is go to the combat ops arland mission, find one of the intel tasks and copy it over. Then edit as needed.
This gives you a known good task to start with, and then any changes you make can test for correctness.
How can I create AI counterattacks in my pve conflict mission?
If I were you I would make my conflict scenario a dependency of your scenario mod so you can take advantage of the scripts I wrote for counters (and any updates I push in the future).
So randomise could be the issue?
yes that was my issue
Awesome man. Thanks.
Hi all!
The hint does not appear when the player enters the trigger.
What do I need to fix?
I looked to see if this part is used in the samples and in Combat Ops and it is not used anywhere.
It looks like this functionality is not working...
Hi. It is because you did not specity the Trigger Resource - it is None
How can I check how this or that part of a Combat Ops mission works without manually placing objects?
Is it possible to copy parts of the world between two worlds?
Like only this part
But the Area already has a trigger built in by default, doesn’t it?
You can copy the world and then copy from it.
It does not.
Can you help me set up the following situation and is it possible to do this using a Scenario Аramework?
The player enters the trigger, things appear in it according to the same pattern.
The player exits the trigger, things are still in it for some time.
Then he comes in again and other things are created
The Dynamic Despawn is separate system that is optimized for Areas specifically. Triggers would eat more performance when used on very large areas 😅.
How can i do this?
Use SlotTrigger 🙂
If I add a trigger to show a hint, will I then disable Dynamic Despawn system?
You can disable it for that Slot specifically - Exclude From Dynamic Despawn attribute 😅.
It turns out that I will need to create my own system and I won’t be able to use Dynamic Despawn system?
I see you have a lot of general questions, I would recommend reading our Wiki about ScenarioFramework here:
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework
Not at all.
It should be possible with the tools that ScenarioFramework already offers 😄
I read this, there are no answers to my questions, unfortunately 😦
I definitely didn’t find the answer to this question on the wiki 😦
If you can help me with my search, I would really appreciate it
Then perhaps read it again since you missed the Exclude From Dynamic Despawn attribute. There are also videos from @lean scroll that could help you out 😅
https://www.youtube.com/watch?v=ZdZDI5pvKvA&list=PLACt0Y23f-92UjVNKiODHzA9pnnGl-Lpj
Arma Reforger Editor | This is the start of using the scenario framework wikipedia page and creating a custom scenario.
Okay, I'll try again to find the answer to my question there
But can you at least help with this?
This definitely doesn't work
How can I find other missions created using the Scenario Framework to understand how to create certain things?
@red forum look in the MP folder when in enfusion workbench.
Theres 2 combat ops missions there.
Theres a shit ton of samples here.
This is not enough to solve my questions
Do you know how to do this?
Yes.
You have a very specific request so trying to find scenarios that use SF would be a waste of time.
Can you show how to do this?
No. I have enough on my plate at this time.
My advice to you is get the basics down. Start small and build up. Fail. Fail again. Learn from failures, and keep trying. The system is not hard once you get the basics down. And you will learn far more then me showing how to do it.
"Give a man a fish, he can eat for a day, teach a man how to fish, he can eat for a lifetime"
Start with the BI wikis, there is a great tutorial on the forums
https://forums.bohemia.net/forums/topic/287110-tutorial-how-to-setup-a-coop-mission/
This topic is a practical and objective step-by-step for new Reforger Editors who are coming in. After here, you will be ready to explore your creativity through the World Editor tool much more painlessly instead of going around in circles, trying for hours to make your mission run properly. Feel...
So far it is not written anywhere how to fish. Everyone sends people to read articles that they didn’t write themselves and that don’t tell us how to fish...
BS.
Does anybody know yet how to create SlotAI spawned upon trigger activation that follow preset waypoints? It works when I set the layer at the start, but not when set to spawn on trigger activation
Heyo, anyone know how to hide structures from the base map?
Also how to put AI in vehicles
also, AmbientPatrolSpawnpoint_USSR isn't actually spawning in any troops, any ideas?
It will take a lot of work, but in theory you can open an empty Eden or Arland map and copy everything from the filled. Dont forget to set up all that needed to be correctly to map run properly. And then it all depends on your imagination- close/delete objects or use DeleteEntity activation action.
tldr, subscene of base_eden. open reg eden, copy all entities. Give it a minute, open subscene of base_eden & paste
If I put its dependency mod, can I take advantage of the counterattack scripts? Well, without a doubt I will put your mod
Yes
It will change your ambient patrol spawnpoints, adding new variables for number of waves, group size, and a check box for vehicle patrols.
Afaik the fia ones are the only ones that spawn ai.
For my pve mission, I replaced fia with ussr characters/groups/vehicles etc.
Lay down a getinnearest waypoint 1st then the cycle Waypoint so have your Ai set or pointed towards 2 waypoints with the vehicle set up you want.Also if you are using say a group of 2 sentry team have them approach the vehicle from few metres away not too tight to the vehicle from 7-8 oclock from the vehicles heading and they never fail to get in for me-best of luck.
Gotcha, wont this mean that players who play it have to download the new map as well, taking up a bunch more space?
Thank you, and I appreciate the guide!! If it doesn't break my players hard drives i'll do it!
Really? Those were the ones I was using and it simply decided to not, even after ensuring everything was set up and AI function in Zeus mods. I'll keep tickling it
Gotcha! A smart work around, thank you very kindly! Espetially now that I figured out hwo to do waypoints!
Sorry your post said you were using the ussr ones. I use the fia ones.
I also don't use any "Zeus" mods.
That's suck a good point, I did switch to USSR but failed to mention that my bad! I'll see about getting it to work tho
If you study the vanilla conflict mission, you need _notspawned groups under fia faction to use the ambient patrol spawnpoints for fia.
