#enfusion_scenario

1 messages Β· Page 11 of 1

lean scroll
#

I believe the SCR_CampaignBuildingManagerComponent has an error in version 1.2.1.127 (submission). The Slot Flat Large Layout shows "FRB_SlotRoadLarge.et" instead of "FRB_SlotFlatLarge.et".

tall whale
#

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

wild trellis
shut sapphire
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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?

lean scroll
#

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.

shut sapphire
shut sapphire
shut sapphire
# lean scroll Turn it on in the gamemode?

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.

reef grotto
shut sapphire
reef grotto
#

Thank you sir!

shut sapphire
shut sapphire
lean scroll
# shut sapphire Would you have a tutorial or wiki on how to setup the gamemode correctly? I'm no...
shut sapphire
ripe mortar
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What the frank guys i just trying to play

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i don't even know what could be messing with the server startup

tall whale
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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

tall whale
ripe mortar
#

cant even open my project

reef grotto
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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?

shut sapphire
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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.

reef grotto
shut sapphire
reef grotto
#

what do you want to get triggered?πŸ€”

shut sapphire
# reef grotto what do you want to get triggered?πŸ€”

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.

reef grotto
#

Ah, ok, mhm sry with that I didn't play around yet, so I dont know the answer :/ sorryπŸ™ˆ

shut sapphire
lean scroll
#

@shut sapphire Hints do not work in the current production version. They are bugged.

shut sapphire
lean scroll
shut sapphire
lean scroll
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spawn a slot.

shut sapphire
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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.

reef grotto
ripe mortar
#

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.

pulsar nest
#

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!

reef grotto
#

Any1 an Idea how I can get the Trigger spawns work like the Ambient Spawners?πŸ€”

twilit cave
#

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

lean scroll
gritty vortex
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idk if it's an issue or not, groups just spawn during the game and not before

twilit cave
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yeah they do spawn as soon as I load the mission

gritty vortex
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there was a checkbox in the group called spawn immediately or something that may or may not make them spawn in edit mode

twilit cave
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but its very annoying not being able to see pre placed units down

lean scroll
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it is an issue. It would REALLY great to see where you are placing groups in the editor. Especially in woods.

twilit cave
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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

lean scroll
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Someone did fix it. As of current experimental version it still does not display the group.

twilit cave
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damn man.. this better get pushed to the coming update

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such a simple fix and error that shouldn't have even happened

gritty vortex
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hm yea that checkbox doesnt do anything oops

twilit cave
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yeah ive literally went through the whole components clicking everything

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no change

twilit cave
lean scroll
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IDK. I didn't make any changes.

tall whale
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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.

nova onyx
lean scroll
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ROFLMAO! OMG!

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COME BI! LETS GO!

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LOL

nova onyx
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Unfortunately outside of my scope sadCat.

twilit cave
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found where it is exactly, line 1307 in SCR_AIGroup
module = SpawnGroupMember

lean scroll
twilit cave
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is there no way we can edit this file ourselves?

nova onyx
lean scroll
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override it.

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right click -> override

nova onyx
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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.

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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 πŸ˜….

twilit cave
twilit cave
nova onyx
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and how does it look like inside?

twilit cave
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I copied the whole text in the file

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and made the exact changes as the bi post

nova onyx
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show me the class declaration

twilit cave
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oh there is nothing there, so I did something wrong

nova onyx
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So I can see the beginning of the class

twilit cave
nova onyx
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Oh, well, now a little bit down to the SCR_AIGroup class

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Unfortunately, they are breaking conventions and putting more classes into one file sadCat

twilit cave
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hold on maybe i can send you the whole thing isntead because im kinda new to this editor

nova onyx
#

ok, remove everything above
class SCR_AIGroup : ChimeraAIGroup

And change:
class SCR_AIGroup : ChimeraAIGroup

to

modded class SCR_AIGroup : ChimeraAIGroup

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Then hit Shift + F7 to recompile scripts and see how it is working

twilit cave
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looks like this?

nova onyx
#

Yes

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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.

twilit cave
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yeah no luck with that πŸ˜„

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i hope at least this is fixed on the coming update

thin swan
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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 πŸ™‚)

nova onyx
thin swan
nova onyx
thin swan
# nova onyx You are correct. They are used in the order which they were created. I was just ...

