#enfusion_scenario

1 messages · Page 12 of 1

past onyx
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does anyone has any idea on how to activate a trigger via script?

serene linden
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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?

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or do you mean triggering the trigger "by hand"

past onyx
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I would say Triggering the trigger by hand

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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

whole raptor
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iirc there's a Blackheart_Six's video about it

serene linden
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and you want to enable this area when you pick up the phone.

whole raptor
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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?

past onyx
serene linden
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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

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but you need a little script to do it

serene linden
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(On User Action Event)

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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).

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really not sure if this does work, but i hope i could help you a little bit

past onyx
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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

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My guess is that if I replace the hint code with the right reference to activate trigger, it should do the trick...

serene linden
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The SCR_BaseTriggerComponent seems to have a method for activating the trigger

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void SCR_BaseTriggerComponent.ActivateTrigger ( )

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so you have to get the entity, get the SCR_BaseTriggerComponent of the entity and then call the method

past onyx
slow ore
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For some reason in my scenario none of the AI actually engages each other

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Any idea

turbid sigil
slow ore
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It was perceptionmanager lmao

west bobcat
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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?

gaunt acorn
slow ore
gaunt acorn
# slow ore ^

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

candid sapphire
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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

thin swan
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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

nova onyx
slim nest
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has anyone an idea why the mission header doesnt load ? the log is RESOURCES (E): MissionHeader::ReadMissionHeader cannot load the resource 'Missions/SerhiivkaConflictWCS.conf'!

hollow snow
candid sapphire
hollow snow
kindred rose
thin swan
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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.

candid sapphire
chrome ice
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I do stuff on PC, do the PC workshop mods work on PlayStaion and Xbox?

thin swan
# chrome ice 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."

Arma Reforger

The premier military simulator is now available to the largest console community in the world.

thin swan
thin swan
# thin swan Coming back to this issue: on server side view distance can be changed (via serv...

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.

latent kernel
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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.

thin swan
# latent kernel What's the simplest way of placing a single character and making them playable w...

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.

charred wasp
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@nova onyx Hi, is there currently a way to "Save" the current Framework Mission progress while playing SinglePlayer?

nova onyx
nova onyx
charred wasp
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TY

charred wasp
nova onyx
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(I wish there was a search window in the debug menu CopiumAnimated)

charred wasp
nova onyx
fickle harness
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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.

charred wasp
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Is the Layer set to spwn a random one?

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AREA is always spawning on Init

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The Layer will be spwned by the Area and then the Layer will spawn a random CHild

charred wasp
fickle harness
nova onyx
tall whale
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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

fickle harness
tall whale
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like what order should i place this in

thin swan
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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.

keen phoenix
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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?

keen phoenix
lean scroll
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FYI... The contents menu on the left doesn't match the contents menu on the right since the wiki update.

reef grotto
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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 :/

lean scroll
fickle harness
lean scroll
tall whale
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@lean scroll after the update the vehicle respawn works for me thank you so much youre a legend

ionic edge
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hey does someone know this error i get it then i set the respawnsystem component to menu spawn logic i use the gamemdeSF

gaunt acorn
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@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.

whole raptor
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Not possible afaik

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You can mark the area with more markers tho

lean scroll
gaunt acorn
gaunt acorn
lean scroll
gaunt acorn
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is this the proper way to set up a random spawn destroy task?

rotund vine
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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?

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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

charred wasp
wild trellis
candid sapphire
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is it possible to do a custom task when you interact with a item it completes the task? without custom scripts

lean scroll
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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.

lean scroll
candid sapphire
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UserAction

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go up press f that sorta thing

rotund vine
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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:

  1. 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.

  2. 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)

nova onyx
nova onyx
rotund vine
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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

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Different map, but expecting something like these icons to show up

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Using the generated conflict managers, in the tutorial I watched everything just showed up, so not sure why mine aren't

proven wharf
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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

visual berry
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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 ?

lean scroll
visual berry
lean scroll
summer nimbus
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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

wild trellis
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I would just make two factions, one for each, and make them friendly to each other.

summer nimbus
wild trellis
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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.

iron canopy
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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

gaunt acorn
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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.

lyric kiln
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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

iron canopy
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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

iron canopy
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It doesnt seem to, which is odd considering it has AI group options within the SlotKill?

full inlet
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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?

