#enfusion_scenario

1 messages ยท Page 10 of 1

warm crow
#

Asking the question while I am at work. Is there a simple way to enable vehicle building using the scenario framework like in conflict?

warm crow
humble acorn
#

Do anyone know how to activate trigger on specific item in player's inventory?

open whale
#

Question, is there a way to have multiple gamemasters in the gamemaster scenario? We are looking to make the switch from Arma 3 to reforger as a PvE MilSim, but having just 1 guy manage the mission has proven difficult so far

vivid anchor
#

Login with the admin password and you can access GM mode...

warm crow
#

Does Reforger have the option in the SF for when a vehicle is destroyed, it respawns back at its initial starting location after 20 secs for example? Been looking, but can't seem to find the option like there was in A3.

wraith shoal
digital creek
#

SCR_AmbientVehicleSpawnPointComponent

warm crow
#

@wraith shoal @digital creek Thanks gents, I will take a look.

humble acorn
#

Is there any way to turn off Task marker? So players can't see Marker where to go ? ๐Ÿ˜„

karmic lake
#

Hi everyone.
I've seen that in some missions you can build from the supply truck, as long as the truck has supplies loaded. I've been testing in the editor, and by default that can't be done. Do I need to load some component into the game mode? Or do I need to edit the vehicle so that it can be built from it?

Thanks for the help.

humble acorn
karmic lake
humble acorn
#

and configured?

karmic lake
#

As you can see in the image, I have the truck with supplies and the option to build from it does not appear, and I have it in the build component in the gamemode

karmic lake
humble acorn
#

thats a problem

karmic lake
humble acorn
#

dont forget to delete that additional gamemode ๐Ÿ˜„

karmic lake
humble acorn
#

This combination is bugged or am i doing something wrong? Earlier Evaluation always finish this task even the USSR soldiers are in Trigger ๐Ÿ˜ฆ i tried 0%-100% Min defender percentage Ratio but no changes

#

Even the AI is standing still and not attacking. Just roaming around their spawn

#

here is a trigger

lean scroll
mystic jolt
#

Is anyone having issues with waypoints on 1.2.0.124? I have a simple mission on Everon with a single prefab group, and a single Move waypoint. In the groupโ€™s static waypoint list I have the waypoint name. When the mission starts nothing happens for about half a minute, then sometimes one of the group runs towards the waypoint but the others remain??!! Is there any trick to getting waypoints working?

humble acorn
#

It should be like this. Put Waypointgroup (layer.et) to SlotWaypoint_cycle and SlotWaypoint_cycle to SlotAI. But it seems to me that waypoints relate to each other by how you add them to the world, not by their number/position. Copying a SlotWaypoint can also create a problem. If you are using the same cycle for multiple SlotAIs, but you have multiple waypoints in the SlotAI setup then the AI doesn't know what to do

#

(tut) How to create task: Deliver Intel to Crate

tardy cloud
#

In conflict game mode

How would one make it so that an ambiant vehicles spawn would change its faction filter/key depending on which faction control a parent base ?

Goal would be a vehicle spawn a la Battlefield in HQs where you get a set number of vehicles that respawn when destroyed (or abandoned). My issue is having the proper faction's vehicles spawning

atomic wolf
#

hello there ๐Ÿ‘‹
I'm trying to make a rescue mission with the scenario framework and i can't trigger a slotAi inside an area.
the goal is that the mission complete just when a slot IA (like a VIP) is bring back alive at the MOB.
i tried several solution with pluggin, slot trigger , deliver ect none of them work maybe i did something wrong ....
If anybody did make work this kind of mission ?
Thanks by advance

wraith shoal
#

found a way to make QRF work with Conflict

#

so we can have AI Waves

#

will try to make a video about it

tardy cloud
wraith shoal
#

basically you just add the GameModeSFManager to the GameMode_Campaign

#

and work normally with stuff from SF and Conflict, like areas, layers, slots and ofc QRF

#

@lean scroll

#

@river jetty @wild trellis you might be interested on that, i'm using some of your missions :p

humble acorn
atomic wolf
#

i also try to do it with deliver intel task , and giving another component to the generic entity (slotIA + slot pick)

muted scroll
#

Hello,
with the Deliver Weapon To Crate Sample mission for SF. You know why all time the mission end when you take the weapon on your backpack ? They dont need to be put inside the crate to be completed

humble acorn
muted scroll
humble acorn
#

It's still the same template (with/without LayerTaskDeliver), magic is in the CRATE

muted scroll
wide plume
vivid anchor
lean scroll
sudden fern
#

Hello folks. Old timey A3 editor joining the Reforger train at last! Starting with a conflict scenario and trying to make it PVE (which might be the root of my issue?). I've followed the NavMesh tutorial and I get a Virtual Machine error as soon as I hit play. I can capture the first flag of two...then I get a complete stop debug with the same error. Any pointers on where to start looking? I was following a YouTube TPM tutorial where he is making a TVT only scenario so I imagine I may have to start over (not hard) but may need a better example to start from that has AI?

#

Actually in the Log I see...

 PATHFINDING   : Navmesh Init 'BTRlike'
  PATHFINDING(W): No navmesh file specified! Will initialize empty navmesh world.
 PATHFINDING   : Navmesh Init 'LowRes'
  PATHFINDING(W): No navmesh file specified! Will initialize empty navmesh world.
TERRAIN      : TERRAIN      : Initializing road networks...```
I suspect that I have to create a second navmesh for vehicles now?
iron needle
#

Gramps makes a really good PVE conflict mission. You can search it in the workshop

#

Get some ideas on how he does it.

sudden fern
#

Thanks for the tip! Yeah, talked to him the other day. Trying to make some alterations without making a dependency or such. I have that file in the editor as a reference. Figured I'm missing something so simple ....trying now to generate a separate navmesh for each of the Soldiers, BTRLike and LowRes. If this doesn't work, I'm gonna dig around in his file some more.

iron needle
#

Are you using a modded map that has no navmesh?

sudden fern
#

Just starting with Arland and created two bases and two capture points.

iron needle
#

I thought both Arland and Everon had their own required navmesh's?

sudden fern
#

lol I bet they do heheh

iron needle
#

I haven't used the vanilla maps for a while, but I thought they were there

sudden fern
#

Will look for that next escpecially since I have not moved buildings or anything as such.

iron needle
sudden fern
#

sweet...thank you

#

What I did appears to be working....and totally unnessary. So much of my life hehe

iron needle
#

That's ARMA thonk

sudden fern
#

This will be great to get going fast. And I guess I learned how to do this for new terrains the hard way.

iron needle
river jetty
wraith shoal
sacred blade
#

Hi ! How can I add custom ways to gain or loose XP? I can see that there's Custom options (Custom_1, Custom_2 etc) in the XPrewardlist, but I cannot find where to set how Custom_1 should work for example.

iron needle
# sacred blade Hi ! How can I add custom ways to gain or loose XP? I can see that there's Custo...

I have set up custom xp for tasks, maybe you could find something useful by looking over the scripts from a mission I have built
https://github.com/PapaReap/NQDY_ZimnitritaMissions

I set xp amounts here
Configs/Campaign/CampaignXPRewards.conf

I add or subtract here
scripts/Game/Entities/Triggers/PR_TaskOptimizerTrigger.c

GitHub

Missions on the world Zimnitrita - Ukraine. Contribute to PapaReap/NQDY_ZimnitritaMissions development by creating an account on GitHub.

sacred blade
#

Thanks a lot I'll check it out !

humble acorn
#

Any way how to remove task markers from map but leave task visible in tasklist? ๐Ÿ˜… (its for milsim so players will have coordinates in task description)

wraith shoal
#

do not use QRF for now, so many bugs

fallen gate
#

Hey so I need some help, where is the HitRegManager and the GarbageManager, I was following a tutorial on making missions but everyone I find asks for HitReg and I cant find it. Is it no longer neccesary?

ebon zephyr
#

Can someone help me with this? I have followed TPM Tacticals Conflict mission tutorial. I keep getting this error loading the mission on my map, after choosing US and selecting spawn it loads for a few moments then crashes with an access violation error.

#

Also when trying to go in as game master, the game master camera spawns under the map and you can move and fly around

warm crow
#

Check and see if there is a map entity as a part of the map mod (most have it though). Make sure you don't have a second one.

ebon zephyr
#

There is one in the map itself, will double check my mission config , I used the game manager plugin

#

No there is only one in the map itself. Im using a map Iv made myself, trying to test it

#

Iv loaded it in as a subworld with a seperate mission project

#

exactly like the tutorial

#

My map is Operation Savannah

vivid anchor
#

You need a properly configured SCR_MapEntity in your world....

ebon zephyr
#

I have done it, with topo and satmap

#

as per BI's 2D map creation

vivid anchor
#

Well regardless. That class is getting a null pointer somehow

#

Look at line 318

ebon zephyr
#

I dont understand code at all

vivid anchor
#

Not sure why it's throwing an error. But OpenMenu has a null pointer for some reason.

ebon zephyr
#

PlayerController plc = GetGame().GetPlayerController();
if (plc && GetGame().GetCameraManager().CurrentCamera() == plc.GetPlayerCamera())
plc.SetCharacterCameraRenderActive(false);

#

this by line 318

#

notably pointing yellow arrow at :

#

if (plc && GetGame().GetCameraManager().CurrentCamera() == plc.GetPlayerCamera())

vivid anchor
#

Do you have a camera manager in your world?

ebon zephyr
#

I dont think so

#

Nothing like that in my layers

#

This all that is there besides asset work layers

#

thats all i have in the mission itself

vivid anchor
#

Add a camera manager to your world.

#

That's what's null I believe

ebon zephyr
#

oh awesome! yeah I threw it in the mission A_manager layer and it works

#

Thanks Zelik!

ebon zephyr
#

I tried adding AI in and keep getting this error....