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 πŸ‘ŒπŸ½
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?

lean scroll
nova onyx
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You can check the code here:
SCR_ScenarioFrameworkWaypointCycle.ProcessWaypoints()

thin swan
lean scroll
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10 wp each layer set to random multiple 50%

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then add layers to cycle wp.

nova onyx
lean scroll
#

lol

ripe mortar
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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?

nova onyx
charred wasp
nova onyx
charred wasp
#

Yep, was just a statement for Jawden

warm mica
warm mica
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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.

nova onyx
warm mica
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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.

idle stone
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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?

nova onyx
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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.

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And at top of that, it was also curated by Game Master πŸ˜‚

lean scroll
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anyway to shut GM off for a scenario?

gritty vortex
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it will force itself when an admin goes into gm

lean scroll
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I'm digging through entities right now. Short of removing scripted chat which I don't really want to do.

gritty vortex
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there are alternative ways to login as admin than the chat

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so I would discourage

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because it might be fruitless

lean scroll
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sad but true

gritty vortex
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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

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build your missions for the former

thin swan
lean scroll
lean scroll
thin swan
lean scroll
#

I think I found what I needed though. EditorManagerCore.conf. Testing now. Not sure.

thin swan
lean scroll
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Found solution:

  1. Override EditorManager.et.
  2. SCR_BudgetEditorComponent
  3. Set Max Budgets to 0.
  4. 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
idle stone
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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

thin swan
idle stone
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Thanks as well!!

nova onyx
hard bloom
#

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

wooden knoll
# lean scroll sad but true

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.

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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.

lean scroll
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I've removed the restriction on GM in MilOps for now. I need a more targete approach. @wooden knoll

wooden knoll
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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.

lean scroll
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Well going forward I won't implement on MilOps I, but MilOps II will have it locked down.

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The horse is out of the barn sort of thing.

strong elk
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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?

strong elk
nova onyx
# strong elk 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 πŸ˜….

strong elk
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Fair enough, thanks. Ill figure out exactly what I need and get back to you:) thank you

idle stone
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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

gritty vortex
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bro is rigging the system πŸ’€

ripe mortar
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Is there a way to add attachments to weapons? like in world editor.

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and not in game

kindred rose
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See how vanilla weapons have attachments and compare

raw bone
#

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.

raw bone
#

I found, you have to use "GetPLayerEntity"

ripe mortar
halcyon patrol
#

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?

muted scroll
#

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 ?

kindred rose
ripe mortar
halcyon patrol
lean scroll
halcyon patrol
# lean scroll 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.

lean scroll
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@halcyon patrol Double check the one you edit and is not the one with an "E_" in front of name.

halcyon patrol
#

Okay I will later thanks

halcyon patrol
lean scroll
# halcyon patrol So I'm not entirely sure to find out what my renamed prefab was duplicated from ...

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

tall whale
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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,

raw bone
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Hello!
Please, i have no Icon on Map for the fast travel, it work but won't show the icon on Map. An idea ?

gaunt acorn
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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?

lean scroll
tawny turret
#

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

lean scroll
tawny turret
lean scroll
raw bone
#

Is it possible to set the fuel filling rate randomly?

gaunt acorn
nova onyx
lean scroll
#

πŸ€”

raw bone
nova onyx
#

Not variable

compact cliff
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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 ?

nova onyx
compact cliff
raw bone
nova onyx
nova onyx
compact cliff
nova onyx
raw bone
lean scroll
#

InventoryLoader.et, does it work? Looking at the attributes it looks pretty simple, but can't get to load inventory.

nova onyx
lean scroll
twilit cave
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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

gritty vortex
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mods only

twilit cave
gritty vortex
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I think so but I dont know the name

twilit cave
#

searching intensifies

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πŸ‘€

twilit cave
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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

twilit cave
karmic lake
#

Hi everyone,

I need to modify the time at which a vehicle created using the resource system disappears in the vehicle maintenance

lean scroll
#

@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.

lean scroll
#

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.

west bobcat
#

Has anyone made a generator for mines? So I can basically just place a minefield in one?

tame reef
#

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

nova onyx
lean scroll
tame reef
wild trellis
tame reef
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i plopped it down and now there are AI around the points across the map

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but you engage them and they run away like chickens?

gaunt acorn
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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.

tame reef
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can anyone figure out why the chat isn't working on my custom everon scenario?