You can also load up my scenarios map to see how I changed things under faction manager to make it work.
what is the difference between faction_key and label_faction in faction manager
Faction Key is a Unique identifier of the faction that was filled in i.e. FactionAffiliationComponent SampleFactionREDFOR
Faction Label Default faction loadout - this option is currently used (& defined) in Conflict. <--- OLD INFO. I don't think this just applies to conflict, and is used elsewhere.
Source:
Google Search: Arma Reforger Faction Manager
Results:
https://community.bistudio.com/wiki/Arma_Reforger:Faction_Creation
thanks. faction_label seems to be something for GM in conflicts.
so, a faction key is used in loadout manager?
The key is used everywhere.
label is everywhere as well now. I used label in SF mode.
gotcha. I'm a little confused actually. When I changed the label, the in-game building system lost all the vanilla things.
IDK
@nova onyx would it be possible to Spawn Objects in Framework delayed? If you trigger a lot of layers with SlotAI, the game and server gets laggy for 1 - 2 Seconds.
There is already a delay internally on several different places, but you could create a setup with actions to achieve this behaviour but in case you have a lot of such objects, it will be very mesy setup. You could easily adjust the script and rewrite the constant variable that is there and increase the number 😅.
Do you know the Var name?
static const int SPAWN_DELAY = 200;
ty 😉
It is in milliseconds 😅.
yeah
Willie seconds
i do a random int between 100 - 1000 i think this could solve the lag
You can also set the m_fMemberSpawnDelay on the SCR_AIGroup prefab 😅
It is attribute so no coding needed 😅.
Then its only effect AI Groups but some layers also Spawing Vehicles, Civilians, Triggers, Task...
Yes, but most lag comes from spawning a lot of AI Characters at the same time 😅.
Then vehicles.
i already have a member delay of 1000
Triggers and Tasks or some other simple objects are fraction compared to just 1 AI character
But its always 1000 So if you Spawn 10 Groups, all members will be Spawned 1000 delayed
Correct
i will test the random delay in the Layer, and if this does not help, i script it into the Group

If no player is close to the AI group, would it be better to just disable AI or delete all Members?
vanilla ambientPatrolSystem uses deactivate. I've tried deleteEntity(group). Can't tell which is better.
Depending on your use case and what fits you better 😅
The question is, what is better for server load/performance.
For QRF Dispatcher, are there plans to have vehicle QRF?
get AI spawned and registered with a vehicle, then set a getin waypoint?
this mod has samples
They removed hitregmanager, all the tutorials use it, what can I put as a substitute?
You don't have to worry about it, it is currently an omnipresent system 😅.
Is it not necessary to place it? There are two elements that I can't find, the hitreg is one of them, the other I don't remember the name but it's for this tutorial https://www.youtube.com/watch?v=O4ewLYbzNIU
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...
This tutorial is 2 years old, it's outdated in that regard
but the basis of creating an AI spawn script will remain the same I imagine?
Looking for some help, I basically ported everon combat ops added rhs faction instead of the vanilla ussr. I can local host it. But when I put it on my dedicated server. I cannot join. I get an error on the server (inconsistent item table on slave connection. item is missing or different item was loaded in its place) and (kick cause code group=1 replication reason=8) client side. I can load and play other missions on my dedicated tho.
Hello, anyone experience where your SlotAI gets de-spawned. I currently have two spawned, when I load in, I see both, second one despawns immediately. Wondering where this is being handled.
It doesn't seem to matter if they are placed under my own area > layer > slotAI. Something is overriding it and despawning -- presumably a component in GameModeSF? Thanks in advance.
Is there a getter somewhere? I know I use logic counters to delete and create spawns close to where I want things to happen. I use a getter trigger action to delete the slot of the spawnpoint I don't want anymore. Also, maybe you have a random multiple setup. I'm a very new mission maker, and it's probably something else, just throwing out some ideas
It's your scenario. I was getting the same error. I don't remember the exact cause, but it's something with RHS. Port over a clean copy from CO:Everon. And test without mods. Then bring in mods.
Hello everyone, for start i'd like to thank @lean scroll for great tutorial videos but i have a problem 😦 . I have created "dummy" TaskMove but i'm having a little trouble with that. For start. I created Task ( Area<-LayerTaskMove<-SlotMoveTo ), i see the task in the list and i can assign that task (get notify "Objective assigned" ...). When i move into "SlotMoveTo", the task disappear from list but withou any "Objective complete" notification and functions like "OnTaskFinish" don't work either. It's stupid because I create all TASKS the same way 😦
Show the object properties for the Area and Task Layers for TEST Layer. Close/Minimize all the attributes that do not have any changes so we can see the ones that do. IE OntaskFinish, OnTaskCreate, etc. @humble acorn
All "generic entities" are in default, only changes are enable debug and change Title
The difference between this "Test task" and the functional ones (in layer C_Tasks) is that it creates another TASK onFinishTask (for example this one)
@lean scroll I think I got it figured out. Objective complete will not appear if you complete the task without "spawn", but only select the "play from camera position" option
Has anyone figured out how to spawn prefabs onFinishTask? for example vehicle? I've created Slot.et with "On_Trigger_activation" and in onFinishTask added SCR_ScenarioFrameworkActionSpawnObjects with name of the Slot entity but the vehicle will not spawn. Any help or hint what im doing wrong ? 😄
anyone have the link to making loadouts via the faction loadout selection? Like rifleman, Medic, Gunner, Etc. Im just trying to add more base loadouts.
Arma Reforger Editor | Create a custom character, and loadout.
Thank you!
Is there a way to slow down the AI driving. They all drive like they need to get to a bathroom super fast.
Haven't done it myself, but I seem to remember someone made a duplicate of the vehicle being used and slowed down the max speed of the vehicle itself
That's one way to describe it 😂
Hello everyone, i want to edit a mission i downloaded from workshop (add an item). But when i open it in workbench all files are locked and i can't modify anything on the mission layer. I tried to search on internet and only few people seems to have the same problem. And not a single one of them have an answer. Is the locking normal ?
Spawn prefab OnTaskFinish
Edit the vehicle prefab.
