#enfusion_scenario
1 messages · Page 12 of 1
what do you mean with activate?
activate the entity (which has been deactivated before in the editor), or do you mean calling the method the trigger should call when its activation criteria is met?
or do you mean triggering the trigger "by hand"
I would say Triggering the trigger by hand
The idea is that once you pick up the phone, a preset mission that is contained an a layer or Area spawns. I would like this rather than getting inside of a trigger area
iirc there's a Blackheart_Six's video about it
so you got the scenario framework, you got an Area with Layers, which contain a Task, where you have to do something right?
and you want to enable this area when you pick up the phone.
playing with conflict scenario editing. I'm looking for the vehicle clean up system to disable it but i can't find it....Any help?
Yeah. And i would like the task and the area to activate with the user action with the phone
i'm not sure, if you can "listen" to a useraction with an sf trigger. As far as I'm aware you could activate the area with the useraction itself
but you need a little script to do it
I'm not at home, so i cannot test it, but check out blackhearts video, this may be something you can use https://www.youtube.com/watch?v=sADInkV95jM&t=96s
Scenario Framework | Discord Request Create power switch and trigger an action.
Create a power switch and use a slot trigger to start another action.
so, basically i found this one, never used it and i'm not sure how it works. maybe you can listen with an entity here and trigger a spawn action on the Area, which contains the task, as soon as the user action has been triggered
(On User Action Event)
so basically, what i would try is, set an area->layer->slot for the listener for your phone and an area->layer->slot for the task (set activation type on ON_TRIGGER_ACTIVATION for the layer containing the task).
set the listener slot up with the "On User Action Event" and set it up to listen to the proper action on your phone cell (See ActionManagerComponent of the phone Object). Set the Action of the listener slot to the "Spawn Object" action (https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework#Spawn_Objects) and select the name of the layer which contains the task.
really not sure if this does work, but i hope i could help you a little bit
Thanks for the help. So far i have been using this guide to enable a user action https://community.bistudio.com/wiki/Arma_Reforger:Action_Context_Setup#General_Action_2
So far I was able to run a custom script from the user action to show a hint message, now I have to find a way to reference the area or layer and ativate the trigger
My guess is that if I replace the hint code with the right reference to activate trigger, it should do the trick...
SpawnObject -> layer name
if you do it with script, you may drop the trigger and directly activate the layer entity.
The SCR_BaseTriggerComponent seems to have a method for activating the trigger
void SCR_BaseTriggerComponent.ActivateTrigger ( )
so you have to get the entity, get the SCR_BaseTriggerComponent of the entity and then call the method
I'll give it a try soon and let you know how it went
Have you checked the settings in your FactionManager? Maybe the Is Military is not ticked. Also have a look at Friendly Faction Ids.
Otherwise the AI is working?
It was perceptionmanager lmao
Does anyone know of a way to remove vegetation in a sub-world. So in a mission I could clear a location of tree for example?
What factions are the AI your trying to make fight?
^
ok great glad you figured it out lol. mine was the SCR_AIWORLD for a while without realizing i needed to add those three factors to it
what all is needed to make the map work? the in game map. Im using everon life and when i go to open it it spams the logs with errors
About a year ago there was discussion about deleting an object/entity that has been spawned via Scenario Framework layer/slot when deleting layer or slot. Back then Yethe chimed in with this and, I don't know how long this has already been in, but I just now noticed that what was envisioned then can be achieved today 🥃
edit: link to Yethe's original message in case Discord shows "Message could not be loaded" for the message I've replied to #enfusion_scenario message
That's right. These situations are now handled gracefully
.
has anyone an idea why the mission header doesnt load ? the log is RESOURCES (E): MissionHeader::ReadMissionHeader cannot load the resource 'Missions/SerhiivkaConflictWCS.conf'!
Not sure if modded content is a factor for you there or something else but here is the basic component you should have in your gamemode
Even running the base Everon Life gamemode still gives the error so I feel like either my terrain is missing something or the game really doesnt like you being factionless
I got this when adding the map marker config
You have that component right? Check the mapmarker.conf im guessing a different one has been used or mapEditor.conf has been used
I think you can set your faction code to FFA
I'm using Scenario Framework to spawn AI units and while the units spawn as expected, after certain distance (in this case ~1500m) the AI seems to be invisible and in idle mode even though I have direct line of sight to the unit (and looking through binoculars). Is this "behaviour" somehow view distance related? In Arma 3 there was a video setting.. was it "object view distance" with which it was possible to govern that from what distance objects could be seen. Is there something like that in Arma Reforger?
FYI Dynamic Despawn is disabled in SCR_GameModeSFManager so, as far as I understand that should be out of the equation.
ive swapped out all the configs and got the same error so it has to be tied to the gamemode. which sucks because the map was an after thought after making the mode and the terrain lol
I do stuff on PC, do the PC workshop mods work on PlayStaion and Xbox?
Mods created on PC should work on Xbox without problems. PS5 on the other hand doesn't yet offer modding support, see: https://reforger.armaplatform.com/news/playstation-5-release
"While modded content won't be available upon release, we are cooperating closely with Sony to bring this feature to the PlayStation version of Arma Reforger in the future."
Coming back to this issue: on server side view distance can be changed (via server config) with serverMaxViewDistance and networkViewDistance. Are such (or similar) parameters available for manipulation when testing through Workbench?
And cont'd: so there seems to be around ~1000m cap beyond which at least infantry based entities are invisible to player and also remain in idle state even though they should be following given waypoints.
Tried a few things to get over that seemingly fixed distance but nothing's helped so far. The "few things" are such as: setting Max Draw Distance parameter to 5000m on individual character entity as well as a group and setting Dynamicsim Lastlod Distance to 5000m for a group in Workbench, setting Draw Distance to 5000m and Object draw distance Ultra in Video settings while in-game.
What's the simplest way of placing a single character and making them playable when I click "play" in the workbench?
I'm trying to test something with a character on a specific side.
That alone can be achieved by one or the other way but I don't know if there's any "easy" way as in: load a world, plop your character into the world and just press play.
I did this way, maybe someone else will chime in with another one:
you'll need a game mode entity, a faction manager entity, a loadout manager entity and then a spawn point added into the world.
In the loadout manager entity you add a new loadout, give that loadout a name and point it to the "loadout resource" (which essentially is a character entity) that you want to be testing.
Then in the game mode entity you add the loadout you just created into the Forced loadout that is found under SCR_RespawnSystemComponent.
Assuming you have placed a faction specific spawn point you should be able to just press play in the Workbench and the game should spawn you in on the only spawn point with the loadout you just defined.
@nova onyx Hi, is there currently a way to "Save" the current Framework Mission progress while playing SinglePlayer?
Hi. Yes, it should not differ from how it works for the multiplayer tho 🤔. So once you have it setup, it should work for both environments.
Did you include any example?
You could take a look at how CombatOps Arland is doing that or read this part on the wiki 😅
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework#Save_and_Load
TY
Is there a way to test it direct in WorldEditor - playMode?
Yes. Search the SaveLoadManager in the debug menu and there are options where you can save scenario, save and reload it using that save. That way, you can see what is saved and how it is working 😅
(I wish there was a search window in the debug menu
)
Thanks a lot and have a good evening

Has anyone encountered this?
Trying to have a random layer with US spawn point slot
Set up:
Area (on init random one)
- Layer
-
- Slot (SpawnPoint_US)
-
- Slot (SpawnPoint_US)
-
- Slot (SpawnPoint_US)
Only thing that works is having Area on spawn all children—and thus all 3 spawn points. Goal is to spawn a random one on each game session.
Is the Layer set to spwn a random one?
AREA is always spawning on Init
The Layer will be spwned by the Area and then the Layer will spawn a random CHild
Do you plan to update the Save/Load function in the future? Because Player Positions and killed SlotAIs will not be saved
Ive tired that as well. Just won’t load the spawn point.
Ive set up lots of other layers that spawn random children —AIs, VICs, etc—but somehow this won’t work.
I can't tell. Killed SlotAIs should be saved tho 🤔. If there is something not working with them, please give me more details, I will try to take a look at it 😅
Thank you, homie
what the the best way to get AI to go to a waypoint in enfusion like for instance my current settings
im trying to get the AI to attack a firebase consistently have respawn down, and when they hear gunfire they start moving on target but would like them to actually move from the get go. any help would be amazing
Look at the Defend task—with attackers and defender logic. You can set a timer for when attacks occurs and how many (repetitions).
do you have a resource for this?
like what order should i place this in
Scenario Framework | Task Defend
Apparently it is near impossible to make an AI group, not to mention two AI groups to get into a BTR. Or so it seems to be with using AI waypoints (and Scenario Framework). Someone else has noticed the same?
I was trying to create a setup where there'd be a two-man sentry team that would act as the driver and the gunner of the BTR and then a rifle squad that would go into the cargo compartment. I've made the two-man team go in first and then the rifle squad after and vice versa but it seems that no matter the order at least one AI (character) gets always left out.
Hi guys, interesting phenomenon I'm facing is that when I play test my mission there's no spawn point available, I hold Y to go into game master and then items begin to spawn and then I hold Y to leave gamemaster and the spawn point is available
As if the game isn't initialising
I did check that the spawn point is free from dynamic despawn, any idea what the other cause could be?
Strangely, I had to set the slot itself to OnInit whereas in the past it would spawn perfectly fine if I had done Same As Parent
All solved!
yes. This is a bug needs to be fixed. We had a lengthy discussion somewhere above in this channel. You can't randomly spawn a slot with a spawn point as it's asset.
FYI... The contents menu on the left doesn't match the contents menu on the right since the wiki update.
a suggestion: It would be awesome if you could form the Area trigger in shapes with X/Y/Z. For example player in helicopters trigger artillery strikes in the area, which is quite annoying and atmosphere breaking :/
FYI.... This has been fixed in experimental 1.3
Awesome.
I agree. Being able to set x/y/z and maybe creating rectangle vs circle shape would give ability to define targeted areas like rooms and buildings, in addtion to the issue of flying over and triggering all the AI below.
@lean scroll after the update the vehicle respawn works for me thank you so much youre a legend
hey does someone know this error i get it then i set the respawnsystem component to menu spawn logic i use the gamemdeSF
@lean scroll reference your clear task video. Is there a way to make a map marker that is size of clear area that you know of? I’ve placed a circle of map marks around my clear objectives when it’s active, it just looks sloppy. But want to give visual of the area that needs clear, not just the singular task marker.
There maybe a way. Reaper's scenario and framework has an area marker. I don't know if he scripted it. You need to look into .layout files to remove and replace task markers.
Okay thanks. And yeah that’s what I did lol. Just a pain to do and looks sloppy.
Okay thanks for info I’ll look into it
Never seen that happen when changing to SCR_menuSpawnLogic. I would delete gamemode and drag and drop a new one.
is this the proper way to set up a random spawn destroy task?
Every time I try to override (or duplicate) the ConflictMilitaryBase to remove the AI spawnpoints, the prefabs add the spawnpoints back in after I close and re-open Arma Reforger Tools.
Is this a bug, or am I doing something wrong?
In the bottom left, the left one is an override, the right is a duplicate, both have the problem where they re-add the spawnpoints after tools restarts
If you build your mission with CORE Pack, you can just add: "{B6EF57A7BB8E90D8}Prefabs/Task/REAPER_CustomMapMarkerSlotBase.et" for markers.
Have you tried just disabling the spawn points? Uncheck enabled and save.
is it possible to do a custom task when you interact with a item it completes the task? without custom scripts
FEEDBACK v1.3.0.25 (SUBMISSION)
Problem: If AI run into each other while moving between waypoints they stop and do not move at the point of impact.
It's possible depending on what kind of interaction.
Saving that settings does carry over after restarting tools, thank you!
For anyone with the same question down the road, here's the specifics:
Another question (not sure if this is the right channel...):
Is there a way to customize the appearance of the ConflictMilitaryBase?
For example, I'd like to put one in this aircraft carrier.
Or rather - I'd like to make the aircraft carrier capturable and relay radio signal.
(Ability to build doesn't hurt, but isn't that useful since you can't build on objects)
There's a couple options I can think of:
-
Jank solution: level the ground under the carrier up and blend it in with the floor so the command tent sits on top of it, creating the illusion that it's inside the ship. Sucks for anyone using the map with a submarine mod, though.
-
Nicer solution that could be used for other objects: some way to edit the target object's prefab to add the necessary components (not sure if that's the right term is) that make a conflict military base do its special things.
For #2, I tried to figure out how command trucks do their spawning and relay signal, but couldn't figure out what components would be added to the carrier to replicate that (or if it's even possible).
I'm guessing it's more complicated than just adding all the ConflictMilitaryBase components to an object, since I don't see a way to adjust the precise locations in the object with XYZ coordinates, and I'm not sure how the tent / supply crate get automagically spawned in.
2a. A sub-question would be: how to disable the tent (and maybe) supply box props (still want functionality, just not the props) for the tents, so they could fit in a smaller area. Figured this would be in a script somewhere, but I'm a bit new to reforger and couldn't figure out where to find the scripts (thought maybe there was a way to override them)
I've relayed this feedback to our AI devs
.
Yes. For example via ScenarioFramework. Check the GenericTask sample:
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework#GenericTask
For example via ScenarioFramework. https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework_Setup_Tutorial#Add_a_Random_Destroy_Task
Anyone know why map icons aren't showing up in conflict (custom world map) as normal
Its missing icons for bases held (like the HQ in the image) and captured bases once they're captured when running in "Game Mode" from World Editor
Different map, but expecting something like these icons to show up
Using the generated conflict managers, in the tutorial I watched everything just showed up, so not sure why mine aren't
Does anyone know how to get the supply point icon to show on the map?
