#enfusion_scenario

1 messages · Page 9 of 1

noble sky
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reading it was "create" tab was helpful facepalm

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I guess it respawns after some treshold thonk

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Actually no xD

noble sky
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I've debuged the script a bit and on first looks OnDestroyed gets called multiple times for some reason

slim stratus
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Oh so it is a problem with the module itself

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insane

noble sky
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I guess

noble sky
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to add these if statements

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because sometimes newEnt is null

unkempt stratus
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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.

warm crow
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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.

heady meadow
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is there a way to remove items off the eden map?

pliant rapids
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@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.

raw bone
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Is it possible to make a trigger if the enemy is detected with the scenario framework please?

warm crow
muted scroll
warm crow
heady meadow
lean scroll
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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.

frigid hare
lean scroll
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pretty sure it crashed. When it asked for a crash report, it's a crash.

red forum
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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?

nova onyx
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I just tried latest version on Steam and it properly randomizes the flag 🤔.

red forum
# nova onyx What seems to be a problem?

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.

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Oooh, sorry

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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

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Is this how it should work?

nova onyx
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Correct.

red forum
red forum
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All the random selections are saved and layers will remember it.

Gotcha

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Is it possible to change this logic?

For example, I want different weapons to appear each time when entering a house

No mission restart

nova onyx
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You can check the newly added sample for that - Repeated Task

nova onyx
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Yes

red forum
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Thanks, I'll look into it

lean scroll
red forum
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That doesn't work either 😦

chrome ice
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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

hidden nebula
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anyone know of an conflict/pve missions using ai in vehicles yet?

hidden nebula
rancid spindle
nova onyx
red forum
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New prefab

rancid spindle
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Do your hints and popup messages show when you playtest? Because mine dont and even in scenario framework tutorials they dont show for me

red forum
nova onyx
karmic lake
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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?

karmic lake
nova onyx
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Any other mods running because this looks like there is a miss match between your client and server

karmic lake
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That the server has other mods loaded?

nova onyx
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Could be

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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.

karmic lake
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I already made that option with the server, remove all the mods and just leave the mission and the RHS

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In fact when I go into the server to load the mods, it only loads the mission and the RHS

lean scroll
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@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.

karmic lake
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By setting up a local server, the stage works perfectly.

lean scroll
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@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.

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JIP = MOD

karmic lake
lean scroll
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Interesting...

karmic lake
karmic lake
lean scroll
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lol

karmic lake
# lean scroll 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.

lean scroll
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@karmic lake With no mods attached?

karmic lake
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The only thing I would need to try would be to erase all mods on both server and client and reload them.

karmic lake
lean scroll
lean scroll
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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.

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I create a secondary mod that adds other mods to the scenario to modernize it, but it is totally detachable.

lean scroll
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🥃

karmic lake
# lean scroll 🥃

Accustomed to editing in Arma3, I thought editing in Reforger and mods would be similar when it comes to updates.

lean scroll
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@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.

lean scroll
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It is getting better. And it is a helluva lot better since Day 1.

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Flexibility is key in this situation.

karmic lake
# lean scroll 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

rancid spindle
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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...

opaque light
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I just play with the editor

karmic lake
# lean scroll It is getting better. And it is a helluva lot better since Day 1.

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.

lean scroll
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@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.

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Remove offending AI for sure

karmic lake
karmic lake
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It seems that today, work is full of errors.

Does anyone know why this error could be caused?

chrome ice
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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

lean scroll
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I don't use it.

chrome ice
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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

lean scroll
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does the wiki saying about ratios?

chrome ice
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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

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"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"

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Not sure how to test this in the workbench if it needs to know the max player count possible

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but thank you. didnt think the actual math was going to be on the wiki

solid owl
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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.

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Working example from conflict mode.

static spruce
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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

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I only used vanilla objects

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it also started happening on another scenario that used to work previously

digital creek
static spruce
lone jacinth
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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

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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)
lone jacinth
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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

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I have 0 clue if this will cause rpl problems later because i've never tested it

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There is likely a good reason why the child entities don't respect the parent's override by default

static spruce
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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.

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Also with the Depots like Sooth said

gritty vortex
torn mesa
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doae anyone got ready conflict mode with modern weapons and AI to be bought ?

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does*

worn flume
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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!

rigid kraken
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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

karmic lake
sudden sentinel
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Hello friends, can anyone tell me how I can paint the character's face, to create camouflage?

sharp swan
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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?

ocean vector
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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?

nova onyx
ocean vector
ocean vector
nova onyx
# ocean vector So i have a switch I can walk up to and press but it turns out the trigger is ti...