Arma Reforger Editor | Port Combat Ops to Custom World. Why would you?
This will help. Same principle.
Pro-tip from a non-professional who was given this information...
Thank you very much !!! It is weird that we had to go through all those manipulations only to edit a mission, but anyway thanks a lot !
Can’t wait to speed them up and see what happens too 😂
When in doubt, look for a component.
I keep getting this issue where despite setting everything up as I've been told, this happens. (Yes I set MapEntity and SCR_AIWorld w/ the Arland presets (I am on Arland)
I think it's arland, Eden works fine
You ran the gamemode setup plugin for GM mode?
When you import Gamemode ( that GM_Arland world ) you already have the managers in it. Try to delete them from your editable “world” and try play again.
Hey, is there a way to move the Ai instantly in a Vehicle? The GetIn and GetInNearest takes to long. So, if you spawning a layer by Player trigger, it can be happend that the player already reach the enemy Vehicle, but the Ai is still trying to board it.
Yup! I also modified MapEntity and AIWORLD
I did, tried replacing them or running without them, same issues
Well I just did it on arland using using game mode setup. No probem.
Curious but why do you have 2 worlds... GM_Arland, and un-named?
Looks like your double loading gamemodes.
Oh I think at that point I ran the plugin again because I was annoyed, either way I’m also kinda worried it’s my game itself now since ambient patrols also aren’t working, so imma verify (and steal this photo of yours to make goddamn sure I’ve got all the starting things)
Also, thank you so kindly for your help, and loading up a game of your own!
Post a screen shot once you think you have it.
Which is better for vehicle delivery task if i want to deliver specific vehicle? SlotMoveTo or SlotDeliver (with PrefabInTrigger)
Wilco, and thank you!
What’s the best way or how do I enable one life events? Thanks in advance
If I’m understanding you right, you can make it so the respawn is in a contained area and teleport your units outside of that area to start playing. Otherwise they get trapped.
hey, I got it all working. It could have been restarting my computer, it could have been verifying both games things, but it's working!
Also, I realized that doubling thing you saw earlier, I'm not sure wtf that was but whateves, It's no longer an issue 'cause it fixed on reload of Arland.et (I think I hit GM_Arland or smth)
eyy she works now! Y'all are fantastic
if anyone has any advice on waypoints though, I'd be extatic
currently I'm placing down:
AIWaypoint_Move
AIWaypoint_Move
AIWaypoint_Move
AIWaypoint_Cycle
and then putting/nesting all 4 of those things under the unit I want to move
And using the Ambient FIA spawner doesn't spawn anything 😦
Wait, AI just don't work actually. They don't even respond to me shooting them
shit, and ideas?
If the AI is not shooting, check the faction related stuff and make sure they all have a group. Without group AI will not work.
hmmmm, GroupAI is a script thing?
Nope, Group Prefabs. {000CD338713F2B5A}Prefabs/AI/Groups/Group_Base.et
Check your navmesh is set correctly.
hmm, gotcha, perception is on and navmesh is properly set, I think
(it's in Soldier -> btr -> low res nav meshes)
Wait, do I have to set perception manager to something specific
Has anyone figured out how PlaySoundOnEntity works? I want to add sound for user action. For example- you got action on CIV NPC and when you use it it will play the sound.
nope. drag and drop
Hmm, darn, thank you immensely though!
Another pro-tip from a non-professional..
If you add the SCR_CampaignBuildingManagerComponent to the gamemodeSF.et, the default one is missing quite a bit of Composition Layouts. 61 to be precise.
Instead of copying and pasting each one of those 61 layouts to your gamemode, do this.
- Drop a gamemode_campaign in your world.
- Go to the "SCR_CampaignBuildingManagerComponent in gamemode_campaign.
- Find a unlocked folder, like images or art or missions.
- Drag and drop the "SCR_CampaignBuildingManagerComponent" from gamemode_campaign into the unlocked folder.
- Then find your gamemodeSF.
- Drag and drop "SCR_CampaignBuildingManagerComponent" from the unlock folder on to the SCR_BaseGameMode.
- Delete the gamemode from the world, and the component in the folder when finished.
Question, is there a spot I can easily find documentation about these components? The main scenario editor thing doesn’t have a lot in there
Thank you very much, I was just about to set each one manually 😅 will this solve the problem with each building costing only 1 supply?
For every editor including workbench go Help > View Help. It takes you directly to a comprehensive wiki page.
eh once I'm able that's probably the next level haha
Collect the tears for a salty drink
ah damn, wait this is the one I already knew of, any chance there's a script specific one or am I whomp whomp
okay, at this point I've got perception manager down as well as everything else, but no matter how much I shoot at the back of the enemies head they don't focus
This is what I've got going
you have a mod or something incorrect. Because when I shoot AI they react rather angrily, yell something at russian at me, and proceed to light my ass up.
there you go. Remove the mod, and test.
ah, well that's a problem
why?
that's the units I wanna use
well I understand that, but wish in one hand and crap in the other, and see which one fills up first. Obviously that mod does not work as expected, so you may have to adjust if you want to create a scenario.
First build it without a mod.
and test.
that's valid, I can also always just puit units down in the thing
yeah I'll do that
it's just my game actually, even the ruski doesn't react to 5.56 entering his leg
This is the setup
wait, you, come back.
Can you not just place down Characters individually? Do I have to use the Group ones? (Like Group_Base.et, or Group_FIA_AmmoTeam.et?)
T H A T W A S T H E P R O B L E M
gonna test with modded units real fast
that was the issue
okay, they need to be in a group, you can't place them down like in 3den
Another pro-tip from a non-professional...
If you are using the create, set, and get variable actions in the scenario framework you may find it not working under certain conditions.
For example 2 tasks with create variables for each task A and B (var A and var B), and get variables on another task C. So task C (get var A and B) won't activate unless task A (create var A) and task B (create var B) are present.
