#enfusion_scenario
1 messages Β· Page 11 of 1
having troubles added a custom faction to a pve mode. they spawn but they have no hq radio signal or supplies and the build menus empty
What faction did you add and if it's a replacement mod, which faction do they replace?
Is there a way to place an object on a random slot. For example if I have a car to destroy but I want it to be in 1 of 3 potential places?
Absolutely! Set the layer spawn children to random one, and the place each slot at their location. When the layer activates it will pick one of the slots.
Running into issues with "PrefabinTrigger". The first issue is the trigger wont complete if you create an object using build mode and the FRB. It's not recognizing the composition has been built in the slot area.
The second issue is the task is completing after the first "prefabintrigger" is in the slot trigger area. It's not waiting for all the prefabs in the trigger area. This issue I need to do a little troubleshooting with.
Thank you kindly sir.
Have you ever experienced dynamic despawn for area's preventing spawning for enemy AISlots? If I untick the dynamic despawn all the AI appear expectedly on initialisation. With it ticked nothing happens when I enter or leave the area. Maybe I'm missing something simple.
Turn it on in the gamemode?
That was it π I set that to true early on when I setup my gamemode but must not have saved. Thank you!
Would you have a tutorial or wiki on how to setup the gamemode correctly? I'm noticing things with the Ai's Navmesh being wierd aswell so I must be missing a few of the basics or inital startup stuff.
what did you turn on? I guess I have the same problem as you hadπ
Go to your GameModeSF find the SCR_GameModeSFManager and set Dynamic Despawn to true/ticked.
Thank you sir!
I generated my GameModeSF and all other gamemode required items using Plugins > Gamemode Setup etc etc..
No problem.
https://youtube.com/@blackheart_six?si=W_7cTAQEhQBz1EqJ
Search in here...
!!!WORK IN PROGRESS - Pardon our dust as I rearrange the video to match the BI Wikipedia as close as possible.!!! New videos coming soon.
Welcome to Blackheart_Six's Arma Reforger Tools Tutorials Channel.
With this channel, I show you how I use the scenario framework to create scenarios for upload to the Arma Reforger Workshop.
I hope you enjo...
Perfect! Didn't realise you were this channel π
This is the video that helped me with Navmesh for future refrence https://youtu.be/ZdZDI5pvKvA
Arma Reforger Editor | This is the start of using the scenario framework wikipedia page and creating a custom scenario.
What the frank guys i just trying to play
i don't even know what could be messing with the server startup
#reforger_servers maybe
so i have 90% added another playable faction to gramps conflict pve but am at a standstill with the capture points
cannot get the capture points to even show up as objectives for the UK faction but functions fine for the US
cant even open my project
Heyho, I put on my server a few new spawns which spawns at trigger (made the way Blackheart_Six show it in his tutorial), problem is: They respawn at a server newstart, is there a way to say "Stay despawnt after destruction", or when it is in a Base that is also captured like the base itself?
Can folks here help me with setting up trigger that activates when a player enters a zone? I can't get a hint to appear when I enter an area with a SlotPlayerTrigger. I also tried SlotTrigger to no avail.
I thought you get it running yesterday?π€
I set it up as Blackheart_Six said in his tutorial and it works totally fine (and it worked after I added the Component that you told me yesterday)
Now the Object in my case, spawns in as soon a player enters the range I put the trigger
Oh I did get it working yesterday, my problem now is that trigger actions in my screenshot don't get called/fire when the player enters the zone. I seen in here that SlotPlayerTrigger and SlotPlayer were recommended for triggers but none seem to work.
what do you want to get triggered?π€
For the example I'm trying to achieve is to display a message when a player enters an area's zone/bubble. So if you check the image you will see the 2 trigger actions one is a hint the other is a popup neither currently get called when I enter the area's zone.
Ah, ok, mhm sry with that I didn't play around yet, so I dont know the answer :/ sorryπ
That's ok π thanks for trying to help.
@shut sapphire Hints do not work in the current production version. They are bugged.
Oh ok that's good to know. Is that the case for the Popup Notification aswell? Because that one doesn't work for me either.
I believe so but would have to test.
Thanks for letting me know. Do you have tips for testing the trigger easily then? In arma 3 I would usually do a hint "You have entered the zone" for testing the trigger.
spawn a slot.
Are there any ways to keep AI on turrets that are placed? I have an AiSlot near my emplacment with the getInNearest order which works. However the moment the Ai hear my gunshots they dismount the turret and seek me out with their rifle.
Separately how would one configure respawns for AI units inside an area. I noticed that the Scenario Framework example uses Repeated Spawn but I'd like more control.
I'm unsure if that's venturing into scripting or if I have that ability to check if the current AI are all dead and then spawn the next wave using the Scenario Framework.
I use CRX which set that the AI stay in Vehicles, that works quite good for me atm, don't know how I get that done in vanilla π
Do I need the Arma Reforger project if I'm using mods for my project? I'm asking cause in the console it's saying that it can't load the project of Arma Reforger.
yes, it's basicaly the game itself
How to make objects stay on a builduing, instead of spawning below it?
The objects just fall down on the ground when the game is started...
I remember seeing a solution for this somewhere, but I can't seem to find it now. Any help would be greatly appreciated!
Any1 an Idea how I can get the Trigger spawns work like the Ambient Spawners?π€
anyone know why an AI group is invisble while placing it in the editor, the gamemode is GM and I used the default eden GM and copied it to a new world . I dont see any component to make it visible in the workbench
This is a known issue caused by a version change. Basically the preview got shut off for groups in the editor.
idk if it's an issue or not, groups just spawn during the game and not before
yeah they do spawn as soon as I load the mission
there was a checkbox in the group called spawn immediately or something that may or may not make them spawn in edit mode
but its very annoying not being able to see pre placed units down
it is an issue. It would REALLY great to see where you are placing groups in the editor. Especially in woods.
im trying to make a template mission our group can work from.. little things like this make it more difficult than it really needs to be tbh lol
Someone did fix it. As of current experimental version it still does not display the group.
damn man.. this better get pushed to the coming update
such a simple fix and error that shouldn't have even happened
hm yea that checkbox doesnt do anything oops
do I have to edit this in scr_aigroup?
IDK. I didn't make any changes.
having an issues with adding a faction and spawn points. i got it to work once now im stumped. i can spawn in but the hqs have no supplies and arent linked to the objs.
had this working once but dont remember what I did.
It got fixed, but then got broken again 
Unfortunately outside of my scope
.
found where it is exactly, line 1307 in SCR_AIGroup
module = SpawnGroupMember
Understand Yethe.
is there no way we can edit this file ourselves?
Oh, you can edit it, this is SCR --> scripted π
I think this does not work for scripted files. Basically you can create a new scripted file, reference the class and override this method in there.
But if you've found the culprit somewhere in the script, let me know and we can take a look at it and have it fixed in the base game π .
sorry to bother but could you explain how I do this?
I created a new script in my world file named it the same
and made the changes from this bi post but everything is the same
Not in the world file.
and how does it look like inside?
show me the class declaration
Oh, well, now a little bit down to the SCR_AIGroup class
Unfortunately, they are breaking conventions and putting more classes into one file 
hold on maybe i can send you the whole thing isntead because im kinda new to this editor
ok, remove everything above
class SCR_AIGroup : ChimeraAIGroup
And change:
class SCR_AIGroup : ChimeraAIGroup
to
modded class SCR_AIGroup : ChimeraAIGroup
Then hit Shift + F7 to recompile scripts and see how it is working
Yes
But you will also have to remove every method in that class except the one you are modifying I'd say. Or... at least you should.
Back when Waypoint Group Names was still used for AI to select waypoints from and to follow, I think the selection of the waypoint group (at the start of the mission) was random. Or that's at least how I remember it was since I had created a mission where I was using that specific behaviour to have the AI use different waypoints from replay to replay (of the mission).
But now with Waypoint Set it seems that the waypoint groups are getting selected in the order that they've been added and thus the AI groups always use the same waypoints at the start of the mission.
Question here is that is there a way to randomize the Waypoint Set selection somehow? Going a bit forward in time a sorts of "Randomize Waypoint Set selection" tickbox with which it would be possible to enable/disable randomization of the selection of the Waypoint Set would be a welcome feature (for me at least π)
You are correct. They are used in the order which they were created. I was just discussing it today with others how to tackle it. I will look into the randomisation options for these as well. Right now, Cycle WP has it.
Hearing that the randomization can one day be a reality makes me one happy camper! Bless your soul Yethe π
I already have the code implemented for the Cycle WP, so I could just reuse that for this as well π
I did a quick test with Cycle WP by adding three different layers (that include ~7 SlotWaypoints each) into it and then enabled Use Random Order for the Cycle WP and 'lo randomization seemed to be working all right ππ½
One thing I'd like to set straight though: when Use Random Order is enabled for the Cycle WP is the randomization done from layer to layer (meaning that the randomization functionality will pick a waypoint from one layer and then another from another layer) or only "inside" single layer?
Add the 3 layers to the cycle wp. and see what happens.
It is applied for the whole sum of waypoints π .
You can check the code here:
SCR_ScenarioFrameworkWaypointCycle.ProcessWaypoints()
Auugghh. Though, for now it's better than not having randomization at all. But it would be gggreatt to be able to randomize the selection between layers and then use the waypoints from that one layer that gets selected in the "randomization process"
What about using a combination of "random_multiple" of children for each layer of waypoints and random cycle?
10 wp each layer set to random multiple 50%
then add layers to cycle wp.

lol
how shall i make the game not lag when a player walk into a zone for the spawning AI and there's maybe 3 rifle squads spawning at once. Is there a way to stop the little lag spike or is it inevitable?
Inevitable. There are already several layers of delays to ease this lag spike
.
i notice that this Lag is only present on a local host. I can spawn 30 AI Units on dedicated, without any Lag on the Client side
That is very possible, because on local host, you are the server as well so to speak. Spawning a character that has a looot of different components on it is very performance heavy on its own π .
Yep, was just a statement for Jawden
(and possibly break Scenario Framework QRF unit counting) 
?
last time i've checked it was kind of dodgy with delayed spawn of units. Which delayed spawn, i assume, was implemented to prevent/reduce load spikes during group creation. I'm likely outdated for multiple months and/or game versions though.
Well, the trigger that would count units for QRF is enabled only after all AI units that are supposed to spawn there have finished these spawning logics and recieved all call-backs π . It should be accounted for. At least for the upcoming 1.2.1 version.
well, in the (likely outdated) script dump i have it's cpp protected bool WatchAIGroup(array<IEntity> entities) { ... aiGroup.GetOnAllDelayedEntitySpawned().Insert(OnDelayedGroupMembersSpawned); if (aiGroup.GetAgentsCount() == 0) m_iNumberOfSoldiersInTheArea++; else m_iNumberOfSoldiersInTheArea += aiGroup.GetAgentsCount(); ... protected void OnDelayedGroupMembersSpawned(SCR_AIGroup group) { m_iNumberOfSoldiersInTheArea++; } which (as far as i can understand) counts any group with delayed spawn as exactly 2 units. Or maybe i'm misreading terribly.
i want to make a gamemode/ scenario where i use a ticket counter. bit like KOTH and they get points when you are in the zone. which gamemode is better to use in the actual editor SF or Campaign?
I would use Capture and Hold for that.
So far I recieved very positive feedback from other scenario creators that it works well with ScenarioFramework and even seen some interesting combinations with Conflict enriched with Capture and Hold and ScenarioFramework all working at once.
And at top of that, it was also curated by Game Master π
anyway to shut GM off for a scenario?
it will force itself when an admin goes into gm
I'm digging through entities right now. Short of removing scripted chat which I don't really want to do.
there are alternative ways to login as admin than the chat
so I would discourage
because it might be fruitless
sad but true
I would say that if people want to experience your scenario the way it is intended then they will not use GM, people that want to cheat will find a way to do it anyway
build your missions for the former
Don't know if this goes for "shutting GM off" but I've been using a simple trick of modifying a relevant script that prevents opening the GM menu, see: #enfusion_scenario message
Very good. I'll look into that. Thanks alot!
FYI... This doesn't allow opening of build mode as well which is needed for depot etc.. But good start to coming up with a solution.
Ahh, good to know, thanks for relaying back that info. So far I've only built "classic" missions that don't offer ability to build anything.. so not being able to do just that when using my 'simple trick' hadn't come up on my radar.
I think I found what I needed though. EditorManagerCore.conf. Testing now. Not sure.
Here's one interested to hear about the findings ππ½
Found solution:
- Override EditorManager.et.
- SCR_BudgetEditorComponent
- Set Max Budgets to 0.
- This will turn off access to all groups/characters/vehicles/compositions/objects but still allow access to scenario properties.
Need to fully test on SP/Local host/DediServer
how do i set up vehicle respawn after they are blown up, i tried doing it in scenario framework area,layer, slot in capture and hold gamemode but it doesnt work
Will try to test this solution at some point
https://youtu.be/P-jS2H4cQCw Enjoy.
Scenario Framework | Discord Request Respawn Destroy Vehicle
Does this work with capture and hold gamemkde
Thanks as well!!
If you set it up correctly, yes.
Hello everyone, i cant manage to save the navmesh in the SCRAI world
everytim i config it
and i cam back in the word he is reseting
We utilize the GM so that we can have extra variables on the players such as fixing the scripted events if they go awry, adding extra events on the movement and much more. This change has incredibly restricted the playability within our unit. Sadly we are probably gonna either revert back to another version or just remove it because it took a huge portion of what made our time in the gamemode fun.