Not sure what component I'm missing, I've looked at Everon/Arland and can't see any difference
Is it actually possible to set the damage state for the engine, wheels or drivetrain of a vehicle via "TriggerActions" of an Scenario Framework Area? If it is possible can someone give me a hint ?
You can set damage state for wheels in 1.2.1.169 using actions. You can also set fuel percent, fuel consumption, cruise speed and lock/unlock.
To set damage of wheels you need to know which wheel you want to apply damage to per slot. The easiest way is to drop a vehicle in world, and go to "SlotManagerComponent" for that vehicle. Then look at the slots.
Ah thanks for the info 🙂
Do I have to define the exact entity name of the vehicle in the getter for it or only the slot name on the slot manager?
When an action is attached to the slot it is intended for, you do not need to add the getter. Mouse hover over the getter and it will tell you what you need.
Is it possible to have multiple blue/redfor factions on one map? I want to make a East Germany subfaction with a different arsenal and have it be able to play alongside the USSR in conflict
I would just make two factions, one for each, and make them friendly to each other.
That was my thought as well but I wanna make sure that both redfor/bluefor factions can capture objectives for their side. The main thing is that I want separate arsenals by group and this seems to be the best way to do it
well when a base is captured it will be for one faction or the other. Might have to do some scripting as far as base factions once captured are concerned.
place this down on the depot
What can cause AI to not shoot at you?
As far as I know, I have the nav meshes setup correctly, have a PerceptionManager in world, and their faction is present in the faction manager. Even when I'm attacking them, they do nothing but stare at me
Not sure whether this belongs in AI or here, but I think it's more scenario related
Has anyone been able to modify stamina and encumbrance weight since update? The mods aren’t working for me and when I modify it myself it still doesn’t work.
Anyone know how best to trigger a script when a player/vehicle enters an area?
I am using a SCR_ScenarioFrameworkArea to spawn a layer that contains some effects (like fire, smoke and an explosions) and want to trigger a script at the same time. Can't figure out how to do it... the "OnActivation" method for the layer triggers right at the start and isn't connected to the actual trigger firing.
Background: I want to simulate an IED by triggering a layer with an explosion and a script that damages the motor and stops the vehicle. Both parts work, but I can't get the script triggered together with spawning the layer
Does SlotKill for the LayerTaskKill not work with groups? It'll spawn the group, but once entire group is dead, it doesn't complete the task
It doesnt seem to, which is odd considering it has AI group options within the SlotKill?
Hi i had a quick question about Arma Reforger scenario modding.
If i want to build a custom scenario based on the conflict gamemode. What happens when that scenario updates?
Does my mod then break instantly or does it somehow still run the old version?
Is there somewhere where i can read up on this topic?
it doesn't care about version, it will run whatever is present on the server/clients
So let's say mod A is made to be dependant on mod B, mod B is updated. If it has breaking changes (where mod A no longer works), the client won't know what version is the right version. Server owners can set a version to manually download when loading into the server, which can ensure compatibility.
Interesting, so i guess this is also why when uploading to the workshop, there is a version number?
So i could theoretically have a mod that relies on a specific version of the conflict gamemode for example?
yes, but server owners would have to be aware
Actually, isn't conflict now part of the base game? What happens if my mod relies on core components of the base game, that then get overwritten or updated?
You mod will search for something that doesn't exist, but big changes like that are not very common
Updates to the backend for example should not affect your mod if your mod only overrides config files, etc.
If you modded scripts, new functionality in the core game could require script updates, in which you must update your mod to resolve.
If you are just building a "vanilla" scenario though, and not doing custom scripts, etc. you should be completely fine for the foreseeable future.
Also none of this is a factor if you are available to update your mod.
My thoughts and concerns came from when i was reading about the "conflict 1.3" update. There seemed to be mentions of major changes to how a lot of the stuff worked. And i'm sort of trying to understand how that would work if say some of my scripts or systems overwrite or inherent scripts and such.
Thanks a lot, that worked perfectly
Your scenario may or may not run after an update to the enfusion engine. There is no guarantee it will work as expected. It all depends on what was updated. For example, after the 1.1 update you had to convert your Scenario Framework scenario by running a plugin due to name convention changes. The chances are low if it is a "minor" update versus a "major" update. We are currently at 1.2, and the next release is to 1.3, which should constitute a major update. So expect things to break.
BI tries not to break mods, but it can't be helped considering they are still creating the engine. Even after the engine is finished, if it is ever really finished, things will break. Aim low with expectations.
Interesting, thanks for the insight.
how does one get the AI when they recapture a point start the victory timer, i have one capture point so it should be counting down
any thoughts on this?
is there a way to make a kill task work with a group? Or do I have to script a custom task?
Not supported. It will work only for singular character.
dang
you think it would be possible to script a custom task that does groups? Or not possible?
Gtocha, will look into it!
additionally, any answers to this?
I'm spawned as a custom faction, and so are the AI btw. But the AI faction is practically a duplicate of the US faction with custom characters
Maybe check relationship between the factions? If they are friendly/hostile to each other? Check logs if something would indicate why it is not working. Can they they follow waypoints? Could be multiple of things 😅
I think I discovered why just now, actually. Though I had the player spawning with a forced faction in the game mode, the character prefab I was spawning as didn't have a FactionAffiliation component setting it to the faction, so therefore I was considered "friendly" I guess
Adding that component to my player character prefab seems to cause the AI to target me now :D
👍🏻
Kick Cause code group= 1 'replication'[,reason=8 'JIP_ERROR' i have been making a modified version of arland and I get this error what am i doing wrong
There are items placed that will not be replicated. Check RplComponent on such prefabs you placed
Hi, just started working in the new enfusion editor. I'm using a workshop custom map for my scenario and I was wondering if it is possible to hide map objects like I did in Arma 3. I need space to place conflict capture zones and the map is pretty cluttered, I wanted to remove a couple buildings. I see the map elements are locked, I'm wondering if it's meant to be like that or there's something I can do
Hi everyone, Trying to set up my first test scenario. mostly it has gone smoothly, but Whe I try and make a movement objective (my first test objective), the map markers appear off the map (in the far bottom corner) when i test play the game. anyone know what could be happening? I thought I was following all the guides correctly !
nevermind ive got past it!
If you haven’t check out black hearts YouTube tutorials https://youtube.com/@blackheart_six?si=le-MYekL-sD67oIh does a great job breaking things down. Just got to watch them in sequence. Helped build my scenario and gave me a bunch of ideas for tasks
thanks dude, much appreciated. Im foll0owing the official guide and setting upa scenario and its worked so far. gonna try and make a simple scenario now. ill add that blackheart guy to my bookmarks! 🙂
Hi all, playing around.. making a custom scenario for combat ops everon.. I am trying to figure out how to remove the random spawning at hideouts. Is there an array/list somewhere? I've been looking through every component and searching discord.. i have yet to find the answer. thanks
You should be able to disable these.
anyone have luck overriding the encumberance weight again yet? mods aren't working that do it and i cant get it adjusted on mine either anymore.
Has anyone figured out how to set the date in the world editor for a mission?
I know how to do the weather.
TimeAndWeatherManager, no?
I'm trying to add a relay base in my conflict mission. When I switch to RELAY setting after copypasting one of the other bases it spawns "something". The capture point is on the map, is marked as relay, it makes sounds of a relay and spawns AIs also, but there are no structures (the antenna) at all. I tried moving it, switching it in other working bases. Every time I set it as RELAY it just doesn't happear. Any idea?
The playlists have been reorganized to follow the Scenario Framework Wiki so you can watch them based on what you are looking to learn about.
Very nice. Test things as you have ideas and make sure they work before you duplicate them lol. I found a flaw in my scenario after many, many hours of working on scenario. Im having supply storage containers spawn when location tasks are completed. Well I just realized when other tasks for that town are completed, the supplies only spawn once. So I’ve got to figure out how to let it respawn. Each town on Everton had about 4 tasks that can be cycled thru. Also
If you plan on hosting on a server then test on server too. That sometimes makes things act different.
Restore layer to Default? That will remove them and add them back.
I have 4 tasks in each town in everon. In each town Only one random one is active at a time. When that tasks completes it spawns the container on trigger activation (so it’s not spawned prior to completing task). If you go back to that same town and complete another task it doesn’t respawn the container. The task finish trigger spawns the layer the container is in. Going to try each task to have a wait then restore then wait then spawn. I tried it last night but was extremely tired and game crashed when i was going to try it. So I took that as a sign to go to bed lol.
Copy and paste a relay base instead of the other kind
I don't have one as I created the mission from scratch. So I'm wondering what's missing
The conflict plugin which generates the entities doesn't create a relay
From within your scenario open a BI official campaign scenario, find a relay base, and copied it, then open your scenario and paste it.
Anyone could make SCR_MapDescriptorComponent work?
I'm trying to do the same thing Conflict does (SCR_CampaignMilitaryBaseManager):
override void OnPostInit(IEntity owner)
{
//Faction factionRemnants = ...
//SCR_MapDescriptorComponent mapDesc = ...
if (!mapDesc)
return;
MapItem item = mapDesc.Item();
MapDescriptorProps props = item.GetProps();
props.SetIconSize(32, 0.25, 0.25);
props.SetFrontColor(factionRemnants.GetFactionColor());
props.Activate(true);
item.SetVisible(true);
item.SetImageDef("Slot_Supplies");
item.SetProps(props);
}
But the map displays a little triangle icon instead of the desired Slot_Supplies. Anyone could give me a clue?
But it has the date settings in it, yeah? I’ll double check in a moment
Pretty sure it doesnn't?
where do i find the construction truck that you can find in GameMaster so i can use it in a Conflict game.
in GM it allows you to build a command tent and encampment and i would like to use that functionality in custom conflict mode
any idea why it wont create my save file in my vanilla server config?
"missionHeader": {
"m_bIsSavingEnabled": true,
"m_sSaveFileName": "everonconflict",
Is the scenario you're running compatible with the save feature?
its vanilla scenario "scenarioId": "{ECC61978EDCC2B5A}Missions/23_Campaign.conf",
It's compatible, should be saving. Are you using the load feature though?
@lean scroll sorry to bother you, ive switched from ambiet patrol spawnpoint to your method
i was wondering since i have them respawning on destroy event at 500 seconds to give breathing room between waves
is there a way to delay the intial spawn time so you can build defenses?
Hello good! Does anyone know if there is a way to have AI occupy buildings? I would like to find some way for them to be occupied and some to stay inside taking positions.
Tried using wait and execute action?
I duplicate defend waypoints and reduce the radius. Or use the wait waypoint.
Crisis avoided, so far, atleast with this lol. Using the restore to default did work, I just had to put it above the spawn so it didnt cancel out the spawn. It must of just been a general crash last night, not what I was trying.
is there a different way to connect bases not off radio range. like if radio range was just about talking to other players and connecting bases was just like drawing a line to them
I believe you would have to script that in yourself
lame
Ok, I still do not have it working but got some clues.
There is Map.layout which has the MapWidget node. The MapWidget has three imagesets configured:
icons_topographic_map.imagesetconflict-icons-bw.imageseteditor_icons_map.imageset
For some reason, if I reference something from the 1st imageset - icons_topographic_map.imageset, i.e. item.SetImageDef("airport");, everything works fine and the icon appears on the map.
But icons from two other imagesets do not work and appear on the map as triangles, if I reference them.
Any hidden knowledge I miss?
I found it🤦♂️
The MapDescriptorComponent needs the setting:
SCR_MapDescriptorComponent "{644E7B0C40CF573C}" {
MainType "Icon (generic)"
}
hello how do i confiure the scenario for use with game master i use the SFgamemode and i get this message
How can I contain AI to a specific area? Once they start attacking, they seem to wander off as far as they please
I see Set Max Autonomous Distance, but I don't guess I understand how that works..?
a static waypoint and name it set down a group and rename the group waypoint static waypoint @iron canopy
ah gotcha, but I guess I'm trying to do it within spawned tasks, would that be the same?
Like having multiple different tasks across the map, would I need a group prefab with the static waypoint set for each one for that to work?
yes sould work
Ah so I would have to have multiple different group prefabs for each waypoint, not necesarily how I wanted to set this up 
you could set up an own group prefab
like the SlotAI for scenario framework has these waypoint settings, but I don't believe they're static... are they?
on the defend waypoit they are patroulling inside and will stay inside the circle if they are outside the cirle they will move to it and then start to patroulle and "some" Static postions ind under fire they wile move and return fire but sould stay inside the area
Gotcha, will give it a try. Thank you!
To find out the properties of a waypoint, drop it in the world and look at the components and behavior trees.
could you tell me how to open a BI scenario?
Minute 4:45
https://youtu.be/vxBBMZrOoxw?si=Hhyl4Uoj1dqZUpsK
Enfusion Workbench | Port Combat Ops to Custom World.
There is an option to add/mutiply vehicle spawn cooldown for specifict vehicle in clonfict mode? Looks like it uses the Player Rank as a base, i want to add more time to armed vehicles (tanks, helicoptes etc)
For the Vehicle prefab, there is the option for cooldown, but if i use more than 1 it show as is waiting for the cooldown but says 0 seconds and wont go away.
i have done it before but cant remeber how. i want to get rid of the timer on a base that is not able to be spawned on. i thought it was diableing the spawn group replication
apologies if this has been asked before. anyone know a fix for why placed AI prefabs are invisible in the editor? they are spawned in game fine. just hard to visualise in the editor. all i get is the root box.
this is a light fire team for example
This is a bug. It is fixed in 1.3
Find the .layout for that GUI and disable item you want to be rid of.
ah perfect. thank you. i'll wait for that
i guess you chose the wrong config when using game mode setup plugin
SF stands for Scenario Framework, which is not set up for Game Master, there are 2 other configs to select when setting up the world with the plugin (i can not remind, what they're called), but one of the is the game master.