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Is there somewhere where i can read up on this topic?

idle schooner
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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.

full inlet
idle schooner
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yes

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All versions are stored on the workshop iirc

full inlet
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So i could theoretically have a mod that relies on a specific version of the conflict gamemode for example?

idle schooner
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yes, but server owners would have to be aware

full inlet
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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?

idle schooner
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You mod will search for something that doesn't exist, but big changes like that are not very common

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Updates to the backend for example should not affect your mod if your mod only overrides config files, etc.

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If you modded scripts, new functionality in the core game could require script updates, in which you must update your mod to resolve.

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If you are just building a "vanilla" scenario though, and not doing custom scripts, etc. you should be completely fine for the foreseeable future.

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Also none of this is a factor if you are available to update your mod.

full inlet
proven wharf
lean scroll
# full inlet Hi i had a quick question about Arma Reforger scenario modding. If i want to bu...

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.

full inlet
tall whale
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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

iron canopy
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is there a way to make a kill task work with a group? Or do I have to script a custom task?

nova onyx
iron canopy
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dang Sadge you think it would be possible to script a custom task that does groups? Or not possible?

nova onyx
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100% possible

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And relatively very easy to do 😅

iron canopy
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Gtocha, will look into it!

iron canopy
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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

nova onyx
# iron canopy additionally, any answers to this?

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 😅

iron canopy
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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

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Adding that component to my player character prefab seems to cause the AI to target me now :D

nova onyx
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👍🏻

ripe wing
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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

charred wasp
regal canyon
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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

scarlet summit
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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 !

scarlet summit
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nevermind ive got past it!

gaunt acorn
# scarlet summit Hi everyone, Trying to set up my first test scenario. mostly it has gone smoothl...

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

scarlet summit
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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! 🙂

sacred heart
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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

lean scroll
gaunt acorn
#

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.

west bobcat
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Has anyone figured out how to set the date in the world editor for a mission?

I know how to do the weather.

west bobcat
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As what you just said. Time and weather manager.

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Not TimeDateAndWeather

regal canyon
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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?

lean scroll
gaunt acorn
# scarlet summit thanks dude, much appreciated. Im foll0owing the official guide and setting upa ...

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.

lean scroll
gaunt acorn
# lean scroll 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.

wild trellis
regal canyon
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The conflict plugin which generates the entities doesn't create a relay

lean scroll
vapid plinth
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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?

iron canopy
west bobcat
winged kelp
#

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

iron canopy
west bobcat
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Not the manager

#

Excuse me

lean scroll
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any idea why it wont create my save file in my vanilla server config?

  "missionHeader": {
    "m_bIsSavingEnabled": true,
    "m_sSaveFileName": "everonconflict",
wild trellis
lean scroll
wild trellis
#

It's compatible, should be saving. Are you using the load feature though?

tall whale
#

@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?

tacit shell
#

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.

lean scroll
lean scroll
tall whale
#

@lean scroll

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would i have to make the parent a trigger?

gaunt acorn
winged kelp
#

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

wild trellis
#

I believe you would have to script that in yourself

winged kelp
#

lame

vapid plinth
# vapid plinth Anyone could make `SCR_MapDescriptorComponent` work? I'm trying to do the same ...

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.imageset
  • conflict-icons-bw.imageset
  • editor_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?

vapid plinth
ionic edge
#

hello how do i confiure the scenario for use with game master i use the SFgamemode and i get this message

iron canopy
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How can I contain AI to a specific area? Once they start attacking, they seem to wander off as far as they please

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I see Set Max Autonomous Distance, but I don't guess I understand how that works..?

ionic edge
#

a static waypoint and name it set down a group and rename the group waypoint static waypoint @iron canopy

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?

ionic edge
#

yes sould work

iron canopy
#

Ah so I would have to have multiple different group prefabs for each waypoint, not necesarily how I wanted to set this up Hmm

ionic edge
#

you could set up an own group prefab

iron canopy
#

like the SlotAI for scenario framework has these waypoint settings, but I don't believe they're static... are they?

ionic edge
#

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

iron canopy
#

Gotcha, will give it a try. Thank you!

lean scroll
regal canyon
earnest kettle
#

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)

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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.