Plus we utilize a set kit for each unit member in a Squad Comp - we would deploy arsenal boxes and let them adjust the kit as they wanted but had to gain everything else, and it never really changed the course of the gamemode.
I've removed the restriction on GM in MilOps for now. I need a more targete approach. @wooden knoll
Appreciate it; hopefully we can find a proper mix that aims for what you had envisioned. Just wanted to make you aware some people aren't actively cheating the gamemode but using GM to spice it up abit.
Well going forward I won't implement on MilOps I, but MilOps II will have it locked down.
The horse is out of the barn sort of thing.
Hey mission makers, anyone know if its possible to make a mission template one can just use as a base to build milsim missions from?
Yes.
Sweet, would you midn giving me an idea of how
Well, that would depend what kind of template you want to do. If you would like to prepare something similar to Game Master scenarios, but add more things to it. Create for example loadouts, some vehicle spawners, prefabs etc. You can do that all and have your mission makers reuse/build at top of that to streamline building your missions.
Some units want their scenarios all pre-prepared from editor, some want to use Game Master and do it live, or combine these approaches π .
Fair enough, thanks. Ill figure out exactly what I need and get back to you:) thank you
im currently modifying capture and hold gamemode but i want to make it so FIA faction (AI) can not trigger the capture area and win
bro is rigging the system π
See how vanilla weapons have attachments and compare
Hello!
I need help:
I can't remove my suitcase from inventory, it's a copy of the Intel asset.
SCRIPT (E): ScenarioFramework Action: Inventory Component not found for Action SCR_ScenarioFrameworkActionRemoveItemFromInventory<0x00000245F8995CA0> attached on LayerTaskDeliver1.
I found, you have to use "GetPLayerEntity"
i was asking cause i have the m249 rail mod and i wanted to put a eotech on it so the players don't have to
Has anyone encountered the issue when duplicating the large helipad composition for example and then editing the prefab to remove the "request helicopter" board.
In the world editor the board is no longer in the prefab, its not present in the editor view but then when you go f5 into game the board is there and works and same when you publish the mod and run it on the game.
Why is the board still showing even though its straight up deleted from the prefab and world?
Hi,
Is there a simple way to have a table with an add action that enables/disables a mission created by the scenario framework instead of an on init ?
Make another prefab with it attached and add that in the arsenal
yeah i thought of that but i need the process, i've never did something like that
Nope
Damn
Which helipad are you editing for one?
Not on PC at the moment but it was the "Helipad_L_US" in prefab. Duplicated it so that I could edit it and deleted the board (can't remember the name of the object) and saved the prefab. Place it down in tools and no board shows, but enter game mode and it's there and usable.
@halcyon patrol Double check the one you edit and is not the one with an "E_" in front of name.
Okay I will later thanks
So I'm not entirely sure to find out what my renamed prefab was duplicated from but i've gone ahead and just made a new duplicate from the non E_ version to be sure.
It seems to have worked when removing the board either way. Thanks.
Question: Why would the editable prefabs not be allowed to be duplicated and manipulated in the same way as not editable?
Prefabs with leading "E" have addtional components in them. One that links the prefab to other entities and no matter if you delete the sub-component of the composition, it will always add it back unless you de-link it from the parent composition.
https://community.bistudio.com/wiki/Arma_Reforger:Game_Master:_Editable_Entities_Configuration
someone please help,. i have gotten so far, ive configured all the entitys for the faction to spawn duplicated 100s of items to affiliate with the Canadian forces
in editor it works flawlessly, it spawns with vehicles and the hq, when i publish it spawns with nothing. and there is no HQ radio signal in game master the HQ is there where i placed in the editor what am i missing
server is up if someone wants to take a look at the work, its more than likely an easy fix,
Hello!
Please, i have no Icon on Map for the fast travel, it work but won't show the icon on Map. An idea ?
Im trying to make a SLOTKILL spawn a supply crate when the task is completed. As a test identifyer, i have a SLOTAI spawn upon completition. I can make the SLOTAI spawn, but the supply box doesnt spawn. how do i make it spawn?
Don't use SupplyCrate_Base. Use a slot.et and spawn it.
i'm trying to alter a pre made composition and can't seem to figure out how to delete entity's and make them not re-appear after closing and reloading
Are you using a composition that begins with E_?
Nobody uses fast travel ?
No it doesnβt
Ok. Not sure then. E_ compositions have linkages to prefabs. Non E_ don't.
I sent you a DM
Is it possible to set the fuel filling rate randomly?
You rock thank you!
Encapsulate it into Random Action and put there different values for each.
WHAT!??? π€―
π€
I tried like this but it doesn't work
Not variable
Hi hi. I have difficulties to understand the result and the usage of the RANDOM_BASED_ON_PLAYERS_COUNT. Is it a probability applied to each child ? In this case, I suppose that results > 1 are "reduced" to 1 ? Or is it an absolute value, indicating the (rounded) number of children that will spawn ? In this case, how is determined which children will spawn ?
Hi. From official wiki:
RANDOM_BASED_ON_PLAYER_COUNT - It spawns number of children based on how many children are there compared to the number of players according to this equation: NumberOfChildren / 100 * (CurrentNumberOfPlayers / MaximumNumberOfPlayers) * 100
Yes, I've read that. Would you precise the subsequent question : how is determined which children that will spawn ? And how is the result rounded ? (ceil, floor)
Please, Could you explain to me?
Children are picked randomly. Results are rounded up to the closest whole number.
Like this (Note that this is in Experimental Version 1.2.1.127):
Thanks a lot ! The wiki should be updated with this information (Lou Montana ?)
I shall add it to the internal version of the wiki that will be then processed by Lou for the upcoming 1.2.1 update. There are plenty of new information coming regarding new things + some corrections/expansions of the existing content
.
Thank you, so i need to wait for The Update π
In the meantime, I'm doing "random one" in a layer.
Looking forward to the release of the update.
No release date?
π
InventoryLoader.et, does it work? Looking at the attributes it looks pretty simple, but can't get to load inventory.
It is a leftover from the past. It will be removed in future updates so you can ignore it.
TY!
New issue in v1.2.1.127
Not all slotMarkers are displayed on deploy screen. There should be 2 units with the spawn point marker.
Hi all
just wondering is the only way to combine arsenal items from 2 factions through the editor, or can this be done via gm or a mod somehow?
I would like to set this aresnal crate to have USAF + US items in it
mods only
is there a mod for this?
I think so but I dont know the name
How to remove and add items to the arsenal and across factions.
Ty but I know how to do it via the editor but I'm talking about ingame as a GM
For example the gm scenario is on a modded map and I have rhs I would like to be able to select multiple factions in the one arsenal crate or have an arsenal crate with all of the us side weapons, ie usaf & us
Why point me here? I replied, still looking for the mod
Hi everyone,
I need to modify the time at which a vehicle created using the resource system disappears in the vehicle maintenance
@nova onyx
Hi Yethe, I am trying to set up a restore layer to default using "Based on Conditions" action, with the condition being "Entity Distance".
And I just can't get it to work. This is experimental version.
Are there any issue you know with "Based on Conditions" and/or "Entity Distance"?
If not, I'll post up a video explaining my setup. It's a little complicated to do screen shots and text. Thanks as always!
UPDATE: I am able to get "Based on Conditions" to work with "entityDamageState". So tells me the "Based on Conditions" is functioning correctly.
UPDATE: I GOT IT! Finally figured it out. New video inbound on Restore Layer to Default.
If you have an area trigger set to repeat then it gives this error.
But it does not impact your scenario. The layer it says it can't spawn is already spawned so it is trying to spawn it again. I see this with tasks as well.
Has anyone made a generator for mines? So I can basically just place a minefield in one?
How do I setup the FIA AI for my custom conflict? Roadblocks, defending the point etc. I've got the points all down. Can someone point me in the right direction. Can't find much info
So... is there anything I should look into/improve documentation? π
Currently known issue π¦
- There is nothing in the wiki on "RestoreLayerToDefault" action.
- Activation Conditions is missing Entity Distance condition.
The problem was I put the restore layer action down to far in the hierarchy. Once I moved it up to Area trigger it all worked. Then I was able to adjust from there.
ive done the plugin set-up but these AI wont seem to be able to spawn in? im assuming im missing something but I cant really find out what can anyone help π
You want the ambient patrols, look in that folder
i plopped it down and now there are AI around the points across the map
but you engage them and they run away like chickens?
Anyone know if its possible to make the building radius in conflict bases larger? Im modifying the conflictmilitarybase.et adding building radiis attribute, but it doesnt take affect.
can anyone figure out why the chat isn't working on my custom everon scenario?
i type into it and nothing comes out of it
did you add chat entity? it comes with all the vanilla game mode prefabs
this one right?
I recommend using game mode prefab that comes with it instead of adding all the individual stuff
how do i do that sorry, im pretty new at this stuff there isnt much/hard to find info online
are you making conflict, GM map or something else?
just conflict
so in your conflict subscene you could use this prefab
i just checked it seems like i already had one from the plugin game mode setup?
its fixed if i add that thing in thanks I guess
Make sure to only have one GameMode per world. Same goes for other managers.
its fixed now but im wondering why the enemy AI has very strange behaviour I havent really done anything its on Everon with just the plugin game-mode setup. they just run away?
In your case, I would remove the AI world and put there a prefab AI World Eden
That might fix this issue
okay thanks i'll try it
Does anyone know how to get scr_scenario Framework Area to spawn on any gamemode I can only get it to work in the spawn/despawn world Bi released
Hi. I would get through this to grasp the basic understanding and then you'll know π
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework_Setup_Tutorial
Are you editing a world with locked components? That's exactly where that is edited, but you can't edit locked things.
I tried it and I don't think it works Ive never seen the AI this dumb, like they cant even follow orders or just stay in a point. they run off to disneyland idk what they are doing lol
Maybe mod conflict or the faction manager is somehow changed because this is working alright in vanilla π€.
Hmmm I don't know it's pretty much purely vanilla pretty much just a custom conflict on smaller parts of everon
I'll try again tomorrow with a clearer head
Its a dead everon "conflic" with tasks im making so best i understand its unlocked. I had to add the campaign building provider set up to the conflict base.
Added AFRF faction to a conflict mode but USSR are still spawning. I have changed the opfor faction key to the AFRF one I have put in. I am new to this so help would be greatly appreciated.
Good evening,
Is there an option to disable the GM from adding AI to scenarios created in the scenario framework?
Ok if the components are not locked, just override it and it should save. You can't save any changes if you don't override the component.
ive overwritten it and copied to my own and it still isnt working unfortunately
IDK then, thats exactly how i increased the size of those conflict zones in my scenario.
i appreciate you trying to help, i did look at yours and its set up the same. The seizure size is able to be increased, just not the build area for some reasonl.
I'm really annoyed. For several days, I have been trying to understand why I can no longer add an object to the map without getting an error of "(E): IReplication::JIPError: Inconsistent item table on Slave connection." Please, what should I do?
do you have any custom prefabs in the map? something in your map is causing that error, maybe a arsenal box inside a prefab you put down, etc, check any prefab that has something interactable in it
depending on what mods you have loaded, even the default prefabs can sometimes cause it if you they have an arsenal box inside
Yes there is!
Override the EditorManager.et
Go to SCR_BudgetEditorComponent
Set all the budgets to 0 you want to restrict
I tried lots of things but without success. I tried to do an apply to prefab for a modification and that's why it doesn't work anymore.
I'm sad.
Thank you so much, that's what I needed.
Thank you.
After checking the operation, the Dedicated Server does not work.
Is there a solution?
i have searched high and low, is there like "air raid" siren sound in the game already? need a sound that is played when a counter attack is triggered.
I have no problem on my dedi server.
I am on experimental so that may have something to do with it.
ahhh. I see... then that might be it... I've done all the tests I can do, and it only works in local and multiplayer mode, not on a dedicated server. I was going to ask you if there is some parameter in the server file that needs to be modified.
I just have to wait for the base game to be updated.
Thanks a lot anyway π
Any estimate on when experimental is live?
Next Week.
J/K. Its live now.
really? not seeing download yet
Experimental server? @gaunt acorn
meant experimental is the main live version lol soryr
Try and make your own. Thats what the workbench is for.
First find a .wav file of a air raid siren you like. Then open of .acp files and see how it is constructed. Or down load Pasta Radio PTT sound and look at it. It's pretty straight forward mod. Headover to https://discord.com/channels/105462288051380224/976159976827547659 here.
Guys, I've ported the Combat Ops (Arland) mission framework to Zimnitrita terrain. Nearly everything is OK except that the markers for the Kill and Destroy tasks don't spawn on the right location. Strangely, they spawn on the other slot location of the same type of the same area. For example, the marker appears on Kill_1 position when it is the Kill_2 slot that is spawning. I checked every entities in the combat area layers layers, checked nearly every properties of each component of TaskManager and GameMode_Plain prefabs, but I didn't find anything about theses markers. Any idea ?
Hi. Look into the attributes of Layer Task and the "Place Marker on Subject slot". If that is ticked, the Task Marker will be on the position of Slot Task. Otherwise it will be on the position of the Layer Task.
Great ! Thanks a lot, man !
Hi guys, please help me if you can. I want to create a restricted game area for my server (like in the photo), where players are first warned to return if they leave, and then killed if they don't.
Pretty sure one of these might work
Whats the process of placing ammo crates and filling it with said ammo and equipement?