To get this to work you must nest task C in a layer, and do a "wait and execute" and spawn object, task C. Set the wait time 5 or 10 seconds.
What is happening is task C is getting created before or at the same time as task A and task B, and it doesn't see var A and B, and then it never activates.
I'll do up a video on this soon.
How do you make the AI actually get into a BTR with waypoints?
which game mode?
SCR
I'm using Lobby game mode from reforger lobby
I've tried waypoint getin, getinnearest and getinselected but they all just stand around the vehicle and never actually just get in
AIworld navmesh is setup
Perception manager is there
The units have the BTR listed in their list of static vehicles
IDK what game mode that is since it is a mod. So reach out to the owner of the mod.
The game mode determines what components to use.
oh my god that's frustrating
Do you know of a working, plug and play game mode that lets you run missions like ArmA 3 if reforger lobby isn't good enough
The community is Russian and I Don't even know wher eto find them
My community has been using that for missions but if it can't even make a BTR drive across the map then its no good
I wouldn't say reforger lobby isn't good enough.
Are you trying to make your own scenarios? Why not just use the scenario framework? or Campaign game mode?
We wanted the slot screen, pre-set loadouts and briefings that reforger lobby offered
And we wanted to do it without reinventing the wheel
ok. And that is what that mod offers I believe.
Why don't you find PvE scenario, and add the reforger lobby to the server. IDK alot about Reforger lobby, and the setup, but should work with other scenarions.
I don't think it's an issue with RL, this works for me
Apparently reforger lobby is part of scenario framework
no that is wrong
Scenario Framework is built into the game, and is used to create COOP scenarios.
Do the other waypoints work?
Like a regular Move waypoint
Yes everything works but the getin waypoints
GetInNearest should work
If they are assigned to the waypoint, you could use the behavior editor to look into what's going on, if you have no idea otherwise
Once you hit play, you can select that groups behavior tree in the bottom left, and see what's going on inside it
But I would say, most likely it's an issue with how you set things up
I have a group of FIA rifle squad
I have a btr called BTR1
A way point called getinBTR1 which is type getinnearest
The group has the BTR1 assigned as a static vehicle, and also has their way point being getinBTR1
Nevermind I may have misremembered
How can I make my mission save progress and not restart every time the server restarts?
Does anyone know how to have the AI turn on their flashlights via scenario framework?
What I've seen...
AI automatically turn on their flashlights after a certain time if they have a flashlight.
Look at the character components. It would be in there if anywhere.
I did but didn’t find anything to change the behavior. I was hoping I could use something like onit, getter > turn on flashlight. I know this works for VICS, but characters it doesn’t.
Is that how you get AI to spawn in vehicles?
I know in conflict the ai automatically turn on their flashlights when it's dark and no danger is detected. Might only be squad lead, idk.
I still haven't been able to create a composition of AI and Vehicle.
Will check it out to see if there is something in conflict mode.
I’ve tried modifying it via scripting but still can’t get it to work.
Is there a reason you want them in vs near and having them GetInNearest?
Where do i find settings for the World Editor graphics?
I would like to increase view distance, and maybe disable things i don't really need rn like waving foliage, grass, whatever possible, but mainly i NEED more view distance than what feels like 500m
is there any other place to edit save session settings other than this?
if its empty it might take the name from the world name, check logs for errors
for example if you have spaces in the name it will log a warning and break like its software in 1995
just doing my best to answer your question, its impossible to say what the issue is on your end without knowing your project or at least seeing logs
the only error i can recognize related to save session is this:
12:25:33.204 SCRIPT (E): Invalid SmartAction id!
12:27:26.091 SCRIPT : SCR_LatestSaveDSSessionCallback: LocalSave: .LatestSave
not much info
what about errors you are not familiar with but others might be
12:23:03.429 BACKEND : Loading dedicated server config.
12:23:03.429 RESOURCES : GetResourceObject @"{0D4D173A4D437792}Missions/EveronConflictPvEREDUX.conf"
12:23:03.429 RESOURCES (E): Failed to open
12:23:03.429 RESOURCES (E): MissionHeader::ReadMissionHeader cannot load the resource 'Missions/EveronConflictPvEREDUX.conf'!
🤔
well, if this is not reading correctly the mission header there may be the problem, since there is the save config
but why is not finding it
the id changes eventually on publish to workshop?
hmm, looks like it was that, the id was different now
What happens if i do not give AI soldier a radio?
I assume the AI does not need it to "communicate" within group (share target info, etc.).
Is there anything the AI would need it for? or does the radio have any real use only for players?
This will also be thrown if you have an outdated or bad mod. Remove mods and see if it works. Try another scenario/mission header.
i notice yes, thx, will check it
I get that on server yet the scenario still runs fine
this error, when it's visible 1 time, it's harmless
when it's visible 2 times, it means the file associated with it is missing, as first error is shown before the mods are loaded
Probably has something to do with those horrible bacon mods. Who knows! 😂 ❤️
ah yeah if theres a bacon mod in there just remove it
If I can make a composition of a vehicle with AI in the seats then I don't need a getInNearest WP. I can also create a vehicle with each seat custom loaded.
What is the recommended way to add some items into a vehicle (or unit's) inventory?
(without having to create custom prefabs for every single vehicle/unit i want different loadout - that would be an INSANE kind of workflow)
Editing the SCR_UniversalInventoryStorageManagerComponent for vehicles
SCR_InventoryStorageManagerComponent for characters (though these are rarely placed directly in the world, so prefabs are still necessary)
Is there some tutorial for this? I don't understand what am i supposed to do with that script.
Also, i cannot find SCR_InventoryStorageManagerComponent script, the closest thing i found is called SCR_UniversalInventoryStorageComponent
edit: never mind this, i made a typo in filter 🙂 but i still don't know what to do with that script
Ooops, nope, i can't read nor write.. I really really cannot find SCR_UniversalInventoryStorageManagerComponent script
So, i couldn't figure out that SCR_UniversalInventoryStorageManagerComponent, but i added SCR_ScenarioFrameworkActionAddItemToInventory script to the OnInit of the placed vehicle, and that works - question is: is that how i should do this?