winged kelp
#

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

cloud oriole
#

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

lean scroll
lean scroll
cloud oriole
serene linden
#

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.

lean scroll
lean scroll
#

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.

warm mica
#

race conditions FTW? 🙃

winged kelp
#

Does spawning a conflict base with area/layer/slot work

nova onyx
#

But it might change in the future according to the roadmap 😅

frigid hare
#

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.

winged kelp
nova onyx
winged kelp
#

Come on steve-e I know you got a solution In ya lol.

frigid hare
winged kelp
winged kelp
queen meadow
#

In workbench where is the vanilla conflict file?

wild moth
gaunt acorn
#

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.

wild trellis
rotund spire
#

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

nova onyx
nova onyx
rotund spire
nova onyx
lean scroll
lean scroll
rotund spire
#

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

lean scroll
#

Which makes this checkbox useless...

rotund spire
#

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

winged kelp
nova onyx
lean scroll
#

Make sure you put the spawn point behind the vehicle. Not in front.

winged kelp
nova onyx
lean scroll
#

Players can spawn while it moves.

#

AHHHHHH! Very good!

nova onyx
#

Technically, you can delete game mode entity with that action, so be carefull 😂

#

It's 🔥

winged kelp
#

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

lean scroll
winged kelp
lean scroll
#

player hub?

winged kelp
#

Yes. It's already in the construction truck in Gamemaster but not for conflict.

#

You have a us ussr and FIA hub

lean scroll
#

yep. wait one.

rotund spire
lean scroll
#

@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.

winged kelp
rotund spire
#

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 PES_CryHands

#

Okay, finally works :D If anyone will have the same issue then change the SCR_MapConfigComponent Gadget map config path

lean scroll
winged kelp
lean scroll
#

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.

▶ Play video
#

🥃 @nova onyx for the solution.

nova onyx
west bobcat
#

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?

queen meadow
#

Is it possible for me to copy the Everon Conflict world and edit it?

queen meadow
#

how?

lean scroll
gaunt acorn
# wild trellis Ive got a similar issue, but I think I can maybe fine tune the waypoints so they...

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.

gaunt acorn
candid sapphire
#

has anyone had this issue when trying to spawn in Bacons Zombies using the ambient patrols?

sacred heart
#

Anyone know how I can make garbage clean up longer?

lean scroll
keen phoenix
keen phoenix
rotund spire
#

Is it possible to change the arsenal contents in runtime?

sacred heart
#

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

lean scroll
odd sluice
#

Anyone know how to stop the duplicate from other mods, doesnt seem to be fixed by overrides

raw bone
#

Layer spawn whith Random one does not work with the experimental version either.
Only the first respawn in the list works.
Experimental Vanila

slim nest
#

hello guys i search for someone who can help me create a scenario with trainwrecks new looting system mod.

lean scroll
queen meadow
#

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?

ionic edge
#

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

ionic edge
#

found out

latent stone
#

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

latent stone
#

No

#

All the other stuff uploads except the mission file is acting like it doesn't have one I think

ionic edge
latent stone
#

Ill pm you

ionic edge
#

k

queen meadow
sacred heart
#

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

lean scroll
# sacred heart Trying to setup my first patrol. Not successful. Units spawn on one of the waypo...

Try this.

  1. Move the cycle way down to the "Units_Waypoints" layer.
  2. 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.

lean scroll
sacred heart
#

I was thinking maybe my area isn`t big enough? but i have no idea how to make it bigger

lean scroll
#

Area size is controlled by dynamic despawn radius when DD is used.

#

Other than that is just a container.

sacred heart
#

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:

  1. Patrol_I_11_Waypoints.
  2. Patrol_I_11A.

Inside Patrol_I_11A:

  1. SlotAI1.
    1A. Object to spawn: Rifle Squad.
    1B. Waypoint Set to Layer Name SlotWaypoint1.

  2. 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 ?

lean scroll
#

Solved: Missing AIWorld navmeshes.

tranquil basin
#

anyone got any custom conflic for everon?

tranquil basin
#

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

summer nimbus
#

Is there a debug option to see what group prefab an NPC is from?

keen vessel
#

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.

outer ruin
#

was wondering if anyone could help me out

#

new to the reforger community hear this was a really good spot to ask questions

warm crow
#

With regards to conflict? How does the Arsenal/Vehicle factories know which faction they below to to enable the correct gear/vehicles?

frosty turret
#

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

hollow snow
sacred heart
#

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?

frosty turret
warm crow
# frosty turret Hi I just want to meak a spawn point in the MOB but it doesn’t work i don’t know...