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

ocean vector
# nova onyx You could simply name the object where this user action is attached to and then ...

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.

nova onyx
ocean vector
nova onyx
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Ok

rigid kraken
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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? 😉

obsidian ledge
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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?

lean scroll
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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.

lean scroll
lean scroll
red forum
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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

red forum
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And how to create different sets of loadouts with all the items in the game?

Like Character_CIV_Randomized but Character_Randomized

lean scroll
obsidian ledge
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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?

rough pivot
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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?

nova onyx
silk sigil
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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.

rough pivot
lean scroll
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@rough pivot Post an image of your hierarchy showing the managers please. Should be able to filter on "Faction" to reduce list.

rough pivot
lean scroll
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👌

rough valley
jolly spade
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DEFAULT (W): World doesn't contain RadioManagerEntity to support any BaseRadioComponent. how do i fix? world doesnt see my radio component

obsidian ledge
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Is there a way to remove map objects in the same way you could with the modules in A3?

hidden nebula
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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

glossy folio
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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 ?

wild trellis
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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.

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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.

red forum
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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

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Like this for template

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If I do this, then when loading World Editor the tool crashes

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I found out empirically that the problem is the same names of the worlds

hidden nebula
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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

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I also overrode and added it to my SCR_ScenarioFrameworkSlotMarker

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in the correct order

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but when I for instance set my marker to TOWN itll show FUELSTATION etc

lean scroll
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Curious.. anyone having issue getting AI in machine gun positions now. GetInNearest does not work on MG Nests now.

rocky sedge
obsidian ledge
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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

austere zealot
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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

nova onyx
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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.

austere zealot
red forum
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SCRIPT (E): ScenarioFramework: Creating of task #AR-CombatScenario_Kill_Title failed for LayerTaskKill2! No playable faction available

What could this error mean?

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Hi all ^_^

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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?

slim stratus
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I believe

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or it could be the units spawning under the wrong faction

hidden nebula
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Is there a way to enable switching factions?

waxen fossil
hidden nebula
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Thank you

chrome ice
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am I drunk, or is the plant life moving in the workbench a new thing?

obsidian ledge
chrome ice
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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?

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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?

calm ember
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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)

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Can i basically make a character and attach a player Spawnpoint.et to them?

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or even give them the same components the radio backpack has

calm ember
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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

lean scroll
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@calm ember A question... First what game mode are you using?

little sequoia
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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?

feral siren
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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!"

little sequoia
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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.

little sequoia
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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.

glossy folio
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Why sometimes I download missions for my server and I can't play them because there is no respawn point?

wise mountain
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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.

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Also, in my workbench, I can't see people anymore

red forum
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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?

gritty vortex
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mmm no that would be the perception manager I believe

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this just makes them unable to navigate

lean scroll
red forum
lean scroll
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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.

glossy folio
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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?

glossy folio
wild trellis
glossy folio
wild trellis
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Bazar? No, maybe they changed the seizing components of bases to ignore NPCs.

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Mine is CONFLICTPVEREMIXEDVANILLA2.0

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Was working fine after an update last night. Enemy took back a base 2-3 times during counters.

glossy folio
wild trellis
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No I would have had to overwrite the seizing component for it to affect other mods or scenarios

glossy folio
wild trellis
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It requires quite a bit of setup, can't just copy everons base locations

lean scroll
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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.

glossy folio
wise mountain
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Does anyone know how to redraw the navmesh to make AI respond to placed prefabs?

wild trellis
wise mountain
glossy folio
wise mountain
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Does anyone know how to make AI spawn dynamically?

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I can see this "Unspawned" thing

bright echo
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Hi -any good SP missions in here that have friendly AI ready to go?

bright echo
lean scroll
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@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.

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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.

bright echo
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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?

austere lily
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My conflict mode doesn't have the ability to log into gamemaster. Did I turn something off or forget something?

lean scroll
austere lily
lean scroll
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No it’s drag and drop.

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Run game mode setup plugin for your game mode to make sure you have everything

austere lily
wild trellis
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Technically _NotSpawned groups

rough pivot
wise mountain
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I'm trying to figure out how to just make units show up

wild trellis
lean scroll
wise mountain
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Is there really no way to do this without a framework mod?

solid owl
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Greetings. My mission does not contain player nicknames, what could be the problem?