#

if (GetHQRadioCoverage(factionManager.GetEnemyFaction(baseFaction)) == SCR_ERadioCoverageStatus.NONE)
return;

#

and they dont spawn

glossy folio
#

How can I make a task fail if the enemy destroys my vehicle and the mission fails?

fallen gate
#

Do we still need a hitregmanager?

humble acorn
#

On your slot who spawns your vehicle

unkempt stratus
ebon zephyr
#

@warm crow I think its your conflict tutorial I used off youtube? If so thanks for the great tutorial, its very straight forward but having a small issue, the base capturing is not working.

#

Also when entering GM/Zeus, the camera is locked to a position of the map away from the actual base trying to build at

warm crow
#

I also use the same method for building my own conflict missions for my community

ebon zephyr
#

I'll try that thanks man, it also seems now you have to have a Camera Manager in the map, could be since a last update

warm crow
#

Unless something changed with the latest hotfix update.

ebon zephyr
#

If you wont mind, could you check out Operation Savannah sometime?

#

Interested to see if you have the issues Im having

warm crow
#

Not every map mod will have the same entities as I have come to experience, sometime they are missed or extra ones added.

warm crow
ebon zephyr
#

Has anyone had an issue of the "build" camera not being over the base and stuck? Cant navigate in the build camera view

wraith shoal
#

in conflict, how can i force a HQ only for a faction?

#

i put it like that and still chosing this for US

warm crow
# ebon zephyr If you wont mind, could you check out Operation Savannah sometime?

Hey mate, I quickly made a conflict mission on Arland and your map mod. Went through the same process on both maps and yours crashed while Arland worked fine. I only had ten minutes spare before the kids were getting up, so I didn't have a chance to troubleshoot further. But I think there is something going on with your map mod.

warm beacon
#

Hey there smart people,
I'm trying to replicate the Deliver Ammunition Task from Combat Ops - Everon.
For ref, this is the one you have to deliver an given amount of a couple of munition types into a box.

#

In the World Editor, it's set up as illustrated

#

Slot 604 is the AmmoBox, in which you deliver the ammo.
Slot #605 and 606 are Lanterns at spawn points.

#

What I don't get is :

  1. why the duck a SlotMoveTo?
  2. Lanterns; Why?
karmic rock
#

Does anyone know how to use a workshop map to create a mission?

ebon zephyr
#

Ambient patrols, AI, everything is working except the capture points.

#

Weird thing is your conflict tutorial to the T didn't work untill advised adding a camera manager entity in. That fixed the freeze on trying to spawn point load in but seems to have broken other stuff.

#

Jeez PVE maps aren't easy huh. ๐Ÿ˜

#

What's worrying is you have taken the root map/current version and thats pretty clean save for a few lods that need some tlc ๐Ÿ˜”

#

Thanks for looking at it TPM ๐Ÿ™

warm crow
warm crow
#

I am far from an expert on Reforger though, so could have simply missed something basic

ebon zephyr
#

Thanks TPM. I think when I update again it I'll add the cam manager into the map itself

jovial quest
#

Hi all, is there a way to put the bulding system inside the Scenario FrameWork ? I know it work on the Combat Ops but i cant make it work in SF. If yes is there a tuto somewhere ? (sorry bad english) and thx for your responses ๐Ÿ™‚

glossy folio
#

Isn't it possible to have the AI fly a helicopter to do an extraction?

warm crow
jovial quest
#

@warm crow Tanks will take a look

jovial quest
#

@warm crow Just work well. Cant figue how to spawn the base props of the base, but all work perfect, radio range, vehicles buy ect ๐Ÿ™‚ Thx a lot 2 week i try to ave this ๐Ÿ™‚

humble acorn
#

Do anyone know how to make AI convoys?

unkempt stratus
glossy folio
#

I have set the rhs option for my mission but it won't let me play it

humble acorn
warm crow
karmic lake
#

Hi everyone,

How can I make the player location marker not appear on the map?

There is no mod being used for this, but I need the players to not know where they are on the map.

Thanks.

unkempt stratus
karmic lake
unkempt stratus
#

No idea. Open Conflict in WB and search for it.

karmic lake
unkempt stratus
lean scroll
#

uncheck isEnabled and isVisable.

karmic lake
glossy folio
#

@lean scroll I've done everything it says in your video about the clear area task but I don't know why the task doesn't finish when I kill all the enemies. Any ideas?

humble acorn
lean scroll
lean scroll
glossy folio
glossy folio
glossy folio
#

Is it possible to use the supply system in framework?

glossy folio
#

?

lean scroll
lean scroll
#

Curious what this means in new experimental...

Changed: ScenarioFramework - ScenarioFramework is a game system now
hollow snow
vivid anchor
lean scroll
#

REQUEST:
Scenario Framework Action:
Add action that allows to suspend fuel consumption on vehicles driven by AI so they don't run out of fuel while patrolling the world. Similar to the new action set vehicle cruise speed.

glossy folio
#

How can I change the supply cost on weapons?

warm crow
humble acorn
#

On that specific arsenal

silver nebula
#

Hi, I just learn that you can't just put billions Groups on a scenario with the tool and expect to spawn more in GM. I guess after reaching some number of entities, reforger auto suppress any AI entity spawned...

I've seen you can check "to not spawn immediately groups" and also that Gramps PVE scenario has delayed spawn and ambient patrols but need the use of scripts. Is this was you have to do to not spawn to much entity at once ? Do any of you have I tutorial ?

lean scroll
#

ISSUE:
Scenario Framework Move Task
Problem: If you set LayerTaskMove to "On_Tasks_Init", it doesn't complete when the player enters the slot area. To get it to complete it has to be set to "Same as Parent".
Version: 1.2.1.66

I haven't had time to check production version. It occurs in latest experimental. I copied the Move task from the samples to test as well.

frigid axle
#

Hey all, can anyone tell me why I can't see groups when placed in the world editor?

lean scroll
frigid axle
#

Thanks Blackheart

glossy folio
#

I have put a store in my mission, but now I want to see how I could make it so that when supplies are entered into the warehouse when it is completely full, an object appears in the player's inventory and the warehouse supplies go down to 0, any idea on how I could get it that?

vivid anchor
#

Custom scripts

wild trellis
solid owl
#

Greetings. In my mission, your nickname is visible only if you are in the same group with others, how can I configure it so that my nickname is visible outside the group too?

glossy folio
#

How can I make a slot reappear, I mean if it enters an area and the slot generates a charger if I pick it up and leave the area, how can I make that slot appear again?

red forum
chrome ice
#

Has anyone found a way to get GameMaster to work in addition to SF, to fix issues on the fly? In the most technical sense I think its possible, because you can use GM when testing a mission in the work bench, but when I post it and run it as a mod on my PC or my server, GM is ArmaVision only. I've tried a couple things but had no luck, and though I'd ask.

lean scroll
#

@chrome ice Gamemaster is always available. You have to log in as admin to access GM when on a server. If you are playing locally, then local host a session, and GM is available then.
If you made a scenario, you must have scriptedChat entity added.

chrome ice
# lean scroll <@430103598911848460> Gamemaster is always available. You have to log in as admi...

Me and the guy that directly pays for the server uploaded my scenario and my mod pack. Everything seems to work. I had to edit and repost for a separate issue so we uploaded more than once. He's always been in charge of the sever side stuff, so I'll have to ask him about logging in as an admin. Pretty sure I have ScriptedChat, but I'm at work. I can check when I get home. As always, thanks blackheart, you're one of the most active and worth your wieght in gold

fair nacelle
#

Hi everyone, I'm editing a mission using SF but I can't get some soldiers to get into a vehicle, I've used the slotwaypoint getinnearest but they ignore the vehicle and jump to the next waypoint. I've increased the time to waypoint but it doesn't work, any idea why this isn't working? I remember that with the normal system without SF it worked fine.

fair nacelle
glass pecan
#

Just checking if anyone else is having mod clashes that cause the editor to crash, has been glockmagazine, multiple times now, just seeing if it is just a broken mod/conflict. Before I go and start deleting mods and end up chasing a phantom if it's not this.

warm mica
polar mulch
#

Where do i add a missionheader ? In the config.json?

wild moth
#

Scenario ID?

digital creek
thick kraken
#

Getting an odd bug in my Conflict world. Camera is stuck in one place when I enter build mode. Can only move up and down.

polar mulch
hard bloom
#

Hello, i am tryning to a default loadout with moded weapon and in my WB i dont have any error but when i try to launch our dedicated i have this error message poping and instant crash the whole server. so i wont even start

Have you ever encounter this error message

#
09:16:04.305       NETWORK   (W): Replication: RplComponent on entity @"ENTITY:112" ('GenericEntity','Assets/5AB890B71D748750/Mesh/Receiver/block2_receiver_lower.xob') at <0.110345 1.105932 -0.221121> @"{32383C3267E63607}Prefabs/5AB890B71D748750/Lower/Receiver_Lower_black.et" destroyed during loading of the world. This might cause issues with startup sync!
09:16:04.305       NETWORK   (W): Replication: RplComponent on entity @"ENTITY:111" ('GenericEntity','Assets/5AB890B71D748750/Mesh/Receiver/block2_receiver_upper.xob') at <0.110345 1.105932 -0.221121> @"{166B318B65FE776E}Prefabs/5AB890B71D748750/Upper/Receiver_Upper_black.et" destroyed during loading of the world. This might cause issues with startup sync!
09:16:04.305       NETWORK   (W): Replication: RplComponent on entity @"ENTITY:110" ('GenericEntity','Assets/5AB890B71D748750/Mesh/Stock/block2_stock_sopmod.xob') at <0.110345 1.105932 -0.221121> @"{D858991D67B6F254}Prefabs/5AB890B71D748750/Stock/Stock_Sopmod_Black.et" destroyed during loading of the world. This might cause issues with startup sync!
09:16:04.755       ENGINE    (E): Application crashed! Generated memory dump: /tmp/ba558604-a475-4903-3abf2ca0-cb6f99fa.dmp
gritty vortex
#

is this one of the weapons that comes with the mod as standard or is it a new customized one you've created?