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...

▶ Play video
lean scroll
sacred heart
lean scroll
sacred heart
#

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

lean scroll
gritty vortex
#

They removed the native CSV import?

sacred heart
#

anyone know how to give supplies through scenario framework

dapper jewel
#

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?

hollow snow
lean scroll
sacred heart
#

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?

compact oracle
thin bolt
#

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?

marble swift
#

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!!!

lean scroll
lean scroll
marble swift
#

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?

lean scroll
#

If you are creating a new scenario and want to create new arsenal edit the entity catalogs.

marble swift
#

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

lean scroll
marble swift
#

And are they two separate mods? One scenario and one arsenal?

lean scroll
#

The 2 above.

#

Whats the scenario you are using?

marble swift
lean scroll
#

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.

marble swift
rare crest
#

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

lean scroll
rare crest
#

I haven't, I'll pop in there and ask, thanks!

lean scroll
#

YW

tranquil basin
#

how is playstation using custom missions

#

anyone got a conflict mission i can try out and use?

gritty vortex
#

they arent

spare carbon
#

If i use a scenario for a server that has spawning at mobile command trucks disabled, is there anyway to enable them?

wild trellis
#

Make a mod to enable them?

reef grotto
#

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?🤔

marble swift
reef grotto
marble swift
#

can you link the scenario?

reef grotto
#

isn't published, is unlisted, I can send you the ID when I'm at home

thin swan
#

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

hollow snow
uncut rock
#

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:

  1. Create subscene of Eden world and save it in mod directory
  2. Open CTI_Campaign_Eden and copy everything from default layer
  3. Open previously created subscene and used Paste on Same Position to paste everything to the default layer.
  4. Duplicate GameMode_Campaign.et into my mod folder
  5. In Hierarchy for GameMode_Campaign1 use Replace with Prefab -> In Map (CTRL+K) and select previously duplicated MOD_GameMode_Campaign prefab
  6. Switch to Game Mode with Server localhost + PeerTool

This causes the PeerTool just go mad about JIP errors...

lean scroll
spare carbon
lean scroll
tall horizon
#

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.

uncut rock
gaunt acorn
odd sluice
#

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!

latent stone
#

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

lean scroll
gaunt acorn
gaunt acorn
# lean scroll 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.

gaunt acorn
# lean scroll where do you check?

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.

ionic edge
#

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

sacred heart
#

Is there no semi transparent circle icons to place on map via editor like on a3?

pale gorge
red oyster
#

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'!

sacred heart
#

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')

primal juniper
#

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?

lean scroll
lean scroll
#

I was under the impression it would generate a random position within the radius given.

ashen dome
#

Is it just me, or are the MapDescriptors completely bugged?

calm ember
#

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

keen vessel
#

Is there any way to determine or clue into the cause of a IReplication::JIPError?

red oyster
#

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

rancid estuary
#

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

lean scroll
# red oyster Is there a way to edit scenarios from the workshop? For example mikes kunar pve...

Make to sure check licensing, and ask permission from the owner if possible.

These should get you going.

https://youtu.be/dVcBTp5qqNY

https://youtu.be/vxBBMZrOoxw

https://youtu.be/3TpYMaFaWx0

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.

▶ Play video
crisp rain
rancid estuary
crisp rain
rancid estuary
#

Yea, most probable

ashen dome
#

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 !

rancid estuary
#

How do I integrate mods (Such as RHS) to my conflict scenario?

thin swan
#

Any chance that ScenarioFramework's SlotTrigger would someday support Oriented Bounding Box as Trigger Shape Type as well? And also why not polyline 🙂

summer nimbus
#

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?

thin swan
crisp rain
#

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?

thin swan
#

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)?

lean scroll
lean scroll
#

If you don't add an "editable entity label" then the vehicle will stay as the base vehicle and just change color.

sacred heart
#

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..

sacred heart
#

Ackkk

sacred heart
thin swan
# lean scroll Move the GetInNearest waypoint up to layer Patrol_BTR. https://youtu.be/2uOoRVH...

