#enfusion_scenario
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Maybe this could help? #enfusion_scenario message
Interesting. Thanks, I will give it a go.
Do anyone know how to activate trigger on specific item in player's inventory?
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
Login with the admin password and you can access GM mode...
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.
yep, that respawn logic was good
I don't think the SF slots have, but the ambient vehicle spawn point does.
SCR_AmbientVehicleSpawnPointComponent
@wraith shoal @digital creek Thanks gents, I will take a look.
Is there any way to turn off Task marker? So players can't see Marker where to go ? ๐
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.
You dont have Building componen added to GameMode
I have it added
and configured?
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
No, that's not it, it's the default.
thats a problem
Ok, and what configuration do I have to do?
add another Gamemode (for example Gamemode campaign and look how it is configured or try to do this #enfusion_scenario message
dont forget to delete that additional gamemode ๐
Ok, thanks for your help. I'll try to see.
This combination is bugged or am i doing something wrong? Earlier Evaluation always finish this task even the USSR soldiers are in Trigger ๐ฆ 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
bugged. I could never get it to work as expected. Always triggers task complete as soon as the task is created.
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 groupโs 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?
Sends screenshot of hierarchy and waypoint cycle configuration (if you use one)
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
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
hello there ๐
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
found a way to make QRF work with Conflict
so we can have AI Waves
will try to make a video about it
Now that's something very interesting ๐
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
https://youtu.be/axV5-Y-SD4U?si=0Ss0SYcxtL6HspTK&t=1733 it is Spanish, but just check the results
@river jetty @wild trellis you might be interested on that, i'm using some of your missions :p
Have you tried to create your VIP AI as new prefab and set trigger to Prefab Name filter and add that prefab to it?
i just give a try , with slotIA and the specific one (UsSergent.et) for the exemple and it doesnt .... ๐ข
i also try to do it with deliver intel task , and giving another component to the generic entity (slotIA + slot pick)
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
If you mean the SAMPLE mission. It's bugged ๐
yes i talk of them. We dont have a updated mission like them or we need to wait next update from bi ?
try this and set it to weapon instead intelfolder or use different LayerTask (LayerTaskMove) for example but put it above crate -- https://discord.com/channels/105462288051380224/1278229910590193664
It's still the same template (with/without LayerTaskDeliver), magic is in the CRATE
Thanks i go try that ๐
Hi Zelik, yes, I know, that I can limit access to GM by password in server config.
But I am looking for a solution in the mission files, which deactivates GM access also for the server admin.
I was talking to the guy that posted directly above me. Not sure what you're talking about.
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?
Gramps makes a really good PVE conflict mission. You can search it in the workshop
Get some ideas on how he does it.
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.
Are you using a modded map that has no navmesh?
Just starting with Arland and created two bases and two capture points.
I thought both Arland and Everon had their own required navmesh's?
lol I bet they do heheh
I haven't used the vanilla maps for a while, but I thought they were there
Will look for that next escpecially since I have not moved buildings or anything as such.
sweet...thank you
What I did appears to be working....and totally unnessary. So much of my life hehe
That's ARMA 
This will be great to get going fast. And I guess I learned how to do this for new terrains the hard way.
It's the journey and what you learn along the way
Does this work differently from Gramps' AI Waves?
i guess they are different, gramps is doing more stuff with fewer configs, but Scenario Framework is very powerful, you can check the videos from Blackheart_Six
or read the documentation ofc: https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework
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.
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
Thanks a lot I'll check it out !
Any way how to remove task markers from map but leave task visible in tasklist? ๐ (its for milsim so players will have coordinates in task description)
do not use QRF for now, so many bugs
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?
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
What map are you using?
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.
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
You need a properly configured SCR_MapEntity in your world....
Not sure why it's throwing an error. But OpenMenu has a null pointer for some reason.
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())
Do you have a camera manager in your world?
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
oh awesome! yeah I threw it in the mission A_manager layer and it works
Thanks Zelik!
I tried adding AI in and keep getting this error....
if (GetHQRadioCoverage(factionManager.GetEnemyFaction(baseFaction)) == SCR_ERadioCoverageStatus.NONE)
return;
and they dont spawn
How can I make a task fail if the enemy destroys my vehicle and the mission fails?
Do we still need a hitregmanager?
Plugin OnDestroy -> changetask state -> canceled i think
On your slot who spawns your vehicle
I think not, for quite some time now.
@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
Have you tried the same process on another map? Try on Arland. I have had a few people use the tutorial and they say it worked fine.
I also use the same method for building my own conflict missions for my community
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
Unless something changed with the latest hotfix update.
If you wont mind, could you check out Operation Savannah sometime?
Interested to see if you have the issues Im having
Not every map mod will have the same entities as I have come to experience, sometime they are missed or extra ones added.
If I have some time around my kids and my community stuff, I will take a look.
Has anyone had an issue of the "build" camera not being over the base and stuck? Cant navigate in the build camera view
in conflict, how can i force a HQ only for a faction?
i put it like that and still chosing this for US
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.
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 :
- why the duck a SlotMoveTo?
- Lanterns; Why?
Does anyone know how to use a workshop map to create a mission?
Oh no this isn't good. We've managed to play it with no crashes. The capture points just don't work at all tho.
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. ๐
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 ๐
Thanks for looking at it TPM ๐
That map I used for the video had the camera manager already, so I didn't think to mention it.
I will have another look when I have time.
I am far from an expert on Reforger though, so could have simply missed something basic
Thanks TPM. I think when I update again it I'll add the cam manager into the map itself
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 ๐
Isn't it possible to have the AI fly a helicopter to do an extraction?