I believe that message appears whenever you use gamemaster outside of gamemodeGM and is considered a nuisance messsage. It's CYA.
Ok thanks than i just ignore it
WORKAROUND:
Problem: Spawning a random respawn position does not work in 1.2.1.169
Workaround: Add random action to OnInit of Area.et and spawn object layers containing spawn points. Set Activation Type to "ON_TRIGGER_ACTIVATION" for each layer.
race conditions FTW? 🙃
Does spawning a conflict base with area/layer/slot work
Unfortunately not
. Conflict bases cannot be created in run-time.
But it might change in the future according to the roadmap 😅
They can't be created in run-time, but they can be moved. So you could pre-create them outside the playable area, and then move them inside.
Darn. It never made sense why we only have one main configuration for bases.
My idea was to use area/layer/slot to use the same layout conflict already have but to randomize the major bases. Is that's something I can possibly do without scripting?
Right now, whole Conflict scenario is scripted in a way that at the beginning of the scenario, it will fetch all these bases and prepare everything. It is not built in a way for additional changes unfortunately. Modder could change it of course, but it would be a bit of work.
Come on steve-e I know you got a solution In ya lol.
You could write a script/program (not game script, OS script), to randomize missionHeader, see this post on mission header from Northcom #reforger_servers message
It's like so close. Just a little toggle box. 🤣 but na I get yah. Thanks for answering tho
Hey. Would you know if I could add the hub prefab (encampment) to the construction truck fairly easily and have it just work as a team respawn
In workbench where is the vanilla conflict file?
Worlds> MP > it should be CTI campaign eden and arland
How do I make AI vehicle patrols stay in the vehicle if they crash and need to just backup or correct themselves? They hit something then almost immediately get out and then continue on their cycle waypoints on foot. If i go into gamemaster and put the AI unit back into the vehicle, they correct themselves and move on in the cycle in the vehicle. Edit: They also dont fully commit to the roadways, they tend to drive MOST of the path on roadway, but then cut direciton even thru a forest lol.
Ive got a similar issue, but I think I can maybe fine tune the waypoints so they avoid the problem area. Speaking of cutting off road, in 1.3 I had a BTR go off road and just bust through concrete fences, it was kinda cool! Also they stop and honk at friendlies in the road now lol!
Hey there, quick question because I cant figure this out myself - how does scenario framework setup this deployment point widget on the map? It's not a SlotMarker entity afaik
It is a Slot.et that spawns the spawnpoint prefab
Adding it should be easy, but I’m not sure if it will work on its own without being attached to any conflict base
Then I must be doing something wrong - when using either slot spawning spawnpoint prefab or adding spawnpoint prefab directly I can only see the map widget on the spawnmenu, not on the map while in game
It also depends which prefab you are spawning and how that is setup. Could be for a different faction. There is also plugin for spawnpoints that you can attach to the slot to further configure the spawnpoint 😅.
I use random action, and apply cruising speed limits to the vehicle, depending on the vehicles. I.E. 20, 25, 30 kmph. This reduces damage to the vehicle.
The function to be able to see the spawn point on the map when playing is broken. I've never been able to see the spawn point while in game, only when you respawn.
Thanks all, I don't really care about setting the spawn point, I want to reimplement the fast travel system from combat ops in my scenario. And while the fast travel functionality works, I'm missing the markers indicating the possible fast travel locations from the map
Which makes this checkbox useless...
Yeah, I love the settings that don't seem to do anything or that don't have any description. This one fits both 😅
Although it does look like it's being used in code. I'll dig deeper there, maybe there is some solution there
Where does one add it into the truck. I have not been able to find that.
That I do not know
. Conflict is not my area of expertise, I only have surface knowledge of most of the things and bit deeper on how Conflict bases are being registered to the whole system.
I add spawn points to vehicles (Command) by duplicating the vehicle, edit it, then drag and drop a spawn point (nested). But now that I think about it more, try this. Open one of the compositions with a spawn point and see how BI did it.
The problem with my method is the spawn point remains if the vehicle gets destroyed.
Make sure you put the spawn point behind the vehicle. Not in front.
I feel very simple for asking this but like.....is there not a entity list or something that you just drag and drop into. At least that's how I thought it would work.
You could use SF plugin on destroyed and then delete entity of the spawnpoint 😂
Technically, you can delete game mode entity with that action, so be carefull 😂
It's 🔥
The truck itself doesn't need to be a spawn point. I wanted more as a way to lay down FOBs for the team to spawn on. Unless there a way to make more than one MHQ but last time I heard thats hard coded to only allow 1 MHQ
What is the name of the entity you want to laydown?
I think in-game it's called the encampment. In workbench it's called a Hub.
player hub?
Yes. It's already in the construction truck in Gamemaster but not for conflict.
You have a us ussr and FIA hub
yep. wait one.
Okay, I've found the culprit - for some reason the ShowSpawnPoint method is overriden by SCR_MapCampaignUI, which then fails the campaign gamemode check because this scenario is based on gamemaster, not on conflict (so no SCR_GameModeCampaign instance) . Now how can I find why this component is active? 😅
@winged kelp Sorry Kwitt, I can't find it now. I've edited the engineer vehicle to display limited items and removed things like the command post. I'll keep looking because I need to recreate what I did.
Basically the engineer box, not the truck contains the action to "Start Building". It's a matter of tracing down the pointers to what controls is displayed in the build mode when you open the engineer vehicle.
I'll keep looking into it as well. I have had this question for like a year now.
I thought it would of been a different prefab for the box just labeled as gm but sadly I don't think it'll be that easy.
How is it allowed to build the command tent and hub in gamemaster? I feel that would be a gamemode setting
Okay, this happens in vanilla GM scenario as well. While respawning, SCR_MapUIElementContainer handles map UI elements (doh). After spawning, if you open the map as a player then SCR_MapCampaignUI overrides ShowSpawnPoint method, preventing spawn point UI rendering. Why? I have no clue
The same goes for Arland combat ops, however on Everon it works correctly. Now I only need to find the difference between combat ops scenario setups 
Okay, finally works :D If anyone will have the same issue then change the SCR_MapConfigComponent Gadget map config path
GameMaster and Build are 2 seperate editors. When you look at the entity catalog for a vehicle, there is a entity data entry. In there are checkboxes. Editor for gamemaster, and Build for build mode.
Makes sense. Well if you find anything you know how to reach me.😁
Mobile Spawn Point with ondestruction deletion and respawn back to point of origin.
https://youtu.be/G55FvbZ7pQ0?si=nG1sQHzKu14INEPZ
Scenario Framework | Plugin OnDestroyedEvent
This video covers several items with OnDestroyedEvent being the top of the hierarchy. Additionally shows how to create a mobile spawn point, and upon destruction of vehicle, deletes it, and restores the layer back to point origin.
🥃 @nova onyx for the solution.

Is there literally anyway to edit the map/object in the map in a sub-scene?
Including is there a way to hide terrain objects like we could in Arma 3?
Is it possible for me to copy the Everon Conflict world and edit it?
Yes.
how?
different mode, same principle.
https://youtu.be/vxBBMZrOoxw?si=Wr6NwLkmb1Ukjj4W
@queen meadow
Enfusion Workbench | Port Combat Ops to Custom World.
Haha that’s funny! I don’t entirely dislike them using the woods. I use big chungus motorbikes for one of my vehicle patrols and it’s cool seeing them tool around thru woods and dirt paths on the bikes. It’s just once they hit something they get out and walk instead of correcting it. I will likely need to fine tune the waypoints as well then. I was hoping they’d cycle to each major town but that’s high hopes.
I lowered their speeds as well I forgot to mention that. I followed what you showed in your vehicle AI videos. It’s not so much the vehicle is too damaged they just don’t try to correct it. And I’m not sure what you mean by using random action ?
has anyone had this issue when trying to spawn in Bacons Zombies using the ambient patrols?
Anyone know how I can make garbage clean up longer?
Override "ChimeraSystemConfig.conf file and edit.
I wonder if on the vehicle you can do an OnActivation Wait and Execute, and then after 30 seconds (enough time for them to both get in the vehicle), set the vehicle as locked. Haven't tested though
I imagine rather than using SFframework conf you may need to use the gamemaster conf which im sure has its own considerations, sorry its all i've got
Is it possible to change the arsenal contents in runtime?
Anyone know if it's possible to have AI groups like a squad but have vehicles included?
I am trying to have AI spawn but prefabs only have foot soldier prefab groups. I'd like some that are mounted in vehicles when placing them in the world editor
Let us know if you find a solution. I've tried various methods. None yet.
Anyone know how to stop the duplicate from other mods, doesnt seem to be fixed by overrides
Layer spawn whith Random one does not work with the experimental version either.
Only the first respawn in the list works.
Experimental Vanila
hello guys i search for someone who can help me create a scenario with trainwrecks new looting system mod.
Really? I thought I tested that.
UPDATE:
- It works if you use "Random Multiple" and set percentage.
Im trying to launch armaReforger server and connect to it locally.
I have no custom address/port settings as set in config.
And Im given a port for something? I assume that is for port forwarding, which Im only trying to use this locally. I dont have port forwarding set up.
I cant direct connect to my server though. I figured doing 127.0.0.1 would work. I tried 0.0.0.0 and the IP that the DHCP gave my computer.
If i try connecting to the ip address given, it will attempt to connect and fail, which I assume my computer is trying to re-route back through the router, which should fail right?
Any help please?
Did you figure it out?
hey i build a base and i wanna have it all together an an prefab so i can load i later agan how can i do that
found out
I'm looking to get my hands on a dayz scenario/mod for gulfcoast island
We tried making our own additions to the map but our scenario won't upload to the workshop for some reason
any error message?
No
All the other stuff uploads except the mission file is acting like it doesn't have one I think
wanna go in a call and look into it ?
Ill pm you
k
no
Trying to setup my first patrol. Not successful. Units spawn on one of the waypoints within my hierarchy but do not patrol afterwards. Any reason why?
Area
-Patrol (Layer)
--Units (Layer)
---SlotAI
---SlotWaypoint
--Waypoints (Layer)
---SlotWaypoint 1-5
Try this.
- Move the cycle way down to the "Units_Waypoints" layer.
- In the waypoint cycle, in the "layers with waypoints to cycle" field, change the name of the cycle waypoint, "SlotWaypoint6".
If you still can't get it to go, delete all the entities. I've seen a bug where a change to the cycle waypoint or layer it breaks the connection between the entities. And no matter what you do they don't remake the connection.
No joy
Bummer. Your setup looks just like mine.
I was thinking maybe my area isn`t big enough? but i have no idea how to make it bigger
Area size is controlled by dynamic despawn radius when DD is used.
Other than that is just a container.
So i've got main layer named BLUFOR.
Inside BLUFOR i have my area called Ch_Patrols_I_11
Inside Ch_Patrols_I_11 I have two layers:
- Patrol_I_11_Waypoints.
- Patrol_I_11A.
Inside Patrol_I_11A:
-
SlotAI1.
1A. Object to spawn: Rifle Squad.
1B. Waypoint Set to Layer Name SlotWaypoint1. -
SlotWaypoint1.
2A. Waypoint Cycle to Layer Patrol_I_11_Waypoints.
Inside Patrol_I_11_Waypoints I have 4 WaypointSlots each set to Patrol.
Anyone else know why this isnt working ?
Solved: Missing AIWorld navmeshes.
anyone got any custom conflic for everon?
so ive got an idea...... what if i copy all files and then re make the conflict ? trasfer all the files to new then they are unlocked and you can edit the game files then
Is there a debug option to see what group prefab an NPC is from?
Crossposting this as I can’t figure it out and it’s driving me crazy.
Some prefab entities placed in enfusion clip right through any mesh that isn’t terrain when the game starts, often placing it inside the mesh.
was wondering if anyone could help me out
new to the reforger community hear this was a really good spot to ask questions
With regards to conflict? How does the Arsenal/Vehicle factories know which faction they below to to enable the correct gear/vehicles?
Sup?
Hi I just want to meak a spawn point in the MOB but it doesn’t work i don’t know what i did wrong
If someone can help me pls
As a conflict mainbase(MOB) uncheck -can be siezed by majority, and also does not need to be a supply hub your vme is asking whos defending? no one because it cannot be seized or captured
Anyone know how i can get a random prefab like a table within an area using scenario framework and spawn my object on that object? (Getters and actions) and is there a way to teleport a selected object within the current camera view?
I just do that but it still the same thing they tell spawn point not available
Why is the fraction affiliation component disabled?
Here is a video I put together to create a simple conflict mission. It might help you https://youtu.be/GsCWu77Bw9o
I have had a few people ask me how to create a conflict scenario on custom maps. So thought I would put together a video showing how to create a simple conflict server for yourself and your mates.
Barzan Remake Mod: https://reforger.armaplatform.com/workshop/5E5EE20DFDEDE5F0-BarzanRemake
TPM Tactical Discord (Aussie Community): https://discor...
With SF this would use 1 layer with several layers nested inside. Each layer would contain slots.
Layer1 (Children = Random)
- Layer2
- Slot (table)
- Slot (document)
- Layer 3
- Slot
- Slot
i want to remove the slot placement
You need to have the slots. This is what spawns the table and object on top.
so the way i want is have the slot for intel folder but have the system search an area for tables and place folder on said table instead of placing 100 slots per town
1 area, scan for table, place on one found table
Scripted event for sure.