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i type into it and nothing comes out of it

gritty vortex
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did you add chat entity? it comes with all the vanilla game mode prefabs

tame reef
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this one right?

gritty vortex
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I recommend using game mode prefab that comes with it instead of adding all the individual stuff

tame reef
gritty vortex
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are you making conflict, GM map or something else?

tame reef
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just conflict

gritty vortex
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so in your conflict subscene you could use this prefab

tame reef
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i just checked it seems like i already had one from the plugin game mode setup?

gritty vortex
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idk how that works then I thought it comes with

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sorry!

tame reef
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lol

tame reef
nova onyx
tame reef
nova onyx
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That might fix this issue

tame reef
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okay thanks i'll try it

sharp raven
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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

wild trellis
tame reef
nova onyx
tame reef
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Hmmm I don't know it's pretty much purely vanilla pretty much just a custom conflict on smaller parts of everon

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I'll try again tomorrow with a clearer head

gaunt acorn
arctic juniper
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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.

karmic lake
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Good evening,
Is there an option to disable the GM from adding AI to scenarios created in the scenario framework?

wild trellis
gaunt acorn
wild trellis
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IDK then, thats exactly how i increased the size of those conflict zones in my scenario.

gaunt acorn
raw bone
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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?

waxen fossil
#

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

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depending on what mods you have loaded, even the default prefabs can sometimes cause it if you they have an arsenal box inside

lean scroll
raw bone
#

I'm sad.

karmic lake
karmic lake
gaunt acorn
#

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.

lean scroll
#

I am on experimental so that may have something to do with it.

karmic lake
# lean scroll 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 πŸ˜‰

gaunt acorn
lean scroll
gaunt acorn
lean scroll
#

Experimental server? @gaunt acorn

gaunt acorn
lean scroll
compact cliff
#

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 ?

nova onyx
compact cliff
urban rivet
#

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.

lean scroll
west bobcat
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Whats the process of placing ammo crates and filling it with said ammo and equipement?

lean scroll
west bobcat
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It's not conflicts, it's not any vanilla mode.
It's a custom mission for our community.

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I want a set amount of X Y and Z ammo and equipment on a crate that users can open and take from

lean scroll
west bobcat
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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

lean scroll
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Wait one.

west bobcat
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Ok here's one

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In the ural ammo truck.
It comes with a virtual inventory

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This also needs to be disabled

lean scroll
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for crates use this component

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Trucks are handled different from crates.

west bobcat
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Trucks use the SCR_universalinventoryStorageComponent ??

lean scroll
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In the trunk they do.

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From the items available in the arsenal

west bobcat
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and I can remove the virtual arsenal?

lean scroll
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Yes, Remove the action.

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in the action manager

west bobcat
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No the virtual arseneal is in the trucks inv

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it's not an action

lean scroll
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Why don't you use a non-ammo truck then?

west bobcat
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I guess

lean scroll
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If you don't want an arsenal then use a transport truck

west bobcat
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Is there just no way to remove this VA?

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The ammo truck looks the part. Hence why I wanted to ideally use it.

charred wasp
lean scroll
west bobcat
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Willing? I guess? I'm an experienced mission maker for Arma 3, i've made a terrain for reforger

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I'm just dabbling in mission making for reforger now

lean scroll
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Question: What do you see when you open the trunk of the truck? Pay attention to detail. Especially the arsenal.

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this is critical.

west bobcat
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it's virtual?

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ammo and equipment?

lean scroll
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What is the difference between "Trunk" and "Arsenal"

charred wasp
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This is what your searching for

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Its slotted to the truck

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Create a copy and disable the Aresenal

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If you need the US Version = {402274CE2FB0720D}Prefabs/Vehicles/Wheeled/M923A1/VehParts/M923A1_ammo_box.et

west bobcat
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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.

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I'm guessing that's this ammo box attached to a compnent somwhere in the trucks properties

charred wasp
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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

west bobcat
#

Yeah I won't overwrite just due to how we've structured missions on our server, the sop is to duplicate I believe

west bobcat
charred wasp
#

Not the Truck, the Slottet box

west bobcat
#

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?

charred wasp
#

If you used a new name, thats correct

west bobcat
#

I didnt use a new name. I kept the same name

#

But it was a duplicate?