I asked the question the other day and was sent this link. I haven't had a chance to try it out yet. #enfusion_scenario message
@warm crow Tanks will take a look
@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 ๐ Thx a lot 2 week i try to ave this ๐
Do anyone know how to make AI convoys?
IDK if that's possible without some code skills. I'm guessing you can make one follow a waypoint and code the others to follow. At some point we should be able to place occupied vehicles I think.
my testing- somehow works for 80% - two same vehicles, one 2AI group (sentry team), GetInNearest set to driver only. On SlotAI set formation of group to column
Blackheart Six might have had a video on it ๐ค. Unless I am thinking of something else
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.
By default its off but in conflict its used and I think you need this on your map for it to work: SCR_MapMarkerSquadLeader. If you are editing conflict there might be an option to disable it, or maybe you just get rid of it.
Ok, but would it be added to the map or as a component in the game mode?
No idea. Open Conflict in WB and search for it.
Thanks, knowing which component it is, I'll look for it and see how to configure or remove it.
I'm not editing a conflict, sorry for not saying so.
Thank you very much for your help.
No worries. If you're making your own mission it shouldn't be on by default.
Overrride and edit the .layout.
uncheck isEnabled and isVisable.
Thank you!!!
I will follow your instructions and try it.
Thank you very much.
@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?
Not finishing or not seeing a Pop message about finishing? Check the tasklist to see if the task has disappeared. This happens if you complete the mission as "GM" (play from camera position)
- If using a faction other than the US make sure you add it to the faction key for the trigger dominance.
- Check the area size. Make sure your in it.
- Check the "Activated By This Faction" and set it to the correct faction.
Not working
First thing I would do is get rid the composition task, and use components, LayerTaskClearArea.et and SlotClearArea.et.
Easier to create a video than back and forth here.
https://youtu.be/fHskm8aZk9c
Give it time to process the video
Discord jhonny clear task
Thank you so much for the video, it helped me and I was able to solve the problem, thanks ๐
cool, so what was it?
I loaded a loadout from the RHS and when I put US in the trigger it didn't detect it, a small mistake that I forgot to take into account
Is it possible to use the supply system in framework?
?
absolutely. Just look at the gamemode components for campaign, and add to gamemodeSF.
Curious what this means in new experimental...
Changed: ScenarioFramework - ScenarioFramework is a game system now
Is it related to selection of game mode in mission header other than selecting Sandbox?
Just that. It's a game system now. For instance, fuel consumption uses a game system. All vehicles have a component that connects to said game system making handling and replication of data easier and better optimized. Not sure what that entails for SF but, since it's vanilla you "shouldn't" have to touch anything related to the game system.
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.
How can I change the supply cost on weapons?
In the factions entity catalogue
You must override the US inventory config and change the number or if you want arsenal for free change โcostโ attributes to 0
On that specific arsenal
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 ?
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.
Hey all, can anyone tell me why I can't see groups when placed in the world editor?
It is a known error. The preview mode was broken. They still haven't fixed it. Seems like it would be a relative easy fix. We have previews of every other object we place in the world. It does make it a little hard to place groups when you can't see them.
Thanks Blackheart
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?
Custom scripts
There is a mod called disable gm budget or something like that. It should allow you to spawn in all your ai. Trouble is you have to log into gm and turn it on as it's not on by default.
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?
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?
This should help those who want to understand how the mission works.
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.
@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.
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
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.
Arma Reforger Editor | Setup our AI to drive.
Arma Reforger Editor | We make some improvements to the AI driving. Demonstrate why you don't use dynamic despawn on AI Driving.
THANKS to Moloko for the tips.
thanks for info.๐
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.
Solved outside of here, his gamemode's SCR_NametagConfigComponent was pointing to config with SCR_NameTagCollectorGroup selected instead of SCR_NameTagCollectorBase
Where do i add a missionheader ? In the config.json?
Scenario ID?
Make a Missions folder, create a mission header config. Or duplicate and edit one from Reforger.
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.
Im trying to add the ace medical prototype to combat ops everon
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
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
It's was with your m4 i jsut retreive it and now all are working (the class with your M110 work)
so one of the variants that come with the mod?
yup
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
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
thank you
it really depend on the prefab i was putting
so something is wonky with the attachment system
i will try with a default moded weapon without attachement
well you said m110 works so I think its something in attachment system
Yeah but your m100 get scope on it by default, i have also the minimi with attachement that spawn on it, the m27 from RHS works but not their m4
so its attachments that are not optics
the little recap i have make is:
- prefab with railcover
- prefab with laser on it
- some magazine with magpull/fastpull
are causing trouble
more crash report IDs like this would help #enfusion_scenario message
maybe with different weapon
i am trying with your base m4
with pleasure i am on this error from 2 days XD
thanks, hopefully someone at BI has time to look at those
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
Anyone knows why i cant see task in tasklist ( holt "J" ) but i can complete them and they normally working? ๐ฎ ( on server, not in tools)
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
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?
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.
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?
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?)
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)
Arma Reforger Editor | Port Combat Ops to Custom World. Why would you?
This is exactly what I was looking for. I was attempting the import of the terrain but figured I must have been doing something wrong when it never showed up. Thank you much
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".
if you use an actual jpg image you will be arrested
clarified. Not for textures.
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?

Use action "RestoreLayerToDefault". There is a SF Sample I believe on repeating tasks. /worlds/ScenarioFramework
perfect, will do. thank you I'll check it out
@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
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?
does the bar gate have a NavmeshCustomLinkComponent?