#

I dont think that the error destroyed during loading of the world is causing the crash but maybe you could post crash report guid hoping someone has time to look into it

hard bloom
gritty vortex
#

so one of the variants that come with the mod?

gritty vortex
#

thonk ok, can you post crash report GUIDs? maybe someone at BI can tell me why it crashed

#

they should come after this one

Application crashed! Generated memory dump: /tmp/ba558604-a475-4903-3abf2ca0-cb6f99fa.dmp
#

when it send automatic report

hard bloom
#

iv got this
2024-09-13 09:16:05 (UTC) : Version: 1.2.0.124 - Report Result: - SUCCESS - Crash GUID: 5cf7014d-3f61-471c-b371-b9995d235cf9

#

iv got the same error with RHS rifle i cahnge with your m4 after

gritty vortex
#

thank you

hard bloom
#

it really depend on the prefab i was putting

gritty vortex
#

so something is wonky with the attachment system

hard bloom
gritty vortex
#

well you said m110 works so I think its something in attachment system

hard bloom
gritty vortex
#

so its attachments that are not optics

hard bloom
gritty vortex
#

maybe with different weapon

hard bloom
#

i am trying with your base m4

hard bloom
gritty vortex
#

thanks, hopefully someone at BI has time to look at those

fair nacelle
#

Hi to all, someone know how to update the waypoints of a group? Or delete and put new wp. Thanks in avance!!

#

I found It AI actions--> addwaypoint

humble acorn
#

Anyone knows why i cant see task in tasklist ( holt "J" ) but i can complete them and they normally working? ๐Ÿ˜ฎ ( on server, not in tools)

karmic lake
#

Hi, how do I use the play sound action?
I've named the file MU_ForestShadows.wav and it doesn't work, and if I remove the .wav, it doesn't work either.
In the sound section, what do I have to put?

Thanks

polar mulch
#

If i wanted to edit the playable faction to FIA of a existing conflict mission from the workshop would i create a new project and add this mission as a dependency? And if so would i be able to override the SCR_CampaignFactionManager somehow?

wild trellis
# polar mulch If i wanted to edit the playable faction to FIA of a existing conflict mission f...

That's my scenario. To mod it, you have to create a sub scene of eden.ent world, then copy each layer onto your new sub scene. Then you will be able to mod the different prefabs in my layers, and yes you would have to edit the faction manager under default. In my mission I replaced fia assets with ussr assets (look at faction manager for example). If you want to play as fia vs ussr I would just replace the us faction assets with fia assets.

lean scroll
#

So when testing my conflict game in enfusion, everything conflict wise works. Added navmesh today, and while testing in game works,and the FIA spawn in like they're supposed to.

When I load it onto the server and try to play none of the FIA spawn at any of the bases. but if I drag FIA into the world they will behave and react accordingly.

Anything I might be missing, something I should look at?

grizzled hound
#

Hey folks can i ask a quick question here?

Is it possible to open an existing created map in enfusion so as to create a mission on it? Ive looked everywhere to find an answer but no luck so came to discord
(or do i need the permission of the map maker to access it in enfusion?)

warm mica
# grizzled hound Hey folks can i ask a quick question here? Is it possible to open an existing c...

sounds like this video can show you how to do it: https://youtu.be/vxBBMZrOoxw (TL,DW: download a terrain, add it to Workbench, when creating your new project check the terrain as a dependency, open the terrain, create new sub-scene)

grizzled hound
lean scroll
#

Pro-tip from a non-professional...
For images used for welcome, mission header and workshop (Non-texture), Add "BCR" to the end of the image name, and it will be automatically set to the correct color space, toSRGB, and no need to reimport the .edds. Example "jpeg_BCR.jpg".

gritty vortex
#

if you use an actual jpg image you will be arrested

lean scroll
chrome ice
#

Is it possible to have a series of SF tasks "loop" EX: move to a area(move to the AO), clear a area(clear a designated town, building or area, ECT), move to another area(RTB), repeat. I've seen blackheart do it in the past, but I've been playing with logic counter and entity's enable respawn settings and it wont loop on the second go around, maybe it doesn't work anymore?

gritty vortex
lean scroll
chrome ice
#

@lean scroll I just opened the example and saw the restore to default action at the bottom. I'll have to play with it more tonight after work. Thank you, and as always, you the man

fickle harness
#

Is there a way to tell an AI to open a bar gate? OpenGate.et does not work. Curious if anyone has any luck with it?

waxen fossil
unkempt stratus
chrome ice
# chrome ice <@456226577798135808> I just opened the example and saw the restore to default a...

@lean scroll Got a simple loop going, bigger picture I want many tasks with randomization on to make a random set of missions every time you RTB. Just a couple side notes to follow up from yesterday. Restoring a layer wasn't working when I was having the same task restore and spawn the next task, I had to move the restore action one task back in the sequence. I'm not sure why it seems so much easier on BI's example, but not a big deal once you find it(took me a bit). Also, if you can trigger actions in the "on task finish" tab of the task layer itself, you don't really need a logic counter, correct? I was religiously using logic counters per BI's "finish a task to spawn a task" example. The only real usefulness I see in them is if you want multiple tasks completed(EX: destroy this convoy and kill these targets) to spawn the next task.

karmic lake
#

Hello,

I have a problem with a mission.
I have the chimerasystemconfig.conf file, the garbage module configured in this way so that it does not delete the vehicles from the map, even if the players abandon them.
Well, it does not work, that is, after a certain time, the vehicles are deleted from the map and of course, the players lose all possible transportation.

How do I configure the module so that it does not delete the vehicles?

Thanks.

chrome ice
karmic lake
chrome ice
karmic lake
chrome ice
iron needle
mint star
#

Does anyone know is there is a way to import a workshop map into Enfusion editor?

fickle harness
chrome ice
# mint star Does anyone know is there is a way to import a workshop map into Enfusion editor...

Load the "map" as a mod on the base game, open reforger tools, in the project browser: scan for the new project in the base game's addon folder, create a new project with the world as a dependency, open the world of the "map" you added, add a sub scene world for you to edit into. Blackheart has some good tutorials. The earlier ones should explain it. I'm at work now or I'd link it for you, sorry

karmic lake
lean scroll
fickle harness
lean scroll
humble acorn
fickle harness
#

How did you set it up? I've tried 3 different ways.

  • Adding OpenGate.et it to the AI next to the gate.
  • Pointing it via scenariowaypoint to a slotwaypoint that has open gate
  • Added OpenGate behavior via SmartAction component

None of the above worked.

lean scroll
lean scroll
fickle harness
lean scroll
royal nacelle
#

Anyone know how to edit the Reforger Deployment menu so that an individual slot can be selected like in Arma 3? I am attempting to make a mission for a milsim community. If possible, I want them to be able to select at least the squad that they are assigned to. Also more than 6 slots per squad.

chrome ice
warm crow
#

Is it possible to create a conflict mission with more then the 3 factions? Eg 3 playable factions and 1 (FIA) faction for cap points? Of does the core gamemode not allow this?

unkempt stratus
chrome ice
pearl wharf
#

hi, I'm editing a mission in the world editor but when I put an AI group I don't get the models as such of the PJs, only spawn when starting the mission, is it necessary to activate something or configure something?

lean scroll
#

I highly encourage everyone to put feedback when you have issues at the tracker.

unkempt stratus
vivid anchor
unkempt stratus
chrome ice
vivid anchor
#

@wild trellis Didn't you do something like that? ^

wild trellis
#

When the game first dropped I did, but they changed the respawn menu so many times it eventually broke and I couldn't figure out how to fix it. I believe there was also an old game mode that did that and I think their code might still be available on GitHub?

worthy glade
#

is there a guide somewhere on how to make a pvp capture the flag mode from scratch?

chrome ice
#

@vivid anchor @wild trellis thank you guys. Like I said, my server knows who does what role before we login. I still appreciate you talking on it. And I appreciate your guy's work

pearl wharf
#

I'm trying to place the UH-60 from the project readline but I get errors and it doesn't load, I have the project dependency loaded, I don't understand what is missing.

RESOURCES (W): Cannot load preset settings file "$profile:ResourceViewerPresets/"
RESOURCES    : GetResourceObject @"{3E1F7B5E0FFF569E}Prefabs/Vehicles/Helicopters/R3D_UH60/UH60_base.et"
 WORLD        : Entity prefab load @"{3E1F7B5E0FFF569E}Prefabs/Vehicles/Helicopters/R3D_UH60/UH60_base.et"
  RESOURCES (E): Wrong GUID/name for resource @"{E660EE17895B49EF}Sounds/Vehicles/_SharedData/Rain/Vehicles_Rain_Helicopter.acp" in property "Filenames"
  WORLD     (E): Unknown keyword/data 'm_vMins' at offset 2535(0x9e7)
  WORLD     (E): Unknown keyword/data 'm_vMaxs' at offset 2557(0x9fd)
  WORLD     (E): Unknown class 'ContextName' at offset 11657(0x2d89)
  WORLD     (E): Unexpected end of scope at offset 11855(0x2e4f)
  WORLD     (E): Unexpected end of scope at offset 11863(0x2e57)
  WORLD     (E): Unexpected end of scope at offset 12014(0x2eee)
  WORLD     (E): Unexpected end of scope at offset 13492(0x34b4)
  WORLD     (E): Unexpected end of scope at offset 13497(0x34b9)
  WORLD     (E): Unexpected end of scope at offset 44747(0xaecb)
  WORLD     (E): Unexpected end of scope at offset 44750(0xaece)
ENTITY       : Create entity @"ENTITY:1" ('Vehicle') at <0.000000 0.000000 0.000000>
 ENTITY    (E): Vehicle is missing component SignalsManagerComponent as required by component SCR_HelicopterSoundComponent
 ENTITY    (E): Vehicle is missing component VehicleHelicopterSimulation as required by component SCR_HelicopterControllerComponent
 ENTITY    (E): Vehicle is missing component SignalsManagerComponent as required by component SCR_HelicopterControllerComponent
unkempt stratus
lean scroll
chrome ice
# unkempt stratus Just because something is doesn't mean it has to be. I mean it was in all the ga...

lol, agreed. There's always room for improvement. MODs wouldn't exist if people weren't trying to improve or update something. Every day i think to myself "that's not how I would do it". just now i was moving stuff around in a world and was thinking about the coordinate system. the XYZ location of can be copy and pasted from one entity to another in one line, but the XYZ angles are individualized and copy and paste is one at a time for X, Y, and Z

unkempt stratus
#

Why doesn't Z point up?

chrome ice
gritty vortex
#

where are the ambient patrol spawnpoint docs? if any

fair nacelle
#

hi to all, Hi everyone, is there any way to put an ammo box so that it is destructible? I have tried adding the damage component but it doesn't work, I guess I would have to configure it, but I have no idea. Any trick like putting a small destructible object and then deleting the box? thanks in avance.!!

lean scroll
#

@fair nacelle
Pro-tip from a non-professional...
In the resource browser search bar enter dst. This will show all items with a destructible prefab. Further refinement add word box to it. Once you find the dst .et, then search for the non-destroyed entity. Might have to turn on the destructible component.