I haven't used this mod yet... but looks promising.
https://reforger.armaplatform.com/workshop/6452AEF260F91B98-ObjectImportTool
They removed the native CSV import?
anyone know how to give supplies through scenario framework
I'm working on a slightly changed vanilla Everon Conflict but as Experimental changes a couple of things in the scenario (e.g. spawning on contested bases) do I have to base my edits on the expiremental Everon Conflict to get the proper features once it drops?
Choose a container size and lay it down within close range of any services you have(use FIA) or disable supplies from the scenario is an option too subject to what you are doing
IMHO... I port over my stuff to latest experimental and build in parallel to production version. This way I can take advantage of changes and as the date draws near to release I am up to date, ready to go on Day 1.
Anyone know why when I override this compo to modify the list of entities i can build with the engineering truck using supplies.. it doesn't work?
love this idea, im also curious how this would be possible. Did you ever figure it out?
Can you move the position of a layer in the world without moving all the layers and slots nested beneath it? I need to move a top layer for a task marker and when i do so all the slots nested beneath it move reference the position of the layer. Any way to avoid reposition all the slots?
Hi all, I'm trying to make a mod to configure arsenal and vehicles so that I always use the same one on the various scenarios I've made but when I upload it to the server this arsenal mod doesn't overwrite my default scenario settings. Has anyone worked on something like this before and can tell me what option I forgot? Thank you very much!!!
Yes. Create a empty world layer. Drag all the sub layers and slots out to it. Then move your layer where you want to, and drag the layers and slots back to it.
Yes, do it all the time. Let me see if I can find a video if I did one.
Look at these mods to see how I did it.
https://reforger.armaplatform.com/workshop/62F7271A9C34421B-MilOpsAddOn-GroundVehicles
https://reforger.armaplatform.com/workshop/62F55C4B8BF45EB7-MilOpsAddOn-Characters
but in order to force it to overwrite the scenario defaults with just the map, is there any option to flag, or should it do it automatically?
How to remove and add items to the arsenal and across factions.
If you are creating a new scenario and want to create new arsenal edit the entity catalogs.
At the moment I have my server with the scenario loaded (scenario which is basically a customisation of the map), then I loaded the arsenal mod but it doesn't override the default scenario equipment... the mod is loaded but it seems to be taken as secondary
What is the scenario? Never seen that. I build scenarios with all vanilla, then create mods to modernize them all the time.
And are they two separate mods? One scenario and one arsenal?
Yes. I have Military Operations 1 scenario. Then I add my addons seperate.
The 2 above.
Whats the scenario you are using?
this is the "arsenal mod": https://reforger.armaplatform.com/workshop/644EEAECA12AD406-BIA-Arsenal
I didn't ask what arsenal mod, I asked WHAT SCENARIO! I'm willing to help, but am busy, and don't have time this.
this is the scenario https://reforger.armaplatform.com/workshop/632EFC322C32CEB6-EECRoadtoBakhmut
Hey all, wondering if someone could give me a hand. I've generated my Nav Meshes, and they work in the editor when I place them in SCR_AIWorld. However whenever I reload the world (close and open it in the editor again) the Nav Meshes are not saved to AIWorld Prefab, any ideas what might be causing this and how I could go about fixing it? And help would be great
Ok your first problem is this scenario and it's required dependencies don't even run in game.
Please test these and verify.
Have you been over to this https://discord.com/channels/105462288051380224/976159873517629500 channel? Their the SME's for worlds.
I haven't, I'll pop in there and ask, thanks!
YW
how is playstation using custom missions
anyone got a conflict mission i can try out and use?
they arent
If i use a scenario for a server that has spawning at mobile command trucks disabled, is there anyway to enable them?
Make a mod to enable them?
Hello there,
I got a quite annoying problem, I placed the two HQ's for each faction, USSR and US, factions etc. is set correctly, but when I test it (in tools and on my testserver) it switches between those two HQ's as spawn after a fresh new start.
I want that they only spawn at the US HQ, the playable faction is US and they're forced to use US faction.
I habe no clue why it use sometimes the USSR HQ as spawn, does somebody have any idea what I'm maybe missing?🤔
If dont want to rotate mob position between us and urss you should set the faction affiliation option in the militarybases
I set the faction affiliation in one base as US and the other USSR, still happening
can you link the scenario?
isn't published, is unlisted, I can send you the ID when I'm at home
Arma Reforger | Project X
Is time randomization broken in SCR_TimeAndWeatherHandlerComponent currently? I enabled Random Starting Daytime in the component but when starting the mission the (starting) time seems to always be the same
Scratch that. There was probably some temporary hiccup
great forward thinking like that really cool👍🏻
Hi! Has someone managed to make working copy of CTI_Campaign_Eden world? I'm trying to make copy of everything from that subscene but whenever I try to replace GameMode_Campaign with anything else (even with GameMode_Campaign entity which is direct duplicate of the original one) I get a lot of IReplication::JIPError. In total of 5MB of those in the logs..
This is how I have made the copy:
- Create subscene of Eden world and save it in mod directory
- Open CTI_Campaign_Eden and copy everything from
defaultlayer - Open previously created subscene and used
Paste on Same Positionto paste everything to the default layer. - Duplicate GameMode_Campaign.et into my mod folder
- In Hierarchy for GameMode_Campaign1 use Replace with Prefab -> In Map (CTRL+K) and select previously duplicated MOD_GameMode_Campaign prefab
- Switch to Game Mode with Server localhost + PeerTool
This causes the PeerTool just go mad about JIP errors...
When you copy over from original it contains a game mode. Why are you duplicating it into your mod folder? It should already be there.
I wish I was THAT smart lol
Sorry meant to reply.....
Gotta take that first step. It's not hard really. Everyone here started out with zero knowledge of enfusion engine and workbench.
If you're using SCR_ScenarioFrameworkActionBase as your base class, how do you access the entity that activated the SCR_ScenarioFrameworkTriggerEntity? I thought it was it was in m_Entity but thats coming up Null.
I need to make modifications to it. Just for this scenario I didin't make any modifications to make the issue as simple as possible.
Very cool! Could you maybe put a trigger on top of the LAV that sets player character to disable damage?
Is there a script or an easy way to order vehicles (in conflict) by rank or supply cost? Obviously I know it can be done in overrides but its annoying to say the least!
When yall make a scenario mod for a map and it doesn't show the scenario on the mod what can possibly be wrong with it?
It has a valid mission file
Not sure what's going on to cause it to do what it's doing
I think I found the component controlling damage when firing. Shut it off seemed to help. Published to workshop.
Nice! I’ll check it out when experimental is on live stable. Can you check if in experimental you can override encumbrance again? It’s been broken since this last update and it’s frustrating.
where do you check?
sorry shouldnt of assumed you knew where it was at. You have to override the character_us_base and go into the stamina component. then change the min encumberance weight. Also, i see alot in your videos you take damage while trying to show something in your youtube videos. If you go into the damage component and disable "enable damage" you wont take damage. Not sure if you knew that or not.
After you change the encumberance weight you have to load into the scenario and see if your character move slowly if under that weight limit. The mods that used to do this don't work and i cant get it to work either. When i get like 75kg on me the chraracter moves slow. I know its realistic, but im going for more of a relaxed scenario.
hey when i test my mission in the workbench i get the right click menue if i upload my mission and test it as gamemaszer i dint get it
Is there no semi transparent circle icons to place on map via editor like on a3?
Nice concept. To bad it can’t be a square top like the usual motor variants
i just wanted to ask if anyone could possibly help me out. i created a custom conflict server on reforger. everything was setup properly i presume in the enfusion engine. ive tested the server in the engine and everything works as should. i uploaded the mod and senario to the workshop and loaded it up on our server with all the mods. at the end of the log i get pipe destroy and the server is not started / showing on the server list..... here is the log file...
i still need to fix the ai pathing '
but the server does not start
2025-01-16 14:36:08: RPL : Pip::Destroy
2025-01-16 14:36:08: ENGINE : Game destroyed.
2025-01-16 14:36:08: RPL : Pip::Destroy
could this be the problem and what could be causing it? - 2025-01-16 14:35:20: BACKEND : Loading dedicated server config.
2025-01-16 14:35:20: RESOURCES : GetResourceObject @"{24952F44CFFF6F54}Missions/AfghanConflictTest.conf"
2025-01-16 14:35:20: RESOURCES (E): Failed to open
2025-01-16 14:35:20: RESOURCES (E): MissionHeader::ReadMissionHeader cannot load the resource 'Missions/AfghanConflictTest.conf'!
Anyone know why I am getting this error when I am trying to spawn into the game ?
SCRIPT (E): ScriptInvoker::Invoke: Incompatible parameter '1', expected 'bool', got 'void' (method 'SetSpawnPoint')
hello
i hope i am in the right channel for this question. here it goes...
its my first time creating a scenario with the scenario framework. i want to have the players start the scenario scattered in a forest. I setup the respawn as mentioned in the tutorial, but ofc that will not be scattering players.
is there a way to create a spawn area (or area's) the size of a forest and that players spawn in random positions within that spawn area?
Look at the plug-in called spawn point. Sorry I’m on a tablet. Scratch this. Seems the plugin isn't working.
Only rename the spawn point and timer (must add SCR_TimedSpawnPointComponent to gamemode) works.
I was under the impression it would generate a random position within the radius given.
Is it just me, or are the MapDescriptors completely bugged?
I have a Survival Scenerio with 13 waves, almost fully setup, need revives etc if someone wants to take over, made it 2 months ago and now i forgot a bit of workshop stuff and nots ure if i can finish right now lol, anyone wanna takeover?
just msg me if so
i have a to do list, what needs to be, a roadmap, and what has been done already
Is there any way to determine or clue into the cause of a IReplication::JIPError?
Is there a way to edit scenarios from the workshop?
For example mikes kunar pve. Can I open that scenario in the editor and add more control points or delete control points that are already in the senario project
All mods are “read only” and don’t allow you to edit / move anything within
How to fix? Virtual Machine Exception
Reason: Index out of bounds.
Class: 'SCR_AmbientPatrolSystem'
Function: 'Get'
Stack trace:
scripts/Game/Systems/SCR_AmbientPatrolSystem.c:189 Function ProcessSpawnpoint
scripts/Game/Systems/SCR_AmbientPatrolSystem.c:87 Function OnUpdate
Make to sure check licensing, and ask permission from the owner if possible.
These should get you going.
Enfusion Workbench | Copy and Paste Across Worlds
In this video I show you how to copy and paste objects across the same world using copy and paste on same position.
Enfusion Workbench | Port Combat Ops to Custom World.
How to Create a project with custom world.
Same
@sacred heart What do you guys have that AmbientPatrolSystem attached to?
@sacred heart I found out that in the gamemode_Campaign has the test game flags setting with Spawn AI. Ticked that off and it resolved(Into another bug
)
maybe its trying to spawn AI that don't exist
Yea, most probable
Do you know if its possible to keep an enity when a task is restore to default ?
I want to keep the vehicule , and actually, if i reset and relaunch the mission, the vehicule while be replace even if i already use it !
How do I integrate mods (Such as RHS) to my conflict scenario?
Any chance that ScenarioFramework's SlotTrigger would someday support Oriented Bounding Box as Trigger Shape Type as well? And also why not polyline 🙂
I'm trying to add more possible objectives to combat ops everon as well as make more objectives active every session, is there somewhere I can read about how to do this specifically?
When you start creating a new scenario you add the mods you want to have in the scenario as dependencies. Or if you have already created a scenario you can add new dependencies to it via Workbench->Options->Game Project
Spawning S105_randomized.et via scenarioframework slot, I guess I was expecting it to spawn a different color each time it was spawned but its always yellow. Does it need configured somewhere to get the randomized part to function or is it just broken?
SCR_DefendWaypoint (which in ScenarioFramework is used in SlotDefend) has Defend Presets. Anyone knows what are the possible "Tags For Search" or where all of them could be found? Is there a "tag" for AI to look for positions inside a house (for example a window position)?
To keep the vehicle and restore the task, move the slot out of the layer you're trying to restore.
You need to add randomization for the vehicle.
If you don't add an "editable entity label" then the vehicle will stay as the base vehicle and just change color.
Has anyone found a way to get units to spawn directly into vehicles before a patrol? This is what I have.. It works fine but I feel like the cycling of getinnearest might cause issues over time..
Move the GetInNearest waypoint up to layer Patrol_BTR.
Scenario Framework | AI Driving
Ackkk
Do any of your videos explain how to control the AI's speed? These guys are hauling ass
I wonder if Jay was actually specifically trying to ask if there's a way to "teleport" AI into vehicle without them getting in on their own.
I've noticed that AI is struggling especially with getting into the BTR and would very much like to have to a solution with which to spawn the AI directly into a vehicle rather than them trying to get in on their own. Well that or then make them go in on their own but make it more robust than what it currently is (at least on Reforger 1.2.1)
Just mentioning that Game Master can just pick a group and drop it into a vehicle (which is sort of teleporting). Could there be something like that for the scenario editors.
What am I doing wrong here ?
How exactly is an area set for the AI to know that in this area, if AI is down to 1, send QRF
Threshold Type of "DEAD_UNITS" and Threshold of 1 is "send a wave after a single AI gets killed". You probably need "REMAINING_UNITS" Threshold Type 
Look for action speed and apply it to slot.et for vehicle.
Yes, it's intentional for testing purposes but even when 1 unit is killed, it doesnt send anything
well, the second thing is: Layer goes into Area, not another way around. Try following https://youtu.be/mdoAQPKJDqM and modify to fit your needs when the basic setup works 
Scenario Framework | QRF Dispatcher
Show how to use QRF Dispatcher.
OK got it working. I wasn't getting the config properly. Has anyone figured out how to get Vehicles in qrf
hay i wanna make an coustom loadout with od from rhs but when i load in i have the uniform in wrong colors any ideas?