#

That'll be fine?

charred wasp
#

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

west bobcat
#

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?

charred wasp
#

i would name it "Ural4320_ammo_box_no_aresenal.et"

west bobcat
#

^

#

I like that

charred wasp
#

Then you can set the new one on the Truck: SlotManagerComponent -> AmmoBox

west bobcat
#

neat'o!

west bobcat
urban rivet
#

(im very newbie)

charred wasp
lean scroll
lean scroll
charred wasp
#

You can also remove the Actions, if you like. (Set context to empty)

#

If you dont need any Actions, you can just disable ActionsManager

west bobcat
#

I do need actions.

#

I think I didn't do one of those. Lemme check

west bobcat
#

lol

#

so it's still ther

#

just not yellow anymore

#

It's no biggy. Thanks tho dude!

#

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.

chrome ice
#

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

lean scroll
#

@chrome ice Put it in its own layer, and restore that layer. It's the only way within the framework. Unless you script it.

chrome ice
#

I like to over populate my AI and use a random percentage, A couple hundred layers seems a bit much. Thank you though

languid condor
chrome ice
pliant wind
#

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?

pliant wind
#

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

weak ibex
#

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

grizzled axle
weak ibex
#

yes

compact cliff
#

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 ?

chrome ice
#

Is there a place BI posts a aprox. ETD of the next production update?

chrome ice
#

does anyone have a guess for 1.2.1?

nova onyx
chrome ice
earnest verge
warm mica
#

mandatory "how far is your boss?" joke

weak ibex
#

So there is no way to edit a map?

lean scroll
lean scroll
weak ibex
#

how do i change weather? im trying to use timeandweathermanager but doenst seems to work as it said its read only

nova onyx
# chrome ice lol, an educated guess, or just a guess?

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 πŸ˜….

lean scroll
chrome ice
nova onyx
chrome ice
west bobcat
#

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?

karmic lake
#

Do you know of any mod where you can arrest an AI?

west bobcat
#

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.

lean scroll
#

@karmic lake Bon Animations mod is the closest.

karmic lake
karmic lake
wild trellis
warm raft
#

Does anyone know how I would make an RHS PvE conflict on Gogland or how I could add rhs to an existing Gogland PvE?

wild trellis
warm raft
thin swan
#

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?)

wild trellis
#

Afaik ai can't fly yet, they can only drive.

thin swan
west bobcat
#

2024 gaming

wild trellis
#

Might be able to spawn them in a helicopter but they'll just sit there

grizzled axle
#

i always tell the AI "don't be sad, I can't fly either!"

nova onyx
lean scroll
nova onyx
lean scroll
#

This GIF ought to irritate everyone.

grizzled axle
#

Thats your thing anyways isnt it πŸ˜‰

west bobcat
#

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.

lean scroll
chrome ice
whole raptor
#

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
chrome ice
#

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?

nova onyx
# chrome ice I have a couple questions about ScenarioFramework. A: the randomization, I did a...

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.

nova onyx
chrome ice
grizzled axle
#

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?

nova onyx
#

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.

grizzled axle
#

makes sense, thanks for the info

lean scroll
#

I use Areas 2 ways. One to define geographical area. And two, as a container for items to be called by other means.

thin swan
#

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?

chrome ice
chrome ice
# nova onyx A: Area is inherited variant from the Layer, but for the usage in scenarios, it ...

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?

nova onyx
nova onyx
#

Hmmm, when thinking about it, I might have gotten an idea how to improve the performance of this system even more πŸ˜‚. I'll see if and how much it will be πŸ€”. Each nanosecond counts CopiumAnimated.

chrome ice
# nova onyx And how was the performance? πŸ˜‚

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?

nova onyx
# chrome ice When I put together a ScenarioFramework mission, normally I consider it automate...

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 πŸ˜‚.

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 πŸ˜…. Suprise tool that will help us later you might say πŸ˜‚.

#

CombatOps Arland only has 11 areas. CombatOps Everon has 84 πŸ˜….

#

As for Layers, CO Arland has 102 and 657 slots. CO Everon has 313 Layers and 3055 slots πŸ˜‚.

chrome ice
# nova onyx That's really good to hear. ScenarioFramework all in all is pretty light weight ...