#

Thats how I find objects I want to blow up.

royal nacelle
#

Anybody else having issues with certain vehicles like the JLTV's and Strykers not being able to be placed down?

fair nacelle
lean scroll
royal nacelle
#

@lean scroll Thanks! Did you have a video that included the deployment menu setup? I swear you had one, but I may just be losing my mind.

warm mica
#

Blackheart deleted/delisted like 2 (or more) full sets of tutorials recently after the new playlist got some heft to it

lean scroll
gritty vortex
#

how do I make ambient patrol spawnpoints only spawn based on player proximity and not spawn the whole arland island and disable AI?

#

I want the AI to not be spawned to keep it under AI budget

#

and despawn it when out of range of players

#

ah it based on view distance

lean scroll
gritty vortex
#

when my server starts all the spawners activate, then after I deleted the groups via GM they dont respawn anymore :/

gritty vortex
#

game master

#

I dont think the despawn functionality for ambient patrol is actually called by anything

#

and there is some bug that spawns all groups when theres nobody on server

#

intentional bug

#

wtf, dont spawn when theres nobody on server

#

or in proximity

unkempt stratus
#

If you are using the spawner from conflict, I believe its only meant to spawn a.i. once.

#

FIA I mean.

gritty vortex
#

no they respawn fine after I kill them, but I didnt expect it to spawn all groups on server start

#

this kinda nukes the AI budget

#

I guess it doesnt care because its intended for conflict

unkempt stratus
#

But in conflict they only spawn based on distance, right? So maybe you are calling it wrong or smthg. Also the conflict method is problematic when players go solo to different places, because each player will trigger a different group of a.i. and you end up with too many.

gritty vortex
#

they may activate based on distance but they always all spawn when the mission starts

#

spawn but deactivate on start

unkempt stratus
#

Yeah well thats not how it works in Conflict..do you remember Arma's Evolution?

warm mica
# gritty vortex

i mean, for the game to reach the highlighted line both GetIsSpawned() should return true*false AND GetMembersAlive() should be not zero in the 3rd line of screenshot. Literally wat

#

although m_iMembersAlive is apparently initialized to -1 notlikemeow

warm mica
#

looks like "Spawn patrols on all points, deactivate after 10 seconds, activate when players are nearby" or something after my 30 minutes of trying to understand that. But i'm totally not sure

gritty vortex
#

I guess I'm making my own system for zombies

gritty vortex
#

how do I enable scenario flags in WB?

chrome ice
#

Hello everybody! In gamemode SF, I was playing with "spawn multiple based on player count" option of spawning children in a layer. The wiki has a formula that has to do with the current player count and the max players possible. I have tried several attempts of changing my player count in the header/conf and playing with the percentage number under it in the enity options, anywhere from 1 to 100. I made a test area and layer with 100 test slotai's set to spawn CIV's. No matter what I try, when I spawn in by myself, I get 25 percent of the ai in the layer. Anybody have any ideas on how to affect the math going into this option?

karmic lake
#

A question: in an area with despawn activated, does the QRF system work?

warm mica
pearl wharf
#

hello, does anyone know a way to delete buildings from an already created map?

pearl wharf
#

what a piece of shit then, hehe

unkempt stratus
chrome ice
#

If I have a need for help with a certain entity in enfusion, and it's something no one else has really played with, do we have a way or channel for help from BI themselves? I imagine it would be flooded with tons of questions at every level if there was a way, but I thought i would ask just to be sure

pearl wharf
#

Is there a way to remove the grass to put a road?

pearl wharf
ebon zephyr
#

Does anyone know why GM doesent work in game on a sever but works in editor?

#

Playing from editor, GM works holding Y. Ingame on a server testing only ARMA Vision works

#

Setup a Capture Control but the control points dont work and GM doesent either

lean scroll
ebon zephyr
#

yeah admin logs in but cant access GM

#

thanks for the tutorials man, starting to look at scenario frame work today

#

Iv just done a basic one tho off TPM's just to test

#

for conflict

lean scroll
#

is scriptedchatentity present?

ebon zephyr
#

i have radio... also a chat entity I'll check if its the scripted one

#

maybe thats the case... am just uploading a map update and will check its present in the test mission soon

#

i think it only has the general chat entity for people to chat not scripted

#

Thanks black heart ill check this as soon as my update is uploaded, much appreciated

unkempt stratus
#

Here's a good one. How can we edit the speakers that are broadcasting in all the towns?

#

Is there a component responsible for this? Please someone tell me it can be turned off, edited or messed around with.

ebon zephyr
#

can it be there or does it need to be in one of those?

lean scroll
#

You can just drop it in the world anywhere. But why is it red?

ebon zephyr
#

Not sure why and I did drop it in the world

lean scroll
ebon zephyr
#

just dropped it in from same spot

lean scroll
#

expand the gamemode_campaign

ebon zephyr
#

weird did it again and its ok

lean scroll
#

ok there you go

#

should be able to log in as admin and access GM.

ebon zephyr
#

ill test it now thank you kind sir! Going to test now ๐Ÿ™‚

unkempt stratus
ebon zephyr
#

Seems to work fine. Gm is working

#

Now to test a capture point

#

This is already many many many thanks and helps ๐Ÿ™

#

Following TPMs basic conflict the points don't capture

#

But otherwise GM works great.

#

Seems everything should fall under scenario frame work now or am I wrong?

lean scroll
#

No. Campaign mode can do lots of things as well. Depends on what you are trying to do.

ebon zephyr
#

Well just did TPMs one as it was easiest and less layers... its set up to exact but the areas don't pick up you are there and no AI is around.

#

Alot of Alabamas too ๐Ÿ˜„

#

Cleared that point and no capture activates.

#

Going into GM and setting it to US side enables building tho.

#

It doesn't change the base flag

lean scroll
#

Curious. **SOLVED -- spawning AI in conflict. **

Conflict Troubleshooting. My game mode seems to have everything. When I play test in enfusion, game mode conflict runs perfectly. AI spawn at the bases, navmesh done right etc.

However, When I push an update and load it into my server. The AI do not spawn in at all.

Any Suggestions???

SOLVED: Conflict AI FIA spawn, aispawn,

Mission Header File for my mod.... CHECK ENABLE AI. ๐Ÿคฆ๐Ÿปโ€โ™‚๏ธ

lean scroll
lean scroll
#

does the order of the mods matter?

lean scroll
#

removed mods, still persists.

#

(with the exception of smithton conflict.)

gritty vortex
#

going to go capture point alabama

lean scroll
chrome ice
#

In GameMode SF, TriggerDominance on a clear task is affected by the CIV faction. I have put CIV in their own AREA and LAYER that exist in a separate WORLD LAYER. I have set CIV friendly to US, USSR, and FIA. I have set US and USSR friendly to CIV. My understanding was CIV affecting the Clear Task was a known bug, if the SlotAI existed in the same layer task. If thats not true and they affect TriggerDominance, no matter where they exist, has anybody found effective workaround?

lean scroll
#

I might have found something. I have 2 perception managers

lean scroll
#

nope, having 2 perception managers made no difference.

lean scroll
lean scroll
#

yeah if i throw on vanilla default everon conflict that works

lean scroll
fickle harness
#

Hello fellow mission makers, has anyone compiled by any chance the various projects we are all working on? I think it would be awesome if we could play/test each others scenarios, etc. Great way to give feedback to each other, continue to help each other and brainstorm. In a utopian world, we all would have our scenarios on Github so we can all tinker together.

Thoughts?

heady raft
#

I'm trying to use the helipad composition, when I give it supplies and try and spawn a heli it won't spawn one. could it possibly be that im missing a prefab

idle stone
#

i might be being silly or just cant wrap my head around, i made a mission last year which i made a vehicle spawner, i tried doing the same method and it doesnt work...... have something change? alot has seem to change in the workbench editor

#

before i put down vehicle maintance prefab with a entity spawner adn that worked it doesnt now......

heady raft
idle stone
#

ugch flipping typical wrap your head around aspects of the difficult mission making and now obsolete

#

can AI drive now at least?

heady raft
unkempt stratus
idle stone
#

So do i have to use scripts or mods for vehicle spawners now? i prefer sticking stock but im so stuck......

lean scroll
#

If you are using SF Gamemode you have to add some components.