Does anyone know why I get this error (E): Trying to register a SCR_LoadoutManager, but one is already registered! when using the gamemode setup tool? the only SCR_LoadoutManager is within the 'GameMode_Editor_Full'. I just spawn as a MG as the loadout manager doesnt seem to work from the gamemode setup tool
When you place the vehicle in the world, you can search its components for the SCR_UniversalInventoryStorageComponent.
In there, you can add items by adding MultiSlotConfigurations to the Multi Slots array.
Where do i "search its components" ?
Does it needs a certain way of placing the vehicle? - i do that by first placing a Slot, then adding the vehicle into that slot's Object to spawn.
When i select the vehicle, i can filter components in its Object Properties, but typing even the word "inventory" into the filter just makes everything in the obj properties disappear.
Yeah, that is not what i see. What i see is this:
I am obviously new to this, so i was following some YT tutorial (https://www.youtube.com/@blackheart_six), and the guy stressed out that this is how you place stuff - that you must use the slot - but i guess there is some other method then?
...wait, don't tell me i can just drag the vehicle into the view directly???
I didn't even try, because i thought you have to do everything via this new super convoluted way! let me see...
I haven't used the ScF in a while, I thought you placed them directly as children to the slots.
Well, you can always place things into the world directly, yes.
OMG, ok 😄
But this way, they're not spawned by the framework, so not based on mission logic.
right, so placing the directly is probably convenient only for things that you want always present, so not something dependent on some misison conditions, or such?
If you wanted to spawn it using the slot, you would either have to create your own inheriting vehicle prefab with these items, or script it.
Yes
How to lock certain door in certain building?
...i assume a custom script will be needed?
but i don't even know how to get the building object
Alternatively - would it be possible to block the door by some invisible barrier, preventing the user action to open the door from showing up?
I didn't find any invisible block/wall (if there is one somewhere, or there is a way to create it easily, please somebody tell me).
But i found a workaround in form of placing separate door in front of the building door, and disabling all components related to door functionality.
It is not perfect, because the real building door user action is still available (maybe because i had to place the door too close), but at least even if the door open (they open into the other room, fortunately), the way is still blocked by the static door that remain in place.
.
btw. when i press Left Control, it keeps toggling the debug/diag in the view window - is that some glitch, or did i somehow activate this by accident?
It was the General display stuck for some reason, pressing Ctrl + NumPad 2 (as if the numpad key was stuck).
ive got a quick question, Im doing my own custom conflict and I know how to turn the base radio distance down but my question is how do i turn down the distance of the built radio towers.
How would you solve this annoying "opaque light cover" problem?
Can i somehow break the light on mission start, and place a different object in its place? (i can't seem to be able to break it though)
Ok, this is a head scratcher.
With the QRF dispatcher, why does the second wave and seems subsequent waves decide to go into the opposite direction of the initial waypoint? Wave 1, does great, rest not so much. I’ve tried messing with all the settings and can’t seem to fix it.
How to turn on radio (RadioSmall_01_black) using a trigger?
I placed the radio on the ground, i renamed it to 'RADIO', and then i made a trigger (SCR_BaseTriggerEntity) and in its OnActivate i am trying to get the RADIO thing:
IEntity radio = GetGame().GetWorld().FindEntityByName("RADIO");
and then i would like to get its RadioBroadcastComponent, but i don't know how - there is some function GetRadioBCComponent but in the docs it is caleld on a TurnOnUserAction, which doesn't make any sense to me.
I am lost 🙂
I would except that i could do radio.GetRadioBCComponent(), but no?
Problem solved.
Any good tutorials (for dummies like me) about adding a custom audio file in my mission, and make it play in a loop from an object when activated?
(i can probably figure out the last part, but the adding of the sound into the mission... that is where i am totally lost)
How exactly does it work? I mean the PlaySoundOnEntity action. I'm trying to make it so that when you click on an NPC it triggers the sound from the game (like a piano or organ)
I don't know. I didn't find anything yet.
So far i was only got one part of what i need working via a modified radio broadcast using a RadioSmall_01_black, utilizing already existing game sounds.
I haven't got anywhere further yet.
How to lock a vehicle, so you cannot access anything? (not just prevent getting in front seats).
I placed a ScenarioFramework slot, set the Object To Spawn to UAZ469.
I want it initially locked, so i add SCR_ScenarioFrameworkActionLockOrUnlockVehicle into that slot's OnInit and check the 'Lock' checkbox.
The game only prevents me from sitting on a driver seat and front "copilot" seat.
But i can still open ALL doors, i can access vehicle inventory, and i can get in the back seats.
What is oging on???
(i can also load/unload supplies - which reminds me, how do i remove/hide these actions? my mission does not utilize that functionality)
Aha... nevermind, looking at the SCR_ScenarioFrameworkActionLockOrUnlockVehicle scripts reveals that it seems to be by design (what a weird design)
no wait... i read it wrong, it should be doing SetProtectOnlyDriverSeat(false);, so.. why?
Contrary to its name, it seems that script is not for locking vehicles.
So how do you lock a vehicle?
I have found that SCR_ScriptedUserAction can be used for "Play effect sound", but idk how to use variants of this Sound Effect Event Name
for info: I've found that i (maybe) must override/duplicate .acp and change sample in Sound Event bank. I'll take a look at it later today, but it might solve the problem and give u a way to record your own sounds/conversations in the future
is there configurations to allow 3rd person only in vehicles?
Download Bacon's 3rd person in vehicles only mod, and dissect.
now ima become strips 
honestly I could go for a blt rn
@wild trellis : How did you end up setting up QRF on your conflict map? Was it based on a timer, AI killed, or when the command tent was captured?
How to add a custom User Action to all vehicles?