Will probably need a door link at minimum https://reforger.armaplatform.com/news/modding-update-june-7-2024
It works in GM. I thought It just worked on its own?
@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.
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.
What game mode? I know in Scenario Framework, when you use a Slot entity to spawn anything, there is a "can be garbage collected" box that comes checked
It is the scenario framework, and I generate the vehicles using slots.
I will check that box, in case it is checked, but I think they are unchecked.
I'm by no means a expert, still pretty new. but that's the first thing that comes to mind
Don't worry, thank you very much for that note, because any help, no matter how small, is valuable to me.
I appreciate it, the information I do have, I'll throw in the pot. If it's not that box, write something else up here, there's guys that know these things alot more than me
if you don't want any vehicles deleted, just uncheck "Collect" box
Does anyone know is there is a way to import a workshop map into Enfusion editor?
It does and navmesh was rebuilt after the 1.2 update. It has the NavmeshDoorLink. How do you tell the AI in scenario framework to interact with it tho?
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
@chrome ice Many thanks to both of you. I will do both and as soon as I have the problem, I will comment on it so that more people who have this problem can solve it.
I think it's automatic AI behavior.
With proper setup, AI units can autonomously open, pass through, and close gates as they proceed toward their objectives
So I have a civilian truck moving through, AI wonโt open it. I even used the open gate behavior tree. I wonder if itโs only for same factions. Will need to test
1 AI or 2 AI in truck? Try 2 AI in truck and test
If they patrol in vehicle they will open the gate on their own. Sometimes even on foot but i think its bugged ๐ (without opengate waypoint)
That didn't work unfortunately. They just drive around the gate.
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.
Hmmmm The TC would get out and open the gate, get back in, and they would continue.
I didn't setup anything outside of my normal SF AI traffic System.
You can make every gate an open state at start. This is ok for the bar gates on the roads.
@fickle harness https://youtu.be/sRmzRWVYtoQ
Arma Reforger Editor | AI Opening Gate
Thank you ๐ Let me try with the USSR faction. Will also look at the script/logic to see if it can be added to the civilian faction.
See if you can create a civilian group.
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.
My missions have separated teams to chose from, with designated radio channels already set. Faction manager, loadout manager, and over-writting charecters and giving them the loadouts I want, is what I played with to get everything good. I don't remember what manager has what options, because I just copy and past my managers when I start a new mission. But those are what I use.
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?
Yeah that's definitely the way to go, but can you make it possible to select any member of a group/squad?
What position in the squad is first come first serve, first person In each squad is default the highest rank, unless a vote or something happens to change it. We have a rank structure in our server so that doesn't effect us, we know who's who. After you pick you team, you can pick a role, IE: SL, MG, AT, Rifleman. I have six roles in my missions.
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?
Its bugged ๐
I highly encourage everyone to put feedback when you have issues at the tracker.
That's not good enough. I need selectable, predefined roles in squads/teams.
Then write that functionality
I wish I could write all my ideas into the game, but not everyone has the knowledge to do so.
Yeah, I was kinda disappointed. I'm used to A3 where each slot has a predefined role. I've asked around a little, and from what I understand, it is, what it is
@wild trellis Didn't you do something like that? ^
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?
is there a guide somewhere on how to make a pvp capture the flag mode from scratch?
@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
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
Just because something is doesn't mean it has to be. I mean it was in all the games before this one and it should be there. The devs should bring it back or else
...
I donโt think that mod is working. Try Aussiemerc mh60
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
Why doesn't Z point up?
I'm a machinist.... this bothers me soooo much lol
where are the ambient patrol spawnpoint docs? if any
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.!!
@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.
Anybody else having issues with certain vehicles like the JLTV's and Strykers not being able to be placed down?
thank you!!! you are the best!!!
Many of the vehicles by Thespacestrider are not updated and donโt work. I would check web workshop and look at version and last updated. Also search for โfixโ in the workshop to find ones that have been fixed by others.
@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.
Blackheart deleted/delisted like 2 (or more) full sets of tutorials recently after the new playlist got some heft to it
The only work in deployment setup I did was changing the font, and image background of the loadout selector. Setting up groups is part of the faction manager "Predefined Groups".
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
IDK in campaign mode. Scenario Framework has the despawn/spawn system built into it. Create a hybrid gamemode if you need campaign mode.
when my server starts all the spawners activate, then after I deleted the groups via GM they dont respawn anymore :/
what gamemode are you using?
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
If you are using the spawner from conflict, I believe its only meant to spawn a.i. once.
FIA I mean.
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
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.
they may activate based on distance but they always all spawn when the mission starts
spawn but deactivate on start
Yeah well thats not how it works in Conflict..do you remember Arma's Evolution?
i mean, for the game to reach the highlighted line both GetIsSpawned() should return *truefalse AND GetMembersAlive() should be not zero in the 3rd line of screenshot. Literally wat
although m_iMembersAlive is apparently initialized to -1 
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
I guess I'm making my own system for zombies
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?
A question: in an area with despawn activated, does the QRF system work?
I confirm that yes
in gamemode object properties, in case you (or somebody else) still need it
hello, does anyone know a way to delete buildings from an already created map?
Not possible afaik.
what a piece of shit then, hehe
Uh, no.
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
Is there a way to remove the grass to put a road?
Better to ask your question in https://discord.com/channels/105462288051380224/976159873517629500
I'm not making a map, it's a game and I want to add a road, but I don't have the map creation tools.
Are you using Enfusion Workbench?
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
you have to be logged in as admin.
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
is scriptedchatentity present?