#

to get helipads to work.

idle stone
#

It was headache inducing before then I worked it all out half a year later and nothing works I did before...... Headache inducing again haha

lean scroll
#

@idle stone I thought I did a video on this. I can't find it, so maybe I didn't. I can do one up and post it tomorrow.

idle stone
#

If you could that be amazing, I've tried 5 different ways and they don't work haha I even loaded up the old mission to see and guess what that didn't work.....

lean scroll
#

yea no problem. I have ops tonight, but tomorrow morning I can put something together.

lean scroll
#

Give it time to process.

idle stone
#

no problem thanks!! ive been trying to make spawns since 0900 this morning

idle stone
heady raft
royal nacelle
#

Hi yall,

Anyone know how to make all the squads show in the deployment menu or add the button to create a new squad?

lean scroll
#

Thats where I would start.

red forum
#

Hi to all ^_^

How to know which bases will be covered by radio signal if Radio Antenna will be placed on base?

gritty vortex
#

I wonder if the conflict API would be easily portable to create a pve conflict game mode whereby only one attack and defend objectives are active at a time to force players to group up, and then tie the AI to those objectives

light nymph
#

Trying to set up a conflict on a map and gives me debug error null pointer instance
Scr campaign military base component
Function; evaluation defenders

#

Help

lean scroll
lean scroll
light nymph
#

Yes thats where i got all my managers from the game mode plug in now i get a script error for the loadoutdeploy buttun

vague niche
#

Anyone know of a working dynamic mission generator for reforger? The one on the workshop is throwing code errors.

gritty vortex
#

is there a script method to get me a true or false if the conflict point can be captured or not?

iron needle
gritty vortex
#

thank you

vague niche
#

Does anyone here know if the invade and annex reforger still works? I see it on the workshop and wondering if it's like other missions which are not being maintained, are broken and left up on workshop.

lean scroll
#

@vague niche Always best to go to the web workshop and check dates and versions. You can safely assume missions and mods made in version 1.0 or earlier do not work. Version 1.1 maybe. And of course 1.2 yes.
And of course you should download and test yourself.

warm crow
#

Why would AI spawn in my conflict mission in the editor and not on a dedicate server?

warm crow
waxen fossil
#

did you spawn a player near the AI spawner to make sure that wasnt the issue either?

warm crow
waxen fossil
#

that too pepelaff2

pulsar nest
#

Hi everyone! Does anyone know what this issue might be?
I can't see the map on the respawn menu and in-game in can't see any map.. it does de animation but doesn't open any map...
I'm working on some additional maps for the Conflict mod version by Gramps, and the map in question is Tarkovsky by Coachk1995.

warm crow
#

Look for this entity

pulsar nest
warm crow
pulsar nest
dusky zinc
#

Screenshot 1:
LAN server (works as intended)
Screenshot 2:
Dedicated server

How is this possible? Why arsenal contents are different when the mission is hosted on dedicated server?

dusky zinc
#

Seems to be related to missionHeader overwritten in server config, investigating

#

Nope

chrome ice
dusky zinc
#

Yeah, mods, you have a point

chrome ice
#

Try rearranging them in the server tool, might help.

dusky zinc
#

So the custom mod should be in the top?

#

So it overwrites all the others

chrome ice
#

What ever is controlling the loadouts, yeah. That's the way I have it anyways

dusky zinc
#

Placing the mod in load order neither in top nor in bottom didn't change a thing

#

It seems strange, as in LAN the mods JSON loads the same way it is placed in server config

chrome ice
#

I'm not sure then. I'm sure someone else has more ideas. But when my loadouts weren't loading onto characters, all I did was change the order. Sorry, homie

warm crow
#

Strange though. I assume you are running the same mods on both the Lan and the dedicated server?

wild trellis
wild trellis
#

Afaik listen server does not use json server config, it just uses whatever mods you have loaded under workshop in game.

lean scroll
#

I haven't look at it, but you can save your local host server. Not sure where or what it is writing out to.

pulsar nest
#

Hi everyone, it's me again! ๐Ÿ˜…

I'm trying to figure out what's causing this issue. It won't let me spawn any structures. I recently ported the Eden version to Seitenbuch with a few adjustments, but now it doesn't seem to work, even though I didnโ€™t modify anything related to the structures (as far as I know).

This is the Conflict PVE version of Seitenbuch, with RHSAFRF as the main enemy force. The missions are based on the Conflict mod by Gramps, and the map credits to TilW.

Thanks in advanced for any help ๐Ÿ™

wild trellis
#

I've never run into this problem. But I have had very strange things reported when you run rhs with my scenario.

pulsar nest
digital creek
#

Placing things in GM works, so I would not expect it to be a fundamental issue, more likely something connected to the gamemode

wild trellis
#

Hard to say. The scenario definitely works on Everon. Might be something you did when porting it to the custom map? I doubt the map would be at fault. Maybe a faction issue? But if that was true I would expect the build menu to be empty, not have a bunch of structures you can build.

#

Can you try without rhs?

pulsar nest
#

So i just made another export to another map and it works.
I'm gona try with a vanila Conflict to see what happens

#

Tarkovsky works fine with the exactly same components. Just the IA and stuff that i populated in the map with the QRF and vehicles.
But Seitenbuch seems to i don't know... just bug's there ;/

pulsar nest
#

thank you Gramps for your time, i will give u updates as soon as i finish with this stuff ๐Ÿ™

pulsar nest
#

nevermind... it still does the same issue, it works once and then stops working... i continue to figure out what it could be

rich herald
#

Hello everyone. Could you please advise me on how to create a custom marker with my own tab on the map? That is, how can I add my own marker and my own tab under it? Huge thanks in advance for your help!

crimson tree
#

why not work slotMarker(no show in the map) i put area-layer-and slotMarker and configure SlotMarker?

warm crow
#

From memory, what you have mentioned will work in SF, but not conflict.

warm crow
digital creek
crimson tree
#

thank you i find the problem...i use game mode plain now select modesf and work markers

pulsar nest
warm crow
pulsar nest
unreal granite
#

Ok so for some reason, my y coord for whatever I place down is at "0". Even when I right click and click snap to ground, it's still at zero. And I do have a genericTerrainEntity set to 0,0,0

unreal granite
#

Lol I've watched them all

#

Maybe I'll go through them again

vivid anchor
#

I'm still lost as to what you've done. Somehow along the way someone has convinced you that the steps of creating new maps are involved in creating a new scenario. Start over and follow along with that video.

#

Good Luck lol

tall whale
#

How would one go about adding modded weapons and vehicles that dont show up in the arsenal, vehicle depots and helipads to a user made scenario/map/word
or even everyone with mods like gramps pve on it and taliban mod on everon?

theres alot of vehicles that dont show up, even in game master but are downloaded

for instance the british apache shows up but the other vehicles do not in game master and in the helipad ,
would like to get the chinook and the apache ammo in the arsenal

vivid anchor
#

the wiki has all the info you need to do that.

tall whale
warm crow
tall whale
vague niche
#

@unreal granite the framework imo is not easy to learn and use. BI has done a terrible job at providing any useful information about how to use this structure. I am hopeful something easier comes soon. Otherwise, players and scenarios will fall off. Look in to the armareforger wiki too

unreal granite
nova onyx
unkempt stratus
vague niche
#

@nova onyx hi. Please read my very last sentence. I think you missed it. I have that already.

vivid anchor
#

The tutorial is incredibly straightforward.

#

If you don't understand it from reading the tutorial then you need to spend more time in the tools leading how things all work in relation to one another.

#

Learning*

tall whale
# warm crow Yes

i sent you a pm im not sure how to get the man made content in the reforger tools i cant seem to be able to load project or the world

sullen girder
#

Hi! How to force AI to run in follow waypoint?
My USSR soldiers runs, but Dockworker not, only walking.
Tried change SCR_AICombat component combat type, AI control component behavior tree, AI character movement component SetMovementTypeWanted(EMovementType.RUN); but AI just keep walking.
I can't find way in the AIUtility component either.

vague niche
# vivid anchor The tutorial is incredibly straightforward.

If this was the case there probably would not be hundreds of posts about mission making. Lol. It's definitely not a3 editor. And not straight forward. Have you even watched any videos of people trying to explain the framework. I disagree with your assessment.

vivid anchor
#

If you're having such a hard time watch Blackheart_Six's videos. He seems to be the most knowledgeable guy when it comes to SF.

vague niche
#

It's a huge time sink. And there are many many steps and the wiki doesn't cover it all either. I find it funny that people say go to the wiki when it's clearly incomplete. It's why there are likely thousands of posts here and people still have issues with it.

gritty vortex
#

it will likely never be fully complete, but once you figure out how the editor works you can start doing whatever you want

if you are expecting A3 editor here you will be disappointed, Workbench is not as easy to use for mission making as A3 editor was, the silver lining though is that it is more powerful

vague niche
#

I see the silver lining for sure. It's why I am interested in learning it

nova onyx
vague niche
#

@nova onyx a detailed tutorial from the "components" section down in the wiki to cover a dynamic mission set up with triggers, ai, missions, spawn points etc. Nothing to crazy. Lol.

lean scroll
#

The first thing you have to do is to stop thinking this is Eden editor. And how things were done in Eden editor. Enfusion workbench is way more powerful and more flexible. It is not arma 3 or Eden editor.

  1. Area > Layer >Slot
    A. Area can be a geographic area or act as a container for layers, not slots.
    B. Layer is used as a container for slots.
    C. Slots are for prefabs entities. Objects like vehicles or AI or triggers or tasks.

Attributes in the object properties control what the area, layer or slot does.

There is no need for a step by step tutorial for all the components. The attributes are the same across all area, layers and slots. An action is an action. A getter is a getter. Etc etc etc

And most attributes you just have to mouse hover over and tells you what is needed.

warm crow
unkempt stratus
#

I miss having a real mission editor ๐Ÿ™ .

warm crow
#

My first project was a banner image. It helped me get over the intial hurdle.

unkempt stratus
unkempt stratus
#

But its already confirmed that A4 will have it, and with a more developed a.i. and other features it will be more usefull.

lean scroll
warm crow
knotty hedge
#

Hi guys, I have a question about Combat Ops. If I want to change my faction and arsenal do I just have to change them in the faction manager?

charred wasp
#

@nova onyx is there any Var/Event we can check if the complete area is finaly spawned with all its childrens?

charred wasp
nova onyx
charred wasp
nova onyx
charred wasp
nova onyx
charred wasp
nova onyx
#

๐Ÿค”

warm crow
warm crow
# knotty hedge My own faction.