Is there a way to duplicate existing combat ops everon tasks within the same mission? I wanna add more objectives and I feel like duplicating them would be fastest/easiest
I'm also trying to activate all tasks that exist, when I try and set the max number of tasks in SCR_GameModeCombatOpsManager to 20 it consistently only spawns a maximum of 9
Thank you, I've been watching your videos to help me out 🫡
I do have a follow up question though - how can I get all the already existing tasks to be assigned to the players? I got about 9 to show up at once but I want them all to
So I tried this yesterday before asking and couldn't get that to work (ObjectToSpawn vehicle, spawning with a random color). I have it working right now to spawn the various civilian vehicles with different colors so I'll take the mini victory. Thanks
Fill out faction key at top?
Thank you!
yup I have it set as CIV. Obviously I need to build an understanding of these categories for it to make sense, right now I've just been changing various settings in the category to see what happens.
I've tried multiple variations in the randomization section (entity catalog type: vehicle, none) and with/without 'included editable entity label: vehicle_car'. with vehicle_car, I get a mix of vehicles that appear to change colors which is suitable for now. https://i.imgur.com/akL6a2l.png
what I was trying to do was make a slot with the S105 vehicle object spawning, that would spawn with a random color each time
Yea. Let me try it offline. Should work with randomization.
Was happy when I saw the 'randomized' variants of the vehicles thinking I could just slot that in for auto color switching. then I spent entirely too much time today trying to figure it out lol
Yea, I see the problem. The CIV UAZ, S1203, and S105 all have the same labels.
Are QRFDispatchers per area or only 1 per scenario?
1 per area
what label are you looking at?
I thought randomization was taking into account the object to spawn but now I see the tool tip on 'randomize per faction' says it overrides. Wish I would have noticed that this morning. So I need to find a way to say 'this vehicle model' rather than 'type: cars within Faction Key specified'
Guess im done for today, suddenly getting this every time I try to play the mission in workbench
https://i.imgur.com/PTmjwZn.png
any mods in the mission?
nope im in workbench, just vanilla stuff. been messing around in this for hours and suddenly my project is popping that error every time I try to play
waht game mode you have placed down
umm whatever the SF setup puts down I believe. trying a separate project real quick to see what happens
As I'm adding items to the arsenal for the faction. It is getting laggier. Am I missing something to 1. Mass input these weapons/clothing 2. Causing major lag in Enfusion Workbench?
set to this settings
Looks like I had it set to local storage already. Funny enough, going to another project and playing in editor with no issue and then coming back to this one 'fixed' it. previously restarting workbench didn't fix it)
short lived success. restarting workbench lets it run once and subsequent attempts to play in game mode within workbench lead to the VME. I did have a few crashes previously, wondering if something is corrupted in the project or something.
my other project is now giving the same VME and I havent changed a single thing in that project >:(
00:32:12.241 ENTITY : SpawnEntityPrefab @"{59EF8ECAE1DCD417}Prefabs/Editor/Modes/EditorModeEdit.et"
00:32:12.241 ENTITY : Create entity @"ENTITY:4611686018427388439" ('SCR_EditorModeEntity') at <0.000000 0.000000 0.000000>
00:32:12.242 ENTITY (E): SCR_EditorModeEntity is missing component SerializerInventoryStorageManagerComponent as required by component SCR_ArsenalManagerComponent
00:32:12.242 SCRIPT (E): Prefab Prefabs/Editor/Modes/EditorModeEdit.et for editor mode EDIT is missing Hierarchy component!
00:32:12.244 SCRIPT (E): Prefab Prefabs/Editor/Modes/EditorModeEdit.et for editor mode EDIT is missing Hierarchy component!
Anyone know what might be causing this? I can't see the EditorModeEntity in my world's hierarchy and I also don't know how to add the SerializerInventoryStorageManagerComponent. Image is the relevant part of my world hierarchy
Hello, Do you know why when i told to my ai to follow me, they run far away ... ? It' s coming from Slot Ai
hmm, that's actually what I tried initially and it didn't work, it just spawns the maximum of 9 objectives unfortunately
Add it to the game via + Add Component
That didn’t work, said component was grayed out
I created an override for FactionManager to attempt to force some changes, but when I run my mod, only some things seems to update. Is Override really a "in addition to" for some data types, like multilists?
So me and my team have been coming up with some ideas for mixing up a conflict scenario for our server, we had one idea that seems really cool but to my knowledge this hasn’t been done before so before of me putting a silly amount of hours in trying to do said idea I have two questions,
1: can a team have two mobs and not break anything
And 2: can a team start a round of conflict with all objectives to win and start the win timer countdown instantly?
I've been messing with conflict for about a week and this is my best attempt at an answer:
-
The game mode by default selects from your "HQ-able" locations, but you can force a base to be owned by a faction at the start, and set both to "Source" for radio most likely.
-
If you set the faction of a POI, it set's that faction as owner when the ConflictMilitaryBase is spawned.
And can be captured by the other team? once selecting the faction it doesn’t get locked like the mob? I want to try creating an invasion gamemode that’s all
Or something where one team gets two mobs and attacking from multiple directions or a mob in the centre that can be captured by the other team but they still have another mob elsewhere
Not sure, I don't think it does... as the intermediate points are normally set to FIA. As long as the siezing component is enabled and configured it should allow for seizing.
Figured it out: several were set to spawn "random" instead of "all", several had different names so I missed them, and the custom one I set wasn't in a location layer so it didn't want to spawn
Sounds good, thanks for the info, time to dive in to making this 😂
Will ON_AREA_TRIGGER_ACTIVATION work without additional setup or do I need to set an area trigger manually?
I also get this when I start my scenario, should I be concerned?
why isnt my ai group patrolling?
i have followed the yt tutorials an did it exactly as they explained but the ai's just stand there talking to the wind
Perhaps issues with navmesh? Can you move those AI via GM?
no they wont do that either
just catching wind
i used the scenario framework plugin to setup everything. my SCR_AIWorld looks like this
Maybe try copying the SCR_AIWorld directly from Everon GM to your world and delete the old one. Sometimes the navmesh is not properly supplied to the prefab it is spawning it with 

SCRIPT (W): Group has a mix of editable and non-editable waypoints. Please use only one of those!+ #AR-GroupName_dLAND_iINFANTRY_LIGHT_aTEAM_Name | entity: <0x00000244D4E7C990> SCR_AIGroup, prefab: 'Group_USSR_SentryTeam.et', pos: <5818.754883,232.863281,7244.604492>, flags: PLACEABLE, HAS_FACTION, HORIZONTAL, LAYER, ORIENT_CHILDREN, INDIVIDUAL_CHILDREN
this seems to work
but i get all kinds of errors
ENTITY : Create entity @"ENTITY:2305843009213693953" ('SCR_AIWorld', SCR_AIWorld) at <7114.536133 103.568001 6279.017090> @"{E0A05C76552E7F58}Prefabs/AI/SCR_AIWorld.et"
PATHFINDING : Navmesh Init 'Soldiers'
PATHFINDING(W): No navmesh file specified! Will initialize empty navmesh world.
You removed the old ai world, right?
So you only have the one you copied over from the GM Everon
i think i now know what i did not do...
i did not link navmesh files as here https://youtu.be/YgvwFsp4_PY?t=437
Scenario Framework | Manager Setups (except GameMode)
tis working now me lads
👍🏻
If anybody is searching in this channel why AI do not follow waypoints, and just stand still here is the solution.
After you run the plugin for the Game Mode Setup there is a SCR_AIWorld prefab created. In that prefab you need to add the navmesh files. Click on the SCR_AIWorld prefab in the Hierarchy (leftside of screen). In the Object Properties screen (right side) you see there are 3 NavmeshWorldComponent. There is a NavmeshWorldComponent for Navmesh Project "Soldiers", "BTRlike" and "LowRes". For all of these you need to link a Navmesh File. Open the first NavmeshWorldComponent. It should say Navmesh Project "Soldiers" and the Navmesh Files Config should say "set class". Click on "set class" and you should be able to than link a Navmesh File. For this example i am making a scenario on Eden, so lookup the GM_Eden.nmn. The second NavmeshWorldComponent should already have a Navmesh File Config, but not a file linked to it. It should have the Navmesh Project "BTRlike". This is the navmesh for vehicles. Link the GM_Eden_vehicles.nmn. The last one is the LowRes. Link the LowResEden.nmn Navmesh File. It should now work
@lean scroll
Hey sent a friends request.
its possible to create task with multiple subtask, like movetoA then MoveToB and after SlotKill , without creating multiple task ?
I don't think so. Each task comprises of 2 parts. LayerTask and SlotTask. Certainly you can finish task and spawn another and another.
Anyone know if its possible to have just 1 playable faction (in a conflict scenario) And use the Fia as the only enemy? Aka Pve, When ever i try set the Fia base as the second needed 'can be hq' toggle as mentioned in the UI when we look at the campaign manager. I appears to have problems along the lines of it trying to evaluate the defenders group. if i simply set the second can be hq to the norm of ussr it works totally fine with no issues
Realy quite lost on this one 😌
I have searched and cant seem to find an answer to this or dont know how to phrase it properly. Do you need to add all mods you plan to use in your mission as a dependency in your workbench project, or just ones that add assets? For example, i know i would add a mod that adds extra building assets to the world, but would i add a mod that changes a game mechanic like towing mods or better muzzle flashes, better sounds etc?
How do I stop getting errors publishing mods when its over 500mb?
You can do it numerous ways.
- Add all mods directly to scenario. Not recommended.
- Create a set of dependency mods (vehicles, building, etc.) and publish as a single mod, then add to your scenario as a dependency.
I recommend you build your scenario as vanilla (except for non-standard worlds, i.e. Kunar), then create a package of mods to add. The reason being if any owner of a mod doesn't update their mod, your scenario stops working. You can tweak the package mod easier.
How can I make a vehicle depot available in combat ops? Whenever I put down an FIA depot it doesn't let me interact with it beyond allowing me to hold F on it.
I have to do some work stuff, after that I'll do up a video on it. I've have some outdated stuff that needs correcting.
Of course! Thank you so much for the information I really appreciate it
so the scenario framework is how you'd go about setting up something like antistasi eh?
Here you go.
Scenario Framework | Vehicle Depot in SF
How to setup the vehicle depots to work properly in scenario framework.
Antistasi is considered what ? PvP? PvE?, PvEvP?, FFA?
PvE mostly
its like a resistance fight type of deal
you and your coop teammates vs a dynamic AI that responds to increasing resistance with varying countermeasures
could be implemented with a form of high/commander level GOAP i suppose
Yea, then SF would work. May need some scripting to get complete effect
yeah for sure, I can code so thats no worries.
Im just unfamiliar with the modding api
but ill learn ofc, tons of resoruces so far
also your tutorials are goated blackheart lol
what component is required for radio communication to work i feel i have everything but voices arent transfering over the radio
radio manager?
New Task (WIP)
Arma Reforger| Project U
hello, how can i add a custom map to a gamemode mod? Do i have to right click and then load it as an addon, then add everything there or how?
Hello, so i have currently made a conflict scenario and I have two questions.
It seems when adding the scenario to my workshop folder, I cant sign into admin. I read a bunch of places I have to enable game master in the enfusion workbench for my scenario but I dont know where or how to do that if anyone can explain to me.
I want to have safezones so how would I go about adding a safezone for the main bases so enemy players cant travel across the map and spawn camp the other team?
Thank you so much!
Is there a way to expand this action menu that I am missing? I stretched the object properties quite a bit and this pop up window for actions still gets cut off. https://i.imgur.com/Fz4BL8Q.png
im in the process of learning the enfusion workbench and have a map and factions set up, im trying to understand the best way to spawn groups of ai and respawn the group when it is empty but am relatively new to this type of scripting. currently im trying to spawn a prefab i have and attach a script to it to trigger when the group is empty. would appreciate any help
Pro-tip from a non-professional:
If you are creating custom character loadouts, ensure you remove any variants from the main character. If you don't it will allow the player to click on loadout, and re-click to change it to the variant.
Another option is to make sure you setup variant loadout as well so all gear is available to variant. Edit the "SCR_EditableCharacterComponent" to remove the variant.
I think a feedback ticket is needed for this. It is truly a pain in the butt trying to figure out what action you are selecting.
Yup, figured I'd ask to make sure I wasn't missing something. Ticket created, now we pray to the devman for a fix
Anyone have the correct information for creating a pve conflict scenario? been at this for days now with nothing but the same issue everytime, As soon as i set ussr faction to unplayable i get this console print about something trying and failing to evaluate a base. Ive seen something Gramps has posted online in the past but thats full on code, which i have no understanding of, can anyone help?
I have 0 clue if this is possible but Is there a way to make a squad-esque "AAS" style game mode where each team has to Capture points Sequentially (i.e. A-->E/E-->A)
hi, i try to clone scenario but it seems missing loot spawning scripts. Is there any debug mode to track missing stuf ?
Yea you can open logs and write console prints i guess
I've got a loadout manager component with one loadout in. There is an arsenal which user can edit their loadout and save it but if they die/respawn the loadout doesn't save and just goes back to the loadout in the loadout manager
Anyone that could help me figure out where to start with modding an existing scenario? https://reforger.armaplatform.com/workshop/617CBAD67DCDCBF8-WCS_Rostov I've gotten permission and I'm just looking to change the playing area and capture points
is there any "obstacle removal" tool analog from Arma 3 which will remove trees/house etc
i want create playable squad, i create prefab, create child vehicle humvee, and this tool under foot to make sure that they will be spawned okay in random location?
Found answer - go left bottom - Create SCR_PrefabDeleter
Check out Blackheart_Six youtube https://www.youtube.com/@blackheart_six a ton of great tutorials
Welcome to Blackheart_Six's Arma Reforger Tools Tutorials Channel.