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.

sacred heart
#

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

warm mica
#

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 blobdoggoshruggoogly

lean scroll
sacred heart
warm mica
sacred heart
#

OK got it working. I wasn't getting the config properly. Has anyone figured out how to get Vehicles in qrf

ionic edge
#

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?

summer nimbus
#

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

summer nimbus
crisp rain
summer nimbus
lean scroll
crisp rain
# lean scroll Fill out faction key at top?

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

lean scroll
#

Yea. Let me try it offline. Should work with randomization.

crisp rain
#

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

lean scroll
#

Yea, I see the problem. The CIV UAZ, S1203, and S105 all have the same labels.

sacred heart
#

Are QRFDispatchers per area or only 1 per scenario?

lean scroll
crisp rain
#

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'

crisp rain
ionic edge
#

any mods in the mission?

crisp rain
#

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

ionic edge
crisp rain
rancid estuary
#

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?

crisp rain
# ionic edge 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 >:(

chrome isle
#
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

ashen dome
#

Hello, Do you know why when i told to my ai to follow me, they run far away ... ? It' s coming from Slot Ai

summer nimbus
# lean scroll

hmm, that's actually what I tried initially and it didn't work, it just spawns the maximum of 9 objectives unfortunately

lean scroll
chrome isle
keen vessel
#

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?

weak roost
#

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?

keen vessel
#

I've been messing with conflict for about a week and this is my best attempt at an answer:

  1. 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.

  2. If you set the faction of a POI, it set's that faction as owner when the ConflictMilitaryBase is spawned.

weak roost
#

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

keen vessel
#

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.

summer nimbus
weak roost
summer nimbus
#

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?

primal juniper
#

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

nova onyx
primal juniper
#

no they wont do that either

#

just catching wind

#

i used the scenario framework plugin to setup everything. my SCR_AIWorld looks like this

nova onyx
primal juniper
#

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

primal juniper
#

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.

nova onyx
#

So you only have the one you copied over from the GM Everon

primal juniper
#

i think i now know what i did not do...

#

tis working now me lads

nova onyx
#

👍🏻

primal juniper
#

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

wary stream
#

@lean scroll

lean scroll
ashen dome
#

its possible to create task with multiple subtask, like movetoA then MoveToB and after SlotKill , without creating multiple task ?

lean scroll
marsh lantern
#

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 😌

limber pivot
#

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?

gaunt acorn
#

How do I stop getting errors publishing mods when its over 500mb?

lean scroll
# limber pivot I have searched and cant seem to find an answer to this or dont know how to phra...

You can do it numerous ways.

  1. Add all mods directly to scenario. Not recommended.
  2. 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.

summer nimbus
#

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.

lean scroll
limber pivot
brittle stag
#

so the scenario framework is how you'd go about setting up something like antistasi eh?

lean scroll
lean scroll
brittle stag
#

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

lean scroll
#

Yea, then SF would work. May need some scripting to get complete effect

brittle stag
#

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

brittle stag
#

also your tutorials are goated blackheart lol

tall whale
#

what component is required for radio communication to work i feel i have everything but voices arent transfering over the radio

ionic edge
empty meteor
#

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?

vocal pier
#

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?

summer nimbus
crisp rain
#

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

quaint phoenix
#

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

lean scroll
#

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.

lean scroll
crisp rain
marsh lantern
#

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?

carmine lotus
#

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)

torn mesa
#

hi, i try to clone scenario but it seems missing loot spawning scripts. Is there any debug mode to track missing stuf ?

long badger
#

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

somber moth
grand jewel
#

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

gaunt acorn
# somber moth Anyone that could help me figure out where to start with modding an existing sce...

Check out Blackheart_Six youtube https://www.youtube.com/@blackheart_six a ton of great tutorials

wanton jay
# lean scroll

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

summer nimbus
#

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?

vivid mortar
lucid sluice
#

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? 😅

somber moth
#

Does this mean I can't edit the mod or is there a way to "unlock" it?

gritty vortex
#

You cannot directly edit other people's mods. You can use them as dependency.

somber moth
#

Gotcha, worked it out yeah, had to add some mods as dependency

whole raptor
#

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....

cyan trench
#

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 :/

chrome isle
#

Is there a way I can take a scenario made in Game Master and put it into a mod?

cyan trench
#

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

hardy latch
cyan trench
#

and then it should just appear in my resource browser?

hardy latch
cyan trench
ancient spear
#

Did you ever find a solution for this? Im running across the same issue.

cyan trench
#

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?

crisp rain
summer nimbus
crisp rain
# summer nimbus So if I have the area and layer and slot set to activate on "Init" I assume it'l...