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

west bobcat
#

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.

chrome ice
#

I'm not sure I understand, but is it something that can be locked to a faction?

upper bramble
#

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.

lean scroll
#

@upper bramble What gamemode are you using?

upper bramble
tall whale
#

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

chrome ice
#

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)

grizzled axle
#

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.

grizzled axle
nova onyx
grizzled axle
#

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

nova onyx
#

Indeed. And these two scenarios are just the tip of the iceberg of what the ScenarioFramework can do πŸ˜…

grizzled axle
#

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 (:

nova onyx
#

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

grizzled axle
#

okay no worries, i'll find out πŸ™‚

chrome ice
#

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 πŸ˜‰, 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

nova onyx
# chrome ice So, I'm curious. how long do things BI is working on get tested and looked at be...

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 πŸ˜….

chrome ice
tall whale
#

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

wild trellis
#

Are you talking about how it changes the actual base name to a us state name instead of the town name it's near?

royal nacelle
#

I created a Game Master mission. There is no map image, just the elevation markers. Am I missing a component?

charred wasp
#

Hey, how can i spawn a "SpawnPoint" in a Slot? It looks like it spawns but gets not active

nova onyx
charred wasp
#

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 😦

charred wasp
tall whale
reef grotto
#

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

light nymph
#

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

west bobcat
#

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.

chrome ice
west bobcat
#

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.

chrome ice
west bobcat
#

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.

chrome ice
#

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

nova onyx
west bobcat
#

Hmm

#

When you guys say by "SF" you mean a system within scenrio framwork that allows for this?

west bobcat
#

hm

nova onyx
#

You might be able to use it together with your framework πŸ˜…

west bobcat
#

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

chrome ice
#

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.

nova onyx
#

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.

chrome ice
#

sorry, i'm a slow typer. I dont know how to properly type, just peck type, lol

nova onyx
#

(It covers randomisation basics as well)

thin swan
#

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.

tall whale
#

05:55:05.256 RPL (E): RpcError: Calling a RPC from an unregistered item! itemType='script::Game::SCR_BudgetEditorComponent', rpc='OnEntityCoreBudgetUpdatedOwner

vital beacon
# lean scroll https://youtu.be/P-jS2H4cQCw Enjoy.

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

opaque bough
#

Is there a way to automatically assign the next objective to players instead of having them open the objectives menu with J?

thin swan
# thin swan This only on my end or is there an issue with AI not reloading tripod MG even if...

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.

lean scroll
vital beacon
#

Thanks I'll give that a try

tall whale
vital beacon
#

yeah I tried fresh entities and still getting nothing and just area1 > layer1 > slot1

#

I'll keep poking at it

tall whale
#

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

lean scroll
#

This is being done in experimental, but believe it should work in production.

vital beacon
#

yeah I see it in editor but never populates after launching

lean scroll
#

@vital beacon @tall whale I just recreated this in production with the same results as the video.

#

No changes except in the screen shot.

chrome ice
#

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?

tall whale
#

What the heck im so confused to what im doing wrong

vital beacon
#

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

tall whale
#

Created completly new area layer slot, followed your screen shot

#

still nothing spawns in

ionic edge
#

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

lean scroll
#

@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.

grizzled axle
#

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?

grizzled axle
earnest kettle
#

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

lean scroll
earnest kettle
#

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.

lean scroll
#

That is a map marker, but not in the sense of area markers.

vital beacon
lean scroll
vital beacon
#

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

lean scroll
#

what world are you using?

vital beacon
#

Arland

lean scroll
#

ok. Because some of the training worlds impact the framework. Thats why I asked.

vital beacon
#

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

lean scroll
#

JIPs are mostly caused by mods.

vital beacon
#

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

lean scroll
#

I always start vanilla, test SP, Local host, then dedicated. I don't use peer tool.

vital beacon
#

localhost didn't have any issues

#

didn't get the error until testing dedi

#

and the dedi runs fine, clients just can't connect

west bobcat
#

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

west bobcat
#

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.

tall whale
#

**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

gritty vortex
#

what's the error? that pathfinding warning is something for the map maker to fix, but it wont crash or anything like that

tall whale
gritty vortex
#

what makes you think that AI pathfinding is related to deploy screen?

tall whale
gritty vortex
#

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

gritty vortex
#

its a term used to describe the way AI controlled characters figure out how to get from one point to another

brisk pagoda
#

@lean scroll man your youtube tutorials are golden bro!!!!!!!!

light nymph
#

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

tall whale
tall whale
#

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"

lean scroll
tall whale
willow hawk
#

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?

gaunt acorn
tall whale
#

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?>

lean scroll
#

@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.

wild trellis
thick rain
#

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!

lean scroll
#

Run Game mode setup plugin to start. Then check navmesh is correct.

tall whale
# wild trellis check around that base for a supply cache?