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Do these settings even work? I didn't see any difference.

gritty vortex
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AI skill had some impact on aiming accuracy

lean scroll
red forum
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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?

red forum
red forum
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{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

solid owl
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Greetings. My mission does not contain player nicknames, what could be the problem?

unkempt stratus
solid owl
red forum
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{BB22FDB95A148D2F}worlds/ScenarioFramework/Samples/SF-Sample-GenericTask.ent

This information is not shown...

red forum
red forum
warm crow
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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...

▶ Play video
glossy folio
#

@wild trellis In your mod is it normal that you can find two capture points without enemies?

wild trellis
wise mountain
#

Anyone know how to make the AI engage and simulate from longer disances? I'm trying to make some long range firefights

glossy folio
wild trellis
#

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

wise mountain
#

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?

lean scroll
raw bone
#

Please does anyone know how to change "Everon" in the map indication?

lone jacinth
#

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

raw bone
#

And it would be possible to know which file contains the language variables? (#...]

chrome ice
#

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

lone jacinth
raw bone
hidden nebula
#

does anyone know of any good tutorials for creating/setting up a conflict pve scenario for a new map?

thin bolt
#

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.

warm crow
solid owl
#

Greetings. AI skill settings do not work on a dedicated server, but if you run games on the client in scenarios, AI difficulty works.

solid owl
#

How can I make the difficulty work like when running the script on the game client?

chrome ice
#

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

wild moth
chrome ice
#

yeah, just found it lol

#

thank you

wild moth
#

Problem

chrome ice
#

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

chrome ice
#

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?

keen phoenix
#

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?

lean scroll
keen phoenix
#

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).

charred wasp
#

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.

lean scroll
charred wasp
#

Is already set

lean scroll
#

Screen shot you hierarchy of the task please

#

Hierarchy

#

LayerTask

#

SlotClear

charred wasp
lean scroll
#

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?

keen phoenix
#

Perhaps use a SlotTriggerClearArea, does that not suffice for the same purpose?

charred wasp
#

The LayerTask gets triggered if a Player get close to the town

lean scroll
#

Use slotClearArea for the task

charred wasp
#

The Task is SlotClearArea..

#

Layer is LayerTaskClearArea

#

and this LayerTask get triggered from the playerTrigger

keen phoenix
#

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

lean scroll
#

Like I said, simplify. Get the basic task working without all the other stuff.

keen phoenix
#

SlotTriggerClearArea should work if SlotClearArea doesn't, but I don't know why that would be

lean scroll
#

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.

charred wasp
#

Its working if i spawn the LayerTask on Init

#

But the task should only be available if a player get close

lean scroll
charred wasp
#

Problem found... CIV count as friendy and if there are 7 CIVs hanging around, the trigger will engage.

charred wasp
#

For someone who runs in the same problem in the Future: Make sure you mod "TriggerDominance.et" while using more then one Faction.

lean scroll
#

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.

charred wasp
lean scroll
#

no I don't. I didn't file FB through tracker

charred wasp
#

Then we just mod it by ourselves -> SCR_FactionControlTriggerEntity -> ScriptedEntityFilterForQuery(IEntity ent)

red forum
#

How can you copy the world?

red forum
#

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?

kindred rose
#

LOD?

kindred rose
#

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

dawn moth
#

Hello, is possible edit an workshop mission from Workbench?

dawn moth
lean scroll
#

yes

dawn moth
lean scroll
#

Not in this forum.

#

Same principle.

little sequoia
#

You must be making a killing off of YouTube dollars with the amount of people asking questions 😂

lean scroll
#

nah.

kindred rose
#

Hmm that should also work for vanilla conflict eh?

warm hearth
#

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?

lean scroll
warm hearth
lean scroll
#

Which apparently the next update is NOW! 1.2.0.102.

nova onyx
lean scroll
nova onyx
#

😂

lean scroll
#

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.

gritty vortex
#

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

gaunt rover
#

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/

glossy folio
#

where can i find a blank map of kunar, fallujah and eastern europe to create my own conflictpve missions?

wild trellis
#

You would have to ask the author(s) of those maps

hidden nebula
glossy folio
#

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

hidden nebula
#

yeah, its just Fallujah.ent

glossy folio
#

Maybe I don't know how to load it properly

hidden nebula
glossy folio
hidden nebula
#

should have Arma Terrain Core, and Wolfs Building Pack, Gulf coast buldings I believe

#

it should also list it on the mod page though

lone jacinth
#

look at the log, it should have messages about missing dependencies/failing to load reasons

glossy folio
#

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

hidden nebula
#

maps are not mine

lean scroll
# gaunt rover can you help me pleaseeee
glossy folio
#

any tutorial on how to create pve conflict with counterattacks?

solid owl
#

After the update I noticed that they do not sit in the shooter's seat

#

Or is it just me who has this problem?

warm hearth
#

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.

lean scroll
#

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.

solid owl
#

Here is an example of how they got into the equipment

zealous hatch
#

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?

glossy folio
#

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?

glossy folio
wild trellis
#

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.

sullen girder
# wild trellis Ive had this issue since the 1.2 update. Have you figured out a fix? I have ab...