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
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.
were does this need to be it was missing
can it be there or does it need to be in one of those?
You can just drop it in the world anywhere. But why is it red?
Not sure why and I did drop it in the world
just dropped it in from same spot
expand the gamemode_campaign
weird did it again and its ok
ill test it now thank you kind sir! Going to test now ๐
Can you have both ScriptedChatEntity and CampaignMPchatEntity?
Seems to work fine. Gm is working
Now to test a capture point
This is already many many many thanks and helps ๐
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?
No. Campaign mode can do lots of things as well. Depends on what you are trying to do.
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 ๐
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
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. ๐คฆ๐ปโโ๏ธ
Mods on server?
Mods attached to scenario?
just whereami and server admin tools. I do not have them listed as a dependency, just threw them onto the server after the fact from the json config file
does the order of the mods matter?
going to go capture point alabama
Good step in removing all mods. Looks like Smithton Conflict is using it's own custom world. I would reach out to the mod owner if possible.
Versioning looks good. https://reforger.armaplatform.com/workshop/6074E3EA026B6D96-SmithtonConflict
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?
I am the mod owner
I might have found something. I have 2 perception managers
nope, having 2 perception managers made no difference.
bummer. Unfortunately I am not a Campaign Mode guy. Have you tried other scenarios on server?
yeah if i throw on vanilla default everon conflict that works
also it works testing in the peertool, but still not on the actual server. though everything else works. and if I place FIA AI down from GM mode in conflict, they function as they should.
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?
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
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......
yeah a lot of the wiki's are outdated most of the prefab are obsolete and/or became components, it'd be to easy for it to just work as intended.
ugch flipping typical wrap your head around aspects of the difficult mission making and now obsolete
can AI drive now at least?
I believe so I've seen a couple videos pop up about it
The a.i. can drive, and they even do it decently on the road. Offroad or under fire is where it all falls apart.
So do i have to use scripts or mods for vehicle spawners now? i prefer sticking stock but im so stuck......
If you are using SF Gamemode you have to add some components.
to get helipads to work.
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
@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.
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.....
yea no problem. I have ops tonight, but tomorrow morning I can put something together.
@idle stone Enjoy...
https://youtu.be/UXkL1JCwboI
Arma Reforger Editor | Get a helipad to work in SF.
Give it time to process.
no problem thanks!! ive been trying to make spawns since 0900 this morning
mate your a legend! you must of spent an amount of hours figuring that out haha i was loading my old template and going file by file to see what was changed or missing
Thank you dude absolute legend! just got yourself another sub! saigon here i come lol
Hi yall,
Anyone know how to make all the squads show in the deployment menu or add the button to create a new squad?
To add the button to create a squad to the deployment screen you need to look at the .layout file for the screen controlled when keybind P is pressed. Then find the .layout for the deployment screen and add the button there.
Thats where I would start.
Hi to all ^_^
How to know which bases will be covered by radio signal if Radio Antenna will be placed on base?
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
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
Conflict AI spawning, solved mission header file: check enable AI. 
Probably means you are missing something important. have you tried that built in tool that checks if you have all the right entities and components?
World Editor >> Plugins >> Game Mode Setup.
Yes thats where i got all my managers from the game mode plug in now i get a script error for the loadoutdeploy buttun
Anyone know of a working dynamic mission generator for reforger? The one on the workshop is throwing code errors.
is there a script method to get me a true or false if the conflict point can be captured or not?
I've written this method to gather base information for a task trigger I have, maybe you can find something out of here.
edit: Sorry, I just seen typo in "protected ref array<string> maControlPoints = {};" It should be m_aControlPoints
thank you
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.
@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.
Why would AI spawn in my conflict mission in the editor and not on a dedicate server?
Haha, I did the same bloody thing ๐คฆโโ๏ธ . Thanks for posting your solution ๐
disableAI could be true in the config, or you are hitting the aiLimit
did you spawn a player near the AI spawner to make sure that wasnt the issue either?
I forgot to tick spawn ai in the mission header lol.
that too 
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.
Map entity doesn't have the topo /map edds files. Could be the issue anyway.
Look for this entity
i'm gona check as fast as i can! thx dude, i will let you know
Hopefully that's the answer anyway lol
yea, it works man! thank you so much! ๐
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?
Seems to be related to missionHeader overwritten in server config, investigating
Nope
Mods? I have a mod pack with all my mods and the world map and mission in a different mod. I have to have my mod pack with mods called first at the top of the list or all my overwrites like character loadouts don't show up.
Yeah, mods, you have a point
Try rearranging them in the server tool, might help.
What ever is controlling the loadouts, yeah. That's the way I have it anyways
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
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
Looks like a mod is overriding the entity catalogue
Strange though. I assume you are running the same mods on both the Lan and the dedicated server?
Yep, same JSON
When you say lan server do you mean listen server (hosted from client)?
Yes
Afaik listen server does not use json server config, it just uses whatever mods you have loaded under workshop in game.
I haven't look at it, but you can save your local host server. Not sure where or what it is writing out to.
Hi everyone, it's me again! ๐
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 didnโt 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 ๐
I've never run into this problem. But I have had very strange things reported when you run rhs with my scenario.
Can it be some Map issue? cause it happens just with that map, but with others it doesn't show any issues
I don't think the terrain is missing any critical entities
Placing things in GM works, so I would not expect it to be a fundamental issue, more likely something connected to the gamemode
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?
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 ;/
Aight, thank you for your time! i will see what i find out 
thank you Gramps for your time, i will give u updates as soon as i finish with this stuff ๐
nevermind... it still does the same issue, it works once and then stops working... i continue to figure out what it could be
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!
why not work slotMarker(no show in the map) i put area-layer-and slotMarker and configure SlotMarker?