The process depends on the game mode, and creator intention.
It's not conflicts, it's not any vanilla mode.
It's a custom mission for our community.
I want a set amount of X Y and Z ammo and equipment on a crate that users can open and take from
First thing you have to do is either override and duplicate the crate and add ammo and weapons you want.
My rule of thumb for override vs duplicate is many or once. If you are calling the crate many times then override. It also maybe referenced by other components so best to override.
Same would go for a vehicle. I'd like to do the same for vehicle to allow users to take ammo and equipment from it also.
I checked the SCR_universalinventoryStorageComponent and was able to remove the bandages that spawn with the truck for example
Wait one.
Ok here's one
In the ural ammo truck.
It comes with a virtual inventory
This also needs to be disabled
https://i.gyazo.com/a653be957101026bf93eded67037a9ce.png
Would unticking or removing this prefab do this?
Trucks use the SCR_universalinventoryStorageComponent ??
and I can remove the virtual arsenal?
Why don't you use a non-ammo truck then?
I guess
If you don't want an arsenal then use a transport truck
Is there just no way to remove this VA?
The ammo truck looks the part. Hence why I wanted to ideally use it.
Just create a Copy of the Truck and remove all stuff you don`t like inside the Prefab.
I figured out. Takes a little bit but you still can add individual items like dressings etc.
How willing are you to learn?
Yeah sure, I figured that out, but still can't find out how to remove the VA. Although i haven't looked into it much more at the moment.
Willing? I guess? I'm an experienced mission maker for Arma 3, i've made a terrain for reforger
I'm just dabbling in mission making for reforger now
Question: What do you see when you open the trunk of the truck? Pay attention to detail. Especially the arsenal.
this is critical.
What is the difference between "Trunk" and "Arsenal"
{03FFD2B45BEE8A17}Prefabs/Vehicles/Wheeled/Ural4320/VehParts/Ural4320_ammo_box.et
This is what your searching for
Its slotted to the truck
Create a copy and disable the Aresenal
If you need the US Version = {402274CE2FB0720D}Prefabs/Vehicles/Wheeled/M923A1/VehParts/M923A1_ammo_box.et
All well and good telling me to disable the Arsenal, but I don't know how. This is literally what I'm asking how to do.
I'm guessing that's this ammo box attached to a compnent somwhere in the trucks properties
Override the File in your Mod, open it and Disable the ArsenalComponent, ResourceComp and ResupplyComp...
If you dont like to override it on all trucks, you need to copy the Prefab to a new File and then changeing the Slottet Item in the Truck
Yeah I won't overwrite just due to how we've structured missions on our server, the sop is to duplicate I believe
the truck doesn't have any of these comps.
Not the Truck, the Slottet box
Okay. So take that box prefab, duplicate it, remove the comps, then go back to the placed truck, and select the new ammo box on the truck
Right?
If you used a new name, thats correct
I didnt use a new name. I kept the same name
But it was a duplicate?
That'll be fine?
If you duplicate with the same name, i think all trucks with this box will be override and you do not need to set the new one.
i always use different names
I typically do yes
I prefer to
But for all intents and purposes, I kept it the same for now.
But it'd ideally like to rename the duplicate and then assign it to the truck, if you could tell me where on the trucks comps I could locate the ammo box?
i would name it "Ural4320_ammo_box_no_aresenal.et"
Then you can set the new one on the Truck: SlotManagerComponent -> AmmoBox
neat'o!
Sweet. That worked out.
https://gyazo.com/07f490db672bac2208885aa195ed5f38
Am I able to remove the UI for it also, or no?
oh, thx) And how can I mark this area on the map in Tools?
(im very newbie)
Whats comps did you removed?
Drag and drop it on the world. Not sure about resizing. And it won't follow a spline of coast line. AFAIK. May have to place multiples.
Thanks)
The ones you told me to
You can also remove the Actions, if you like. (Set context to empty)
If you dont need any Actions, you can just disable ActionsManager
lol
so it's still ther
just not yellow anymore
It's no biggy. Thanks tho dude!
This is a new one though.
https://gyazo.com/1b66f83bbc7f6609669952364e6d9688
Any object in the vicnity is the same object in the little icon
I'm currently standing inffront of a box.
With a truck next to me.
The truck image becomes the box?
The larger box in the inventory window is a truck.
In a DR. Nick voice: Hello everybody!
in GameMode SF: is there a way to spawn a AI with a slotAI, kill that AI, and when he dies respawn?
I don't want to restore the layer to default, i just want that individual SlotAI to restore and respawn when killed so he is in a loop of being killed over and over.
That sounds sadistic, lol. I promise, he's dying for a good cause
I tried with the enable respawn in the children section of the layer, but that doesn't help
@chrome ice Put it in its own layer, and restore that layer. It's the only way within the framework. Unless you script it.
Gotcha, thank you
I like to over populate my AI and use a random percentage, A couple hundred layers seems a bit much. Thank you though
Hey boss any chance you could help me add mixed vehicles to the depots in my conflict server on reforger
Sorry, homie. I can have SF pick random entities in a layer in that game mode, but other game modes are a bit over my head. And last time I tried making my own vehicle depot, I couldn't get the required resources and other setting correct to how i wanted it
What exactly controls the weather when the mission is actually run?
I've fixed it always being overcast by replacing the weather state machine in the TimeAndWeatherManager, setting my start state there and disabling the TimeAndWeatherHandlerComponent on my gamemode.
Half of the time this works fine for the actual mission but sometimes when it launches it'll just be overcast again. Any ideas what might be going on?
Adding to the above, I'm trying to get rainy weather and sometimes it'll load in the mission as overcast but I can hear the rain
Hello, im trying to edit a house in arland but its locked or im trying to hide it but it spawns when i start the game, is there any way to unlock it or something like that? or should i do it another way? i have saved the mission and make layers but its locked anyways
Are you trying to do that in World Editor?
yes
Hi hi. Strange thing with the QRF on Combat Ops framework : works perfectly if I launch from the world editor but they don't spawn on local server nor dedicated. From memory, I didn't anything from the original layers except the location (of course).
Do you have any idea ?
Is there a place BI posts a aprox. ETD of the next production update?
I do π
lol, an educated guess, or just a guess?
Insider guess 
mandatory "how far is your boss?" joke
So there is no way to edit a map?
I am not seeing this issue on my dedi.
I don't believe so.
You might trying copying and pasting everything. I did that once. My computer got so pissed off it didn't start for 3 days. π J/K.
how do i change weather? im trying to use timeandweathermanager but doenst seems to work as it said its read only
Inside info. But it might be interesting to take all the previous occurrences when we released the experimental build, take the date and build number. Then take the date and build number which was actually released and calculate how much time and builds it took. Do it for all previous versions, calculate average and apply using these numbers for the current build to have rough estimate of when it might be released π .
After you create a subscene of the world and add the gamemode setup files, add the timeandweather component to the gamemode and edit.
Sorry, I work nights, and just now saw this. I appreciate you, my dude. been wanting restore layer to default to work for a minute. cant tell you haw exciting it is to me. That and CIV faction not effecting TriggerDominance in a ClearArea task is my 2 biggest christmas wishes π
The trigger is a bit tricky but I intend to tackle it somehow. It basically fails on the premise that it compares the friendly and enemy units. Issue is that CIV is friendly with everyone which messes up calculations.
I get it, it's a bit of a thing. And I use machinist software everyday, It's probably why reforger feels better to me than A3. I do math in XYZ all day everyday, and whats being done behind the scenes is a million times over my head. I wouldn't be enjoying reforger if it wasn't a good product, my wishlist isn't a gripe, genuinely enjoy 99% of what's being put out.
I had a quick question.
If I was to group a bunch of props/objects into one prefab by right clicking one and "set parent", then applied a component to that parent, would that be applied to all the objects within that group?
Do you know of any mod where you can arrest an AI?
I've not personlly seen AI be arrested.
I've seen players being restrained in the Life mod servers.
So there is a script out there for that, to a degree.
@karmic lake Bon Animations mod is the closest.
I haven't seen it either, but a player has assured me that yes, he has seen AI being arrested, but he can't tell me if it's through a mod or a script.
Thanks ;), I'll try it to see if I'm interested
If it's a script, it's in a mod. There's no scripts outside of mods.
Does anyone know how I would make an RHS PvE conflict on Gogland or how I could add rhs to an existing Gogland PvE?
There might be mods for that already on the workshop. But beware, rhs and my scenario don't seem to run well together for some strange reason. I always get reports that ai don't spawn in when using rhs.
Thank you! Cti has a new scenario im going to try first if not Ill have to try to make my own.
Creating a mission in Workbench: is it at this moment possible to have a helicopter spawn in air/flying? (or is the only way now to spawn the crew, order them to get inside the helicopter and then give them a move waypoint?)
Afaik ai can't fly yet, they can only drive.
Yeeap, forgot that completely π So no flying nor spawning in air for the AI π
2024 gaming
Might be able to spawn them in a helicopter but they'll just sit there
i always tell the AI "don't be sad, I can't fly either!"
Also tagging @lean scroll, I think I managed to fix the dominance trigger. Basically I will add array of faction keys that you can fill in with ignored factions for specific triggers. That way, you can easily add the "CIV" or any other unwanted factions which will also guarantee mod friendly behaviour π
GREAT! So tasks should not be influenced by CIV factions.
You will have full control over that for Task Clear π
Thats your thing anyways isnt it π
Questions.
If I wanted let's say just place a image floating in the area, or on a large enough board.
What would be the best method?
I'm basically creating a navigation mission for our community and wanted to display examples and such on boards big enough or on a floatitng texture somewhere.
Not sure but I think generic comment maybe visible. Or open the tutorial missions that have those sorts of hints.
That's so awesome. I'm stoked. The restore layer working even when you use some form of randomization and more control to fine tune TriggerDominance. You sir, made me a very happy man π
Anyone familiar with this kind of problem?
Virtual Machine Exception
Reason: NULL pointer to instance
Class: 'SCR_ScenarioFrameworkTriggerCountdownDisplay'
Function: 'DisplayStartDraw'
Stack trace:
Scripts/Game/UI/ScenarioFramework/SCR_ScenarioFrameworkTriggerCountdownDisplay.c:23 Function DisplayStartDraw
Scripts/Game/UI/HUD/SCR_InfoDisplayExtended.c:243 Function OnStartDraw
I have a couple questions about ScenarioFramework. A: the randomization, I did a one-OP mission on my groups server, and tested a really high level of randomization. I laid down just shy of 6000 AI over 3 factions. And with randomizing everything only about 2% spawned in and was used. This was mainly for my own curiosity. The way I understand the randomization is, it decides what random is on init and throws everything else in a cache somewhere, so it only really has to think about randomization on init, and after the next update, a few "restore layer to default" situations on the fly. My question is, is areas and layers more or less the same? Could I, in theory, have thousands of areas or layers and because the not needed ones get thrown in a cache, mission and server performance won't really take a hit?
And B: I'm curious about spawn based on player count. Where is the max possible players number coming from? Is it the max allowed on a server, the player count in the config, or something else?
A:
Area is inherited variant from the Layer, but for the usage in scenarios, it is supposed to be used at the top. Randomization works in a way that when said layer is initialized, it will randomly select children and cache them, so when this layer would be reinitialized, it won't re-randomize it again, but just go through cache. Restora layer to default can clear this cache so the randomization would occur again.
You want to be careful with the number of areas if you have the dynamic despawn enabled for each of them as those will be periodically checked. With layers, you don't have to worry about it that much, so if your setup allows it, try having least amount of areas and then you can have quite substantial number of layers.
B:
This max value is taken from the mission header.
Your awesome, my dude. Thank you so much
tbh I was always confused why Area is above Layer in SF. Still wrapping my head around all of these things while working on my first CoOp PVE mission π
Also I have seen people split the map in like 4 areas (North, South, E, W) and use many layers below them for spawning random patrols etc. Based on what you say, this seems to be a sensible approach?
You should use Area indeed as a spacial element in your scenario to fully leverage its properties. Not only you will be able to better organize your mission, but also using Dynamic Spawn/Despawn, you can take care about the performance.
makes sense, thanks for the info
I use Areas 2 ways. One to define geographical area. And two, as a container for items to be called by other means.
Anyone else noticed that when moving from waypoint to waypoint, subordinates in an AI group move before the group's actual leader and the movement itself happens in a jerking (lol) motion?
100%, I never knew how to fix it, so I stoped using groups to move between waypoints
soooo..... remember I said I laid down a ton of crap in my last mission, just to see how far I can get away with randomizing things. In that I had a ton of random patrols and groups with vehics in the town of the map, each had their own AREA->LAYER, set to dynamic despawn, set to a relatively small area to save on AI budget. Not knowing much about how the system works in the back ground, I didn't realize I should have as little areas as possible...... The final count on my last mission: 212 AREAs set to dynamic despawn, and 6 more persistent AREAs, lmao..... Oops
I do wonder how a bigger scenario would play out without a lot of areas. If we start to get bigger terrains from map makers, it seems necessary to have alot if someone wanted to make something comparable to A3: KP's Liberation or Antistasi. I'm thinking trying to get away with more than the normal person and turning down the DD refresh rate?
And how was the performance? π
The system is for that is quite performant for what it does, so that alone won't cause major drops in performance. That will crumble under the sheer amount of active AIs, vehicles and other things if bunch of players are scattered around large terrain and lots of these places are active.
Hmmm, when thinking about it, I might have gotten an idea how to improve the performance of this system even more π. I'll see if and how much it will be π€. Each nanosecond counts
.