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.

summer nimbus
crisp rain
summer nimbus
crisp rain
# summer nimbus Yeah most of my familiarity with respawning comes from the plugin area where you...

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

summer nimbus
lone jacinth
#

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

crisp rain
#

Interesting, and that wasn't a one time thing? Happens if you move the trigger area or place a new one down?

exotic stream
#

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.

exotic stream
#

And how do I check the map without switching to gamemode?

raw bone
#

Version 1.2.1.198: Random respawn still not working with Scenario Framework.

weak roost
#

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

nova onyx
raw bone
raw bone
lean scroll
#

LOL

raw bone
lean scroll
raw bone
#

I will try again

raw bone
lean scroll
#

I all did was drop an area/layer/3 slots. added spawn points us. Then told the layer to pick random one.

raw bone
#

Vodka 🍹

raw bone
lean scroll
#

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.

raw bone
#

The Layer1 Spawn Children set to all:
] Only 1 appears

raw bone
lean scroll
#

respawntimer component?

nova onyx
#

this is really strange issue

lean scroll
#

I just added a new area, layer, and 3 slots to my milops.

raw bone
raw bone
lean scroll
#

oh cool!

#

Blade and Bow. 🥃

raw bone
#

Yes, It certainly comes from the modification of the spawn logic menu.

nova onyx
#

That would explain it 😄

#

Good thing it was discovered

exotic stream
#

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?

raw bone
#

Please, do you know how to change the APC icon?

ancient spear
#

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?

wild moth
#

Prefab

ancient spear
wild moth
#

Huh strange

ancient spear
#

It works when I test it on the Workbench, but in game on my actual server it doesnt

wild moth
#

Maybe try looking at the default conflict scenario and see if your missing anything

ancient spear
#

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.

wild moth
#

Maybe something with the mission header, other than that i got no clue

ancient spear
wild moth
#

What about the radio manager

#

Do you got that?

#

If that even matters

ancient spear
#

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

quiet bridge
#

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?

compact sundial
#

This is within scenario creator and we are having issues now receiving this code

compact sundial
#

Okay fixed the issue

raw bone
#

I would like to change the image of the label.

river verge
#

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...

lean scroll
opal dune
#

Does anyone know of a mod that changes the vanilla factions to those of the RHS mod?

river verge
#

Faction affiliation in you faction manager settings in editor

tall horizon
#

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?

nova onyx
tall horizon
nova onyx
#

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 😄

tall horizon
#

I'm triggering the action, my problem is referencing the entity that triggered the action within that action.

nova onyx
#

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

tall horizon
#

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.

nova onyx
tall horizon
#

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.

nova onyx
exotic stream
#

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?

tall horizon
#

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.

exotic stream
#

@tall horizonI love you

exotic stream
#

You can add an SCR_BaseAreaMeshComponent

keen vessel
#

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.

frigid ice
#

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?

lean scroll
frigid ice
raw bone
lean scroll
raw bone
lean scroll
raw bone
grand jewel
lone jacinth
#

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

fiery hemlock
#

how would I go about adding modded vehicles into the RHS version of conflict

grand jewel
grand jewel
#

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

grand jewel
#

i want move trigger via script,
should i use SetTransform, or SetOrigin ?

digital creek
#

probably doesn't matter in this case, if the trigger is spherical

lean scroll
#

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?

hidden nebula
#

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

devout onyx
#

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?

lean scroll
#

Has anyone or does anyone know the .layout file displaying the task markers on the map?

raw bone
lean scroll
gloomy maple
#

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

gloomy maple
#

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

weak roost
#

radios dont work in my scenario, what do i need to add?

wild moth
#

Radio manager?

weak roost
gloomy maple
#

did you use the game mode setup to create all managers?

weak roost
#

yeah right at the start

gloomy maple
#

for me it it working then did you used custom factions or do you have errors in the log?