What game mode are you using? Scenario Framework, GM, Conflict?
From memory, what you have mentioned will work in SF, but not conflict.
I would be keen to know as well ๐
- override mapmarkerconfig.conf, go to "placed custom"
- under "placed marker icon categories", add another category, this will be the new tab
- in "placed marker icons", add another entry for each marker you want to add
- in there, set the category to the new category you added, set the imageset and finally the quad
๐ซถ
thank you...i use Scenario Framework
thank you i find the problem...i use game mode plain now select modesf and work markers
Still having this issue, if someone could have any idea what it could be, i would be grateful! ๐.
I already tried to change many managers, game mode, and the faction manager, but still doesn't work.
When you attempt to place a building check the server or Reforger Tools console. It should tell you what is going on.
i fixed it putting new Camapign military bases... it was something with that related
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
Arma Reforger Editor | In this video we cover the Scenario Framework Tutorial using the BI SF Wiki.
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
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
Use the mods as a dependency and make them placeable / add them to the arsenal.
the wiki has all the info you need to do that.
Do you have a link this is driving me crazy
- Adding gear to vanilla faction entity catalogues (arsenals) https://youtu.be/1DkPngDN9Zc
- Adding vehicles to vanilla faction entity catalogue https://youtu.be/4VKh3jMfuIU
does this also work for say fallujah or mogadishu
@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
Hi. Perhaps youโve overlooked this:
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework
Hey thanks man, but I'm too stubborn to not get it so I'm going to make happen regardless of how BI's stuff works.
thank you for this
Also as this wiki page describes, there are samples in the world editor that are very straight forward to learn from ๐
https://www.youtube.com/@blackheart_six/playlists Lots of good information and tutorials, plus you can learn and eat popcorn at the same time. It's just too bad bh6 doesn't have a sexy lady voice ๐ .
@nova onyx hi. Please read my very last sentence. I think you missed it. I have that already.
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*
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
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.
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.
I've read the wiki, I don't need to watch someone else do it to learn how to do it. Yeah, you're right it in fact is definitely not A3 editor. Sounds like a skill issue to me.
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.
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.
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
I see the silver lining for sure. It's why I am interested in learning it
What is missing in regards to ScenarioFramework? I will gladly address it if it will make sense ๐
@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.
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.
- 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.
Just on the above. Do you have a video on triggers? I am yet to look into how they work, but was going to soonish.
I miss having a real mission editor ๐ .
Workbench/Reforger tools are daunting at first, but take your time and learn and it is actually a really amazing and powerful tool.
I would start with something simple, maybe a simple Conflict mission to dip your toe into the scene (if you haven't already)
My first project was a banner image. It helped me get over the intial hurdle.
Workbench/Refrogger tools are amazing, but they don't have a real mission editor.
Make one
You know I'm not a programmer, rofl.
But its already confirmed that A4 will have it, and with a more developed a.i. and other features it will be more usefull.
Yea I can do a trigger video when I get home.
No rush mate ๐ Greatly appreicate it though for whenever you get a chance.
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?
@nova onyx is there any Var/Event we can check if the complete area is finaly spawned with all its childrens?
B. Layer is used as a container for slots.
(Can also use for Layers.. Layers are the most powerful. You can use like:
Area
- MainLayer
-- Layer1 Random
--- Layer
---- Slot
-- Layer2 Random
--- Layer
---- Slot
So you can setup a whole random hierarchy with layers and its LayerTasks
SCR_ScenarioFrameworkArea.GetOnAllChildrenSpawned()
Although it is on LayerBase class, the Area inherits from it so you can easily subscribe to this invoker
After the invoke, the array "m_aSpawnedEntities" on the Area is empty? I was thinking that all spawned Entitys from the SlotBase will be insert?
That is correct because area itself does not spawn any entities. However you could easily get all the child slots and get spawned entities from them once it is all initialised.
So i need to check the whole Hierarchy?
btw. "GetOnAllChildrenSpawned" is called to early. There are still some layers and Slots that are not spawned yet.
Correct. It is due to the performance/memory optimisation since we donโt need this info all the time to be stored on an area level.
Hmmm, that should not be happening ๐ค
i did a small test.. i put a new array on the area and on the SlotBase -> SpawnAsset, i insert the asset to this array. No i can see that the array get still filled up, but the event is already triggered
๐ค
What faction are you wanting to use? There might be a mod that already converts it all for you.
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
hello, does anyone know if there is a way to remove terrain objects like in arma 3 editor?
I believe you would need to make a new version of whatever terrain you're using, sadly.
Ok, thx!
thats strange, i remember a good while ago we use to be able to do this, im trying to hide certain objects but everything is locked
A good while ago yes.
so we cant even make a new sub world and do it that way?
I believe you can, by opening the empty version and copying all the stuff to it or smthg. Search around someone posted the process in more detail.
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
Someone else also posted that it no longer worked so idk. I'd like to fix some bugs on the maps.
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
@twilit cave What map you trying to do this for?
both of the vanilla maps
Let me have a quick look
You can still do it. Just uploading a quick clip to YT to show you how.
Note: This will slow your PC down a heap and may even crash it if your PC can't handle the process
ive managed to copy the objects over into my own world, it now loads but theres no textures
default
mine
What do you mean by no textures?
inb4 some strange shading mode is selected
ill take a look, ty
that worked bro!! TY so much for that, been trying since yesterday LOL
No problem mate. Gives me another idea for a short tutorial video lol
Good luck with your project
im guessing we can do the same thing with modded maps too right?