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. "

sullen girder
#

@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...

wild trellis
# sullen girder

thanks so much! Disabling the randomization and variants solved my problem!

little sequoia
warm hearth
#

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?

warm crow
#

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
#

woah i've never been here before, cool!

#

Thanks a bunch just for that Vinu!

static spruce
#

@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

jade haven
#

Do I have to do anything with PlayerControllerManager?

static spruce
#

No

jade haven
#

Bet, perfect, also my factionManager has two things under it and only two thinhgs, I mighta screwed something up

static spruce
#

Only thing you really require for a GM world is Gamemode_Editor_Full, PerceptionManager and SCR_AIWorld

jade haven
#

Gotcha, all of those are check!

static spruce
jade haven
#

This is all I have ATM

#

also thank you so kindly for helping me with all this

static spruce
#

check on the red entity

#

click on where it actually says SCR_FactionManager on the top of that image

#

with the red icon

jade haven
#

done!

static spruce
#

click on factions there and you can modify the factions

jade haven
#

OH

#

I SEE

#

THANK YOUI

static spruce
#

there are tutorials in the wiki and youtube detailing all of this

#

No problem

jade haven
#

As a final question, can you link those wiki bits? I've been searching these things and haven't found anything

static spruce
#

this is the full one

#

but for a simple GM scenario you just need the gamemode_editor_full, PerceptionManager and SCR_AIworld

jade haven
#

You glorious glorious person

#

Thank you so much

static spruce
#

within SCR_AIWorld you modify the three navmesh components and select the adequate file, GM - Vehicle - LowRes in that order

#

that is in NavmeshWorldComponent

jade haven
#

Yeah gotcha, it was preset like that for me

static spruce
#

the files are not selected though

#

you have to select them

jade haven
#

gotcha, yeah Navmesh Project is Soldier -> BTRlike -> LowRes

static spruce
#

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

jade haven
#

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?

static spruce
#

click on set class next to navmesh files config

jade haven
#

sorry waiting for steam to go away

static spruce
#

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

jade haven
#

gotcha

static spruce
#

do the same thing on the other two navmeshworldcomponents

#

and select vehicles for the second component, and lowres for the third one

jade haven
#

OH I SEE GOTCHA

static spruce
#

for example, the first component, once the file is selected should look like this

jade haven
#

So do Eden right?

#

GOTCHA, okay perfvect

static spruce
#

if you are in everon then yes

#

if not, whichever map you are on

jade haven
#

Glorious!

#

and I use the just normal GM_Eden for lowres right?

static spruce
#

it's under MP > Navmeshes folder

jade haven
#

SAH okay gloruious

#

youi are amazing

static spruce
#

Np xD

jade haven
#

oh it works so nicely

#

like liquid gold

jade haven
#

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)

jade haven
#

(also does the hide function not work outside of the workshop? If so how do I hide terrain objects?)

warm crow
#

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?

slender hornet
#

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?

nova onyx
slender hornet
#

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

nova onyx
slender hornet
#

how would you add a hint?

nova onyx
slender hornet
#

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

nova onyx
#

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 😅

slender hornet
#

of coursem, this is waaayy, down the line

slender hornet
nova onyx
slender hornet
#

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

nova onyx
nova onyx
slender hornet
#

I think I might have screwed up the settings under the task subsettings.

#

Looking back at the video

lean scroll
#

@slender hornet Why do you have the 2 taskdelivers one with slotpick and one with a slotdelivery?

slender hornet
#

Is that not how it's supposed to be done?

lean scroll
#

I've never seen that done anywhere.

#

The each taskdeliver requires a slotpick and a slotdelivery.

slender hornet
#

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

slender hornet
#

You have the pick and delivery under two different layer hamburger tabs altogether

lean scroll
#

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

slender hornet
#

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.

lean scroll
#

or just leave it nested in the layertaskDeliver, and place where you want it delivered.

slender hornet
#

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

lean scroll
#

yep you got it.

lean scroll
slender hornet
#

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.

iron needle
iron needle
nova onyx
#

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 😅)

iron needle
#

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

lean scroll
glossy folio
#

How can I create AI counterattacks in my pve conflict mission?

wild trellis
#

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).

wild trellis
#

yes that was my issue

warm crow
red forum
#

Hi all!
The hint does not appear when the player enters the trigger.