When I put together a ScenarioFramework mission, normally I consider it automated and good to go, and I play with the boys. This one was a bit "extra" so I decided to Zues/GM this time around. Everyone on the ground told me it ran great. I have one guy with an older computer, A3 jungle maps kill his frames. He had really decent performance on a jungle/Vietnam map and had alot of fun. Me, flying over everyone, thought it ran really good too. TBH I'm not sure I would've realized AREAs effect performance, had you not mentioned it, atleast not until I get to bigger scenarios and wondered WTF is going on?
That's really good to hear. ScenarioFramework all in all is pretty light weight in terms of performance. Actually the biggest performance hog is the Dynamic Spawn/Despawn, but that in itself is still drop in the bucket when compared to rest of the things going on in-game. Not not mention that most of it also runs only on server, so this should not affect players at all. I just mentioned it in case you would have several thousands of areas with dynamic spawn/despawn π.
Apart from the previously mentioned idea, I also have few things in mind how to efficiently handle even those crazy numbers, but that will be a nice biproduct of something else π . Suprise tool that will help us later you might say π.
CombatOps Arland only has 11 areas. CombatOps Everon has 84 π .
As for Layers, CO Arland has 102 and 657 slots. CO Everon has 313 Layers and 3055 slots π.
I look forward to it, my guy. I'm just assembling and rearranging the ScenarioFramework system that's out there. But I'm just a visitor to this world. Most of these guys understand it way better than me. And I can see me putting down alot, just to see if I can get away with it.
TBH, I was separating OPFOR, FIA, CIV, and US ai in different world layers. So alot of my AREAs were duplicates for CIV. FIA, etc. Lol combining those alone would save a bunch
Is there a way to disabled on a turret, when it check to see if a player or the turret is obescured and cant be mounted?
I wanted players to be capable of getting on regardless.
I'm not sure I understand, but is it something that can be locked to a faction?
Getting back into using tools. I'm having trouble spawning AI groups in the MP map. This is happening in my newest project. My older project folder spawns them with no issue.
@upper bramble What gamemode are you using?
The default for MP map is GameMode_Plain1. But it turns out I was missing AIWorld from my newest project
quick question, im trying to edit the base names but it keeps changing the name of all the bases on both factions, what is the best way to go about this
Ok, so almost all maps have floating assets of some kind from my point of view. In the Zimnitrita terrains, I get floating assets in the winter map, but the are fine in the normal map. is there something wrong on my end? has anyone ever seen this before? this is the view from Glochy in the normal and winter map(I cross posted this in enfusion terrains and mission makers)
how would i make a subworld on Everon where the fuel stations provide no fuel?
Do I change that in my subworld or would i need to change that on original Everon and then save the changed world as my new subworld?
Also, is it possible at all to change these properties of the fuel stations?
I am planning to use Scenario Framework if it matters at all.
late to the party but does it mean CO Arland and Everon have been built using Scenario Framework?
Yes, they are completely built using ScenarioFramework for all the flow, logics tasks, etc.
nice!
good showcase for what the framework is capable of
because plenty people don't understand workbench and SF at all and keep whining about not having Eden in AF lol
Indeed. And these two scenarios are just the tip of the iceberg of what the ScenarioFramework can do π
by any chance you have an idea for my fuel station question above?
in my idea for a PvE scenario people are shooting at each other because there is no fuel anymore (:
Not from top of my head. But there are many possible routes how to do it, but it will need at least basic scripting knowledge
okay no worries, i'll find out π
So, I'm curious. how long do things BI is working on get tested and looked at before being released? If, for Example, there was a update to a ScenarioFramework task π, how long would it be looked at in house before it makes it to experimental, and then later to production? I know I'm poking at insider information, you can tell me to shut up, lol. I won't be offended
I think I cannot answer that due to NDA, but you might take this following thing:
Look at which build number gets to the experimental and then which number is released to the production. Take then time it took, so you will get very rough "days per build" number. Then of course before even the experimental build is created, depending what kind of feature it is, there is a development time before that. We have autotests that are run regularly (I run them every time before the code review and the actual commit) and it is tested by our QA and on internal playtests π
.
I appreciate it, figured it might not be able to be answered, but I tried. Sorry, lol
im trying to change base names so my server log doesnt say Us Army capture Base Base, to the actual name, problem is the bases each time i edit the SCR_CampaignMillitaryBaseComponent it changes all the base names for FIA and US, faction affiliation stays the same. anybody know what i have done wrong
Are you talking about how it changes the actual base name to a us state name instead of the town name it's near?
I created a Game Master mission. There is no map image, just the elevation markers. Am I missing a component?
Hey, how can i spawn a "SpawnPoint" in a Slot? It looks like it spawns but gets not active
You can. But it will spawn the prefab of that. If you want to change the properties, add plugin Spawnpoint to the Slot as well and adjust it there further.
Hi Yethe, i creaded a Copy of Editable SpawnPoint with my settings i need. Then i set the RPL to "Runtime". If i now spawn this in a Slot, it will not work π¦
With the Plugin it works, thanks
I fixed it thanks for getting back to me, i didn't realize i had to save world each time instead of applying prefab and that what has been conflicting with my bases.
could somebody explain how I can change the prefabs for HQ bases?
I want to change it but it set it back everytime to the original tent thing
Ive made a mission of overthrow and when i published the mod to workshol added my mission id to my server and the correct mods the server is telling me there is no game mode in world but ive placed my over riding version of overthrow game mode in the world help please
Was looking for some advice here
Does anyone have knowledge regarding random spawn locations for objects?
Doesn't have to be true random, it can be randomness of choosing between 1/5 predetermined locations.
yes sir
In SF you can make 5 copies, one in each location, and in the children section of the layer set it to spawn one random
With respect. I dont use SF
I use TilW's FW
Which is an Arma reforger copy basically of our community's framework for A3
as Tilw is from our community.
no worries, homie. just throwin it out there, its what i know
It's all good bro.
I just wanna try find a soloution which works with what I have.
I'm unsure if if I can combinend elements of both FWs
doubt it.
I've seen people ask questions about combining game modes on here, from what i understand, it doesnt work out. so i would assume no. But i am far from an expert
As written above, in SF, this is question of few seconds of setup π .
Hmm
When you guys say by "SF" you mean a system within scenrio framwork that allows for this?
correct
hm
You might be able to use it together with your framework π
I dont quite know what/how in the SF i do this
or such
I guess RAG is telling me tthat
based on the long typing
Its set up in a hierarchy(looks almost like a file explorer) areas contain layers, layers contain slots. all slots in a layer, for example, can be randomized. you set the leyer to spawn all children, spawn a percentage of children or spawn one randomly.
Long story short:
You put Area, Layer and 5 Slots under the Layer. You select RANDOM_ONE for children on the Layer and that's it.
sorry, i'm a slow typer. I dont know how to properly type, just peck type, lol
If you want to quickly learn few basic things with SF, you can give few minutes and go through the Tutorial for that
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework_Setup_Tutorial
(It covers randomisation basics as well)
This only on my end or is there an issue with AI not reloading tripod MG even if there's ammo (boxes) that can be reloaded?
Just tested with the PKM tripod (Tripod_6T5_PKM.et) with a Soviet AI gunner in it and a US squad moving towards it; the PKM gunner emptied one box shooting the US squad and after that did not reload a new box.
05:55:05.256 RPL (E): RpcError: Calling a RPC from an unregistered item! itemType='script::Game::SCR_BudgetEditorComponent', rpc='OnEntityCoreBudgetUpdatedOwner
Blackheart, sorry to poke you.
Trying to get the vehicle respawn on destruction working. I'm having an issue where my slots don't spawn at all. I have the hierarchy like this Area1 -> LayerA -> Layer1 -> Slot1
Spawn Children is ALL and Activation type is On_Init at all levels
Not sure what I'm missing
Is there a way to automatically assign the next objective to players instead of having them open the objectives menu with J?
Some background and a solution:
I wanted the tripod PKM to have additional ammo boxes in its inventory (default is 3) so I added some in the editor via SCR_UniversalInventoryStorageComponent -> Initial Storage Slots.
Doing so apparently is what broke the reloading functionality for the AI and the reason for that being going over the value set in the weapon's parameter Max Cumulative Volume (which is by default 6000).
PKM ammo box has an Item Volume of 2000 and adding even one additional into the weapon's inventory and not changing the Max Cumulative Volume parameter to accommodate for the additional item breaks the reloading. Strange thing with this is that not accommodating the Max Cumulative Volume for additionally added ammo boxes will still make the added ones appear in the weapon's inventory and players can reload all of them without problems but for AI it seems to break the reloading functionality.
You have an extra layer in there compared to the video. So either restore layer A to default or remove it, and copy exact like the video.
Thanks I'll give that a try
does this work in pve?
when you get it, do you mind sharing, im having a similar issue, i created area layer and slot, and followed the plugins and action and still nothing spawns
yeah I tried fresh entities and still getting nothing and just area1 > layer1 > slot1
I'll keep poking at it
im not sure if i missed something. but i cant get it to spawn the entity either. it shows there is one on the map in game master
This is being done in experimental, but believe it should work in production.
yeah I see it in editor but never populates after launching
@vital beacon @tall whale I just recreated this in production with the same results as the video.
No changes except in the screen shot.
Yeah, I just did it too. I left the activation on "same as parent" and didn't use a max delay. Only other thing I can think of is the layer above this actually name Layer1? Maybe getter is pointing to the wrong layer?
What the heck im so confused to what im doing wrong
yeah, Not sure whats up with mine either.
I've stopped looking into it as I went on with other tasks bus now I'm getting a JIP_error that I'm troubleshooting with an object I must have placed
Created completly new area layer slot, followed your screen shot
still nothing spawns in
Hey i wanna add to a plain gamemode the deploy Screen there you choose the faction and group what did i need to add for that
@tall whale @vital beacon In my example, the only other thing I did was run game mode setup for scenario framework, and played from camera position. I am not sure why yours is not working.
assuming SF how can I place an NPC that players can talk to and potentially trigger a mission or even have the "scroll wheel menu" with actions
do I need to script it? if yes, any doc where i can start reading up?
maybe zip up your project and share for us to check π
There is any way to "draw" o place a shape (square/circle) to mark an area? for axemple a mine field or a main base restricted area
Not that I am aware of. There is no area markers like Arma III. Hopefully they add them as it is an essential part of map overlays in RL.
some times i see a small red square in some missions/maps. I dont know what is supost to mean.
I will use the defaults markes (dots/X) for the time being. Thanks.
That is a map marker, but not in the sense of area markers.
I'd be surprised if this is it but that might be, I did game mode setup for game master as this is just a training map and don't really need to handle AI or tasks as the instructors will manage that.
But I'd expect areas layers and slots to behave in a similar fashion whether its SF or Game Master
Training map? What do you mean training map?
its for a Milsim unit, new members get walked through the equipment and basic infantry tactics with an instructor. The respawn is needed for an AT practice range
so no AI, its a controlled space for people to get familiar with the controls and working together in a fireteam
what world are you using?
Arland
ok. Because some of the training worlds impact the framework. Thats why I asked.
Oh yeah, not using those crazy custom ones
I may need to start from scratch any way and figure how to setup the peer tool cause I'm getting JIP errors anyway so it doesn't like something thats placed on the map
JIPs are mostly caused by mods.
yeah, did some digging. I placed several vehicles and some weapons on tables so it could be just like an attachment or something
Wanna get the peer tool setup so I can just rebuild it and test at each iteration to figure out which mod is causing it
I always start vanilla, test SP, Local host, then dedicated. I don't use peer tool.
localhost didn't have any issues
didn't get the error until testing dedi
and the dedi runs fine, clients just can't connect
Is there a way to disable the "obstructed" on a turret
My turret isn't obstructed techically, but arma seems to think it is
very annoying
Why is placing turrets in a bunker so god dam hard honestly..
The amount of time Im spending trying to get this to be mountable is actually unreal.
Bits like this for mission making shouldn't be so hard.
road to saigon pve
**having some script errors help **
01:43:33.816 BACKEND : SAVE PLAYER - Requested [1] 01:43:41.057 WORLD : UpdateEntities 01:43:41.057 WORLD : Frame 01:43:41.057 DEFAULT : FPS: 45.0, frame time (avg: 22.2 ms, min: 19.5 ms, max: 25.6 ms), Mem: 8501616 kB, Player: 1, AI: 1260, AIChar: 979, Veh: 2 (19), Proj (S: 0, M: 0, G: 0 | 0), Streaming(Dynam: 5486, Static: 53961, Disabled: 488 | New: 0, Del: 0, Bump: 39), [C0], PktLoss: 0/100, Rtt: 47 ms 01:43:43.946 PATHFINDING(W): Failed to create instance of custom link! Tile: [102, 198], link_idx: 10
what's the error? that pathfinding warning is something for the map maker to fix, but it wont crash or anything like that
im thinking this is why sometimes the game freezes up in deploy screen is the player doesnt save correctly to the map
what makes you think that AI pathfinding is related to deploy screen?
my guess is that because when it goes to save the map session /player it is failing to create the custom link and that freezes up deploy screen
you mean the link that AI controlled characters use and not players? I don't see the connection
unless AI controlled characters use the deploy screen I'm not sure there's any connection
so the pathfinding is the AI?
its a term used to describe the way AI controlled characters figure out how to get from one point to another
@lean scroll man your youtube tutorials are golden bro!!!!!!!!