Fair enough. I can't give you the exact answer yet as I will be looking into this same thing soonish. But as an example, I have a faction mod I use for my PvP servers that are running conflict. What I have done is simply overridden the US/USSR with my UI details and overridden the entity catalogues (vehicles, weapons gear etc) So it gives the look that it is a complete change in faction.

#

You can watch this part of my video for a simple example in the Scenario Framework (other game modes will follow a similar setup, however as an example Conflict requires a lot more configuration within the gamemode manager and other locations) https://youtu.be/_XWdEDLssgg?si=FwM5KNVOrXhMfOSO&t=1012

twilit cave
#

hello, does anyone know if there is a way to remove terrain objects like in arma 3 editor?

unkempt stratus
twilit cave
twilit cave
#

so we cant even make a new sub world and do it that way?

unkempt stratus
twilit cave
#

yeah i tried doing exactly that, copied everything over to a new "world" but textures stuff doesnt get copied over so when I try load the world reforger tools just crashes

unkempt stratus
#

Someone else also posted that it no longer worked so idk. I'd like to fix some bugs on the maps.

twilit cave
#

I wonder why this option was removed.. would be nice to be able to hide or move cerain objects to make a good "base" or starting location

warm crow
#

@twilit cave What map you trying to do this for?

twilit cave
#

both of the vanilla maps

warm crow
#

Let me have a quick look

warm crow
#

Note: This will slow your PC down a heap and may even crash it if your PC can't handle the process

twilit cave
#

ive managed to copy the objects over into my own world, it now loads but theres no textures

#

default

#

mine

warm crow
twilit cave
#

when I load the world its just a white screen

warm crow
#

@twilit cave ^ Have a quick watch (no audio)

warm mica
#

inb4 some strange shading mode is selected

twilit cave
#

ill take a look, ty

twilit cave
warm crow
twilit cave
#

im guessing we can do the same thing with modded maps too right?

warm crow
#

If they haven't, you wouldn't have a blank canvas to copy everything to.

twilit cave
#

yeah I understand, this is very neat, now I can play around with the edior properly. thanks again bud and gl with your tutorial ๐Ÿ˜„

#

makes me wonder why the map is locked like that anyway

crystal lotus
#

G'day all, can someone link me to a resource about loading modded maps in the workbench for scenarios

charred wasp
#

Is there a way we can do a Proxy trigger? That is pressend on each proxy and will only trigger on this machine?

charred wasp
#

No Replication

vivid anchor
#

don't give it an rpl component

#

without an rpl component each proxy will load their own "copy" of that trigger

#

regardless it will still exist on the server

#

the server knows about everything that is placed on the map (baked, as in placed via world editor)

#

Actually i've never tested that with triggers

#

would be worth testing though.

charred wasp
#

Thanks mate

deep prairie
#

is there a way to remove objective marker in conflict?

warm crow
#

Within the Scenario Framework, is it possible to spawn in with a fade in screen with writing displayed? Been reading through the SF wiki and couldn't see anything.

crystal lotus
#

G'day all, 2 questions

1: is there a way to spawn ambient vehicles over the map
2: Is Civ's able to drive yet and how to i do so

charred wasp
#

@nova onyx - Question to SlotTrigger (PlayerTriggerSlow) - OnActivation: The trigger will spawn 3 new Tasks in a row, for example Task1 - Task2 - Task3. But now i have the problem that the Tasks will not Spawned in a row. So the clients will received Task3 before Task1. But for me its verry important that the Tasks will spawn in the correct order, otherwise my Soundfiles will not fit anymore. Can i do something about this? Ty

charred wasp
nova onyx
charred wasp
nova onyx
charred wasp
#

Ty and have a good day

nova onyx
#

I tried both of these combinations

charred wasp
summer nimbus
#

What entity controls which faction gets an objective? I want to make a combat ops where you play as the USSR and I've finished everything but changing the objectives from the US to USSR

summer nimbus
#

Figured it out: need to change faction keys in the layertask sections

austere zealot
#

Anyone aware of if there's a component that controls default HUD settings?

Currently trying to find a way to configure these by default

warm crow
knotty hedge
warm crow
knotty hedge
#

It's definitely not something you can remove from your game settings anymore.

warm crow
#

Oh ok, maybe it changed. Well that's a shame if that's the case.

#

I like having a clean hud

lean scroll
#

You can trace down to see where this resides.

lean scroll
#

who can tell me what this option does

warm crow
austere zealot
urban umbra
#

can someone point me towards where the first "spawn" happens in SCR_BaseGameMode. i've look everywhere and can't find it

summer nimbus
#

Trying to change the factions of combat ops arland so it's Soviets (players) vs FIA (AI) but I can't get some of the objectives to complete - clear areas never work and radar dishes don't spawn. Sometimes it feels like objective groups (such as in clear area objectives) simply won't spawn, where would I even begin to check for problems?

idle stone
#

cant find it anywhere but what settings or component do i need to use to show whos speaking on the radios?

lean scroll
#

FYI to all,
US faction is the default faction in Scenario Framework. So if you are changing factions to some other faction you must set faction values.

lean scroll
idle stone
#

Found it thanks, server settings

lean scroll
#

which server setting? @idle stone

idle stone
#

It works now

lean scroll
#

oh ok. Misunderstood what you were trying to do.

lean scroll
#

OH YEA! Latest Experimental Update!

nova onyx
#

Huge help will be the Debug menu suite.

In order to work with it, you need to enable the Debug in Debug Menu. First, go to the category Systems > Systems diag and enable it to basic. Then in System points, you need to change it to FixedFrame and here, you will tick the box for SCR_ScenarioFrameworkSystem. Then you can close this Systems Diag and go back to the root of the debug menu. Unfortunately, you will have to do this everytime re-launch the game including the Play from Workbench mode. After that, it is very straightforward. In the root of the debug menu, there is ScenarioFramework category that then contains respective debug tools.

Some of these tools are interconnected and they have both standalone variant or certain tools can initialize specific instance of said tool that works the same way as the standalone variant. This was done for easier usage thanks to the hierarchical design of the ScenarioFramework. In some cases, you will have to know the entity name which is usually set in workbench, but it should be accessible via Registered Areas tool. Intended usage is for Scenario Creators to use it when playing the scenario from workbench as it is not made for multiplayer environment.

lean scroll
#

Very good. I'll check that out.

In regards to AI Driving fix so I understand, they just don't despawn if you leave the area. Correct?

lean scroll
#

Just need to watch the budgets.

nova onyx
lean scroll
#

ahhhh great!

nova onyx
#

Unless it's an AI budget which is capped to 1000 AI units IIRC ๐Ÿค”.

lean scroll
#

Not having to disable LOD seems fixed.

lean scroll
#

i added trader but cant buy a car

#

founded this in discord

iron dagger
#

anyone know how we can get the trader to work?

shell merlin
stable kite
#

Hey i just created my own scenario and tested it with friends but the radio to communicate is not working.

summer nimbus
# lean scroll 3 Places to set faction regardless of which task. For example: - SCR_ScenarioFr...

First off, thank you for the help, I really appreciate it since trying to get into these types of tools can feel overwhelming. Second, specifically on the clear area missions, I took a hard look at all the spots for the clear area layers (including asset, the plugins where they existed, etc) and changed them all to USSR and I still can't get them to trigger as completed. I'll kill all enemies then stand on the marker it wants me to be at and nothing happens. At some points I can't get the groups that are supposed to spawn in to spawn in at all, though I suppose that's secondary.

I ran into the same problem with the extraction, I searched and changed all faction keys for "extraction" slot prefabs, then did the same for "move" tasks (LayerTaskMove[1-3], SlotDelivery[1-3], SlotExtraction[1-3]) it still won't actually assign the objective to extract. I wanted to make sure I didn't miss some but I've triple checked now and don't think that I have.

I'm definitely feeling a tad lost, this is definitely out of my ourve so I appreciate all the help. It's also odd considering all the other tasks don't really have a problem being marked as completed, but that might be because they don't need to be done by a specific faction, if a truck blows up spontaniously it's still marked as a destroyed truck, here the player faction needs to be in an area to be marked as complete, so it's either not registering the player as being from that faction or it's confused as to what faction is supposed to be there? That's just my hypothesis

nova onyx
#

Also check logs and put there "ScenarioFramework" in the search field. I've put there many different checks to inform scenario creators about potential errors ๐Ÿ˜…

nova onyx
shell merlin
shell merlin
#

thank you!

nova onyx
shell merlin
#

gotcha, ill try my best ๐Ÿ˜ญ

lean scroll
#

Do the latest experimental branch changes (facial animation etc.) open up the possibility for some remakes of OFP missions on Everon....

#

Anyone working on anything like this?

nova onyx
# shell merlin gotcha, ill try my best ๐Ÿ˜ญ

Basically there are only these steps:

  1. Put the arsenal into the world
  2. Click on it and go to the bottom right to click Object Properties
  3. Then on the top right, find SCR_ResourceComponent and in the category Unsorted, untick the "Enabled" tickbox
  4. From the Hierarchy window on the left, Drag & Drop this modified instance of the arsenal to the Resource Browser to some folder in your addon --> This will create the prefab and you can name it
  5. Use this newly created prefab and it should be working.
nova onyx
shell merlin
nova onyx
shell merlin
#

ah, how do i get the actal arsenal box then?

nova onyx
#

Inspect the Object To Spawn attribute of this slot

#

there should be that prefab you want to modify

shell merlin
#

by inspect you mean open file?

nova onyx
# shell merlin by inspect you mean open file?