The playlists and videos are aligned to the scenario framework wiki page, along with miscellaneous videos . There is no particular order you have to watch. Additionally a mod has been published to the workshop of the examples in the video.
Best Regards,
Blackheart_Six
And how would you change vehicles spawning in after being destroyed? I've been playing with the options all day long and haven't been able to get it working the moment you start changing settings in Activations
Scenario Framework | Discord Request Respawn Destroy Vehicle
Quick question: for AI groups that spawn, if I were to have this balanced for the amount of players and it spawns say, 1 enemy since there's a low population, would more AI spawn later if more players join?
You are awesome, I just had this issue and could not find anything on it anywhere!
Pretty New to Reforger modding want to add a own Version of the conflict Szenario to the map zimnitria created a addon and included the zimnitria map addon to it. Tried to add it as a dependenci but that area is greyed out so the addon data isn't fully loaded and cant load the map in the World Editor.
What am I doing wrong? 😅
Does this mean I can't edit the mod or is there a way to "unlock" it?
You cannot directly edit other people's mods. You can use them as dependency.
Gotcha, worked it out yeah, had to add some mods as dependency
does anyone know if there's a way to set up a trigger to check if the AI detect the player? In A3 we have "detected by" that works pretty good....
How do you pull modded terrains into enfusion to then create a scenario on it? I added the .gproj file as a dependency but this doesn't add the .ent file to the resource browser :/
Is there a way I can take a scenario made in Game Master and put it into a mod?
hey sorry to ping you directly, but this message is the same issue I'm having. I have added the mods as dependencies in the workbench settings but do not see the terrain in the resource browser?
Many thanks
For some reason the private workshops doesn't like to communicate so double check the worship online and in game to make sure you have all the dependencies, I think that was my issue, it was a bit ago
I was using this link: https://reforger.armaplatform.com/workshop/6266DCA9193C705E-Anizay
Are you saying to check in reforger, rather than on their website?
and then it should just appear in my resource browser?
I make sure to check both cuz sometimes there will be dependencies list in game and not online and vice versa
ah ok. I just checked and it looks fine to me (as in, should be showing?)
Did you ever find a solution for this? Im running across the same issue.
Anyone know if it's possible to open the map in the world editor for scenarios? So im not stuck in a 3rd person camera view for a whole scenario?
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework#Balance My thought would be it accounts for the amount of players at the time it is triggered but it's not something I've tested yet.
So if I have the area and layer and slot set to activate on "Init" I assume it'll spawn those enemies in when the game begins, and let's say there's 2 players, so it'll spawn a low amount of enemies, but no more enemies will spawn in if more players join?
Well it depends on how you set things up and the layout of your scenario. there are a few ways you can have additional units spawning.
Lets say you have a wave based defense as a simple example. If you enable balance via that checkbox and then go into the parent layer, you can enable repeated spawn and set a number. https://i.imgur.com/xAxGj80.png This then calls the child slot (slotAI in your case) to spawn the object as many times as you specify. I only had time to quickly look at the code and havent tested it, but each time the layer calls the slotAI to spawn the next iteration, it should recalculate the players in the world.
The repeated spawn setting also kind of confuses me, when would it repeat the spawn? When enemies die? Or just on random intervals? I've been hesitant to use that setting because I don't want it just endlessly spawning enemies in some corner of the map with no end lol
you can set the timer right below where you set the repeated spawn amount. There is also other functionality when you get into actions and triggers such as respawning the unit when they all die, or when some of the groups is dead to then spawn new units to replace them. etc
Yeah most of my familiarity with respawning comes from the plugin area where you can set the layer to be restored. So what you're saying is that the repeated spawn timer will reset the existing AI as opposed to simply duplicating them where you'd end up with like, a dozen AI clones spawned in one space?
In this situation the repeated spawn will activate the slot again. so if you have the slotAI spawn a single soldier and repeated spawn number at 2 and set the spawn timer at 10 seconds, it will spawn the soldier once, then 10 seconds later it will activate the slotAI again (repeated spawn) and in 10 more seconds it will activate the slotAI again. In that situation you would have 3 duplicate soldiers at that spawn location
I see, thanks for the info, that's super helpful!
incredibly low quality video, but just an FYI that the scripted triggers aren't exactly to size. At least not from what i'm seeing in the workbench. You can see in the console that i'm 'entering'/Activating the trigger before I enter the debug drawing of the trigger (sphere with radius of I think 8.00). No real reason to post this tbh, just throwing it out there
i guess either player entities have a larger collider around them that is used to trigger it, or the trigger itself is visually misleading
Interesting, and that wasn't a one time thing? Happens if you move the trigger area or place a new one down?
Hey how do I define where the capture points connect to / between?
Ex. I want to connect Main -> A & B, then B -> E&F, A -> C & D
I remember hearing that it was defined by the radio broadcast distance, but I'm not sure how to find the debug to see the zone / radius for it.
And how do I check the map without switching to gamemode?
Version 1.2.1.198: Random respawn still not working with Scenario Framework.
anyway i can force a connection between these two with out having the radio range massive on lednik? the radio antenna range is already 4k
Is the faction correctly set for each slot?
Yes:
SCRIPT (E): ScriptInvoker::Invoke: Incompatible parameter '1', expected 'bool', got 'void' (method 'SetSpawnPoint')
Working for me.
Version 1.2.1.198?
Nope. Unless you have a time machine.... it's 1.2.1.189.
LOL

I will try again
You're luckier than me.
I all did was drop an area/layer/3 slots. added spawn points us. Then told the layer to pick random one.
Like me 🙂
Vodka 🍹
Also, now if I put 3 spawn slots in a layer without Random, there is only 1 slot that works...
oh wait so maybe a problem. I didn't test that.
In my milOps scenario it doesn't work.
In Area 51 test range, it works.
The Layer1 Spawn Children set to all:
] Only 1 appears
Maybe there is an entity missing in the Game Mode Setup plugin.
respawntimer component?
this is really strange issue
I just added a new area, layer, and 3 slots to my milops.
I add the SCR_repawntimerComponent to the Game mode and That's work
Victory, you find it
Yes, It certainly comes from the modification of the spawn logic menu.
Can one of you fine gentlemen help me
I want to define where capture points connect to / between very specifically. I checked radio radius but I'm not sure how to find the debug to see the zone / radius for it?
Is there a way to setup a debug to check radio radius?
And how do I check the map without switching to gamemode?
Please, do you know how to change the APC icon?
Im making a conflict scenario from scratch, using the Conflict prefab and Im having a issue where when im on my server, Im trying to use the Global Chat and nothing is going through. Anyone has any ideas what maybe causing that to happen?
Do u have the scripted chat entity?
Prefab
Yeah I do.
Huh strange
It works when I test it on the Workbench, but in game on my actual server it doesnt
Maybe try looking at the default conflict scenario and see if your missing anything
I have been for like the last 4 hours ripping my hair away trying to find something that I missed lol
I am only running one mod, and that is the Chernarus map.
A Terrian wouldn't be doing that right? Or is that a stretch to think that it could be the terrain effecting it somehow.
Maybe something with the mission header, other than that i got no clue
Let me check and see if theres something I missed out on the mission header
Yeah I have the Radio Manager as well
This is all the managers I got, its quite a mess because I've been ripping hair out trying to figure out which is the one im missing. If it even is a manager issue.
Oh my god
Im such a dummy
The server was forcing a older variant of the scenario
Its working now
Sorry if I've already missed this and if this is the wrong channel to ask, but after this most recent update, we have discovered that the server seems to be unable to read my map's mission header now. Does anybody know how to solve this or at least begin troubleshooting it?
This is within scenario creator and we are having issues now receiving this code
Okay fixed the issue
I would like to change the image of the label.
Hi guys, i come here with my head literally blowing up...
I tried to create a REALLY simple GM scenario on Enfusion, on Anizay, i uploaded it on the workshop, and it is totally impossible to open in on a dedicated server.
Everytim i (or my friends) try to open it in the DS program, we get this error :
00:16:26.619 RESOURCES (E): Failed to open 00:16:26.619 RESOURCES (E): MissionHeader::ReadMissionHeader cannot load the resource 'Missions/AnizayGM14eV2.conf'! 00:16:26.746 RESOURCES : GetResourceObject @"{C80929FF6A8FE935}Missions/AnizayGM14eV2.conf" 00:16:26.746 RESOURCES (E): Failed to open 00:16:26.746 RESOURCES (E): MissionHeader::ReadMissionHeader cannot load the resource 'Missions/AnizayGM14eV2.conf'! 00:16:26.746 ENGINE (E): Unable to read the mission header '{C80929FF6A8FE935}Missions/AnizayGM14eV2.conf' 00:16:26.944 ENGINE (E): Unable to initialize the game 00:16:26.991 RESOURCES (E): ==== Resource leaks ==== 00:16:26.991 RESOURCES (E): ui/fonts/robotomono_msdf_28.edds 1
If someone is able to help me with this, i would be really grateful... Becaus i really don't understand what i did wrong since i put no modification and just put the GM plugin and a simple spawn on the map...
ohhhh thats in the .layout for that GUI.
Does anyone know of a mod that changes the vanilla factions to those of the RHS mod?
Faction affiliation in you faction manager settings in editor
Am I missing something obvious about SCR_ScenarioFrameworkTriggerEntity? I want to use an Entity Entered Action but I can't for the life of me see how to access the triggering entity in the triggered action. I wanted to access their components and I'm jumping through ever more complicated hoops to try and do it. Anyone got any suggestions or examples I can poke around in?
Look inside the script of SCR_ScenarioFrameworkTriggerEntity
Oh FFS, was it m_eActivationPresence all along?
That can influence it as well
Together with other attributes. It will essentially filter out entities, so if you won't setup these in a way to detect for example player character, it will indeed not trigger the On Entered Actions 😄
I'm triggering the action, my problem is referencing the entity that triggered the action within that action.
I see
Maybe you will need to create your own ScenarioFrameworkGetter variant if it is some specific thing that is not covered by the framework
I've created a component that sits in the triggers hierarchy and tracks who's in and outside the area but it could be much simpler if I could just pass it the triggering entity. What I have feels like a bit of a house of cards.
You can get which entities are inside the trigger at any given time very easily 😅
Yeah I just dont feel confident I'm changing the right characters components. Checking who was here last trigger and comparing it to this time doesn't feel right.
Is it possible for two players to simultaneously trigger it? If not then I'm fine.
Each will trigger it separately IIRC
Still haven't been able to figure this one out....
I want to define where capture points connect to / between very specifically. I checked radio radius but I'm not sure how to find the debug to see the zone / radius for it?
Is there a way to setup a debug to check radio radius?
You can add an SCR_BaseAreaMeshComponent to any object you want to visualise a radius around. You will probably need to assign the radius manually. You will also need to assign a material the the area so you can see it.
If you're visualising the radius for the big radio towers you will need to make it tall and hunt for the border as I found it was usually beyond the draw distance.
@tall horizonI love you
You can add an SCR_BaseAreaMeshComponent
Whats the proper range setting so a Service point that is placed inside the radius of a ConflictMilitaryBase is registered to that base? Currently on my scenario I can place them further away, but they will be too far to be registered.
How does SCR_ScenarioFrameworkWaypointCycle decide the order in which to run the waypoints that are located in the same layer?
EDIT: Or how does the order in waypoints work in a layer?
I haven't tested in awhile since random now works, but awhile ago it was last name waypoint first. So WP4, WP3, WP2, WP1.
Hmm interesting, will try this out thanks
Sorry, but I couldn't find it.
I would like to change the image of the label.
That looks like the right GUI. What .layout is that?
Mode_CampaignBuilding.layout
Mine looks a little diffierent...
When you launch the mission and go to the relevant menu you can refresh the layout.
Is there any workaround to focus on map marker on briefing?
https://community.bistudio.com/wiki/Arma_Reforger:RichText_Format
if player press hyperlink,
focus on map object,
kinda like arma 3/2 style?
you can focus the map onto a marker, there is some code for it. I believe it's in the capture and hold game mode script where you can see it pan and scale to show the objective
how would I go about adding modded vehicles into the RHS version of conflict
How to disable building Command Post from Construction(engineer) truck?
i duplicated Compositions_FreeRoamBuilding.conf to my scenario, then disabled those building
nothing happens, same, i can build command post
https://i.imgur.com/PK7cMq8.png
https://i.imgur.com/lpKBxYY.png
in SCR_CmapaignBuildingManagerComponent i loaded
"Prefabs to build Resource" loaden mine duplicated .conf
i can still access to build command post in free building mode,
but command post won't be outlined(white structure) don't apper
seems works fine
i want move trigger via script,
should i use SetTransform, or SetOrigin ?
transform includes scale+rotation
probably doesn't matter in this case, if the trigger is spherical
Wondering If I'm on the right track here.
I wanna make dynamic AOs with multiple objectives in one ao. Best way to set this up with areas and layers? ParentArea(select 1 random in child )>AOArea1
Then create each child area such as AOArea2, 3 etc?
Il probably make a parent layer for the core objectives then child layers for patrols and such to add some randomisation?
But am I on the right lines here?
Guys how did I break my workbench? on newly created projects its not putting my camera on the spawned character.
All I did was load/subscene/save a world, run the gamemode setup plugin, and throwdown a US spawnpoint
getting two errors in this custom conflict scenario im working on
first is "World doesn't contain any RadioManagerEntity to support any RadioBaseComponent", even though I have RadioManager and RadioBroadcastManager
second is "No GameMode is present in the world, using fallback logic!" as far as I'm aware its set to conflict correctly
can anybody help?
Has anyone or does anyone know the .layout file displaying the task markers on the map?