Ive made a mission of overthrow and when i published the mod to workshol added my mission id to my server and the correct mods the server is telling me there is no game mode in world but ive placed my over riding version of overthrow game mode in the world help please
sounds like a save directory issue what does your log say on the server
anyone every try and publish to work shop and get server communication failed? please try again later
gTable took: 16.221200 ms
BACKEND (E): [RestApi] ID:[102] TYPE:[EBREQ_WORKBENCH_GetAsset] Error Code:400 - Bad Request, apiCode="workshopApi.assetDeleted", message="Asset is deleted"
Issue with the workshop. Wait it out.
dang eh, when i create another mod without my config files it seems to public, but i hope your right
Hello soldiers. I have a problem. On missions that I have edited (Game Master and scenario frameworks mission) BLUFOR vehicles disappear if no one use them after 15-20 minutes. I checked my missions and garbage collector is not enabled and the vehicles are excluded from dynamc despawn , do you have an Idea?
I dont know a internal fix for the scenario, however i simply used "keep abandoned vehicles" or something similiar to that name as a mod on the workshop
next problem is Im setting the bases to have 250 supplies and 500 max like default
now the settings in game mode i turned off random supplies for small bases they should only have 250 what is causing this to have 4000 supplies when i capture it?>
@tall whale You are editing the wrong item I believe. Look at the compositions and specifically the table and board sub-entity in the composition. I think there is a component in there that controls the supplies available.
Not in the gamemode. I could be wrong.
check around that base for a supply cache?
Dear mission maker community, I'm encountering an issue while working with the Guad_Tower_01 prefab in the Workbench. When placing this I receive the following error during play mode:
SCRIPT (E): 'SCR_BaseSupportStationComponent' 'EOnInit': 'SCR_DestructibleBuildingEntity<0x00000184A2DA0030> @"ENTITY:858987" ('SCR_DestructibleBuildingEntity','Assets/Structures/Comme' Support Station is set to use supplies but it has no SCR_ResourceComponent
The guard towers are not visible when I test my setup in player mode as well - hence I believe these are the same issue. Has anyone experienced a similar issue or can provide guidance on how to resolve this problem? I'd greatly appreciate any insights or solutions you can offer! Thank you in advance for your help!
Don't see any issues in my stuff.
Run Game mode setup plugin to start. Then check navmesh is correct.
ended up being the multiplier, seems to be fixed now logistics is back and working,
thank you
one more question for today
I changed all the USSR base callsigns to Vietnamese ones and some show up, in reforger tools they all show up in the test mode, on the server its half russian half vietnamese ,I made sure its saved properly in my workbench,
works perfectly on the workbench
ussr campaign and the faction manager are both the exact same for base callsigns
Hi everyone. What parameter do I need to change so that a USSR HQ automatically changes its spawn to US when players have taken over the HQ? As it is now, the flag simply changes sides, but the spawn remains USSR. Thanks.
when u lay down a campaignbase and u have set it to mob/hq change-can be catured in object properties have it non- affilated to US and ussr makes sense too so said mob can be captured by opposing forces/baseseizingcomponent iirc-conflict gamemode right? best of luck
Anyone knows if there's a possibility for adding character loadouts to some object from which players then could get one?
Like make a foot locker? That would be cool.
https://reforger.armaplatform.com/workshop/629B296B7F8DC699-PersistentLockers
https://reforger.armaplatform.com/workshop/5CB94248839639AC-LockerSystem
Basically, yep. Sort of a simple crate that could be opened and instead of players taking single items from its inventory it would instead offer loadouts that players could pick from and then the loadouts would be applied onto the player. edit: need to put emphasis on that it should provide loadouts which we usually select from the spawn screen (eg. if we are playing Conflict)
Hmmmmm. Add action to open the loadout selector GUI???? Maybe.
Just spit balling here.
Yeahhh.. actually at one point I had something like that, or at least was experimenting with. But then went on a hiatus regarding creating missions on Reforger and now can't seem to remember anything. edit: will look into that ππ½
Blackheart btw: did you happen to have a video on the supply thingy? Does being able to use the functionality need the whole Conflict (or "campaign") framework with bases and all?
I'd want to use supplies but don't want to setup a Conflict gamemode to use them..
Could actually turn the question around: I'd want to use Scenario Framework gamemode and also use supplies. But if I plop SF gamemode into the world and then some Arsenal box there won't be supplies available to acquire anything from the Arsenal (except items with 0 supply cost). Is it somehow possible to add supplies to the desired faction when using Scenario Framework?
@thin swan I use supplies and the log system in my scenarios. My next scenario is going to be logistics heavy. I do wish they made the supply system for all game modes. It's geared towards Campaign it seems, but you can setup it up fairly easy.
I haven't done a video on the supply system.
Is this an implication that the scenarios you've made that use supplies aren't created with/don't use Scenario Framework then?
Hey guys, I'm working on missions for my milsim clan, and I looked into BEACON loadouts. Is there an easy way to load the weapons and attachments instead of searching for everything one by one in the list?
I used the Game Mode setup plugin in Workbench to quickly create a Conflict game mode for testing purposes. I want to change the amount of supplies at the start of a mission and as far as I understand did this in GameMode_Campaign by changing HQ Starting Supplies from 600 (default) to 900. Then went to test in-game and the supply amount at the HQ is still 600; why might this be?
No, not at all. I use GamemodeSF, and add a component to get the depots to function. SCR_CampaignBuildingManagerComponent.
Easy Peasy.
Thanks for the clarification. Sort of "thought so" but wanted to still hear it π
@thin swan
Here you go. I thought I did one.
https://youtu.be/UXkL1JCwboI?si=bujTWO9FHpj1GLkc
Discord Help Requests | A Welsh Man Helipad
Thanks @hollow snow , but I can't find the option in the HQ prefab you mentioned, and I can't find it in the conflict either.
Has anyone followed the tutorial from UselessFodder and found the AI groups ignore all waypoints and the group leaders stay still while the other group member run in the same direction? Or is it only happening to me?
How old is that tutorial? It's probably moot at this point.
Try the guys in the conflict channel mabye they can point you in more accurate direction and have more experience or hours in campaignmode. Mabye it is so that you cannot have a conflictbase as hq and be captured? as then one faction will no longer have spawn points unless thats your endgame of course
It's about 2 years old... Is there any more updated tutorial that you would recommend?
Which gamemode? Campaign or Scenario Framework?
Scenario
I understand. Well, so as not to hear too much about this, I'll create a slot with a spawn that will appear when they take the flag. Thanks a lot anyway π
Hey all, TPM here.
So a bit about myself, I am a single dad, military vet and being playing Arma since Arma 2. Arma 3 is by no means a perfect game, but it is my go to game. Pretty much the only game I play when I am not spending time with family and friends.
Can't wait for Arma 4 and will hopefully bring something different to the Arma Com...
PARDON OUR DUST! I am going to redo the channel and align it strictly to the Arma Reforger Scenario Framework Wikipedia.
Welcome to Blackheart_Six's Arma Reforger Tools Tutorials Channel.
With this channel, I show you how I use the scenario framework to create scenarios for upload to the Arma Reforger Workshop.
I hope you enjoy these videos an...
I'm trying to create a simple scenario to get familiar with the tools and move to more complex stuff as I get more proficient
This topic is a practical and objective step-by-step for new Reforger Editors who are coming in. After here, you will be ready to explore your creativity through the World Editor tool much more painlessly instead of going around in circles, trying for hours to make your mission run properly. Feel...
Thanks for the help. I'll watch them and see if I have better luck with mi scenario
Thanks you for the input! I went ahead and reset everything carefully, and it seemed to do the trick for a while as I rebuilt my setup. However, Iβve noticed that the towers have gone invisible again. The odd part is that the search lights I attached to them (in a hierarchical setup) are still visible! Everything else in my setup seems to be working perfectly, though.
Do you have mods attached to scenario? Seems strange behavior.
not yet, so far everything is vanilla. I can not explain this - does not make any sense. NavMesh is setup according to Wiki and all appears in order on that end.
Just had a lightbulb moment - I realized I organized everything into areas, layers, and slots, sorting stuff based on its composition and map layout. Could that potentially be causing the weird tower invisibility issue? Curious to hear your thoughts on whether this organizational setup might be playing a role in what I'm seeing.
lets see an image of your hierarchy @thick rain
here you go - this shows, what's going wrong at the moment
I know this might have more than one answer, but wanted to ask anyway, what's the biggest custom map for reforger right now?
Hey mate!
I'm having issues with exactly this. I have two areas, each with a list of missions/tasks in them. The area has a layer which holds all of the tasks. This layer is set to randomly pick one task. On task completion it triggers the Layer in the second area to spawn, which then picks 1 task within it to spawn.
On this second task completion I'm trying to restore the first layer to default to perform it's randomization again and pick a missions to spawn. After restore it does spawn a missions but doesn't randomize and always spawns the same mission.
Any ideas on how to perform this randomization again? I hope this all makes sense.
Okay I just watched your yt vid and realized itβs a known issue and being fixed on experimental. Cheers for that vid man, helps heaps!
Hi, I watched that tutorial too and my guys were not following their waypoints. For me, I had to fix my SCR_AIWorld. There will be three components called NavmechWorldComponent. Make sure to set theirNavmesh Settings > Navmesh Files Config > Navmesh File. The first NavmeshWorldComponent should be somethign like CTI_Campaign_Eden.nmn, the second CTI_Campaign_Eden_vehicles.nmn, then the third LowResEden.nmn. If you are using a different map to me, then obviously the file names will be different. If you haven't already fixed your AIs, I would probably check this out
I see the issue. You put the tower entity in the hierarchy of the slot instead of the βObject to Spawnβ attribute on the slot. Itβs super easy fix π.
When you click on the Slot entity, there should be just one component on it and in it, find that attribute and put the prefab there. Then the location of the slot which will also render preview shows where and how it will be spawned
However, if you donβt need this tower to be spawned in runtime and perform some operations with it that require it to be in the slot, you can spawn these objects without slots π
Anyone managed to create a spawnpoint that use supplies?
I know of the the deployable radio that can act as a spawnpoint but that seems to exclusively need a player to deploy it. But in my case would need one that works right from the start and without player deployment.
Been trying to build one in the World Editor but haven't been able to get a working solution so far. In the Workbench there is E_SpawnPoint_US_Supplies prefab that, when hovered over on the respawn screen shows that it has supplies but the supplies aren't getting substracted when a player spawns from one.
Ok, don't know what this is supposed to be then, but the E_SpawnPoint_US_Supplies prefab that seemingly is a one-stop solution for a spawnpoint with supplies has Supplies disabled in SCR_ResourceComponent under the "Unsorted" section. Removing the supplies from the "Disabled Resource Types" makes the spawnpoint work so that every player spawn will subtract supplies from the total available amount.
I tried moving the Guard Tower to the Layer and the Area level, it disappears either way as soon as I start the GameMode to test it.
If I put it into the World Layer directly, it stays in GameMode.
Hey guys, I'm working on missions for my milsim clan, and I looked into BEACON loadouts. Is there an easy way to load the weapons and attachments instead of searching for everything one by one in the list? i mean when i set it up in the worbench
Objects like the tower should be put in their own world layer. If you want to spawn the tower into the game, then use a slot.et, and fill out the "Select Object to Spawn" field.
Thank you for that explanation. Out of curiosity, even though I don't currently need to use this feature, I'm wondering why my towers wouldn't spawn from within a slot, even when the SpawnChildren feature of the slot is set to All. Is there something specific about towers or certain objects that might prevent them from spawning this way, or is it the slot configuration? Thank you very much!
Anyone ever used Execute Function for example on a SlotTrigger? I'd want to save player arsenal loadout on trigger activation but can't figure what I'm supposed to add to all the parameters of the Execute Function. I found from the script SCR_SaveArsenalLoadoutAction.c that this is the part that finally actually saves the loadout m_ArsenalManager.SetPlayerArsenalLoadout(playerId, GameEntity.Cast(pUserEntity), m_ArsenalComponent, SCR_EArsenalSupplyCostType.RESPAWN_COST);
Could that somehow be used in the Execute Function to achieve loadout saving on trigger activation?
Execute Function is highly experimental and basically requires scripting knowledge to be used + right now, it can be only narrowly used on things provided by the getter to it.
Heyy Yethe. So are you saying that there is a possibility for what I'm trying to do. Maaaybe if I get the getter right π
Well I guess not, oh well π
Well, yes, but it would be much more simple to create a ScenarioFramework action that would perform this π
And you could activate this action via the SlotTrigger or anywhere else for that matter π
May I inquire a slight nudge to the right direction? I went through the Activation Actions and couldn't find something such that I could couple it to save player loadouts on trigger activation. Or then I missed the obvious.
You will have to script it
Thanks Yethe. Somehow/somewhere I managed to get the impression that there already would be a "ready" solution for achieving the loadout-saving-on-trigger-activation somewhere within SF when you mentioned "..create a ScenarioFramework action that would perform this".. and that's on me π
Via scripting it is then but where to start, guess that's for another day π
Hey all, I'm trying to make a PVE scenario for my buds. But i'm having an issue where all the AI that spawn in just keep wanting to walk south. Could someone point me in the right direction on how to fix this? Im not trying to get them to patrol around or anything right now, just want them to defend the point I place them at.
All the right Managers? Like aiworld and stuff?
Hi there, I have a mission that I had to change folders in a new mod for that worked previously but on the newly created one won't allow me to open it in world editor. Whenever I try to open the world I get a CTD. It seems like a pathing issue maybe.. Is there anything I have to do when changing files to a new mod and GUI?