Inspect by looking what is there ๐Ÿ˜…. Then you can click on the magnifying glass icon so you can see it in the resource browser. From there, you can drag and drop it into the world

shell merlin
#

ohhhhh i gotcha. im so sorry im stupid sometimes ๐Ÿ˜ญ i thought you meant "inspect" as like, open it somehow

#

but i see what you mean now. just a quick question then, whats the point of the "slot" thing if i can just drag and drop from the content browser?

nova onyx
nova onyx
#

Technically, arsenals do not have to be spawned via slots if it is like a starting location and you want it to be there forever ๐Ÿ˜…

shell merlin
#

ahhh i see, that makes sense. im used to arma 3 scripting lol. i just assumed it would be like, if i wanted something to spawn in after some event happens, you would write code for that

shell merlin
nova onyx
#

๐Ÿ˜…

shell merlin
#

thank you for all the help ๐Ÿ™

nova onyx
shell merlin
#

hello! ive been messing around a little more and i am starting to very slowly understand how things work. but one thing i cant quite seem to wrap my head around is making custom loadouts for the respawn menu. is this even possible? and if it is, how would i go about doing it?

nova onyx
shell merlin
#

@nova onyx sorry for relying on you for alot of stuff today, but you wouldnt mind letting me know how to actually make custom loadouts would you? im assuming the "loadout" is the Loudout Resource property, but that references "Character_US_Rifleman.et". so i tried duplicating that entity from the reforger folder to my scenario, but i cant seem to figure out how to change that entities gear.

hard bloom
shell merlin
hard bloom
nova onyx
#

and similarly to other changes you want to that prefab ๐Ÿ˜…

shell merlin
#

this is so much more complicated than arma 3 xd

nova onyx
shell merlin
#

i understand. im just absolutely horrible at learning new things. especially complicated stuff like this haha. it takes ALOT of work for me to learn things like this

nova onyx
#

So far you are doing great ๐Ÿ˜„

shell merlin
#

on the subject of me being horrible at learning things, cant seem to find any of the components either

nova onyx
hard bloom
shell merlin
#

oh, i clicked on open file, how do i open it fully?

iron dagger
shell merlin
#

im like 99% sure this is an issue with RHS and not enfusion, but no matter how many times i select the G3 combat MARPAT shirt in the loadout editor, it spawns me with a BDU blouse every single time.

#

and in the actual engine, i have selected: "Jacket_Crye_Combat_Shirt_MARPAT.et", it shows on the preview that its the wrong camo and then ingame its the BDU blouse.

shell merlin
#

fixed it somehow ยฏ_(ใƒ„)_/ยฏ

#

i just disabled and enabled the shirt and that apparently fixed it lmao

shell merlin
#

aaaaaand its borked again. ive also tried adding stuff to the inventory but like, some stuff isnt even there, another thing is completely invisible, weighs 0.01kg and has no name or description. the pants icon looks like a belt and the boots icon look like a bag. something REALLY bad happened SOMEWHERE and i have no clue what happened, where it happened or how to fix it ๐Ÿ˜ญ

nova onyx
shell merlin
#

i dont see how that would help me if im honest

#

i dont think this is an issue with what im doing more so than it is an issue with RHS or something, because even in the USAF arsenal, things have wrong icons and all sorts

#

i mean, i absolutely 100% certain have the Marpat shirt selected but even the preview is saying its the multicam shirt?? im just so confused. that should not be happening

nova onyx
#

Yeah, this is indeed weird

shell merlin
#

i just cant tell if its an issue with the loadout editor and its screwing up somewhere. or if its an issue with RHS and its something to do with their mod.

#

i tried to reselect the marpat shirt which updated the preview and showed the marpat version so i saved and tried loading up the scenario again. in the loadout select screen, the little preview you get of the gear showed the character with a BDU blouse again, but when i spawned in i now have a marpat shirt on ๐Ÿ˜ญ

#

i bet if i restart the scenario it will change again. let me test.

#

here it is showing the blouse

#

ok and yea, i changed literally nothing i just pressed esc to get back to the workbench, then pressed play again and now its not working and gave the character a bdu blouse again

#

i changed literally nothing, all i did was restart and now i have a different shirt

#

ok yea i give up for today

#

im at a complete loss. its like the game is just randomly picking either the marpat g3, multicam g3 or the bdu blouse and just throwing it onto my loadout wether i like it or not

#

ill come back to this tomorrow or something this is literally giving me a headache ๐Ÿ˜ญ

unkempt stratus
shell merlin
unkempt stratus
shell merlin
#

gotcha, much appreciated!

shell merlin
lean scroll
#

@shell merlin When you change gear on a character either through selection or copy and paste, make sure the restore arrow appears in the prefab item after your selection or paste.

#

If it does not appear, redo the action until the restore arrow appears, then save.

#

If the arrow is not present, and you save the items resorts back to the default item.

shell merlin
#

strange. whenever i load the loadout up, it always says that the crye g3 is selected

#

but ill check right now hold on

lean scroll
#

Pro-tip from a non-professional....
Set up the Character_{faction}Base and Character{faction}_Baseload first. It saves lots of time as it applies most items across other characters.

shell merlin
#

@lean scroll yes, it has the arrow next to it

#

and it still shows the wrong thing in the preview

#

and i bet if i were to load the scenario up. it would randomly pick one of the three shirts

#

that did nothing

#

oh

lean scroll
#

disregard

shell merlin
#

gotcha

lean scroll
#

try reloading the character

shell merlin
#

how would i go about doing that?

lean scroll
#

save, then "edit prefab"

shell merlin
#

done, still the wrong shirt

lean scroll
#

hmmmm I just saw this with ATACS pants. I am editing characters right now.

#

It reverted to correct pants (MC) from ATACS

shell merlin
#

you think it might be something wrong with RHS?

lean scroll
#

no

#

ID think so.

#

What is the base load out character set to?

shell merlin
#

how do i check?

lean scroll
#

for what faction you are changing

#

Character_US_Baseloadout

shell merlin
#

im gonna be honest with you i have no clue anymore

#

ive kinda just been throwing things at the engine and hoping it works lmfao

lean scroll
#

lo

#

l

#

edit the baseloadout character for the faction you are changing.

#

what uniform does he have on?

shell merlin
#

like, the one i started editing?

#

and changed all the stuff for?

lean scroll
#

edit prefab for now to see what it is wearing

shell merlin
#

you've lost me again, do you mean the loadout i used as a base to change?

#

if so i cant quite remember the exact one i used but it was just a default vanilla US soldier

lean scroll
shell merlin
#

i never used a baseloadout thing

lean scroll
#

that is why I am asking.

shell merlin
#

i think i used this and rightclick and set recompile

#

not recompile

#

override

lean scroll
#

yep good.

#

now override the Character_US_Baseloadout.et

shell merlin
lean scroll
#

ok wait one

#

ok. Go to BaseloadoutManagerComponent, and change the shirt.

#

And when you select it, make sure it has the restore arrow before saving the change.

shell merlin
lean scroll
#

ok, now set this character up the way you want for uniform items that it currently has.

#

Don't add something it doesn't have.

#

Just change the items it does to what you want

shell merlin
#

alright

lean scroll
#

Once done. Reload the character to check the changes took.

shell merlin
#

reloaded it and the shirt still doesnt work

#

its specfically only the shirt that wont work

#

helmet, pants and boots all worked fine

lean scroll
#

ok. let me try it.

#

after reloading character

#

try this once....

shell merlin
#

are you having the same issue but instead of the shirt, yours is happening with the pants?

lean scroll
#
  1. Goto to the yellow folder up in the icon bar
  2. Load world and open GM_Arland.ent
#

Then press play and enter GM mode

#

Then create player and select your rifleman or unarmed.

shell merlin
#

my rifleman?

lean scroll
#

a rifleman or unarmed character

shell merlin
#

alright so just any?

lean scroll
#

sure

#

Press Y to enter game

shell merlin
#

this was just a vanilla US unarmed soldier and he is wearing MARPAT pants from RHS

lean scroll
#

yep.

shell merlin
#

and the pants icon is a shirt lol

lean scroll
#

press esc.

#

and go back to world editor.

shell merlin
#

yea

lean scroll
#

and edit prefab for your baseloadout character

shell merlin
#

alright

lean scroll
#

what is he wearing?

shell merlin
lean scroll
#

ok, change to marpat

#

save it

shell merlin
#

its already set to Marpat

#

this is what its showing with marpat selected

lean scroll
#

I need to reproduce your issue. Cause I am not seeing this at all.

shell merlin
#

ยฏ_(ใƒ„)_/ยฏ

lean scroll
#

let me try some stuff

shell merlin
#

i think i might just completely start the scenario again from scratch tomorrow honestly

#

i think ive screwed something up somewhere

#

nothing seems to be working as it should.

warm crow
#

Anything to do with the randomised tick box?

supple swift
#

Is there some kind of secret to making misisons? The whole process seems extremely convoluted ATM. Like all I want to do is plop down sth like 8 playable units and some enemies, give them loadouts and go. Do I really have to startup World Editor and make a copy of the whole world and set up all kinds of managers and prefab things just to make things work? ๐Ÿ˜• Really hoping for something like 3DEN - is there any mod or file that does this?

shell merlin
shell merlin
#

is it possible to delete these in the faction manager at all? ive tried duplicating the faction manager into my scenario and i still cant delete one of them

ripe mortar
#

Dude. How do you get AI to just patrol an area? I got the waypoints. I have the AI. What do I do

warm crow
warm crow
#

^ Priority level should be set to default, not 2000 though. Reference the bottom right hand picture.

supple swift
warm crow
supple swift
#

Righto cheers mate

warm crow
#

I learnt from watching his videos ๐Ÿ˜„

lean scroll
#

Anyone have a work around for "PrefabInTrigger" task not working? I really need to be able to do this for upcoming scenario.

lean scroll
#

At least the sample one doesn't work yet.