That will depend on whether or not the mod dev made a world that has no entities (trees, builds etc)
If they haven't, you wouldn't have a blank canvas to copy everything to.
yeah I understand, this is very neat, now I can play around with the edior properly. thanks again bud and gl with your tutorial ๐
makes me wonder why the map is locked like that anyway
G'day all, can someone link me to a resource about loading modded maps in the workbench for scenarios
The start of my video should help you out. https://youtu.be/GsCWu77Bw9o
Cheers Mate
Is there a way we can do a Proxy trigger? That is pressend on each proxy and will only trigger on this machine?
Can you explain that better?
Sure, i need a trigger that is present on all proxys (no Server). And the trigger should only activated for the playableCharacter on such machine.
No Replication
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.
Thanks mate
is there a way to remove objective marker in conflict?
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.
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
@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
2: Is Civ's able to drive yet and how to i do so... The Faction does not care, any AI Agent can drive a vehicle. Use the GetInWaypoint. I think there is a sample in the ScenarioFramework, that show how its done.
Hi. Use it only to spawn the first task. Then add action on that layer task OnInitActions which will spawn second task and then do the same for it to spawn third one.
Ty!
Good morning! A little info: If you use a LayerBase in your task hierarchy that doesn't yet have a child/slot, the task won't be initialized. If you know this, it's not a problem. If you don't know, you'll spend a long time looking for the issue. Maybe you can ignore Layers without a Child using the init script?
Oh, that should not be happening indeed. I will look into it and devise a fix ASAP
.
Ty and have a good day
Could you screenshot the hierarchy please? I couldn't reproduce it in the 60 seconds I gave it a try ๐
I tried both of these combinations
Sure, i send you screenshot in PM
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
Figured it out: need to change faction keys in the layertask sections
Anyone aware of if there's a component that controls default HUD settings?
Currently trying to find a way to configure these by default
I know you can turn it off, but can't remember how ๐ค
There was a mod to turn it off.
Really? Do you remember which one?
No sorry, I started looking for it yesterday again. Unless someone knows the setting to turn off.
It's definitely not something you can remove from your game settings anymore.
Oh ok, maybe it changed. Well that's a shame if that's the case.
I like having a clean hud
You can turn these off in the Settings now. But there is this mod here
https://reforger.armaplatform.com/workshop/5EACE6FAE725CBA5-RemoveVersionWatermark
You can trace down to see where this resides.
who can tell me what this option does
That's the one I was looking for. Thanks mate ๐
Gave it a quick test and it's exactly what I'm after, absolute legend, thanks heaps
can someone point me towards where the first "spawn" happens in SCR_BaseGameMode. i've look everywhere and can't find it
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?
cant find it anywhere but what settings or component do i need to use to show whos speaking on the radios?
3 Places to set faction regardless of which task.
For example:
- SCR_ScenarioFrameworkLayerTaskClearArea:
- Asset
- Faction Key
- Asset
- SlotClearArea:
- Asset
- Faction Key
- Plugins
- Activated By This Faction
- Asset
I know you have to change "Activated By This Faction". Not sure on the other 2. I would set all 3 to the faction, and test to see results. You shouldn't need all 3 set.
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.
Start here and dissect this mod. Should lead you to the correct point.
https://reforger.armaplatform.com/workshop/6078A3A24681EFBF-VONUIforGamemasters
Found it thanks, server settings
which server setting? @idle stone
oh ok. Misunderstood what you were trying to do.
OH YEA! Latest Experimental Update!
ScenarioFramework got some yummies in this one ๐
https://reforger.armaplatform.com/news/experimental-october-24-2024
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.
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?
Correct.
๐ฅ THANK YOU VERY MUCH for that!
Just need to watch the budgets.
ScenarioFramework bypasses these 
ahhhh great!
Unless it's an AI budget which is capped to 1000 AI units IIRC ๐ค.
Not having to disable LOD seems fixed.
anyone know how we can get the trader to work?
hey just real quick, how do i make an arsenal not use supplies/everything is free? this scenario is just a test scenario and i have been following this: https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework_Setup_Tutorial document to make it. only problem is that the arsenal takes supplies to take anything out of it. supplies of which i have no clue how to add/do anything with
Hey i just created my own scenario and tested it with friends but the radio to communicate is not working.
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
Hi. Make sure to have the RadioManager entity placed in your world - https://enfusionengine.com/api/redirect?to=enfusion://ResourceManager/~ArmaReforger:Prefabs/Radio/RadioManager.et
Hi.
Layer Task needs to have faction key of target faction you want the task to be for.
For the Clear Area, on the Slot Clear Area, again, put the faction key for which faction it should be and then in the plugin Trigger, do the same.
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 ๐
Hi. Probably the easiest way would be to create your own prefab of the Arsenal where you modify the supply usage. Then you will spawn this modified prefab. For first time user, it is a matter of minutes, once you know how to do it, this could be done under 60 seconds ๐ .
you dont think you could link me with some document/guide on how to create prefabs? i literally picked up reforger tools today haha
Maybe this page:
https://community.bistudio.com/wiki/Arma_Reforger:Prefabs_Basics
thank you!
Once you create your own prefab variant of the arsenal, all you have to do is to untick this tickbox
gotcha, ill try my best ๐ญ
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?
Basically there are only these steps:
- Put the arsenal into the world
- Click on it and go to the bottom right to click Object Properties
- Then on the top right, find SCR_ResourceComponent and in the category Unsorted, untick the "Enabled" tickbox
- 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
- Use this newly created prefab and it should be working.