Just make sure you are following the same path by overriding, duplicating or inheriting the prefab.
I had to manually move the entire project to another parent folder and now I am having issues
I believe so. I used the game mode setup plugin. Unless thereβs something the plugin doesnβt actually put down.
Did you setup the navmeshes for the world?
you have to add the navmeshes to the AIWorld
β¦ God damn it. Thank you!
how does one set up a custom icon for characters, in under SCR_editablecharacterComponent there is the icon set name and the Icon, i have created screen shots and converted them to .edds but idk if its too high quality or what but they don't show up in game
Post your pics of what is the orginal .edds file and what you are trying to replace it with.
new .edds file
also it wont let me duplicate character_ussr_Rifleman.edds
so i cant send the picture im trying to replace, basically im going through each character, macv/VC /PAVN, GI and wanting to have the correspoding preview image be accurate
@lean scroll
yea I see it.
Whats the dimensions of your .edds? Because your jpeg shows its ultra wide format. 3440x1440.
It must be 400x300.
can i change this through paint? its made from a steam screenshot, and that is my monitor size
First, I would get a good graphics program other than paint. There are free versions like Inkscape or GIMP.
https://www.techradar.com/news/the-best-free-adobe-illustrator-alternatives
If you can purchase, I highly recommend Affinity Designer. Very reasonable in price, great features.
I make a canvas of vary sizes of the raw, then export out to the needed dimensions.
For example, 800x600 then export to 400x300. This gives you better resolution, but lower image size.
thank you so much!!!
You can't override or duplicate .edds files.
now 100 entitys to take screenshots and update wish me luck
you can override an .edds file by creating a file with the same GUID
there maybe more work needed depending where you are trying to view this image. You might have to edit .layout as well. Not sure where all this goes.
for an example in tepaches British Forces, his characters show up in game master and when you spawn them out of a living quarters or view them on the map, you dont see US troops you see brits, so im hoping I can make all the custom loadouts i made a preview image for spawning,game master ETC, just trying to make it feel more like a DLC than a bunch of mods slapped together,
you guys are awesome and this is one of the most helpful communities i've gotten to be apart of
im purchasing affinity thank you for your recommendation
Does anyone know how to disable the SL marker?
- Search SquadLeader .layout
- Override the file.
- Select rootFrame, goto Behavior attribute, uncheck "Is Enabled", "Is Visable".
- I follow through all the layers, and uncheck all the "Is Enabled" and "Is Visable".
- Save the .layout.
i'll try it! Thanks!
Is possible to change per mission/scenario the antena relay (the one you build from the Capture point) radio signal distance?
I made a specific capture points and when a player build a antena the signal expands too much. I dont want to overwrite because of others missions in the playlist for the server
duplicate the entity and add it into the build/player for that faction edit the prefab to the distance you want save world and there you go.
Question about the scenario framework. When I add dynamic despawn to an area the task layer won't spawn when the area is activated by a player even if the task layer is excluded from the dynamic despawn. Do I always need to activate an area first?
What is the difference from the PrefabLibrary, Prefab, PrefabEditable? I see the icon has different collors (Purble, Blue, Orange).
If im placing buildings for a village/object, should i use the PrefabLibrary?
I use a couple different methods to spawn tasks.
- On_tasks_init will spawn tasks when nested in an area with dynamic despawn turned on.
- On_Trigger_Activation should spawn tasks when nested in an area with dynamic despawn turned on. I would have to test this to make sure.
I try to put all my tasks in a seperate "area.et" that acts as a container not a geographical area.
I've found a differen approach, maybe it could help someone else. I've duplicated MapMarkerConfig.conf and i've deleted the entry about the SL marker
i think my heads gunna explode it wont let me reupload my scenario files, says unable to choose category, i try to select the drop down and nothing displays
@lean scroll
I also have a problem with this
so far what ive gathered is the world file is using old game scripts i think thats whats happneing but not 100% SCRIPT : SCRIPT : Script validation
SCRIPT : Script validation
SCRIPT (W): @"scripts/Game/Campaign/UI/SCR_CampaignUIMutePlayerComponent.c,28": 'GetPlayerBlockedState' is obsolete: Session blocking is no longer supported.
SCRIPT (W): @"scripts/Game/Campaign/UI/SCR_CampaignUIMutePlayerComponent.c,30": 'SetPlayerBlockedState' is obsolete: Session blocking is no longer supported.
SCRIPT (W): @"scripts/Game/Campaign/UI/SCR_CampaignUIMutePlayerComponent.c,35": 'SetPlayerBlockedState' is obsolete: Session blocking is no longer supported.
SCRIPT (W): @"scripts/Game/Groups/SCR_GroupTileButton.c,671": 'GetPlayerMutedState' is obsolete: Use SocialComponent.IsMuted(playerId).
SCRIPT (W): @"scripts/Game/UI/HUD/SCR_PlayerListMenu.c,436": 'SetPlayerMutedState' is obsolete: Use SocialComponent.SetMuted(playerId, muted).
SCRIPT (W): @"scripts/Game/UI/HUD/SCR_PlayerListMenu.c,438": 'GetPlayerMutedState' is obsolete: Use SocialComponent.IsMuted(playerId).
SCRIPT (W): @"scripts/Game/UI/HUD/SCR_PlayerListMenu.c,499": 'GetPlayerMutedState' is obsolete: Use SocialComponent.IsMuted(playerId).
SCRIPT (W): @"scripts/Game/UI/HUD/SCR_PlayerListMenu.c,474": Variable 'enableBlock' is not used
SCRIPT (W): @"scripts/Game/UI/HUD/SCR_PlayerListMenu.c,1133": 'GetPlayerMutedState' is obsolete: Use SocialComponent.IsMuted(playerId).
SCRIPT (W): @"scripts/Game/UI/HUD/SCR_PlayerListMenu.c,1136": 'GetPlayerMutedState' is obsolete: Use SocialComponent.IsMuted(playerId).
SCRIPT (W): @"scripts/Game/UI/HUD/SCR_PlayerListMenu.c,1140": 'GetPlayerMutedState' is obsolete: Use SocialComponent.IsMuted(playerId).
SCRIPT (W): @"scripts/Game/Holster/ZEL_HolsterComponent.c,154": No need to use 'Cast' for up-casting
SCRIPT (W): @"scripts/Game/UI/Inventory/ZEL_InventoryStoragesListUI.c,29": No need to use 'Cast' for up-casting
SCRIPT (W): @"scripts/Game/UI/Inventory/ZEL_InventoryStoragesListUI.c,16": Variable 'iIndex' is not used
SCRIPT (W): @"scripts/Game/UI/Inventory/ZEL_InventoryStoragesListUI.c,17": Variable 'iRow' is not used
SCRIPT (E): @"scripts/Game/UI/HUD/SCR_2DOpticsComponent.c,589": Undefined function 'SCR_2DOpticsComponent.fixAngle_180_180'
SCRIPT (E): @"scripts/Game/UI/HUD/SCR_2DOpticsComponent.c,590": Undefined function 'SCR_2DOpticsComponent.fixAngle_180_180'
SCRIPT (E): @"scripts/Game/Weapon/Sights/SCR_2DPIPNightVisionSightsComponent.c,18": Can't find variable 'm_iDisableVignetteFrames'
SCRIPT (W): @"scripts/Game/Components/Thompson/BC_ThompsonAnimationComponent.c,28": Possible variable name conflict 'weapon'
SCRIPT (E): Can't compile "Game" script module!
scripts/Game/UI/HUD/SCR_2DOpticsComponent.c(589): Undefined function 'SCR_2DOpticsComponent.fi
@solid owl @tall whale Is this a modded scenario?
Yes, but we solved the problem by disabling modified mods from the dependency
yes road to saigon, i made the conflict scenario for it, i think im at the mercy of some of the creators of the mods atm
Aren't we all. I too am waiting for other mods to get updated. Standard stuff.
it would be nice to see the game version number in the workshop like you can on the webshop. That would really help with IDing if mod has been updated.
not useful for mods that dont need to be updated
Looking through the SF tutorial island worlds for an idea of what else is new..... Is faction switched object a new one on this update? I don't remember it, maybe I just never used it and don't remember
Yes it is new, currently waiting for Florian to flip the wiki page from internal space to the public one so you'll be able to see what's new more clearly π
New update looks awesome so far. AI looks to be moving better in the patrol example too, instead of the lead moving normal and everyone else jerking around behind him
The fast travel signpost in the tutorial!!!! Tutorial looks to built in SF. Definitely gonna pick this apart later, was this even possible before today or is this based off of new stuff too?
Dude, my mind is blown. I'm like a kid in a candy store. small update my ass. Is all this AI acting in the tutorial done through the SF system. I've been slackin!!!
Yes it has been built on SF, but there is still custom script created for it
Crazy, never thought that much variety of stuff could go into the SF stuff. I'm gonna be flipping between worlds for days.
anyone know whats causing this since update? edit: just realized dead everon didn't update. I thought it did. may have to wait till that updates .
ref my last post it actually looks like Bacons Ravage may be the cause just FYI to anyone seeing this
HOLY CRAP! We got mortars and LAV-25 in experimental!
Have fun π
WOW There is some really great stuff in here.
Also, check the SP01 @lean scroll. It is a new Singleplayer scenario built with ScenarioFramework and some of the latest new juicy stuff.
- there are some gooddies for ScenarioFramework. Super cool new addition is the Dynamic Despawn for Layers themselves as well --> managed by their parent Area π
https://youtu.be/HFhF3Sb0X0I
NOTE: Experimental not production.
Arma Reforger | First Look v1.3 Mortar Strike
Oh and the fix for civilians for triggers is there. You just have to add the CIV faction key to the excluded faction keys π
Yea I saw that in the bullet points. Y'all are killing me! Just released 1.2, and now this!
Scenario Framework wiki has been updated to have changes for 1.2.1:
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework
question, if i bring alot of my stuff over to experimental will it help prepare me with the next update 1.3 when it comes
Yes, 100%
@gritty vortex are you by chance going to be updating the ravage mod? It seems to be causing me not to be able to load my map due to a DangerReaction.c trying to overwrite something that isn't in game anymore. Fully understand real life, update just came out and all of that, just curious so i know if i gotta try and figure out what to do with my map.
its on the list
You rock man. I can only imagine what yall gotta do to keep the mods updated with the game updates and not trying to rush or anything.
thats the error im getting just FYI
I see you added fuel consumption action to 1.2.1.169. THANK YOU! No more AI running out of gas, and kicking rocks in frustration @nova onyx
I hope it will be fixed by end of day depending how my afternoon work goes
Absolutely! BUT! Be careful you don't get things mixed up and corrupted between versions. It is easy to do.
thank you brother you are a godsend
Okay great man, I work shift work and 60 hours in most weeks, so trust me I get real life lol. Just wanna say thanks again to you and @lean scroll my scenario/world wouldn't be where its at without your guys help, mods, and tutorials. Ive been playing ARMA since 2 and always wanted to set up scenarios/worlds and finally feel like i've been able to do that
With AI driving, I think BI should use good EU urban planning, and put traffic circles. Put a waypoint at every traffic circle and they would go around the circle until they find the road to the next way point they want to drive to. π€. This would work way better than the 3 point turn they try to do when randomly moving across the island. Sometimes 5 or 7 point turn. π

My guy!!!!!! This!!!!
Has anyone made a quick SF mission, in experimental yet? Is there any changes to any of the setup/gamemode entities?
Should not be much of a difference there.
Awesome, thank you
I uploaded a patch but its not fully done yet, zombies sometimes get stuck but at least it doesnt crash
Fantastic thanks man!
anyone know what I can do to solve this issue?
this happens when trying to copy over the base eden world to an empty world so you can edit the world objects
Am I slow? Does anyone know how to make the FastTravel pole or map work? I can copy and past the actual object in my world, but I don't see the components it needs to work
I am also getting this same error. Have you found a fix?
Seems like the new patch that includes the Capture and hold "mod" is overwritting something in my mission.
If you get too close to a capture point (the purple one) and a HQ my screen becomes black and white just like in the Capture and Hold missions when you go the the enemy main base/spawn
no still haven't found a fix yet
Hey i'm having two issues with my scenario that im sure are easy to fix but I'm just dumb/ blind and cant find documentation for it. The first and most important issue is that players' handheld radios aren't working. I helped my buddy fix it before but can't for the life of me remember how we did it. Any help would be greatly appreciated.
How do i figure out a cause of jip error when loading my scenario on a customer paid server?
When i create server as a game master scenario, it works with all my mods, but when i set it up as my scenario i get Jip Error now i cant figure out why
anyone know why radios arent working on the server with my scenario?
Nope.
LOL!
Does anyone know a solution for AI, that is not following waypoint if they are far away from the player.
I use Scenario Framework, but everything is in the same Area and loaded on Init.
But some AI that is placed far away from the Player is not following their Waypoints, they just wait. But as soon as I go closer with the Character or in Game Master, they start doing the waypoints.
Add to SlotAI.et the action AI "Disable LOD".
This is a bug you shouldn't have to do this. It started after the first 1.2 update.
@lean scroll It seems to work now, thanks a lot.