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

karmic lake
#

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.

hollow snow
thin swan
#

Anyone knows if there's a possibility for adding character loadouts to some object from which players then could get one?

thin swan
# lean scroll Like make a foot locker? That would be cool.

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)

lean scroll
#

Hmmmmm. Add action to open the loadout selector GUI???? Maybe.

#

Just spit balling here.

thin swan
#

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 πŸ‘πŸ½

lean scroll
#

Just updated 4 days ago.

#

IDK how any of these work. Never tried them.

thin swan
#

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..

thin swan
lean scroll
#

@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.

thin swan
ionic edge
#

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?

thin swan
#

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?

lean scroll
#

Easy Peasy.

thin swan
lean scroll
karmic lake
past onyx
#

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?

lean scroll
hollow snow
past onyx
lean scroll
#

Which gamemode? Campaign or Scenario Framework?

past onyx
#

Scenario

karmic lake
lean scroll
# past onyx Scenario
past onyx
lean scroll
# past onyx I'm trying to create a simple scenario to get familiar with the tools and move t...
past onyx
thick rain
# lean scroll Run Game mode setup plugin to start. Then check navmesh is correct.

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, I’ve 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.

lean scroll
thick rain
thick rain
# lean scroll Do you have mods attached to scenario? Seems strange behavior.

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.

lean scroll
#

lets see an image of your hierarchy @thick rain

thick rain
chrome ice
#

I know this might have more than one answer, but wanted to ask anyway, what's the biggest custom map for reforger right now?

whole arrow
# lean scroll - There is nothing in the wiki on "RestoreLayerToDefault" action. - Activation ...

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.

whole arrow
#

Okay I just watched your yt vid and realized it’s a known issue and being fixed on experimental. Cheers for that vid man, helps heaps!

river ferry
# past onyx Has anyone followed the tutorial from UselessFodder and found the AI groups igno...

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

nova onyx
# thick rain here you go - this shows, what's going wrong at the moment

I see the issue. You put the tower entity in the hierarchy of the slot instead of the β€œObject to Spawn” attribute on the slot. It’s super easy fix πŸ™‚.

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 don’t 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 πŸ˜…

thin swan
#

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.

thin swan
# thin swan Anyone managed to create a spawnpoint that use supplies? I know of the the deplo...

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.

thick rain
#

If I put it into the World Layer directly, it stays in GameMode.

ionic edge
#

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

lean scroll
thick rain
# lean scroll Objects like the tower should be put in their own world layer. If you want to sp...

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!

thin swan
#

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?

nova onyx
thin swan
nova onyx
#

And you could activate this action via the SlotTrigger or anywhere else for that matter πŸ˜…

thin swan
thin swan
# nova onyx 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 πŸ˜…
Via scripting it is then but where to start, guess that's for another day πŸ™‚

snow salmon
#

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.

ionic edge
kindred rose
#

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?

lean scroll
kindred rose
#

I had to manually move the entire project to another parent folder and now I am having issues

snow salmon
lean scroll
#

you have to add the navmeshes to the AIWorld

snow salmon
lean scroll
#

God didn't have anything to do with it.

#

YW

tall whale
#

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

lean scroll
tall whale
#

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

tall whale
#

@lean scroll

lean scroll
#

yea I see it.

lean scroll
tall whale
lean scroll
# tall whale can i change this through paint? its made from a steam screenshot, and that is m...

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.

TechRadar

We reviewed the best free alternatives to Adobe Illustrator

lean scroll
#

You can't override or duplicate .edds files.

tall whale
#

now 100 entitys to take screenshots and update wish me luck

gritty vortex
#

you can override an .edds file by creating a file with the same GUID

lean scroll
#

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.

tall whale
#

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

whole raptor
#

Does anyone know how to disable the SL marker?

lean scroll
whole raptor
#

i'll try it! Thanks!

earnest kettle
#

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

tall whale
#

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.

meager coral
#

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?

earnest kettle
#

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?

lean scroll
whole raptor
tall whale
#

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

solid owl
tall whale
# solid owl 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

lean scroll
#

@solid owl @tall whale Is this a modded scenario?

solid owl
#

Yes, but we solved the problem by disabling modified mods from the dependency

tall whale
lean scroll
#

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.