#

from what I've tested.

nova onyx
#

Rather than workaround, please describe me what is wrong so I can fix it ASAP

nova onyx
lean scroll
#

The task completes when the player enters the slot area with no vehicles.

nova onyx
#

Ah

#

I fixed that internally

lean scroll
#

Ah ok.

nova onyx
#

But it didnโ€™t get into the build just yet

lean scroll
#

THANKS! This is a action for my next scenario

nova onyx
#

I will see why it was not included next week salute

lean scroll
#

And let me retest to make sure

nova onyx
#

I know that few fixes are still in queue to be included there ๐Ÿ˜…

lean scroll
#

great. Thanks for everything! Appreciate it. ๐Ÿฅƒ

#

My thought is with "prefabintrigger" and "saveandload" you could really do an island end to end scenario, street corner to street corner. Very detail tasks

warm crow
#

This sounds interesting

warm crow
#

I am running a event mission using the conflict game mode to utilise certain features. Is it possible to disable/comment out line 2214 in the script SCR_CampaignMilitaryBaseComponent.c It keeps throwing the below which it should do, but I just don't need it. Just unsure on the ramifications.

Function: 'EvaluateDefenders'
Stack trace:
scripts/Game/Components/Locations/SCR_CampaignMilitaryBaseComponent.c:2214 Function EvaluateDefenders
scripts/Game/game.c:927 Function OnUpdate```
#

^ Actucaly you can't override scripts, so unsure if this is even possible.

ripe mortar
# warm crow I learnt from watching his videos ๐Ÿ˜„

hey so I'm on "Arma Reforger Editor | Task Setups" by Blackheart_six and he stated that Area's can't be put on "ON_TRIGGER_ACTIVATION" and i changed the thing and i followed the small instructions and yet there's still nothing.

#

maybe you can give me some knowledge cause im tryin to learn and i cant figure it out

ripe mortar
#

well I was honestly just following the video to try and learn as much as possible and at 8:15 he states that Area's can't be on "ON_TRIGGER_ACTIVATION" so I acknowledged that but it still wont work

#

so maybe if you could watch that part and tell me what i should do. im just trying to follow everything @warm crow

warm crow
#

AI patroling?

#

Oh wait, task setup?

ripe mortar
#

yeah i said the title @warm crow

#

I'm trying to test with a BTR like the video and if you look at the description "At 8:15 mark, I say to set the Area2 to "On_Trigger_Activation". DO NOT DO THAT! Areas need to be "On_Init" activation. Trigger the layer below it to make this work" i read this to and it still didn't work

warm crow
ripe mortar
warm crow
ripe mortar
warm crow
ripe mortar
ripe mortar
#

Man I still can't get it.

nova onyx
ripe mortar
#

ive been at this for alittle over 3 hours

lean scroll
#

@ripe mortar I've DM'd you. Do you still need assistance?

lean scroll
nova onyx
#

I know ๐Ÿ™‚

#

But thank you for the info ๐Ÿ˜…

long ledge
#

this new dev ๐Ÿ‘€

rocky chasm
#

why do my explosions deal no daamge?

warm crow
#

Anyone able to elborate why the following keeps appearing in my console in Conflict?


Reason: NULL pointer to instance. Variable '#return'

Class:      'SCR_CampaignMilitaryBaseComponent'
Function: 'EvaluateDefenders'
Stack trace:
scripts/Game/Components/Locations/SCR_CampaignMilitaryBaseComponent.c:2214 Function EvaluateDefenders
scripts/Game/game.c:927 Function OnUpdate```
Script line 2214

if (GetHQRadioCoverage(factionManager.GetEnemyFaction(baseFaction)) == SCR_ERadioCoverageStatus.NONE)
return;```

frozen pendant
#

Hi there, i am using host havoc to host an arma 3 server. could someone help me out and tell me why its not working very well?

wild moth
#

No

wild trellis
warm crow
wild trellis
#

what do you mean you cant override?

#
modded class SCR_CampaignMilitaryBaseComponent : SCR_MilitaryBaseComponent
{
    override void EvaluateDefenders()
    {
        SCR_CampaignFaction baseFaction = GetCampaignFaction();

        if (!baseFaction.IsPlayable())
            return;

        SCR_CampaignFactionManager factionManager = SCR_CampaignFactionManager.Cast(GetGame().GetFactionManager());

        if (!factionManager)
            return;

//        Gramps        // Commented out
//=======================================================================================================================
//        if (GetHQRadioCoverage(factionManager.GetEnemyFaction(baseFaction)) == SCR_ECampaignHQRadioComms.NONE)
//            return;
warm crow
#

No override option. I really haven't dealt with scripts yet in Reforger so I might be doing something completely wrong.

wild trellis
warm crow
#

The issue occurs when I only have one playable faction, ie USSR is unticked.

shell merlin
#

just for my personal organisation, is there any way to just delete any of the loadouts im not going to use?

thin swan
#

Would anyone have a hunch why markers defined in SlotMarker aren't showing up when when the desired faction is added into the SlotMarker's Faction key? Also noting here that if I add the desired faction to the Faction key of Area (under which the SlotMarker's are placed), then the markers show up but they are also shown to every side/faction and not just for the one that's been declared in the Faction key.

ripe mortar
#

guys. How does one make a destroy task.

#

well let me add that i did make a destroy task and it does show up as a OBJ but it doesn't complete i don't get the header.

warm mica
ripe mortar
trim belfry
#

You can help me. I want there to be a connection from the SECRET point to the NITKA point, but the dome of the radio signal does not reach it. Is it possible to somehow place a radio signal source between the SECRET and NITKA points so that there is a connection between the SECRET and NITKA points?

ripe mortar
halcyon patrol
#

What would be the most efficient way to change game mode config when using GM_Eden as a world in enfusion tools?

It adds gamemaster managers but obviously they are locked so nothing can be tweaked.

I could use a base eden and then use the game mode setup plugin to create managers but then I lose all the game master composition points.

I see people talk about overriding settings but if I duplicate the entity I don't see a clear option to override.

Any tips?

warm crow
ripe mortar
#

Guys how the freak do you change the time

wild moth
#

If you dont have it you just got to add it

ripe mortar
#

never clear

#

well its always overcast in the world editor if i change it before i test its whatever i put it too

wild moth
#

Idk i think you got to use the weather tool for that

#

But im pretty bad at explaining stuff like that

ripe mortar
#

okay man thanks

brave thistle
#

Anyone used EPF for Conflict?

ripe mortar
#

guys need some help again

nova onyx
ripe mortar
nova onyx
#

Yes. I will gladly help you, provided that questions are put forward reasonably ๐Ÿ˜….

ripe mortar
nova onyx
nova onyx
ripe mortar
ripe mortar
nova onyx
#

SCR_ScenarioFrameworkAIActionShootFlare

#

Yes, we have implemented action for it. I had a feeling we did, was not sure if it was already included in the experimental build ๐Ÿ˜…

#

So, ScenarioFramework has a support for it and should be very easy to implement to your scenario salute

#

I am still in process of updating wiki with all the new things ๐Ÿ˜…

ripe mortar
#

Yeah no problem man it's just that I'm new and I'm trying to learn but where do i add this "SCR_ScenarioFrameworkAIActionShootFlare"

#

Cause i don't know that either.

nova onyx
#

This will depend on when you want the AI to shoot the flare. For example you could add it to the layer task when someone finishes it, it will active the action. In that action, you will fill in which AI should shoot the flare and the offset and that should be it.

#

Question is, if you already know the basics and have some scenario in place ๐Ÿ˜…

ripe mortar
#

Well yeah i do have a scenario and I have a Trigger about 200 meters can that be the activation?

nova onyx
#

Yes, that could activate it as well

ripe mortar
nova onyx
#

--> When that trigger is triggered, it will activate this action that will tell the AI to fire a flare

ripe mortar
#

I know what you're saying but I don't know where to find it.

nova onyx
ripe mortar
#

Okay, I got that. So I'm in the SlotTrigger, I'm in the plugins, and I'm still not sure where.

ripe mortar
nova onyx
ripe mortar
#

i don't know how to do that either.

nova onyx
#

I think it should be easy enough to just open your scenario via the experimental branch workbench and should be working right away

ripe mortar
nova onyx
#

First add the arma reforger experimental gproj and then add your addon with your scenario there

ripe mortar
ripe mortar
#

I'm lost

pure oyster
#

Where in the mission settings can I define game parameters like daytime, weather, fuel consumption, killfeed etc, that otherwise can be set by GM when in-game? I want to avoid having to set them each time I have to restart the mission.

lean scroll
ripe mortar
ripe mortar
#

okay so for the Flare thing i found out that you can just put a slot under the on trigger activation layer and it's called "Flare_Parachute.et" but dude it's the worst lookin flare ever

#

I'm trying to find like a alternative

#

is there a way to just put like green smoke down without needing AI to throw the smoke

#

and make it turn on with the trigger

lean scroll
ripe mortar
#

Dude

#

i got it to freakin work

#

And it's so stupid how it worked. I went out of my way to edit the flare particle and make it more noticeable and stuff cause for some reason the prefab sucks but besides that I finished and tested it out and boom it was there but as soon as I entered the trigger my AI shot the green flare. @lean scroll

lean scroll
#

Shift-R

vital stirrup
#

what is this

tall whale
#

did you ever create that video brother?

tall whale
#

thank you

lean scroll
# tall whale thank you

Not sure these cover what he was asking for. I think he was asking to modify and add to a world.

tall whale
ripe mortar
#

guys will these overlapping task area's create any problems? i wanted to ask cause there's a middle area and i do have tasks in there how's that gonna work

lean scroll
#

@ripe mortar Nope. Just know if using dynamic despawn, any place where they overlap you'll activate both areas.

lean scroll
#

@nova onyx Question:
In the attribute "OnActivation" do the trigger actions occur in order listed?

ripe mortar
#

How can I add map markers to the map in my Op I just realized right now that there are none and it looks blank.

lean scroll