{34B5DED7A286319F}UI/layouts/Tasks/TaskIcon.layout
Got it over in GUI channel. TaskElementNew.layout. Thanks for the reply though. Appreciate it.
So if you want to shut off the task marker and use map markers, override TaskElementNew.layout
Hey guys does anyone know where I can change the Prefabs a faction can use in base build in the conflict? I made a custom one and everything is working except that the base building menu is empty
The entity catalog look correct but it is missing just all the buildings from the fob map - not only the arsenal but also the sandbags etc
radios dont work in my scenario, what do i need to add?
Radio manager?
the entity that you drag in to the world?
did you use the game mode setup to create all managers?
yeah right at the start
for me it it working then did you used custom factions or do you have errors in the log?
no factions are us and ussr
what would happen if i do the game mode setup again will it remove anything
Is there a way to limit player slots on one side in conflict? Basically I want there to be a max of 10 players on one side while the other has the usual limit
Is it possible that the wiki is deprecated ? I am missing all those config entrys even in the Base Campagne files which are working. it is not possible for me to make my faction be able to build any base fortifications (scrren 1 wiki vs screen 2 my base)
It is working when i change back the faction key to FACTION_US but it's really buggy. no way for me to jump to any declarations n stuff.. would be awesome if someone knows
anyone have any clues whats going on here?
the unit does seem to be spawning
the camera is just not moving to it, and only some controls work
Have a camera manager in your.l world?
No, the plugin didnt create one looks like. Just tossing one in doesnt seem to change anything, does it need some setup? it doesnt look like it does
rn this is everything in the world
You’d probably do an Area, then layer, then multiple task layers inside that layer. Then you can even do a “on task finish restor layer to default”. I’ll try and post a picture later of what mine looked like.
Here’s a general idea I typed up real quick in case I can’t get to you later.
Hopefully this makes sense and is what your looking to do.
apparently its something to do with the world itself, the exact same setup works when I do it on arland, but not arland empty
Does anyone know why AI will work when I test the scenario, but when I run the same exact scenario on a server the AI will not spawn? This is a conflict scenario
Is it possible to limit the amount of players in a faction?
Hey all, is it possible to limit slotmarker visiblity to one faction only? Setting faction key on slot/layer/area makes it invisible to all players
Hi. Currently not possible without modding it
.
I've resorted to manually creating markers in code, with late call (5s after init) - this works :P
Hey i get this nullpointer when i base build (i removed the ai scr because its pvp)
Reason: NULL pointer to instance. Variable '#return'
Class: 'SCR_CampaignBuildingLayoutComponent'
Function: 'CreateUnsafeAreaEvent'
Stack trace:
Scripts/Game/Building/SCR_CampaignBuildingLayoutComponent.c:454 Function CreateUnsafeAreaEvent
Scripts/Game/Building/SCR_CampaignBuildingLayoutComponent.c:138 Function EvaluateBuildingStatus
Scripts/Game/Building/SCR_CampaignBuildingLayoutComponent.c:338 Function AddBuildingValue
Scripts/Game/Building/SCR_CampaignBuildingNetworkComponent.c:118 Function RpcAsk_AddBuildingValue
Scripts/Game/Building/SCR_CampaignBuildingNetworkComponent.c:18 Function AddBuildingValue
Scripts/Game/UserActions/SCR_CampaignBuildingBuildUserAction.c:24 Function PerformAction
Scripts/Game/UserActions/SCR_CampaignBuildingBuildUserAction.c:104 Function PerformContinuousAction
Scripts/Game/Interactions/SCR_InteractionHandlerComponent.c:214 Function DoProcessInteraction
Scripts/Game/Interactions/SCR_InteractionHandlerComponent.c:721 Function OnPostFrame```
in this methode
``` //------------------------------------------------------------------------------------------------
//! Create a danger event for AI to clear the area where the composition is about to spawn.
protected void CreateUnsafeAreaEvent()
{
vector boundMin, boundMax;
GetOwner().GetWorldBounds(boundMin, boundMax);
float previewSize = vector.DistanceXZ(boundMin, boundMax) * 1.25;
SCR_AIDangerEvent_UnsafeArea unsafeAreaEvent = new SCR_AIDangerEvent_UnsafeArea();
unsafeAreaEvent.SetDangerType(SCR_EAIDangerEventType.Danger_UnsafeArea);
unsafeAreaEvent.SetPosition(GetOwner().GetOrigin());
unsafeAreaEvent.SetRadius(previewSize);
GetGame().GetAIWorld().RequestBroadcastDangerEvent(unsafeAreaEvent);
}```
how do i avoid that methode to be called
Who ever looking trough the search function @zenith steppe @rough pivot
Don't delete AI trough removing the SCR_AIWorld
Why am I being @ ?
playablegroup.et when no predefined groups are used.
Does anyone know why AI will work when I test the scenario, but when I run the same exact scenario on a server the AI will not spawn? This is a conflict scenario, and I’m talking about the patrols, etc not spawnable AI from living quarters
Where do you find the settings for this menu?
What Scenario should I set my map im making up with if I intend for a GM to control everything and not necessarily be a conquest type gamemode
Hello!
Is it possible to take same vanilla Everon Conflict scenario to just edit it so it can have 6 Cap Points required for one side to win?
I tried taking the vanilla .conf file, overriding it in my mod folder in Arma Tools and publishing on Workshop to add on server afterwards, but it doesn't seem to work.
Can somebody tell me the mistake I may have done or the easiest steps to actually do it?
Many thanks.
When selecting the default loadout on the spawn menu in my conflict scenario, the loadout is 50% going to be my custom loadout or 50% the default one. Has anyone ran into this before?
All of the prefabs are updated to be insurgent rather than ussr so ignore name lmao
Use the gamemode_editor_full.
Awesome, thank you!
one last thing, if I try that then should my subworld entities be 'Campaign' or 'Base' entities?
I forget where it is, but it sounds like you need to disable variants on the character?
I think there's two places you can set or override that, game mode and mission config file?
What entity are you placing in the world to spawn the ai? Also, when you test, are you a player nearby or just watching in gm?
anyone know how i can get FIA to spawn in conflict? or how to replace US or USSR with FIA faction?
i am trying to make them playable in conflict mode
What i ideally want to do, is set some bases to spawn FIA HQ, just as the russians or US get HQ / random spawns.
@gaunt acorn cheers all working fine so far. Selects the random ao and does exactly how I want.
Only issue I'm having now is with the layer task clear area and slot clear area.
I've got layertaskclear>slotclear>slotAIs the ais don't spawn when put in tother clear area slot. If I put them up a layer they load in but the clear area task auto completes
Hmm, let me think. I have my AI in a completely seperate world layer for dynamic despawn purposes.
Try this. Essentialy the layer you were using for the layertaskclear change that to standard layer, then ad the layertaskclear to that, slot clear to that layer, plus a regulary layer, then place your AI in that layer.
Someone know why i get the Notification "Mission X completed" after i restore layer to default in OnTaskFinish i get the Notification "Mission X failed-"?
@gaunt acorn il give that a go. They really need to update the wiki.
SCR_AIWorld, and yes I’m pretty much teleporting myself to where the AI should be spawning. Just a little bit out of their view so I don’t get shot immediately if they were to spawn
Let me know how it works, just curious. I honestly havent used the WIKI a whole lot, honestly cant remember last time. I watched almost all of BleackHeart_Six's videos and learned a ton from that.
afaik you only need one SCR_AIWorld in your world. Are you using SCR_AmbientPatrolSpawnPointComponent or just placing group entities or character entities in the world to spawn your ai?
AmbientPatrol, no AI entities are being placed.
Asuming this would be within the characters prefab right?
thank you so muuch mr gramps 🙏
i have found it
Are you trying to run just your scenario, or are you also running a bunch of other mods? Try to run it with just your scenario if you haven't tried that yet.
This has been tried already, what's strange to me is the scenario I'm trying to make is on Chernarus, and the AI doesn't work but when I run a scenario set up the same way on Everon it does work.
The navmesh files you are using, are they default Eden/Arland ones, or are they from the Chernarus files?
Chernarus ones
May try placing AI in a different area and see if they work. Maybe the navmesh wasn't updated? Thats only things i can think of for right now. Edit: Could always make your own navmesh for it and see if that works too
I've tried placing them in different areas, but have not tried generating my own navmesh.
quick question have map set up but for live of me cant get every point from being a main point just need 8 capture points its has everyone as one. im 100 plus hrs in and only thing stopping me is this. help lol
i figured out how to make a watermark but cant get this lol
nvm figured it out thanks
Is it possible to make a zone that kills the player when they enter it?
Yes, look at Trigger entities. No vanilla function to damage upon entering, but can code it to do so
I see, thank you!
I am currently trying to get these two addons to work together
https://reforger.armaplatform.com/workshop/61B868649AD49501-SovietConflictPVE
https://reforger.armaplatform.com/workshop/5EAA37D00555B45F-ReforgerPlus
The problem seems to be that reforger plus modifies the soviet faction to where the conflict does not recognize it, does anyone know how to fix it?
maybe nt
not
Is it normal for the navmesh for soldiers to switch back to this after reopening the world every time?
Also making my own navmesh did not fix the issue
And another thing, what is this gamemode supposed to be set as actually for conflict? Whenever I set it to conflict the console says no gamemode, a friend of mine said maybe try campaign but the only one I've ever been able to get to work in Sandbox but now that's not even working
My knowledge is very limited but I’ll try and answer. I don’t believe that is right. It should not reset. Are you editing one in the Chernarus world or you adding your own SCR ai item (can’t recall exact name) and then editing it? And to answer your other question I use the game mode plugin to make my scenarios. I’m not at home so I can’t see what the formal title is but there’s only a certain list of options there.
what happen with YT videos?
I’m placing my own. And I can probably figure the plugin out, might work if I use that instead of placing the managers and stuff manually, wasn’t aware that this was a thing until after the fact
How do I tune the capture range on a built radio?
i tried it exactly like your tree. still completing itself on start. stripped right back and started again, its still not registering the ai spawns. maybe its some form of delay with the ai spawning in. or im missing something
Ill see if i can look at the Chernarus AI stuff myself at some point but may be couple days. This is the game mode set up tol. It is called conflict, just make sure you follow the pop ups as it may tell you extra things you need to add or modify still. I believe you need to set atleast two different team HQ's.
Yeah I was able to get that far then the servers crashed so I haven't been able to upload it yet
Yeah it could be that its check for AI spawn immediately, and the AI havent spawned at that second. Maybe a way to delay it checking thru a "wait and execute" function of some sort, unless were both missing something.
You shouldn't need to upload it. You can just do the in workshop play function, unless you mean something different.
I mean for testing to see if it fixed the AI issue I'm having
I did test it in the workbench and everything was working fine, no different than my first scenario was
Ah gotcha okay. Yeah unfortunately testing in workbench and testing in server can make a difference. learned that hard way a few times. Do you have spawn AI enabled in the mission header and/or game mode? I forget exactly where its at, idk if that'll have any issue on what your seeing.
Never seen anything for that other than just making sure you have SCR_AIWorld
what map mod you using? wofls chernarus reforged?
Never seen anything for that other than
hey all, is there any existing RHS linear conflict/AAS
if not how hard would it be to make a scenario like that?
@gaunt acorn I noticed last night my layers start on init. And child layers are set to same as parent. I'm going to play about to get the layertaskclear to start delayed.
Another option could be to try the layertaskclear composition rather than single components.
Weirdly noticed I can't edit the scenario config file either. But il get to that after I can find out the issue to the clear task
I just realized I don’t have the issue in my scenario where it completes right away. Maybe my AI is somehow spawning sooner than task. Also Make sure the task is set for player activation too. Meaning the clear area isn’t checked till player gets in area. You’ll want to make sure if using dynamic respawn it’s larger than the area of the task.
Can we make cutscenes in Reforger?
Can we spawn a camera entity and control it in any way?
Or is it still not yet implemented?
I mean - just like in OFP/ACWA, A1, A2, A3.
You create a camera entity and execute commands on it.
Yes you can. For example @charred wasp mission has one at the beginning:
https://discord.com/channels/105462288051380224/1322500918888890388
whats the difference between the two gramps pve scenario
How do I allow players to use ArmaVision
Just says players do not have the right to use it
Someone knows which component (or something other than scripts) to work with the number of kills and triggers?
Is there a way to test mission headers in workbench?
You can load scenario from script
I can write something for you if you need me to
Actually, because of what all I did in one of my mods I remembered it being more complicated that it actually is. lol
GetGame().PlayGameConfig()
Yeah thats the case very often. 🙂
Many thanks. 👍
What do i have to use in string addonsList?
string addonsList = "CRX_EAI_1-3-0-52";
ResourceName resource = "{E0256B6F882C4FEA}Configs/MissionHeader/CRX_MissionHeader.conf";
PlayGameConfig(resource, addonsList);
I'm calling it from ArmaReforgerScripted constructor.
Next time reply or ping me. I didn't realize you had questions.
I've never passed in the addonsList. Just string.Empty.
I assume it's so you can pass a list of addons that aren't currently loaded but, unsure tbh.
I want to implement a simple task in my scenario: Press the button to complete the objective. But I'm totally stumped. it seems outside the scope of the base scenario framework.
I think I need to add my "SCR_ReceiveBacon" to this list? So when I press the button I receive my delicious bacon, and the objective task is complete.
Alright. 🙂
Where exactly did you execute it?
Whenever i run the code it just tells me:
SCRIPT : PlayGameConfig {Resource: {E0256B6F882C4FEA}Configs/MissionHeader/CRX_MissionHeader.conf; Addons: }
SCRIPT (E): Failed to start scenario.