gritty vortex
#

not useful for mods that dont need to be updated

chrome ice
#

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

nova onyx
chrome ice
chrome ice
#

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!!!

half flame
#

Yes it has been built on SF, but there is still custom script created for it

chrome ice
#

Crazy, never thought that much variety of stuff could go into the SF stuff. I'm gonna be flipping between worlds for days.

gaunt acorn
#

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 .

gaunt acorn
#

ref my last post it actually looks like Bacons Ravage may be the cause just FYI to anyone seeing this

lean scroll
#

HOLY CRAP! We got mortars and LAV-25 in experimental!

nova onyx
#

Have fun πŸ˜„

lean scroll
#

WOW There is some really great stuff in here.

nova onyx
#

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 πŸ˜„
lean scroll
nova onyx
#

Oh and the fix for civilians for triggers is there. You just have to add the CIV faction key to the excluded faction keys πŸ˜…

lean scroll
nova onyx
tall whale
gaunt acorn
#

@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.

gaunt acorn
# gritty vortex 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.

gaunt acorn
lean scroll
#

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

gritty vortex
lean scroll
tall whale
gaunt acorn
lean scroll
#

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. πŸ€”. 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. πŸ˜‚

nova onyx
chrome ice
#

Has anyone made a quick SF mission, in experimental yet? Is there any changes to any of the setup/gamemode entities?

nova onyx
chrome ice
gritty vortex
twilit cave
#

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

chrome ice
#

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

candid sapphire
earnest kettle
#

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

twilit cave
snow salmon
#

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.

gaunt acorn
#

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

rough pivot
#

anyone know why radios arent working on the server with my scenario?

lean scroll
#

Nope.
LOL!

turbid sigil
#

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.

lean scroll
turbid sigil
#

@lean scroll It seems to work now, thanks a lot.

lean scroll
#

YW

charred wasp
#

@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

chrome ice
#

@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?

nova onyx
charred wasp
nova onyx
# chrome ice <@419147121548328960> <@456226577798135808> Looking at the last couple of days w...

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 πŸ˜….

chrome ice
tall whale
#

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

gaunt acorn
#

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.

upper bramble
#

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

lean scroll
#

OMFG! New feature in version 1.3 experimental!

#

😁

nova onyx
#

πŸ™‚

gritty vortex
#

group members visible in editor?

lean scroll
#

YES! Isn't it amazing!

#

Oh wait it's been so long since I've seen them....

#

LOL! Thanks for fixing

gritty vortex
#

dope

upper bramble
#

we're SO back!

slow ore
#

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?

chrome ice
#

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?

candid sapphire
#

Is it possible to use a TriggerEntity to trigger a .acp file when a player walks in a room?

soft granite
#

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.

tall whale
lean scroll
tall whale
lean scroll
#

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.

tall whale
lean scroll
#

IDK bud.

tall whale
#

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

lean scroll
#

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.

gaunt acorn
# soft granite Hello, i am new to the Enfusion Editor and need some help. I followed the Scenar...

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.

gaunt acorn
soft granite
#

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

gaunt acorn
soft granite
turbid sigil
soft granite
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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

gaunt acorn
# soft granite I may have some other GameOptionSettings or so but my layers and stuff all has t...

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.

soft granite
#

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! πŸ™‚

tall whale
#

yeah this thing isnt working at all for me for the campaign mobileassembly EST

lean scroll
soft granite
#

Yeah but with the MenuSpawnLogic im having my basic problem that my spawn's don't appear the first time as told before.

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That is my initial problem.

lean scroll
soft granite
lean scroll
#

@soft granite
Here is a world layer with a spawn point. If you want you can try it. I just tested it.

  1. Unzip and copy to where the world layers are.
  2. Start enfusion and world editor with your scenario.
  3. 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.

soft granite
#

Sure thing give me a minute.

#

Well Spawnpoints are not on the map somewhere in the air and over the ocean xD

lean scroll
#

snap em to terrain if not everon.

lean scroll
soft granite
#

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.

gaunt acorn
# lean scroll <@309665913697730561> Here is a world layer with a spawn point. If you want you...