YW
@nova onyx Hi, i see that you include "SCR_ScenarioFrameworkActionPlayMusic" in the new EXP.Build. Did you try this on Clients? Because i had include this a few month ago, but it only worked if i replicate the method from MusicManager, otherwise it will only play on LocalServers. In your Script i cant see any replication
@nova onyx @lean scroll Looking at the last couple of days worth of Vid's from blackheart, it looks like DynamicDespawn is going to be usable at the Area, Layer, and Slot levels in 1.3. A couple weeks ago we talked about not using too many Area's for performance reasons. If I cut back on the amount of Area's I use, but then use a lot more Layers and Slots, how will performance be affected? won't this essentially be the same as having too many Areas as far as the DynamicDespawn system is concerned?
Currently only for singleplayer usage. I'll see to the replication, probably add it under the SF System similarly to hints/pop-ups so it can be then used by the trigger and this action as well.
Ok, i also add it to the System itself
The Dynamic Despawn on the Layer level will work a little bit differently - it will be handled and calculated by the parent Area. This will allow you to further optimise things down the stream on the Area level as there might be use-cases to handle some layers there.
That way, it is more performance-friendly as it is being checked only for that active area. Previously you would have to setup specific areas for these parts and they would all be checked even tho it is really not necessary.
I will be writing some documentation for it on the wiki to explain how it works and what are the intended uses π .
Thank you. I don't use experimental, I can't wait for all the new stuff. A couple of the guys from my server can't wait for mortars, too
is anyone having problems with the Ambiet patrol spawnpoints, since the update the only AI spawning are the groups i placed, but the ambient spawnpoints are not spawning at all. went from 900 ai characters to 150
I've had a ton of issues with my scenario since update unforunately. I've tried many different things and been creating backups of my scenario. When I remade a new GameModeSF I started to have that issue, i went back to a backup and didn't have issue. I know it isnt much help but wanted to mention that.
I've been having this issue and cant figure it out. I've redownloaded all my mods many times. I've even deleted my own mod i downloaded from workshop and let it download from server.
what's this red border? It's only on when my SCR_DestructionMultiPhaseComponent is enabled
the component is duplicated into my projects folder
nvm, lol. Looks like the hitzone info wasn't copied correctly
π
group members visible in editor?
YES! Isn't it amazing!
Oh wait it's been so long since I've seen them....
LOL! Thanks for fixing
dope
we're SO back!
I've made my own gamemode by inheriting from the Gamemode_Base, however I cannot use Zeus or Game Camera in it.
Ive already handled taking over an entity, the game mode works and I can play in it
Just Zeus and the game camera doesn't work and is grayed out in the menu
What adds this to the gamemode?
Just got an update for RHS(might be a couple days late), Does anyone know if that has a fix for the double vest bug?
Is it possible to use a TriggerEntity to trigger a .acp file when a player walks in a room?
Hello, i am new to the Enfusion Editor and need some help. I followed the Scenario Framework up to the Point where i am now creating a Spawnpoint for myself. Everything works as intended but there is one little issue. Im trying to make a random start point wich kinda works. When I first come in the Map there is no Spawnpoint available. I have to get into Gamemaster and hit respawn after that my Spawnpoint shows up.
I have changed:
SCR_RespawnSystemComponent:
Spawn Logic: SCR_MenuSpawnLogic
SpawnPoints:
SP Area
SP Layer (RANDOM_ONE)
Sp 1 Layer
Sp 1 Slot (SpawnPoint_US.et)
Sp 2 Layer
Sp 2 Slot (SpawnPoint_US.et)
Sp 3 Layer
Sp 3 Slot (SpawnPoint_US.et)
I hope i could explain it kinda right. ^^' Does somebody experienced that ?
When Joined and after Gamemaster
It kinda looks like at the moment the Map is initialized the Spawnmenu comes before the Spawnpoints if that helps as a description.
you know anything about mobile HQS , i reskined my and even kept the original now you cant even deploy it
command truck? or the radio?
the command truck, backpack radios function fine
Delete reskin, shift r, and test it works. If it works, it is somewhere in the reskin entity. I don't do a lot of reskinning.
okay, now even the Original doesnt work, in the update did this change any of the propertys of the command truck. like even with it not even loaded in the catalog and just the original, its FUBARd,
IDK bud.
alright man i appreciate it anyway, ill try that and delete the reskined verison completly,
i think ill make a seperate scenario and just compare the properties to see if something is missing, ive a hunch its something to do with ACTIONs and Radio
thats a good POA.
I know that trying to add the radio deploy to a vehicle doesn't work. I could never track it down, but you must put on the radio, then set it down to get the action to create a deployment point.
look through blackherats youtube https://www.youtube.com/@blackheart_six/playlists?view=1&sort=dd&shelf_id=1 and see if you can find where you learn how to make it spawn items as "randomOne" on init. WHen i have more time later today I'll try and find it, or try and send you cuople screenshots of how I would try. Unfortunately right now im having problem where my guy spawns in water now. I finally figured out another issue I was having, and now im at this issue that I need to figure out why its suddenly an issue.
PARDON OUR DUST! I am going to redo the channel and align it strictly to the Arma Reforger Scenario Framework Wikipedia.
Welcome to Blackheart_Six's Arma Reforger Tools Tutorials Channel.
With this channel, I show you how I use the scenario framework to create scenarios for upload to the Arma Reforger Workshop.
I hope you enjoy these videos an...
Essentially youd want an area, then layer, then slots for spawning. The layer will be "RandomOne". He did a video or two on even choosing objectives nearest the spawn point that was chosen too, but its deep into his videos and Its been couple weeks or so since I saw them.
Ohh already looked through his videos. ^^' I have the same setup. But somehow still got this problem.
I may have some other GameOptionSettings or so but my layers and stuff all has the same setup. About the water thing i saw a video were someone explained that issue
Hm okay then im not sure. Im very limited in what I know and my scenario is super messed up right now. I've spent hours trying to figure out whats wrong with mine lol. I cant even spawn in the world right now so I cant sent up an attempt at what your trying. If I do get a chance i'll try and take a look if its not figured out before I can try.
That sound pretty bad. Hope you can fix that stuff. Thank you for the Help anyway. Wish i could help you more.
I have the same problem, my work around for now is to use SCR_AutoSpawnLogic instead of SCR_MenuSpawnLogic.
I thought about that but then i can't use my Custom Loadout's to be chosen or i have to take a workaround about that too. Also have a Problem with arsenal's were in the gameoptions it says unlimited or unrestricted but in the game i still need supply's found a workaround for that by disabling the whole supplysystem. But i don't think that this is the way it was to be intended.
For the moment i deactived the random_one option and use all my respawns :/ so that i still can choose the custom loadout
I'll have to take a look and try. It only came up after update. Sometimes trying your set up as a server thats hosted gives different results. For instance when I use the editor and test my game from load screen it works fine, but when Its on the server or i just host it loclaly i have my spawn issue. and no problem with trying to help, im always on here asking for help and alot of good people on here to help. I try witht he little things i know lol.
Hmm.. interesting. I could test it on my server maybe it will work as intended then it would be a editor problem. Going to look into that!
Well that is what makes a great community if people help each other! π
yeah this thing isnt working at all for me for the campaign mobileassembly EST
Setting MenuSpawnLogic will allow you use your custom loadouts.
You have to use loadoutmanager_base and set player loadouts to custom characters.
All the loadouts in the screen shot are custom, and I use menuspawnlogic.
Yeah but with the MenuSpawnLogic im having my basic problem that my spawn's don't appear the first time as told before.
That is my initial problem.
post a pic of the spawn point hierarchy please.
I described my problem here.
yea I missed that post. Looking at it now.
@soft granite
Here is a world layer with a spawn point. If you want you can try it. I just tested it.
- Unzip and copy to where the world layers are.
- Start enfusion and world editor with your scenario.
- Enter play mode and see in spawn point is there.
Let me know results. DM me.
If you don't want to do this, no problem. We'll try another solution.
Sure thing give me a minute.
Well Spawnpoints are not on the map somewhere in the air and over the ocean xD
snap em to terrain if not everon.
Ok so the spawn point appears indicates something wrong with your LZ_SpawnArea. Delete that area, and create new or copy and paste the one I gave you.
Well as my Spawnpoints work the same if i don't have the Random_One active the normal Spawnpoints works just fine i make a record and share a video to give a better understanding
This should show my problem the best. As I said my goal is to have random spawnpoints each round but somehow doesn't work only if i respawn via gamemaster. I will try to publish the scenario and see if it works over the game as somebody before mentioned that he has different outcome between the editor and the game.
Im sorry to bother you asking this question, but once i get one thing figured out, another issue comes up. I keep spawning in water and "stuck" there. I've not had this issue before. When I load in the editor, i spawn jjust fine. When i load in server its in water. I keep looking thru the logs. i've disabled all area/layers that aren't spwn related, i can not for life of me figure it out. You aware of anything new this update did messing with spawns?
you have menulogic set in the respawn component?
Well as my Spawnpoints work the same if
Yeah i do. My menu loads, i choose faction, choose spawn point, then bam spawn in water and stuck. If i load into the GM i cant even spawn any AI or respawn myself. Super confused.
SCR_AIWorld navmeshes setup correctly?
Funny enough i just looked at that and the navmeshes are in there but going to re choose them for that slot and try again in a minute. Im wondering if this is because there hasn't been a dead everon update since ARMA update
Layer option "Random one" not work.
https://youtu.be/QCIZrhhop28
You have 3 mods in that scenario. Belle, RHS and Bacons Ravage. What happens when you drop those 2 mods.
Well thank you that is exactly what happens to me and I have Vanilla with no Mods !
Same error whith full vanilla:
https://youtu.be/Bnk32qgQOUw
Also I just find out that my SlotAi don't want to follow any waypoints. Only if I place real Ai not in a Slot from the Framework that's weird too.
SCRIPT (E): ScriptInvoker::Invoke: Incompatible parameter '1', expected 'bool', got 'void' (method 'SetSpawnPoint')
Ahh found that one in my Log too.
There is something broken with Layer.
Give me a few minutes I'll try to recreate.
I go to my work, back in few hours.
ok. So I am able to repeat dob's method.
what i see:
a) layer tries to spawn its children, sees it's set to "Spawn random one", puts the actual spawn into the queue to be executed 0.2-0.4s later at https://enfusionengine.com/api/redirect?to=enfusion://ScriptEditor/scripts/Game/ScenarioFramework/Components/SCR_ScenarioFrameworkLayerBase.c;861
b) spawn menu gets drawn
c) random child actually gets spawned
π€£
So it seems that this is a general problem then ?
I just fixed my AI issue if i use SlotAi i have to use SlotWaypoint not normal Waypoints. 
how does one use the CAH poly line to create a custom shape for a point
I somehow made to manage a Convoy wich will fight if interrupt and after combat return to there vehicles and go on with there patrol
now the real fun begins
@lean scroll did you notice a change in the SCR_GamemodeCampaign since the 1.21 update?
wondering if this has something to do with it, im running full stock command truck and theres still no option even in a different project with just the map loaded no assets no mods except map
I don't use campaign so ... no.
Anytime I use the dedicated server tool in WB and try to launch peers, I get this error amongst others of similar statement ```
Multiple game mode entities present!
For the conflict mode. there is a way to make a capture point connection without overlapping the SCR_CoverageRadioComponent ?
In the picture i want the option to make the point #1 be able to capture point #1 without giving the range to capture point #3
Seeing these guys drive around is purely satisfying
Suggestion:
Need a getter SCR_ScenarioFrameworkPlayerCountEquals that allows you to enter the number of players in the trigger area to activate the action. For example, I want 0 players in the trigger area. I don't see a getter that does this.
Could we have a message from the @devs please?
Do you know if there is a way to use the triggers in game to trigger a sound to play? I've messed with it a couldn't figure it out
yes. Give me a sec.
ive created a .acp for an alarm. in my mission when the player walks in the room I want an alarm to go off. Is this possible?
Scenario Framework | Action Play Sound
Play a sound using a trigger.
thank you!
was there changes to the GameMode_Base prefab? I can't get my gamemode to boot into dedicated server tool no matter what, but works fine in WB and Peer Tool it seems
I am using EPF, if that's important info
We need a good tutorial on the correct way to use that! All my questions about it have been buried in various channels.
The Dedicated Server Tool? I had it working before the update, but since this update, canβt get a player to spawn with it no matter what I do. Just connects the peer and takes me to the ocean view
Would be nice to have some detailed info on it tho
Do you try Set Formation:
Yes, its in my screen shot.
I can also confirm, and I don't think that it is SlotAI specific. Try placing a group and change the default formation, the same happens.
Does faction, and spawning work differently on a user made map?
That's a pretty open ended question. Yes/No/Maybe.
Well, everything was working last night. Now, the game crashes when I try to run a gamemode.
I don't know what happened, I was having a lot of fun.
I get this error:
Exception: Access violation. Illegal read by 0x7ff63674c9f4 at 0x48
18:27:23.745 INVENTORY (E): Couldn't insert item @"ENTITY:2305843009213694016" ('GenericEntity','Assets/Weapons/Magazines/STANAG/Magazine_30rnd_STANAG.xob') at <0.000000 0.000000 0.000000> @"{D8F2CA92583B23D3}Prefabs/Weapons/Magazines/Magazine_556x45_STANAG_30rnd_M855_M856_Last_5Tracer.et" into storage @"ENTITY:2305843009213693987" ('GenericEntity','Assets/Items/Equipment/Accessories/Pouch_ALICE_30rnd_STANAG/Pouch_ALICE_30rnd_STANAG.xob') at <65.123596 3.730750 87.938744> @"{E3154E0EAC48D67B}Prefabs/Items/Equipment/Accessories/Pouch_ALICE_30rnd_STANAG/Pouch_ALICE_30rnd_STANAG.et" while spawning initial items inside the storage.