What do I need to fix?

red forum
nova onyx
red forum
#

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

red forum
nova onyx
red forum
nova onyx
# nova onyx It does not.

The Dynamic Despawn is separate system that is optimized for Areas specifically. Triggers would eat more performance when used on very large areas 😅.

red forum
red forum
nova onyx
red forum
nova onyx
nova onyx
#

It should be possible with the tools that ScenarioFramework already offers 😄

red forum
red forum
nova onyx
red forum
red forum
#

This definitely doesn't work

#

How can I find other missions created using the Scenario Framework to understand how to create certain things?

lean scroll
#

@red forum look in the MP folder when in enfusion workbench.

#

Theres 2 combat ops missions there.
Theres a shit ton of samples here.

red forum
#

This is not enough to solve my questions

lean scroll
#

Yes.

#

You have a very specific request so trying to find scenarios that use SF would be a waste of time.

red forum
lean scroll
# red forum 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/

red forum
#

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...

lean scroll
#

BS.

keen phoenix
#

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

jade haven
#

Heyo, anyone know how to hide structures from the base map?

Also how to put AI in vehicles

jade haven
#

also, AmbientPatrolSpawnpoint_USSR isn't actually spawning in any troops, any ideas?

weak spire
lone jacinth
#

tldr, subscene of base_eden. open reg eden, copy all entities. Give it a minute, open subscene of base_eden & paste

glossy folio
wild trellis
#

It will change your ambient patrol spawnpoints, adding new variables for number of waves, group size, and a check box for vehicle patrols.

wild trellis
#

For my pve mission, I replaced fia with ussr characters/groups/vehicles etc.

hollow snow
jade haven
jade haven
jade haven
jade haven
wild trellis
#

I also don't use any "Zeus" mods.

jade haven
wild trellis
#

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.

silk sigil
#

what is the difference between faction_key and label_faction in faction manager

lean scroll
# silk sigil 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

silk sigil
#

so, a faction key is used in loadout manager?

lean scroll
#

The key is used everywhere.

#

label is everywhere as well now. I used label in SF mode.

silk sigil
#

gotcha. I'm a little confused actually. When I changed the label, the in-game building system lost all the vanilla things.

lean scroll
#

IDK

charred wasp
#

@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.

nova onyx
nova onyx
charred wasp
nova onyx
#

It is in milliseconds 😅.

charred wasp
#

yeah

little sequoia
#

Willie seconds

charred wasp
#

i do a random int between 100 - 1000 i think this could solve the lag

nova onyx
#

It is attribute so no coding needed 😅.

charred wasp
#

Then its only effect AI Groups but some layers also Spawing Vehicles, Civilians, Triggers, Task...

nova onyx
#

Yes, but most lag comes from spawning a lot of AI Characters at the same time 😅.

#

Then vehicles.

charred wasp
#

i already have a member delay of 1000

nova onyx
#

Triggers and Tasks or some other simple objects are fraction compared to just 1 AI character

charred wasp
#

But its always 1000 So if you Spawn 10 Groups, all members will be Spawned 1000 delayed

nova onyx
#

Correct

charred wasp
#

i will test the random delay in the Layer, and if this does not help, i script it into the Group

nova onyx
charred wasp
silk sigil
nova onyx
charred wasp
#

The question is, what is better for server load/performance.

lean scroll
#

For QRF Dispatcher, are there plans to have vehicle QRF?

silk sigil
#

this mod has samples

glossy folio
#

They removed hitregmanager, all the tutorials use it, what can I put as a substitute?

nova onyx
glossy folio
# nova onyx 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...

▶ Play video
digital creek
glossy folio
floral wadi
#

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.

fickle harness
#

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.

chrome ice
#

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

lean scroll
humble acorn
#

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 😦

lean scroll
#

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

humble acorn
#

All "generic entities" are in default, only changes are enable debug and change Title

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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)

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@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

humble acorn
#

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 ? 😄

rough pivot
#

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.

fickle harness
#

Is there a way to slow down the AI driving. They all drive like they need to get to a bathroom super fast.

chrome ice
little sequoia
soft sapphire
#

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 ?

humble acorn
#

Spawn prefab OnTaskFinish

lean scroll
#

This will help. Same principle.