Do i have to edit them all, or is there some list of basic generic actions they may be inheriting somehow, that i missed?
For example, if i look at UAZ468.et, it has the ActionsManagerComponenet filled with various actions.
But when i look at the related component scripts, i don't see much in there - seems like all these additional actions are added via editing the prefab's Attributes.
That seems weird, considering all that modern inheritance features and whatnot.
So, what would be the best way to add my special User Action to all vehicles?
And what would be the recommended way? (if different from the best way)
Can I open up the official Conflict scenario and edit it to my liking?
That's more config than mission editing. Actions manager adds the action to the object where you want it to be, like the door. Other actions are added by the components of the entity like BaseLightManager or SCR_BaseCompartmentManagerComponent, then there's other components that call for other actions in what seems to be a maze of scripts. Anyway If you want to add a script you can make a component and add it to the vehicles you want.
I thought Reforger doesn't have configs anymore and everything is in those prefabs ?
Take a look inside and you will find scripts, configs and all that. Some components are not configurable and just call for scripts or configs, I guess.
No. You may copy the components and paste, then edit to your liking. If you copy and paste to the same world, then copy and paste on same position.
Thanks, thought I was too dumb to find it. I would have loved to have the same capture point locations, but guess I will have to place them from scratch.
Are you using a different world or same world?
Go to wheeled_base.et prefab and add it to that
all wheeled vehicles inherit from wheeled_base
Same world, Everon and later down the line Arland
Ok, the you can do a one for one copy, and paste on same position. Save you a ton of time.
Arma Reforger Editor | In this video I show you how to copy and paste objects across the same world using copy and paste on same position.
Timer and ai killed. I based it on the supply depot reinforcements that respawn every ten minutes or so. Just added a couple variables via script to control group size and number of waves. When that group is wiped out, it spawns another one in 30-60 sec and they move to a defend waypoint in the town.
Has anyone tried to create a GenericTask with OnUserAction? I found the procedure on the wiki but the task is not showing up
( https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework#GenericTask )
Hi,
I want to try to make a third faction in Conflict mod without the ability to cap point. Just can spawn and disrupt the other side.
I have setup the FIA faction in Faction Manager and the Loadout Manager.
But i have an impossibility to spawn. (Picture with "Spawn point not available")
I have try all of this with no success (second picture).
Someone have a solution ?
I ran into another problem. Does anyone know if SlotDelivery has any limitation on the number in Area.et? I have multiple SlotDelivery in Area.et, but only the first one in the sequence seems to work (depending on FinishTaskToCreateTask). The first vehicle I transport works and performs the OnFinish action I want and spawn the next TaskDelivery. The next delivery appears in the Task list, but when I deliver the vehicle the mission doesn't complete and nothing happens. All TaskDeliveries are set up the same, the only difference is in the Prefabs and OnTaskFinish
I'm running a campaign as GM for my group, based on a variant of the standard GM Eden mission where I have customized loadouts etc. I can't figure out how to remove the group leader map marker, which is ruining the vibe I'm going for. Does anyone know what script sets this behavior? Hoping someone here can help, because I've exhausted my google fu to no avail, except for finding others asking the same question with no answers.
Nvm, asking here evidently helped because I immediately found this: https://reforger.armaplatform.com/workshop/61C8AD57503CA770-NoSLMarkers
Isn't that always the way? I do that all the time. LOL! As soon as I ask the question, I find the answer. DOH!
It should be a fairly straight forward process to disable the SL marker if you are using workbench. Most likely don't need the mod if you can dissect it. I believe it's in a .conf file or .layout.
search "map squad .layout". Override the file. Uncheck "enabled" and "isVisable" in behavior attribute, from root on down. Haven't tested yet.
Big fat thanks @lean scroll I'll bake it into the mission file so we get to reduce the mod set.
EXACTLY!
...but now that I'm evidently in the right place, let me follow it up with a not-as-easy question: Is there a simple way to make an incognito script? I had a browse through the one that governs the heat levels in Overthrow, but it does a lot more than I'd want and I'm not clear on how it keeps the AI from shooting. Setting perceptible to 0 somehow I guess? Also I would have thought there to be an IsSeen event handler of some sort, but I can't find anything like that in the documentation. Overthrow solves it with checking LoS on every enemy unit within a certain range, which seems compute intensive and a bit clumsy.
😋
...so that's why enfusion modding hasn't taken off XD
Someone else needs to chime in on that.
Well I bet if someone was to package that as an easily configurable mod, it would become quite popular. There are lots of requests across different forums...
When I use a getinNearest waypoint, my AI squad only get some of the members into the bTR, and the rest of them get stuck
is there a way to guarantee that all the members will get in? This issue is replicated across 3 vehicles
The vehicle has enough slots
Yeah I thikn the getinnearest and getout waypoints are totally busted
Same as IntelDelivery tasks. At one point I have five different IntelDelivery tasks. You complete one and the others mysteriously stop working. You pick up the items, the task updates, but you can't deliver them. You bring them to DeliveryPoint, but nothing happens. What else happens is that when you complete the task, the Item doesn't disappear from your inventory. 😞 I'm getting a little irritated😅
thats a good forward thinking question alongside "maintaining stealth" just like dynamic recon/combat ops missions in A3 we all know and love (could lowering Ai perception and taking away flashlights and playing at night this be acheived at this stage) and i think it is taking off now Enfusion modding now we have Ai commanding and driving what we have all been waiting for-The scenario Framework is where its at and best work will come from there i believe
Take a look at combat ops Eden for inspiration or solutions on delivery task which requires x amount of items to be placed in selected container or box for completion
Setting waypoint priority induces a lack of perception of AI. There are 3 values assigned. 0, 1000 and 2000. Pressing the up/down arrows on the field displays this. I haven't tested fully but do know if you set a waypoint priority to 2000, you can walk right up to AI with no reaction. Now is this intentional? or is this bugged? IDK. Doesn't make any sense that prioritizing a waypoint would induce a lack of perception in AI.