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?

lean scroll
#

Well as my Spawnpoints work the same if

gaunt acorn
#

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.

lean scroll
gaunt acorn
# lean scroll 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

raw bone
lean scroll
soft granite
soft granite
#

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.

raw bone
soft granite
raw bone
#

There is something broken with Layer.

lean scroll
#

Give me a few minutes I'll try to recreate.

raw bone
lean scroll
#

ok. So I am able to repeat dob's method.

warm mica
soft granite
winged kelp
#

how does one use the CAH poly line to create a custom shape for a point

soft granite
#

I somehow made to manage a Convoy wich will fight if interrupt and after combat return to there vehicles and go on with there patrolKEKWait now the real fun begins

tall whale
#

@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

lean scroll
iron canopy
#

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!

earnest kettle
#

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

soft granite
lean scroll
#

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.

raw bone
candid sapphire
candid sapphire
#

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?

candid sapphire
#

thank you!

iron canopy
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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

wild trellis
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We need a good tutorial on the correct way to use that! All my questions about it have been buried in various channels.

iron canopy
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The Dedicated Server Tool? I had it working before the update, but since this update, can’t get a player to spawn with it no matter what I do. Just connects the peer and takes me to the ocean view

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Would be nice to have some detailed info on it tho

raw bone
#

Do you try Set Formation:

lean scroll
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Yes, its in my screen shot.

turbid sigil
#

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.

lean scroll
#

Does faction, and spawning work differently on a user made map?

lean scroll
#

Well, everything was working last night. Now, the game crashes when I try to run a gamemode.

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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.

lean scroll
#

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?

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Reason: Map entity is missing in the world! Deploy menu won't work correctly.

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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!

lean scroll
#

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.

gaunt acorn
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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.

fickle harness
#

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!

gaunt acorn
fickle harness
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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.

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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.

gaunt acorn
fickle harness
#

No worries! πŸ™‚

gaunt acorn
fickle harness
#

I need to work on a github Wiki with Q/A!

gaunt acorn
#

I need to work on a github Wiki with Q/A

lean scroll
soft granite
#

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.

warm crow
#

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.

lean scroll
lean scroll
lean scroll
lean scroll
fickle harness
lean scroll
#

Anyone want to try my map?

grand warren
#

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

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Can anyone help?

grand warren
#

Found it πŸ˜„

#

If anyone else would like to know:

soft granite
soft granite
soft granite
# lean scroll

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 ^^'

sharp flower
sharp flower
sharp flower
#

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

lean scroll
#

@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.

lean scroll
#

worked?

sharp flower
lean scroll
#

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. πŸ‘ .

sharp flower
lean scroll
whole raptor
#

is it possible to hide the task position marker?

lean scroll
#

@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.

whole raptor
#

i'll look into it, i hoped it was easier and i was blind not to see it lol

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when i start the game with the editorRespawnBriefingComponment the map is centered in the top left, is it a known bug?

lean scroll
#

@whole raptor screen shot?

whole raptor
outer ermine
#

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)

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tried Group_USSR_LightFireTeam.et as a test

outer ermine
#

got an example setup you know does?

turbid sigil
kindred rose
#

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..

outer ermine
outer ermine
# lean scroll

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 πŸ˜„
next step is trying to figure out if I can limit the group to certain tiles via navmesh

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oops left the @ on, sorry

wispy marten
#

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

lean scroll
#

How would I trigger something to spawn from inventory?

lean scroll
#

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.

  1. Spawn system, I haven't found anything on having players join and taking an available role in a squad. Is that possible?
light nymph
#

I get a massive error when i try to add scr aiworld locks up my pc when i drag it into the world

digital creek
#

You can close it with your keyboard

#

Idk how it's not fixed yet

fickle harness
#

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.

west bobcat
#

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?

lean scroll
lean scroll
fickle harness
fickle harness
winged kelp
#

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?

outer meteor
#

How can I set my mission to first person only?

outer meteor
lean scroll
#

Hi Blackheart! I'm watching your video now!

lean scroll
#

I made a character with a saxophone, working on getting the file in so you can play saxophone in ARMA Reforger.

pale bramble
#

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

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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

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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.

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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

winged kelp
pale bramble
#

Neat, will have to dig around and see how it works

lean scroll
#

Merry Christmas to all, happy holidays, and happy new year! πŸ₯ƒ

Eat, Drink and Be Merry, for tomorrow we may die!

gaunt acorn
#

Won't be on here till much later in night so have a merry christmas everyone!

chrome ice
#

More of a question for BI, is there any plan for a system to restrain and escort AI, in vanilla, without MODs?

past onyx
#

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.