SCRIPT : ScriptDebugger: remote script executed successfully.
I've tryed on EOnInit and Remote Console but still nothing...
Oh shit...
I have to execute in runtime... 🤪
But still mission header is not there?
GetGame().PlayGameConfig("{2BBBE828037C6F4B}Missions/22_GM_Arland.conf",string.Empty);
in remote console works fine for me
What mode do you have it in?
Well i think it is working.
At least the stuff from the mission header is read and loaded properly.
I'm using "Game Master Full" but i think i was expecting it to be some UI where you can adjust stuff?
Looks like its just a read/write thing?
No, what mode is your remote console in?
Game
use WorkbenchGame
I'm supposed to get an UI?
Its just kinda loading the mission into game master.
No UI.
Wdym you're supposed to get a UI?
Like the mission header stuff?
Its not an UI where i can adjust stuff?
Like the scenario settings.
Its only read/write?
Like a menu which will show up pre-mission start where i can set stuff from the mission header.
Like this?
Maybe you're wanting to host locally?
You do that from the scenario menu in the actual game.
Not that I'm aware of.
Alright. 🙂
Well crap is at least working the way i think it should work in workbench.
So i will test publish it.
Many thanks for your help @vivid anchor i've learned something new!
😎 👍
Sorry, I misunderstood what you meant originally. My bad.
ScenarioFramework BIKI page has been updated with some missing 1.2.1 additions and also the changes for upcoming 1.3.0 update which is already in experimental branch for some time. You can take a look at the diff here:
https://community.bistudio.com/wiki?title=Arma_Reforger:Scenario_Framework&diff=370741&oldid=370468
Hi guys, I'm currently aiming to create a conflict mod on the Dead Everon map but I can't launch it via the workbench, like it deletes my mod file and leaves only the dependencies.
It sounds like you didn’t load all dependencies. You have to load all dependencies into workshop, the first screen that pops up.
The GenericTask sample answered my question from yesterday 👍
guys i have problem i made my terrain and everything but when i setup the gamemaster mode it doesn't show any factions + no vehicles + no AI
Quick question, I use a mapper and modified version of a Conflict on Everon "TT Dead Everon".
The problem is that the basic points don't suit me.
I wanted to know if it was possible to change them and choose "the base of operation" and put it elsewhere?
@limber finch Yes and this is the proper place for such discussions 😉
Thanks for the info provided. I opened the workbench and my head exploded. Not asking you to do it for me.. but can you direct me to the first place I need to go to at least access what I mentioned?
Here is my situation. Dedicated server running gramps303 pve vanilla 2.0 and linear mod. Only 4 players. We want to edit the default loadouts presented when spawning in at a base or radio pack. 2 loadout options for each player, so 6 loadouts total.
The reason for the this is mainly because we play without the backend and saved loadout does not work without backend.
So having those loadouts as the defaults should fix that.
You have to search for the CampaignLoadoutManager.et prefab in the Workbench resource browser and create an override. After that when you edit it, you can see a list of player loadouts in the object properties, where you can add your own. Each loadout is based on character prefab. You can use one of them as basis for your own prefab by duplication or inheritance. The relevant object properties in the character prefab are the gear slots in BaseLoadoutManagerComponent and inventory in SCR_InventoryStorageManagerComponent.
Hey all does anyone know how to get helicopters in the RHS conflict? It seems to only spawn HQ trucks
Hey guys, is it possible to turn off all lights of a area e.g. military base/city based on a destroy task finish.
i only know a scripted solution, but it will be heavy load depending on the area size
(E): IReplication::JIPError: Inconsistent item table on Slave connection. Item is missing or different item was loaded in its place. (con=0x0)
I have the problem that when I upload my mod to the server and I want to join this error comes up. Does anyone have an idea why? Everything works fine in the workbench. The server also boots without error. Only when joining does this happen!
Ty. scripts to get the light entities in an area and close them? my design is to attack the power startion of a base(e.g. air base in Arland) as the pre-task, then the main base attack
so to make a tactiacl-feeling task base on your Reaper_core mod.
If needed i can create a FrameworkAction for this. So you can easy trigger it by the SlotTast or LayerTask
I have a question, in my scenario all the amb_patrol are spawn in the map but in the remixedvanilla scenario it’s not it’s just when I get closer. can someone help me please
thanks bro. that will be very helpful.
in Gramps PVE mod, the ambient patrol is set to be QRF after you capture a base. so it will not spawn/despawn if you are close to the spawnpoint. otherwise player will see AI despawn/spawn.
so how i can fixe it?
remixedvanilla is design in this way I suppose. It overrides the vanilla ambientpatrolsystem scripts. You can override it too.
oook
I didn’t found the option for that
I try to override ambientpatrols ussr but i don’t find ambientpatrolsystem
Hello, how do you expect the ai to work?
If you see your A.I don’t show up in the map you have to get closer to make the A.I spawn
But if see my A.I the all show up in the map and if you see the soldiers budget you can see it’s 1400%
How I can make them spawn or show up in the map until you get closer to them?
You could probably use my scenario as a dependency to use my scripts for your scenario? The linear conflict add on only allows ai to spawn if it's within the current selected objective. There are a few exceptions for random patrols etc but it's advised to use the linear mod for best server performance.
I can add the dependency to my project or I need to make a new one ?
You can add it in the project options
Thank you so much
Could someone point me in the right direction to add a marker to a moving vehicle in the workbench? I’ve played around with SCR_Mapdescriptorcomponent as suggested but can’t get it to work. I wondered if there was a higher dependancy or manager?
Is it possible to disable spawning at bases other than MOB in conflict?
Is it also possible to create a spawn location for conflict that isn't a MOB? Like a dedicated spawn location?
error message how I can fix it?
Reason: Index out of bounds.
Class: 'SCR_AmbientVehicleSystem'
Function: 'Get'
Stack trace:
scripts/Game/Systems/CPR_AmbientVehicleSystem.c:6 Function ProcessSpawnpoint
scripts/Game/Systems/SCR_AmbientVehicleSystem.c:90 Function OnUpdate
How can I do more than one condition required to complete a task? "Finish Conditions" doesn't seem to work 😕
Like I can't even complete the task when the only condition is "player exists" XD
I can set the task to "finished" and it ignores the finish conditions. Or I can meet the finish conditions but the task wont finish so what's going on here?
Search "MapMarkerSquadLeader" in the resource browser, and reverse engineer it.
What is the task type you are trying to complete? Clear? Destroy? Kill?
Custom I guess. The player has to drop ItemA next to ItemB, then interact with ItemA to complete the objective. essentially.
I have it "working" for now using a counter. Problem is that it seems like I can only count the useraction one time then it won't "register" after that no matter what I try 😵💫 hmmm that's probably why it seemed like the finish conditions weren't being met 🤔
so the mission can break. oh well
After the action is completed, and you want to "rerun" the action you would have to "restorelayertodefault that has the user action on it.
got it. I think I tried that but I was getting tired last night so maybe I missed something. I'll give that another try.
Now I have two setups, identical, right next to eachother. one works the other doesn't... frustrating is not the word to describe my user experience so far.
is it allowed to add multi slotDestorys in the same task layer?
Hey guys, any idea how I can achieve this?
- point is already owned by team1
- slower resuply rates
- slower spawns
- team 2 attacks, once captured by team 2
- faster resupply rates
- faster respawns
- be able to build vehicle station
What does this error mean
class scr_mapmarkerentity```
it's my first attempt at a tdm map for friends and this stuff isnt making sense
bohemian wiki thing is dead aswell, am i missing something or have i not configured something?
that entity is missing an rplcomponent
usually you'll want to use prefabs when they are available, they are already configured properly
but in this case, i think it's just the rpl component
though i'm not sure why you placed that entity to begin with
I didnt have a 2d map so i found that i need map entity and map marker entity what seems to have given me a map of something, tho satmap isnt on it even tho i added one.
im still making my first map so idk what im doing and for guides it all just seems to work
map marker entity is not necessary
you wouldn't place it in a layer either, it has a different purpose
okay, yea removing that seems to have made the error go away. ty
what's up with this map tho. does it not use the satmap?
it's as if only the shoreline and height fo the map
When copying scenario framework stuff between worlds, is it possible to maintain the names of the areas, layers, slots, etc.?
Hello guys,
Is there a way to change conflict control tent/flag to like a compound/building? I am working on a modern conflict pvp, and having tent as control point is kinda dumb. I want to aim at realism and have good strategic area/compound/building.
What i want is maybe a building or compound area to be secured and then They can spawn in that building/compound. is there a way to do it or does it have to be a tent?
Like a flag on a big building or compound
what does it use?
hi french people here ? go dm please 🙂 i need help
Hey guys, can you please point me how to restrict vehicle spawning according to in game rank
Would also like to maybe do it for scopes etc.
You would find the vehicle prefab duplicate or override it. Then find the editable vehicle component and you could change it there
Are you trying to create a world terrain?
Got a terrain, I'm trying to get a proper 2D map for spawn screen/the map players use
this kind of map
The Atlas 2: Arma Reforger Terrain Creation Guide by Jakerod Special Thanks Special thanks to Blanch, pond, Zer0, Adanteh, RedisMad, Miro, Ivan, Branzik, Kllrt, Til W, Sterling, bacon, Surg TO, Blud and Bushlurker. 65% of this was mentioned by them in one of the terrain channels. The Atlas 2:...
ty
You might want to go to #enfusion_terrain and ask there, as they have many folks that do this sort of stuff. This is not really a function of scenario creation.
This is for RHS, have you ask them?
I found out its blue tape mod
Hu Sean, did you find a solution?
Got that resolved with the google docs thing. What might be scenario related tho
Im assuming i should have a world and gamemodes in different subscenes. If I'm going to make a conflict mode for friends to play on, i need a conflict subscene but do i also need a gamemaster subscene for zeus to work properly?
and can i also have a subscene for "tdm" or is there some kind of limit to those aswell
Hello everyone! i'm trying to make a mission where the players are partisans and I would like them to have randomised clothing. Is there a way that I could make a piece of headgear with "Varients" that would select a random hat from a list of assets? I'm using the character variants for the clothing to make 10 or so combinations of shirt/trousers, I would just like headgear randomised seperately if possible.
I think I worked it out, hold on
I tried adding the SCR_EditableEntityComponent to a hat, set entity type to item and all the hat types I wanted into varients, same as I would for full loadouts. Doesnt seem to work.
Is there any way to quickly rank up a unit when testing out a conflict mission?
I just teleport to a base, and switch side back and forth via gamemaster...
Or you could change the capture time of a base
But it’s faster to just switch in gm back and forth
Why would AI run around but not shoot me 
i got spawn points in different subsection and those work. Does it not like that im trying to use "tdm" as gamemode?
If i plop down 2 different faction AIs, they'll move, provide suppresive fire but not react to each other
If you're in workbench world editor use the debug menu. Alt+win then go to conflict menu and you can promote/demote yourself as needed.
perfect! That's what I was looking for - cheers pal
perceptionmanager was missing 
Hey guys, got a thing regarding vehicle config setup.
I have mods for various vehicles, but each mod comes with a vehicles_entitiesCatalog_us.conf
How do I make my .conf be forced instead of others onto scenario?
Or do I have to edit it in world -> faction managament ?
over here I want to select my conf.. but it does not let me..
Please tell me there is a video out there on how to just edit a workshop mission so the arsenal shows stuff from different mods. I am trying to do it myself but workbench is giving me a headache and I would have been done by now in the eden editor (Or extracting the PBO and editing the files). I feel like I have to watch 24 video's from Blackheart_six to get a grip on how this works.
The crate filling tutorial helped me out with stuff like that https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Creation/Prefab_Configuration#Crate_Filling
Thank you so much, I'll go have a look
you're basically modding the vanilla factions with extra gear. or you can make a custom crate to drop in game master. stuff like that
the stuff that still has me puzzled is how I edit a exhisting workshop scenerio. I open workbench, select all that I need (so dependencies and the mission/mod itself), then I open it but it doesn't seem to show it anywhere, same for then I load with a custom world/map. I seem to only find the basegame stuff.
follow this tutorial first to learn how to use subscenes https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework_Setup_Tutorial
Thanks for pointing me in the right direction! I really appreciate it
Anyone know why these trees dont have colission
I am trying to make a road block out of them
but i can drive right through them
why isnt this letting me delete it reeeeee
Did you manage to do it?
how do i fix AI not opening doors?
Is it possible to integrate cinematic scenes in a regular multiplayer scenario? i remember in arma 3 it was possible, but here I cannot manage to do it.
Can anyone give me some guidance on why I am getting this error and point me towards fixing it?
I'm assuming it has to do with this part of the script?
and maybe this? sorry for the screenshots but I'm stuck on this
do those models have colliders and does your prefab have a rigidbody?
It fails on obtaining a Campaign Faction. Do you have those in your faction manager and do you have those assigned to bases where appropriate? Sorry I am not a conflict guy just improvising here
any way to disable/hide entities in vanilla Arland map when editing a sub-world?
for example, hide the vanilla gearlock and place a modded one at the same position
Hi, I understood that Arma Reforger Tools would work again, however when I try to load a project with a selected dependency, well.. nothing.
Nothing loads, as if I requested no dependencies.
I don't have any "back end" error messages like before, when the bohemia server was DDOS.
So I wanted to know if the problem was me or??
Did I do something wrong?
I still have this error, but it doesn't seem serious:
ENGINE: GameProject load
INIT: GameProject load project data @"F:/SteamLibrary/steamapps/common/Arma Reforger/addons/data/ArmaReforger.gproj"
RESOURCES (E): Wrong GUID/name for resource @"{C014582791ECBF24}Language/localization.st" in property "StringTableSource"
Thanks to whoever answers me