Thanks, i checked the ingame Sample missions and @lean scroll tutorials. I created a hierarchy same but it's still behaving mysteriously. It's different every time I test it.
thats intetesting info i had few hours of fun with waypoints using civ where waypoint number 2 is simply down the road (concrete main road) but no they seem to know better and took a durt track the very long way round il play around with prioritising too its funny they have a mind of their own luv it,mabye just 3 simple waypoints is the sweet spot right now
I only use 3 patrol waypoints across everon. One North, one south, and one west. Let them path find. I did slow the speeds down on the vehicles.
Did anyone figured out how to modify vehicle stations? For example: just with one specific vehicle or full custom with vehicles from mods
yeah thank you so much ive followed your lead on that lowered cruising speed and set fuel consumption on zero value too,we all have epic visions but keeping things simple at this stage is a good habit to be in.I know i can set i think is acceptable road or path types seen that somewhere but my thinking is it was for infantry pathfinding.Also did you get anywhere with a vic patrol active across the whole game world or are we taking the hit on vic budgets(which is no drama really) and having LOD action set and dynamic despawn disabled on said vehicle and Ai as the solution for now?
Don't you edit the vehicle entity catalog and check or uncheck BUILD mode or use the faction manager?
Until they fix the issue with the AI and vehicles despawning and respawning correctly, have to leave the dynamic despawn off.
I am thinking of circular filing the whole AI vehicle patrol system at this point. And use it in a more limited fashion. Like QRF response. I have it working pretty good for vehicle ambush tasks.
Flooded with error messages about incorrect tiles.
That sounds interesting too i also have for now have simple AI vic patrol layer active on objectspawn finished action from either when the slotmoveto is complete or target vic is destroyed just to have another small vic patrol in that active AO or like a min or two behind the ambush target vic acting as a response team in keeping with the simulation and of course keeping the players frosty too
How do i create override of specific door in a specific building?
I need to prevent the players from being able to open the door, unless some conditions are met.
I thought i could select the original door inside that building in the Eden -> default layer (which is of course read-only), right click and chose something like Create override in MyTestProject - but i don't see any such option.
I conclude that there must be other way to do this, but i can't seem to figure it out.
What could be the reason why vehicles cannot move anymore?
I have a world based on Everon, making some mission.
I have some UAZ placed in there, one directly, another via slot.
I used to be able to drive them when starting the game preview, but no more.
I can still interact with them, get in, turn on lights, start engine - everything seem to work normal, except they don't move.
I suspect i might have unintentionally removed some crucial component from teh wheeled_base i override, or did some other unintentional change to it.
But i don't know what it could be.
Or could it be some GameMode component i may have deleted by mistake?
What do vehicles need to be able to move? some physics component? engine component? something else? how is it called?
Aaand now it suddenly works again.
In the process of trying to figure it out, i closed the Workbench, so maybe it got stuck in some weird state, and restart fixed it.
I don't know.
@elfin spear You may need to hit Shift-R after making a change. Script reload.
Guys one tip. I have done task which is completed by UserAction (flush toilet, play piano, custom action…). Do it just like the wiki instructions, just use LayerTaskMove-SlotMoveTo and put SlotMoveTo high above the action location. https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework#GenericTask
That wasn't the problem, i always rebuild the script after modifications - even if only to verify there is no syntax error.
How to add some items into a vehicle's inventory?
Vehicle is placed in the world directly, not into a Slot.et
...i thought the SCR_VehicleInventoryStorageManagerComponent would be for that purpose, but the items i specify do not appear in the vehicle (target purpose - Deposit).
Seems like SCR_UniversalInventoryStorageComponent is the thing to use
Is any way to change AI faction on trigger?
or create new prefabs with faction affliation and spawn them on condition? (for example: if - player has USSR uniform, spawn friendly, else spawn enemy)
anyone knows why the ScriptedChatEntity not work for loging into admin?
@lean scroll thanks for great videos for SF plugins but idk It doesn't work for me 😦 Idk whats wrong. Task is not even showing in TaskList 😦 i just put area.et->LayerTask->SlotTask and filled title/description.
I know nothing about tasks, but i think you have the hierarchy wrong.
In general, the layer is at the top - so, shouldn't it be a Layer -> Area.et -> SlotTask ?
nope always Area first but you can divide that area with Layer
I just deleted all my managers and generated them again and it works now 😄 😄 Mysterious, maybe I had a mistake somewhere
Check this 😄 Already tried it last week, but couldn't figure out why it sometimes worked and sometimes didn't. Now after resetting Managers it works
lol SF Tasks stopped working 😄 wtf... Basic Area-LayerTaskMove-SlotMoveTo 😄
Something crazy happened so i deleted whole manager layer from project folder and generate it again and its ok 😄 I'm getting sick of it 😄
ScenarioFramework tasks works now (LayerTaskMove, LayerTaskDeliver etc...) but basic tasks don't (LayerTask) 😦 so the task on video above is not working either
@humble acorn Using tasks from the composition folder?
Nope, from Components folder where there are other entities such as Area.et, LayerTaskMove.et etc…
sorry for video quality 😄 i'm streaming Arma reforger tools via Steam to other pc 😄
@humble acorn
Yep I think your results are to be expected. And the reason why is you are not adding any action to the generic task. Just typing in the task name and description will not show the task.
From the wiki...
1.2.0
GenericTask
Goal: Create a Task linked to user action that will display the hint and finish the task - in this case, target user action will be our infamous Flush the toilet to complete the Scenario.
Setup: It is achieved by having an Area with LayerTask which has SlotTask that has On User Action Event added to the Activation Actions under the OnInit category. This user action is linked to a namedToilet entity that is placed in the world outside the ScenarioFramework hierarchy. Action ID is set to 0 as the Flush the toilet action has this ID in this case. Then there are two additional actions in the Actions list that will be activated upon someone using linked user action. First will display a hint using Show Hint. Second will change the task state to FINISHED for the LayerTask. Lastly, the OnTaskFinish has Action Wait and Execute that after 2 seconds will activate End Mission Action.