Yes, they do open up many different possibilities ๐
apologies if im just being stupid, but i see no SCR_ResourceComponent in the arsenal box's Properties :/
This is not the arsenal box. This is the slot that is spawning it.
ah, how do i get the actal arsenal box then?
Inspect the Object To Spawn attribute of this slot
there should be that prefab you want to modify
by inspect you mean open file?
Inspect by looking what is there ๐ . 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
And perform these steps
ohhhhh i gotcha. im so sorry im stupid sometimes ๐ญ 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?
Nah, it's your first time learning it. Once you get the basics, it's easy ๐ .
The slot allows you to control WHEN the object spawns. Sometimes in your mission, you want to spawn certain things after certain conditions, or in certain timeframe and so on.
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 ๐
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
got it. i only did that because thats what the guide told me to do lol
๐
thank you for all the help ๐

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?
Yes, in the LoadoutManager entity.
ah im just blind, i looked in there and didnt see the Player Loadouts thing at first glace. 
@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.
you should try to overide it rather than duplicate it
overwrite the one in the ArmaReforger Directory?
the prefab that you want to modify need to be override it in your mod in order for your modification working
or you can duplicate it but you need to change the loadout refference prefab by the duplicated one
Open that prefab, find BaseLoadoutManagerComponent and there you can change items
and similarly to other changes you want to that prefab ๐
this is so much more complicated than arma 3 xd
Well, this is not Editor in the same sense as it was in Arma 3. This is more complex tool, but once you get the basics, it's not thaaat complicated and actually gives you much more control over things ๐ .
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
So far you are doing great ๐
on the subject of me being horrible at learning things, cant seem to find any of the components either
Because you haven't opened it fully
@shell merlin go general voice
oh, i clicked on open file, how do i open it fully?
Anyone has experience with the shop mod?
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.
fixed it somehow ยฏ_(ใ)_/ยฏ
i just disabled and enabled the shirt and that apparently fixed it lmao
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 ๐ญ
Maybe look into the RHS made scenarios and on their gears
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
Yeah, this is indeed weird
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 ๐ญ
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 ๐ญ
If this a bug with the mod you should let RHS know about it. Chances are they already know and have a fix for it in the works.
id love to but i honestly dont know how to get in touch with the RHS team. they dont seem to have a discord at all.
https://discord.com/channels/105462288051380224/1050079312977596426 Go easy on them, they have a shitload of work to do on their mod because of the new skeleton system. And remember that this section is for making missions, or scenarios, or game modes, or stuff like that ๐ .
gotcha, much appreciated!
oh i am making a scenario, which is why im working on loadouts. thats the reason im using this channel :)
@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.
strange. whenever i load the loadout up, it always says that the crye g3 is selected
but ill check right now hold on
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.
@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
disregard
gotcha
try reloading the character
how would i go about doing that?
save, then "edit prefab"
done, still the wrong shirt
hmmmm I just saw this with ATACS pants. I am editing characters right now.
It reverted to correct pants (MC) from ATACS
you think it might be something wrong with RHS?
how do i check?
edit prefab for baseloadout.et
for what faction you are changing
Character_US_Baseloadout
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
lo
l
edit the baseloadout character for the faction you are changing.
what uniform does he have on?
edit prefab for now to see what it is wearing
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
i never used a baseloadout thing
that is why I am asking.
done
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.
done
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
alright
Once done. Reload the character to check the changes took.
reloaded it and the shirt still doesnt work
its specfically only the shirt that wont work
helmet, pants and boots all worked fine
are you having the same issue but instead of the shirt, yours is happening with the pants?
- Goto to the yellow folder up in the icon bar
- Load world and open GM_Arland.ent
Then press play and enter GM mode
Then create player and select your rifleman or unarmed.
my rifleman?
a rifleman or unarmed character
alright so just any?
yep.
and the pants icon is a shirt lol
yea
and edit prefab for your baseloadout character
alright
what is he wearing?
I need to reproduce your issue. Cause I am not seeing this at all.
ยฏ_(ใ)_/ยฏ
let me try some stuff
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.
Anything to do with the randomised tick box?
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? ๐ Really hoping for something like 3DEN - is there any mod or file that does this?
nope. there probably wont be anything like that for reforger. its either using the ingame game master scenario or learning the world editor process. arma 4 will have an "eden editor" of sorts.
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
Dude. How do you get AI to just patrol an area? I got the waypoints. I have the AI. What do I do
I believe the GM save and transfer to server feature is coming soon, if you don't want to use the workbench.
This tutorial might help you get started with some of the basics if interested. https://youtu.be/_XWdEDLssgg
^ Priority level should be set to default, not 2000 though. Reference the bottom right hand picture.
Cheers I've been using UselessFodders tutorial because he also made a kickass tut for A3 misisons but it's already outdated it seems.
Highly recommend checking out Blackheart Six YT channel as well. I will link it shortly
Righto cheers mate
I learnt from watching his videos ๐
Anyone have a work around for "PrefabInTrigger" task not working? I really need to be able to do this for upcoming scenario.
Experimental branch or non?
Experimental
At least the sample one doesn't work yet.
from what I've tested.
Rather than workaround, please describe me what is wrong so I can fix it ASAP
Does not work in what sense?
The task completes when the player enters the slot area with no vehicles.
Ah ok.
But it didnโt get into the build just yet
THANKS! This is a action for my next scenario
I will see why it was not included next week 
And let me retest to make sure
I know that few fixes are still in queue to be included there ๐
great. Thanks for everything! Appreciate it. ๐ฅ
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
This sounds interesting
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.
real bro.