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Pro-tip from a non-professional who was given this information...

soft sapphire
fickle harness
#

When in doubt, look for a component.

jade haven
#

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)

jade haven
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I think it's arland, Eden works fine

lean scroll
humble acorn
charred wasp
#

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.

jade haven
jade haven
lean scroll
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Curious but why do you have 2 worlds... GM_Arland, and un-named?

#

Looks like your double loading gamemodes.

jade haven
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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!

lean scroll
humble acorn
#

Which is better for vehicle delivery task if i want to deliver specific vehicle? SlotMoveTo or SlotDeliver (with PrefabInTrigger)

jade haven
fickle harness
#

What’s the best way or how do I enable one life events? Thanks in advance

jade haven
jade haven
#

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 😦

jade haven
#

Wait, AI just don't work actually. They don't even respond to me shooting them

#

shit, and ideas?

charred wasp
jade haven
#

hmmmm, GroupAI is a script thing?

charred wasp
#

Nope, Group Prefabs. {000CD338713F2B5A}Prefabs/AI/Groups/Group_Base.et

fickle harness
#

Check your navmesh is set correctly.

lean scroll
#

@jade haven perception manager?

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and navmesh

jade haven
#

hmm, gotcha, perception is on and navmesh is properly set, I think

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(it's in Soldier -> btr -> low res nav meshes)

jade haven
#

Wait, do I have to set perception manager to something specific

humble acorn
#

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.

lean scroll
jade haven
lean scroll
#

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.

  1. Drop a gamemode_campaign in your world.
  2. Go to the "SCR_CampaignBuildingManagerComponent in gamemode_campaign.
  3. Find a unlocked folder, like images or art or missions.
  4. Drag and drop the "SCR_CampaignBuildingManagerComponent" from gamemode_campaign into the unlocked folder.
  5. Then find your gamemodeSF.
  6. Drag and drop "SCR_CampaignBuildingManagerComponent" from the unlock folder on to the SCR_BaseGameMode.
  7. Delete the gamemode from the world, and the component in the folder when finished.
jade haven
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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

humble acorn
lean scroll
jade haven
#

o

#

oh

#

t-thank you, I'm gonna cry myself to sleep

lean scroll
#

I prefer to drink myself to sleep but you do you.

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lol

jade haven
#

eh once I'm able that's probably the next level haha

little sequoia
#

Collect the tears for a salty drink

jade haven
#

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

lean scroll
#

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.

jade haven
#

Oh, shoot I never clarified, i'm using modded units

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from Operation Uppercut

lean scroll
#

there you go. Remove the mod, and test.

jade haven
#

ah, well that's a problem

lean scroll
#

why?

jade haven
#

that's the units I wanna use

lean scroll
#

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.

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and test.

jade haven
#

that's valid, I can also always just puit units down in the thing

#

yeah I'll do that

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it's just my game actually, even the ruski doesn't react to 5.56 entering his leg

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This is the setup

jade haven
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T H A T W A S T H E P R O B L E M

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gonna test with modded units real fast

#

that was the issue

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okay, they need to be in a group, you can't place them down like in 3den

lean scroll
#

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.

wise mountain
#

How do you make the AI actually get into a BTR with waypoints?

lean scroll
#

which game mode?

wise mountain
#

SCR

#

I'm using Lobby game mode from reforger lobby

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I've tried waypoint getin, getinnearest and getinselected but they all just stand around the vehicle and never actually just get in

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AIworld navmesh is setup

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Perception manager is there

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The units have the BTR listed in their list of static vehicles

lean scroll
#

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.

wise mountain
#

oh my god that's frustrating

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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

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The community is Russian and I Don't even know wher eto find them

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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

lean scroll
#

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?

wise mountain
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We wanted the slot screen, pre-set loadouts and briefings that reforger lobby offered

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And we wanted to do it without reinventing the wheel

lean scroll
#

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.

digital creek
wise mountain
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Apparently reforger lobby is part of scenario framework

lean scroll
#

no that is wrong

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Scenario Framework is built into the game, and is used to create COOP scenarios.

digital creek
#

Like a regular Move waypoint

wise mountain
#

Yes everything works but the getin waypoints

digital creek
#

GetInNearest should work

wise mountain
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It doesn't

#

They just stand around outside of the vehicle for some reason

digital creek
#

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

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Once you hit play, you can select that groups behavior tree in the bottom left, and see what's going on inside it