weak roost
#

no factions are us and ussr

#

what would happen if i do the game mode setup again will it remove anything

summer nimbus
#

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

gloomy maple
#

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)

gloomy maple
hidden nebula
#

the unit does seem to be spawning

#

the camera is just not moving to it, and only some controls work

vivid anchor
hidden nebula
#

rn this is everything in the world

gaunt acorn
gaunt acorn
gaunt acorn
hidden nebula
eternal kelp
#

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

summer nimbus
#

Is it possible to limit the amount of players in a faction?

rotund spire
#

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

nova onyx
rotund spire
#

I've resorted to manually creating markers in code, with late call (5s after init) - this works :P

gloomy maple
#

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
gloomy maple
gloomy maple
#

because you had the same question 16.12 and no one replied to you

lean scroll
eternal kelp
#

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

sharp flower
pale sparrow
#

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

karmic lynx
#

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.

magic delta
#

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

lean scroll
summer nimbus
pale sparrow
#

thanks bro

pale sparrow
wild trellis
wild trellis
wild trellis
golden meadow
#

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.

lean scroll
#

@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

gaunt acorn
gaunt acorn
barren yew
#

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-"?

lean scroll
#

@gaunt acorn il give that a go. They really need to update the wiki.

eternal kelp
gaunt acorn
wild trellis
eternal kelp
magic delta
#

thank you so muuch mr gramps 🙏

#

i have found it

wild trellis
eternal kelp
gaunt acorn
gaunt acorn
# eternal kelp 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

eternal kelp
#

I've tried placing them in different areas, but have not tried generating my own navmesh.

uncut badger
#

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

uncut badger
#

nvm figured it out thanks

summer nimbus
#

Is it possible to make a zone that kills the player when they enter it?

iron canopy
severe sundial
#

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?

Arma Reforger

Conflict PvE Soviet (players) vs FIA (A.I)

Arma Reforger

A large expansion to Arma Reforger’s Cold War setting.

THE US CONTENT WILL BE REMOVED FROM THIS MOD AND MOVED TO A SEPARATE MOD SOON

#

maybe nt

#

not

eternal kelp
eternal kelp
#

Also making my own navmesh did not fix the issue

eternal kelp
#

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

gaunt acorn
# eternal kelp Is it normal for the navmesh for soldiers to switch back to this after reopening...

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.

torn mesa
#

what happen with YT videos?

eternal kelp
summer nimbus
#

How do I tune the capture range on a built radio?

lean scroll
gaunt acorn
eternal kelp
#

Yeah I was able to get that far then the servers crashed so I haven't been able to upload it yet

gaunt acorn
gaunt acorn
eternal kelp
#

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

gaunt acorn
eternal kelp
#

Never seen anything for that other than just making sure you have SCR_AIWorld

gaunt acorn
#

what map mod you using? wofls chernarus reforged?

#

Never seen anything for that other than

fiery hemlock
#

hey all, is there any existing RHS linear conflict/AAS

#

if not how hard would it be to make a scenario like that?

lean scroll
# eternal kelp Never seen anything for that other than just making sure you have SCR_AIWorld

@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

gaunt acorn
uncut cloud
#

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.

fiery hemlock
#

whats the difference between the two gramps pve scenario

slow ore
#

How do I allow players to use ArmaVision

#

Just says players do not have the right to use it

elfin surge
#

Someone knows which component (or something other than scripts) to work with the number of kills and triggers?

grand arch
#

Is there a way to test mission headers in workbench?

vivid anchor
#

I can write something for you if you need me to

grand arch
#

This would be greate!

#

Or you can just give me a hint.

vivid anchor
#

GetGame().PlayGameConfig()

grand arch
#

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.

vivid anchor
#

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.

glass niche
#

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.

glass niche
#

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.

grand arch
#

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?

vivid anchor
#

GetGame().PlayGameConfig("{2BBBE828037C6F4B}Missions/22_GM_Arland.conf",string.Empty);

#

in remote console works fine for me

#

What mode do you have it in?

grand arch
# vivid anchor 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?

vivid anchor
#

No, what mode is your remote console in?

grand arch
#

Game

vivid anchor
#

use WorkbenchGame

grand arch
#

Its just kinda loading the mission into game master.

#

No UI.

vivid anchor
#

Wdym you're supposed to get a UI?

grand arch
#

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.

vivid anchor
#

Like this?