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
What are you trying to achieve?
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
Still don't know what you are trying to achieve or what video you are talking about
AI patroling?
Oh wait, task setup?
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
At 8:17 he sets it to On Trigger Activation
peep the description please cause i tried both and nothing worked
@lean scroll might be able to provide further info on top of his tutorial. I have't played with Task yet as I dont use them for my OPS.
alright man cause i'm just using the videos to learn while making an OP you know
I know. Just havent done Task yet, so don't want to give you the wrong info
it's alright i understand. i'll just keep trying
Man I still can't get it.
Maybe open Task Destroy sample and see how it is setup there ๐
elaborate.
ive been at this for alittle over 3 hours
@ripe mortar I've DM'd you. Do you still need assistance?
Hi Yethe, So just to clarify. I didn't realize this. Just the sample task "PrefabInTrigger" is not working.
I just tested in experimental and built from scratch with move task. Worked as expected. Don't want to cause any undo tail chasing.
this new dev ๐
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;```
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?
No
This sounds familiar? I think I may have commented this out for my pve scenario and it still works fine.
How did you comment it out in the script when you can't override?
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;
No override option. I really haven't dealt with scripts yet in Reforger so I might be doing something completely wrong.
this is more for #enfusion_scripting
The issue occurs when I only have one playable faction, ie USSR is unticked.
just for my personal organisation, is there any way to just delete any of the loadouts im not going to use?
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.
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.
following the https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework_Setup_Tutorial#Add_a_Random_Destroy_Task does work in my (limitedi) testing 
https://youtu.be/CEUHlBPlMmg?list=PLACt0Y23f-904ubvIwU21g8-hosY2f3ju for BlackHeart_Six's video version 
Arma Reforger Editor | We create a destroy task and ending action to restart the mission. This completes the Scenario Framework Tutorial as part of the wiki.
well as long as it works bro.
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?
hey is there any reason the header that says "Task Complete" or whatever it says wont pop up i cant get it to.
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?
Under GM_Eden, right click on the default layer and click copy. Open Eden base world and create subscene, save the sub scene. The new default layer should be active, click edit (I think that's the heading) and paste on the same position. Save and then edit accordingly.
Thank you
Guys how the freak do you change the time
In the game mode its in time and weather component
If you dont have it you just got to add it
is that it or can i just mess with it cause i do have it and everytime i go back and forth with the tester and world editor its always overcast
never clear
well its always overcast in the world editor if i change it before i test its whatever i put it too
Idk i think you got to use the weather tool for that
But im pretty bad at explaining stuff like that
okay man thanks
Anyone used EPF for Conflict?
guys need some help again
Also I would recommend following literature to increase your problem-solving endeavours by staggering amount:
https://stackoverflow.com/help/how-to-ask
http://catb.org/~esr/faqs/smart-questions.html
really dude 
Yes. I will gladly help you, provided that questions are put forward reasonably ๐ .
so i need a AI to shoot a flare into the sky for a exfil in my Op
I haven't finished my course on ๐ฎ so for example here, I have no idea how to help out ๐
Much better ๐๐ป, let me take a look if there is already action for it
there is it's called "FireIllumFlareAt.bt"
i have made a duplicated GL AI for that action
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 ๐
So, ScenarioFramework has a support for it and should be very easy to implement to your scenario 
I am still in process of updating wiki with all the new things ๐
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.
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 ๐
Well yeah i do have a scenario and I have a Trigger about 200 meters can that be the activation?
Yes, that could activate it as well
Okay then what do i do now cause i still have no clear idea where to put that action
Most likely Finished Actions
--> When that trigger is triggered, it will activate this action that will tell the AI to fire a flare
DUDE I'm lost. dumb it down for me
I know what you're saying but I don't know where to find it.
You said you have the trigger in your scenario. On that slot in the Plugin Trigger, you will find these
Okay, I got that. So I'm in the SlotTrigger, I'm in the plugins, and I'm still not sure where.
I'm literally scavenging for this action
One important thing. This action is only in the experimental branch on Steam right now.
Jesus dude. Well can i transfer my Op from the active Tool
i don't know how to do that either.
I think it should be easy enough to just open your scenario via the experimental branch workbench and should be working right away
It's ask for a project and this pops up everytime
First add the arma reforger experimental gproj and then add your addon with your scenario there
What am I adding that to the world file? and where do i even get that
I'm lost
Can't even open the thing now
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.
@Jawden
Watch this please.
https://youtu.be/MmhBXnaq3qM?si=_i2qeWugZ_s-cqip
Arma Reforger Editor | Introduction to this channel and Arma Reforger Tools.
I just did and still get that same error above for experimental tools
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
Did you get this to work? In your project launcher did you add the production version of Arma Reforger or the experimental version of Arma Reforger?
yes.
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
Shift-R
what is this
did you ever create that video brother?
Here's 2 videos I did.
How to Create a project with custom world.
Enfusion Workbench | Port Combat Ops to Custom World.
thank you
Not sure these cover what he was asking for. I think he was asking to modify and add to a world.
Basically heres what im trying to accomplish do you mind i send a DM
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
@ripe mortar Nope. Just know if using dynamic despawn, any place where they overlap you'll activate both areas.
@nova onyx Question:
In the attribute "OnActivation" do the trigger actions occur in order listed?
They should.
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.
Enfusion Workbench | Arrow Markers/Squad Marker
A quick and easy way to determine to rotation value of the arrow to set it in the direction you want. Also show how to remove the squad marker from the map.