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But I would say, most likely it's an issue with how you set things up

wise mountain
#

I have a group of FIA rifle squad

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I have a btr called BTR1

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A way point called getinBTR1 which is type getinnearest

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The group has the BTR1 assigned as a static vehicle, and also has their way point being getinBTR1

nova onyx
#

We did? 🤔

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Source?

digital creek
#

Nevermind I may have misremembered

glossy folio
#

How can I make my mission save progress and not restart every time the server restarts?

fickle harness
#

Does anyone know how to have the AI turn on their flashlights via scenario framework?

lean scroll
fickle harness
kindred rose
#

Is that how you get AI to spawn in vehicles?

wild trellis
#

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.

lean scroll
fickle harness
fickle harness
elfin spear
#

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

wraith shoal
#

is there any other place to edit save session settings other than this?

gritty vortex
#

if its empty it might take the name from the world name, check logs for errors

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for example if you have spaces in the name it will log a warning and break like its software in 1995

wraith shoal
#

i had a name specified also and the same problem

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no spaces

gritty vortex
#

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

wraith shoal
#

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
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not much info

gritty vortex
#

what about errors you are not familiar with but others might be

wraith shoal
#
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

elfin spear
#

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?

fickle harness
wraith shoal
wild trellis
#

I get that on server yet the scenario still runs fine

gritty vortex
fickle harness
gritty vortex
#

ah yeah if theres a bacon mod in there just remove it

lean scroll
elfin spear
#

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)

digital creek
elfin spear
#

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

elfin spear
crude spindle
#

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

digital creek
elfin spear
elfin spear
#

Yeah, that is not what i see. What i see is this:

digital creek
#

Oh, right

#

Yeah, it's not possible this way

elfin spear
#

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...

digital creek
#

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.

elfin spear
#

OMG, ok 😄

digital creek
#

But this way, they're not spawned by the framework, so not based on mission logic.

elfin spear
#

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?

digital creek
#

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.

elfin spear
#

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?

elfin spear
#

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?

elfin spear
chrome maple
#

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.

elfin spear
#

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)

fickle harness
#

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.

elfin spear
#

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?

elfin spear
#

Problem solved.

elfin spear
#

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)

humble acorn
elfin spear
elfin spear
#

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)

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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?

humble acorn
humble acorn
wraith shoal
#

is there configurations to allow 3rd person only in vehicles?

lean scroll
gritty vortex
#

now ima become strips wtfff

hidden nebula
#

honestly I could go for a blt rn

fickle harness
#

@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?

elfin spear
#

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)

dapper jewel
#

Can I open up the official Conflict scenario and edit it to my liking?

unkempt stratus
# elfin spear How to add a custom User Action to all vehicles? Do i have to edit them all, or ...

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.

elfin spear
#

I thought Reforger doesn't have configs anymore and everything is in those prefabs ?

unkempt stratus
#

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.

lean scroll
dapper jewel
lean scroll
spiral coral
#

all wheeled vehicles inherit from wheeled_base

dapper jewel
lean scroll
lean scroll
wild trellis
humble acorn
muted scroll
#

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 ?

humble acorn
#

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

queen jacinth
#

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.

lean scroll
lean scroll
#

search "map squad .layout". Override the file. Uncheck "enabled" and "isVisable" in behavior attribute, from root on down. Haven't tested yet.

queen jacinth
#

Big fat thanks @lean scroll I'll bake it into the mission file so we get to reduce the mod set.

queen jacinth
#

...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.

lean scroll
#

ooops no sorry 1 question every 365 days.

#

see ya next year!

queen jacinth
#

😋

lean scroll
#

lol

#

That is out of my swim lane.

queen jacinth
#

...so that's why enfusion modding hasn't taken off XD

lean scroll
#

Someone else needs to chime in on that.

queen jacinth
#

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...

wise mountain
#

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

wise mountain
#

Yeah I thikn the getinnearest and getout waypoints are totally busted

humble acorn
#

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😅

hollow snow
# queen jacinth Well I bet if someone was to package that as an easily configurable mod, it woul...

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

hollow snow
lean scroll
# hollow snow thats a good forward thinking question alongside "maintaining stealth" just like...

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.

humble acorn
#

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.

hollow snow
lean scroll
humble acorn
#

Did anyone figured out how to modify vehicle stations? For example: just with one specific vehicle or full custom with vehicles from mods

hollow snow
# lean scroll I only use 3 patrol waypoints across everon. One North, one south, and one west....