#

Maybe you're wanting to host locally?

#

You do that from the scenario menu in the actual game.

grand arch
#

Yes exactly.
So its a in-game thing only?

#

The menu will not show-up in workbench.

vivid anchor
#

Not that I'm aware of.

grand arch
#

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! blobcloseenjoy 😎 👍

vivid anchor
#

Sorry, I misunderstood what you meant originally. My bad.

grand arch
#

Thats fine. 😉

#

I've got what i was looking for.

nova onyx
fallow smelt
#

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.

gaunt acorn
glass niche
fleet bear
#

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

wet tide
#

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?

maiden pivot
#

@limber finch Yes and this is the proper place for such discussions 😉

limber finch
#

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.

maiden pivot
# limber finch Thanks for the info provided. I opened the workbench and my head exploded. Not a...

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.

fiery hemlock
#

Hey all does anyone know how to get helicopters in the RHS conflict? It seems to only spawn HQ trucks

silk sigil
#

Hey guys, is it possible to turn off all lights of a area e.g. military base/city based on a destroy task finish.

charred wasp
steep juniper
#

(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!

silk sigil
#

so to make a tactiacl-feeling task base on your Reaper_core mod.

charred wasp
frosty turret
#

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

silk sigil
silk sigil
silk sigil
frosty turret
#

oook

frosty turret
#

I try to override ambientpatrols ussr but i don’t find ambientpatrolsystem

wild trellis
frosty turret
#

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?

wild trellis
frosty turret
wild trellis
#

You can add it in the project options

frosty turret
visual sundial
#

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?

summer nimbus
#

Is it possible to disable spawning at bases other than MOB in conflict?

summer nimbus
#

Is it also possible to create a spawn location for conflict that isn't a MOB? Like a dedicated spawn location?

frosty turret
#

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

glass niche
#

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

glass niche
#

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?

chrome rampart
chrome rampart
glass niche
#

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

chrome rampart
glass niche
#

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.

glass niche
#

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.

silk sigil
#

is it allowed to add multi slotDestorys in the same task layer?

fleet girder
#

Hey guys, any idea how I can achieve this?

  1. point is already owned by team1
  • slower resuply rates
  • slower spawns
  1. team 2 attacks, once captured by team 2
  • faster resupply rates
  • faster respawns
  • be able to build vehicle station
earnest steppe
#

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?

digital creek
#

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

earnest steppe
digital creek
#

you wouldn't place it in a layer either, it has a different purpose

earnest steppe
#

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

iron canopy
#

When copying scenario framework stuff between worlds, is it possible to maintain the names of the areas, layers, slots, etc.?

acoustic rover
#

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

earnest steppe
#

what does it use?

acoustic rover
#

happens when i open arsenal or inventory

#

anyone knows why?

brisk mortar
#

hi french people here ? go dm please 🙂 i need help

fleet girder
#

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.

wild moth
#

You would find the vehicle prefab duplicate or override it. Then find the editable vehicle component and you could change it there

chrome rampart
earnest steppe
#

this kind of map

digital creek
# earnest steppe Got a terrain, I'm trying to get a proper 2D map for spawn screen/the map player...
earnest steppe
#

ty

chrome rampart
chrome rampart
acoustic rover
fleet girder
earnest steppe
#

and can i also have a subscene for "tdm" or is there some kind of limit to those aswell

obtuse solar
#

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

obtuse solar
#

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.

ebon lynx
#

Is there any way to quickly rank up a unit when testing out a conflict mission?

dreamy night
wild moth
#

Or you could change the capture time of a base

dreamy night
earnest steppe
#

Why would AI run around but not shoot me monkaHmm

#

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

wild trellis
ebon lynx
earnest steppe
fleet girder
#

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..

somber juniper
#

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.

glass niche
somber juniper
glass niche
#

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

somber juniper
glass niche
somber juniper
#

Thanks for pointing me in the right direction! I really appreciate it

foggy sable
#

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

fleet girder
#

why isnt this letting me delete it reeeeee

merry badger
#

Did you manage to do it?

swift basin
#

how do i fix AI not opening doors?

merry badger
#

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.

vivid mortar
#

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

gritty vortex
gritty vortex
silk sigil
#

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

wet tide
#

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