Mechanics: Area spawns the LayerTask which spawns SlotTask that will attach the User Action Event listener on toilet. Upon someone activating the user action, it will show a hint, then finish a task and then it will finish the mission. In order to finish this task, you need to flush the toilet.
The generic task is blank. You have to provide the mechanics to make it do something or it doesn't display.
For a test, in the slotTask, add "Object to Spawn" the triggerdominance.et prefab.
does anyone know how to fix modded vehicles disappearing after trying to spawn them? There have been a few cars and helis I would love to have in my game but some don't appear, then the few that do appear when i try to spawn them they disappear as soon as i click to spawn them
I would suggest you reach out to the owners of the mod in question. Maybe through #enf_mods_feedback or #1049297536617291827
Do you see them in workbench but not in runtime? ( dont see them after play button )
As soon as i place it...its like i see the outline like all the normal cars but when i try to spawn it, it doesn't spawn its as if it just disappears
Ingame or arma tools? Its look like mod problem 😞 whats the name of the mod?
In game, Its not only 1 mod...a few are like that but the most recent one is the m113
SCENARIO FRAMEWORK SUGGESTION:
- Allow the use of the QRF Dispacher on layers and not just areas.
- About 90% of my tasks are trigger activated, and located in a single "area.et" used as a container.
- I can't use QRFDispacher.conf in the activation action in the area container because it only allows a single QRFSpawnpointlayer to be referenced.
- If I could apply the QRFDispacher to the OnInt activation action task layer then I would be able to place the QRFSpawnpointlayer in the task layer, and point to it. This would eliminate the need to build qrf with traditional method or layers, slots, and waypoints.
Whatabout hierarchy Area~Layer-Area-layertask? 😅Actually i never tested such a crazy thing 😅
I'm making my own qrf for the reason that QRF dispatch doesn't respond to destroyed vehicles 😅
Area must be at the top AFAIK.
Ive had a couple vme relating to door action of which i think in todays latest build update this has been covered as there were many probs with that in the 1st 1.2 build so i think im ok to move past that one however i have had another VME which relates to perception or perception level set so my question is do i need to have a look at danger event ranges in my scr_Aiworld mabye its there or is this one mabye also covered in todays fixes-Fixed: VME in callsign manager
These two im not too sure about?
Still no fix to being able to see group when placed? Come on. How hard is it to reverse that?
Unfortunately outside of my powers 
Yea I know Yethe. I understand your good.
It seems this is still a issue after recent update. May I ask, what steps would be needed in the part "You can fix it by using different prefab of the trigger and properly setting it up"?
I only ask because I have a mission with over 20 tasks this affects and it would be nice to reenable them if possible.
Thanks
Does someone now how to make a lightning strike the same position over time during a scenario ?
@hollow nexus what game mode?
How can I have players deploy items like a crate or tent in a custom game mode?
@glacial nimbus setup the game mode with campaign building component
Did that, but can't deploy the tent. just pick it up and drop it lol
Only option is to pick it up unfortunately
whatever, even during game master : like it strikes the same position over and over every five minutes
sounds cool
but lightning is horrible in the game and it will mess with everyone's screens
doesnt even emit light at night
which entity are you trying to pick up please?
and
what faction is the character?
The answer may lie in these 2 questions when answered.
I thought so too, so I tried with every version of tent just to be sure
Only one tent works with the deployable tent system.
Perhaps I missed it, Which one?
What faction are you using? @glacial nimbus
US, USSR, and FIA
Tent_Deployable_FIA.et
- The tent only works for FIA, unless you change the faction in the settings.
- The tent has to be picked at least once then set down to display the deploy action.
Hmm there is nowhere in the components to change faction
Nevermind, think i found it
Yes it's there. its in one of the deployable components
"Unlock actions for enemy factions"
Got it to where it shows "Deploy", but anywhere I place it down it says "Deploy Tent (Unable to deploy here)"
And the factions match?
sorry it's faction key, not ID.
Got it, thank you for that! Now I wonder if I can use that same entity but change the deployed item to whatever I want. For instance a campfire lol
The PRC-77 acts as a deployable spawn as well. So don't know why you couldn't
Oh my goodness
it works
Can basically take the prefab, duplicate it, name it campfire, then change the replacement prefab with a campfire and sure enough it deploys a campfire
lol
How can I make it to where all 3 factions can deploy it
Like can I separate US and USSR with a comma?
Create one for each.
I’m trying to make delivery mission where the “Pick item” (trigger) spawn in vehicle inventory 😅 with dummy LayerTaskDeliver and slottrigger. It works for me but problem is when the vehicle is destroyed. You lost that item and i cannot find any feature same as ItemSafeGuard but for prefab entity. (Item safe works only for slot.et entities)
did u find any fix about that?
Can't you setup a task like the destroy multiple objects? Same principle, different task.
Arma Reforger Editor | In this video we show how to setup a Destroy Task to handle destroying multiple objects, and then finish the task.
NOTE: The VME seen in the video is caused by when you are in GM mode, and the player is too far from the object being destroyed. I tested both destroy tasks. When close to the target, no error. When not close...
I've used your tutorial for this 😄 (and plugins too) 😄 but if anybody destroy that vehicle you're without quest/task item 😦
ok. Bummer.
Hello, how can i change this supply?
by playing the mission? Build a radio tower to start increasing supply.
Place down other structures to hold more supply (Increase the max limit for that base)
Is there a way in my enfusion mission files to deactivate the usage of Gamemaster later during mission gameplay, let's say by deactivating or removing a specific component?
we are trying this but not working 😄
Oh not sure then, also looking at my message again I want to be clear I wasn't being sarcastic when saying "by playing the mission?", there is likely code/config related ways to change it I just do not know them