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?

lean scroll
lean scroll
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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.

hollow snow
# lean scroll I am thinking of circular filing the whole AI vehicle patrol system at this poin...

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

elfin spear
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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.

elfin spear
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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.

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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?

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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.

lean scroll
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@elfin spear You may need to hit Shift-R after making a change. Script reload.

humble acorn
elfin spear
elfin spear
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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).

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Seems like SCR_UniversalInventoryStorageComponent is the thing to use

humble acorn
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Is any way to change AI faction on trigger?

humble acorn
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or create new prefabs with faction affliation and spawn them on condition? (for example: if - player has USSR uniform, spawn friendly, else spawn enemy)

worldly pumice
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anyone knows why the ScriptedChatEntity not work for loging into admin?

humble acorn
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@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.

elfin spear
humble acorn
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nope always Area first but you can divide that area with Layer

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I just deleted all my managers and generated them again and it works now 😄 😄 Mysterious, maybe I had a mistake somewhere

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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

humble acorn
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lol SF Tasks stopped working 😄 wtf... Basic Area-LayerTaskMove-SlotMoveTo 😄

humble acorn
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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 😄

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ScenarioFramework tasks works now (LayerTaskMove, LayerTaskDeliver etc...) but basic tasks don't (LayerTask) 😦 so the task on video above is not working either

lean scroll
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@humble acorn Using tasks from the composition folder?

humble acorn
humble acorn
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sorry for video quality 😄 i'm streaming Arma reforger tools via Steam to other pc 😄

lean scroll
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@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.

tight flare
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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

lean scroll
humble acorn
tight flare
humble acorn
tight flare
lean scroll
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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.
humble acorn
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Whatabout hierarchy Area~Layer-Area-layertask? 😅Actually i never tested such a crazy thing 😅

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I'm making my own qrf for the reason that QRF dispatch doesn't respond to destroyed vehicles 😅

hollow snow
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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

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These two im not too sure about?

lean scroll
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Still no fix to being able to see group when placed? Come on. How hard is it to reverse that?

nova onyx
lean scroll
iron needle
hollow nexus
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Does someone now how to make a lightning strike the same position over time during a scenario ?

lean scroll
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@hollow nexus what game mode?

glacial nimbus
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How can I have players deploy items like a crate or tent in a custom game mode?

lean scroll
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@glacial nimbus setup the game mode with campaign building component

glacial nimbus
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Did that, but can't deploy the tent. just pick it up and drop it lol

wraith shoal
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check if you can deploy it when is on the ground

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just like a radio

glacial nimbus
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Only option is to pick it up unfortunately

hollow nexus
gritty vortex
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sounds cool

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but lightning is horrible in the game and it will mess with everyone's screens

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doesnt even emit light at night

lean scroll
glacial nimbus
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I thought so too, so I tried with every version of tent just to be sure

lean scroll
glacial nimbus
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Perhaps I missed it, Which one?

lean scroll
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What faction are you using? @glacial nimbus

glacial nimbus
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US, USSR, and FIA

lean scroll
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  1. The tent only works for FIA, unless you change the faction in the settings.
  2. The tent has to be picked at least once then set down to display the deploy action.
glacial nimbus
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Hmm there is nowhere in the components to change faction

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Nevermind, think i found it

lean scroll
glacial nimbus
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"Unlock actions for enemy factions"

lean scroll
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no.

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Faction ID

glacial nimbus
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Got it to where it shows "Deploy", but anywhere I place it down it says "Deploy Tent (Unable to deploy here)"

lean scroll
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sorry it's faction key, not ID.

glacial nimbus
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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

lean scroll
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The PRC-77 acts as a deployable spawn as well. So don't know why you couldn't

glacial nimbus
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Oh my goodness

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it works

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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

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lol

lean scroll
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ahhhh the power of Arma Reforger Tools.

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Don't like something? Change it!

glacial nimbus
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How can I make it to where all 3 factions can deploy it

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Like can I separate US and USSR with a comma?

lean scroll
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Create one for each.

glacial nimbus
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or something

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Ahhh

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Got it

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lol, thanks for all the help Blackheart

humble acorn
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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)

autumn pewter
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did u find any fix about that?

lean scroll
# humble acorn I’m trying to make delivery mission where the “Pick item” (trigger) spawn in veh...

Can't you setup a task like the destroy multiple objects? Same principle, different task.

https://youtu.be/xvPpfibTdGk

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...

▶ Play video
humble acorn
rocky peak
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Hello, how can i change this supply?

hidden nebula
wide plume
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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?

rocky peak
hidden nebula
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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