18:27:23.745 INVENTORY (E): Couldn't insert item @"ENTITY:2305843009213694017" ('GenericEntity','Assets/Weapons/Magazines/STANAG/Magazine_30rnd_STANAG.xob') at <0.000000 0.000000 0.000000> @"{D8F2CA92583B23D3}Prefabs/Weapons/Magazines/Magazine_556x45_STANAG_30rnd_M855_M856_Last_5Tracer.et" into storage @"ENTITY:2305843009213693987" ('GenericEntity','Assets/Items/Equipment/Accessories/Pouch_ALICE_30rnd_STANAG/Pouch_ALICE_30rnd_STANAG.xob') at <65.123596 3.730750 87.938744> @"{E3154E0EAC48D67B}Prefabs/Items/Equipment/Accessories/Pouch_ALICE_30rnd_STANAG/Pouch_ALICE_30rnd_STANAG.et" while spawning initial items inside the storage.
18:27:23.746 INVENTORY (E): Couldn't insert item @"ENTITY:2305843009213694018" ('GenericEntity','Assets/Weapons/Magazines/STANAG/Magazine_30rnd_STANAG.xob') at <0.000000 0.000000 0.000000> @"{D8F2CA92583B23D3}Prefabs/Weapons/Magazines/Magazine_556x45_STANAG_30rnd_M855_M856_Last_5Tracer.et" into storage @"ENTITY:2305843009213693987" ('GenericEntity','Assets/Items/Equipment/Accessories/Pouch_ALICE_30rnd_STANAG/Pouch_ALICE_30rnd_STANAG.xob') at <65.123596 3.730750 87.938744> @"{E3154E0EAC48D67B}Prefabs/Items/Equipment/Accessories/Pouch_ALICE_30rnd_STANAG/Pouch_ALICE_30rnd_STANAG.et" while spawning initial items inside the storage.
That is not your problem. Those are spam errors about items not being able to fit in vest/pouches.
18:36:55.602 SCRIPT (W): EditBoxFilterComponent used on invalid widget type.
18:36:55.710 ENTITY : SpawnEntityPrefab @"{2DF95AB3CCDF4FA5}Prefabs/Characters/Core/DefaultPlayerCamera.et"
18:36:55.710 WORLD : InitEntities 'world'
18:36:55.711 ENTITY : Init entity @"ENTITY:2305843009213694023" ('PlayerCamera', PlayerCamera) at <0.000000 0.000000 0.000000> @"{2DF95AB3CCDF4FA5}Prefabs/Characters/Core/DefaultPlayerCamera.et"
18:36:55.711 ENGINE (F): Crashed
18:36:56.018 ENTITY : SpawnEntityPrefab @"{2DF95AB3CCDF4FA5}Prefabs/Characters/Core/DefaultPlayerCamera.et"
18:36:56.018 WORLD : InitEntities 'world'
18:36:56.019 ENTITY : Init entity @"ENTITY:2305843009213694023" ('PlayerCamera', PlayerCamera) at <0.000000 0.000000 0.000000> @"{2DF95AB3CCDF4FA5}Prefabs/Characters/Core/DefaultPlayerCamera.et"
This is where it crashed.
Invalid widget type?
Reason: Map entity is missing in the world! Deploy menu won't work correctly.
So when I place a new manager down I get this error:
ENTITY : Create entity @"ENTITY:5" ('SCR_LoadoutManager') at <35.818748 20.073006 119.671402>
SCRIPT (E): Trying to register a SCR_LoadoutManager, but one is already registered!
Fixed it! Never broke to start with.
In the Catagory "Waypoint" for patrol waypoint is "Settings". This is were you set the formation. Not on SlotAI, or Cycle WP. Each will be different I imagine.
Are you using any mods? I've had a horrible issue the last few days and had to one by one go thru my mods to see what the problem was.
Meant to ask this here. Anyone know how i can "decorate" a vehicle that when I drive it the items I place on it move with it? I've managed to place a m16 in the vehicle and it does what I want, however other items such as an ammobox will just stay in place and won't move with the vehicle. I cant figure out what to add or remove to the ammobox that the m16 doesnt have that is causing it.
Hi all, how do you enable radio in global setting via SF? Default has it turned off and have to do it via GM. Thanks!
Are you talking about voice chat radio or the radio that plays music?
I mean radio backpack, for item loadout saving. I'm having an issue where I can't deploy the radio to allow players to spawn.
NVM, did not work. I am trying to enable radio backpack under item loadoutsaving allowed to default it being turned on game init.
Okay, second question/bug. Spawning a heli at a helipad, randomly spawns a wheeled vic. Anyone encounter this issue before? its set to Trait = VEHICLE_HELICOPTER. The config's are all vanilla and not overriden either.
Sorry im not familiar with either of those issues.
No worries! π
i can try and question answer a little more to try and help but i cant promise anything lol
I need to work on a github Wiki with Q/A!
I need to work on a github Wiki with Q/A
I needed to include the CameraManager. lol
I'm facing multiple Problems. I still can't figure out how i can deactivate the supply costs in the arsenal. My SCR_AresnalManagerComponent in the GameModeSF is set to Unrestricted.
PlayerLoadout's in Game won't safe for Respawn and some more.
Guess that's the part of learning curve. But with the Supply costs im kinda lost. Working nearly 3 days on how to fix that.
And still trying to figure out how i can change group size there is no option for when i am using the SlotAi for Size or changing out some Soldiers.
Please help to understand the problem. I equip a unit, but it does not appear in the game in the form that I configured for it. I am attaching screenshots:
the shape changes texture
my settings/how it looks in game
Any known issues with the entity catalogues post update? I add weapons, clothing, equipment etc to my entity catalogue and save it. However, when I open the entity catalogue again it hasn't saved. Even though the workbench confirms it saves.
Search for "blacklist". Override and edit. Turn off the blacklist on the radio backpack.
to deactive the supplies go to the gamemode.
To change the size of a group, duplicate the group, edit prefab, and delete or add the number of AI you want.
Are you talking about changing uniform items of a character? Like BDU to MARPAT?
Go to your game mode, SCR_BaseGameMode, under Disabled Resource Types > + , then add supplies.
Anyone want to try my map?
Hello everyone, desperately trying to figure out how to increase Conflict HQ supply ticks. Either in amount in frequency. Additionally, I would like to know how to make the supples that tick from HQ be distributed slowly across all points with an antenna
Can anyone help?
Well thank you I once found that but couldn't remember were it was. This fixed it very well.
Thank you
Yes
Okay so i have to make a new prefab every time. That is kinda inconvenient but okay it is what it is if i want to use the slot things. Thank you.
EDIT: Nevermind I just found the GroupBase and also understand the purpose of a Prefab better.
Thank you again. Well i nearly was frustrated with all the problem and couldn't find anything on the wiki about that or maybe i overread it due to frustration ^^'
The problem looks like thisπ
Look at this video.
Scenario Framework | Discord Savos
Thanks!
But the problem is that the model remains and the texture does not work. This is the RHS mod
RESOURCES (E): Can't remap 'Assets/Characters/Uniforms/Crye_Combat_Shirt/Crye_g3_Shirt_Rolled_item.xob' material from 'Crye_longsleeve_multicam' to 'Assets/Characters/Uniforms/Crye_Combat_Shirt/Data/Crye_longsleeve_ATACS.emat'. Source material do not exist
@sharp flower Don't edit "base" character. Try the "baseloadout" character. Set him up first with base uniform.
Also have you tried this without any mods other than RHS. Looks like you have some custom lobby stuff running.
I always work with vanilla first then introduce mods.
π
worked?
It seems to work. I'm testing it.
ok. cool.
Most important, if you don't see the "Reset to default" arrow, copy and paste again. I saw you do that in you video. π .
That's how I did it, but on a bare unit. It worked when I took an already equipped unit.
Yea it is hit or miss. It's seems to affect vests, backpacks and helmets the most. If you change something and it reverts back to original, most likely the "reset" didn't appear.
is it possible to hide the task position marker?
@whole raptor It's in one of the task .layout files. Not sure which one. Let's know if you find it. It would be nice to able to turn it off easily. I prefer map markers.
i'll look into it, i hoped it was easier and i was blind not to see it lol
when i start the game with the editorRespawnBriefingComponment the map is centered in the top left, is it a known bug?
can't post it. not sure why, i'll dm u
do the group prefabs not work on the common section of SlotAI? trying to create groups instead of individual soldiers (which is all ive managed so far)
tried Group_USSR_LightFireTeam.et as a test
Should work.
got an example setup you know does?
Just use a group instead of a character. There is no preview in the editor for version 1.2. But when you play they should spawn like a single soldier.
Hey guys, I have a modified version of Conflict and I am trying to use the save/load feature. The game will save and a file is created in the .save however, when trying to load from game master, no file is found. It works in normal conflict so I'm curious on what is happening..
Did try that but at least its me, ill keep trying
thank you, I got there in the end by doing this. I deleted my old one and recreated a new one just did the group and it worked π
next step is trying to figure out if I can limit the group to certain tiles via navmesh
oops left the @ on, sorry
Where would find the the parameters to adjust an Ammobox's weight so It can be picked up by the character?
in enfusion workbench of course
How would I trigger something to spawn from inventory?
I've been playing with workbench on some simple scenarios. Looking to do something a little more meaty. I'm experienced with a3 and scripting but still a little lost with enfusion,
basically on a3 we had our own little dynamic scenario. Like a scaled down invade and annex. And im looking to try out something similar in reforger.
I've got two questions I haven't figured out yet.
1.Layer tasks, do layer tasks only appear if that layer/area is activated. Ive been checking out the combat ops demo and just want to confirm.
- Spawn system, I haven't found anything on having players join and taking an available role in a squad. Is that possible?
I get a massive error when i try to add scr aiworld locks up my pc when i drag it into the world
This is driving me nuts and seems random, sometimes it works other times it breaks.
Helipad spawns the new rocket pod AH1 fine. Transport, armed, etc spawn wheeled vehicles instead.
Anyone encounter this issue and how did you solve it? Thanks in advance.
Simple question.
But if I wanted to slow the reload and/or firing rate of a weapon, is it as simple as editing a comp on the weapons prefab?
- You can do a traditional combat ops "on_tasks_init" and spawn as many tasks allowed in the gamemodeSF. Or you can trigger tasks one at a time.
- There is no built in lobby system like Arma 3. There is a mod call reforger lobby or something like that. You can create loadouts based on predefined character like rifleman, GL, AR etc.
hey beard, did you check the entity catalog for vehicles? Are the birds that are not spawning correctly listed? If listed are they checked for building mode?
I remember this now. It was only modded helicopters. The UH60 and AH6 were doing it. When they updated it was fixed.
They were correctly listed, but will re-check. My suspicion one of the mods overrides vic entity catalogue. What is strange, its random. I'm going one by one, checking each mod now.
I think it was RHS config vic file. Overrode it and disabled their vanilla helicopters. Need to test some more. Good call! Thank you!
How would I change the arsenal prefab that you build from conflict bases to remove the weapons arsenal and replace with a second equipment arsenal and still be buildable from the base?
How can I set my mission to first person only?
Figured it out... If anyone is looking, it is in the server config settings.
https://community.bistudio.com/wiki/Arma_Reforger:Server_Config
Bacon has a mod for 3rd person only while driving/flying. Pretty handy as some modded vehicles are very hard to see in FP only.
Hi Blackheart! I'm watching your video now!
It might be easier to just override the entity conf file and disable items you don't want in the arsenal.
I made a character with a saxophone, working on getting the file in so you can play saxophone in ARMA Reforger.
Is there a way to have predefined loadouts within a predefined group for a faction? I want to achieve something similar to Arma 3's role assignment like the picture (not my screenshot, one from google). The goal would be to allow a mission maker to create the predefined groups for their faction and set roles / loadouts within that group so they can enforce that each group would have a squad leader, a medic, two autoriflemen, two AT etc. and players could choose their loadout from the remaining ones available for their group
I know I can set up the loadout manager but that would allow a group to include 10 marksmen if thats what the players chose, similar issue if I allowed people to set themselves up in an arsenal. Predefined groups gets me part of the way there by letting me set up groups for infantry squads, support teams, vehicle crew etc. but I can't control what loadouts people use within those groups
Alternatively, can we limit on the number of players with each loadout within a group or faction to get something more similar to squad? For example, a single group only allows one squad leader role (based on a SCR_FactionPlayerLoadout or similar), one medic, two AR etc.
Trying to allow a person who creates a mission to enforce balanced loadouts within a faction or group rather than relying on players to balance themselves
the way i want it is to make the arsenal only have clothing items. so i was hoping i could just replace the weapons arsenal with just another equipment one so player have two to get thier fit
Neat, will have to dig around and see how it works
Merry Christmas to all, happy holidays, and happy new year! π₯
Eat, Drink and Be Merry, for tomorrow we may die!
Merry Christmas to you as well!
Won't be on here till much later in night so have a merry christmas everyone!
More of a question for BI, is there any plan for a system to restrain and escort AI, in vanilla, without MODs?
Is there a way to activate an Area Trigger via script in the Scenario framework feature? I am working on a scenario where I added a context action to a telephone. Once a player interacts with the phone, a random mission area should activate from an array of pre made areas that each contain a mission. I am not very sure how to approach this problem or if there is already a feature that can activate the areas.