#enfusion_scenario
1 messages · Page 13 of 1
These are from the vanilla reforger how would i check?
Well you placed the prefab in the world so you could just click it to get a list of components...and you could check the mesh in the mesh object component
Here?
Are the SlotMarker's meant to be faction keyed? I can only get markers to show for both teams or not at all.
Make sure you have a good grasp on this before doing any serious modding
modded weapon tutorial is good for learning the fundementals as well.
How can we enable showing the name of players who talk on enemy radios? So instead of saying "unknown" it just has their name
Or, how can we disable talking on enemy radios altogether?
DEFAULT (E): Uploading failed! Reason: "Version 1.0.0 of asset 6497153A33C80EAF already exists"
RESOURCES (E): Publishing failed```
Hello, do you have a solution for the error below which is preventing me from publishing a mod?
Could it be because of bohemia problems?
This error in particular happens when you try to publish with a version number that is already used.
That can happen when publishing fails for a different reason, it will reserve the version number but fail to complete publishing.
To fix this error, manually increase the version number before publishing. But it will usually still not work due to the current Workshop issues.
ty 😉
Can you open map in word editor?
No
Hello!
Do we know if we can publish again in the workshop? Or is it still blocked?
Is there a trick to using the faction keys? I'm stumped. My OPFOR can see BLUFOR objectives no matter what I do.
at this point i've faction keyed every single layer and slot I could find, still not hiding the marks. 😩
My scenario picks 3 randomly out of 9 possible objectives for blufor, while opfor has to coordinate across all 9 possible objectives since they aren't supposed to know which ones blufor is comming for.
oh maybe it's just the editor. using "local host" F5 seems to hide the marks properly...
what is the layout for this timer called in workbench?
im hoping this is possible without scripting but can you make your player spawn in for the first time unconscious and low blood? only for a short period of time until he naturally regains blood, ive looked into loads of settings im not smart enough to figure it out. thanks in advance
have a look here but i never messed with it before https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework?useskin=darkvector#ActionMedical
did look at this before, i was doing it all wrong i was trying to make a prefab of the character with low blood but with the GETTER you can apply the amout of blood to the character on spawn and this worked, thanks @glass niche
nice. will have to check it out myself
have anyone added vehicles for Scenario Framework QRF Dispatcher?
How can we draw shapes like this on the map please?
I would also be interested in this, perhaps a BSpline solution could be used for this, I think.
I might be way off here but isnt it just an image file? you could put them on in photoshop
hmm but where do you force it later?
How do you edit the default conflict scenarios?
Copy and paste same location from the default layer of the conflict scenario to your game project.
Where is this from? Reaper scenario? Did you reverse engineer it to see how he did it? That is a pretty complicated shape.
ArmaFields
Nope. You first have to create a prefab of a vehicle filled with AI, AFAIK.
From the 50k view, it looks like he is using PolylineArea w/ PolylineShapeEntity
Nested inside the Flag_base.
Custom created as they have a prefix AF_
I have created the everything like the rhs combat ops but somehow killing or destroying a target wont finish the task.
also placing ai for the observation tower also does not work. they get placed at a different location inside the base always at the same place althogh the entity location is somewhere else (its on the observation tower just like rhs did it in combat ops)
try: area > layerTask > layerTaskDestroy > slotDestroy
i've been running into similar weirdness. i think the SF is really picky 😫
didn't worked.
i mean RHS does it. why shouldn't this work for me then?
is there something i have to keep in mind when creating tasks?
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
getting this error anyone know how to possibly resolve it
I was wondering if there was a reforger version of "moveinany" to teleport an AI group into a vehicle, or to spawn them inside. Spawning them separately and waiting for them to embark takes a long time and sometimes fails in the case of the BTR.
Still not able to get finish conditions to work at all.
everything I tried just breaks the task
so apperantly the ai placed for the observation tower does not want to board the tower because the completion radius includes multiple other places they can stay. for example: i have inside that radius of WaypointDefendCP multiple objects the ai can "rest on"/"sit and relax". They tent to choose other objects rather than using the object i have spawned them on. (in this case i spawned the ai on that tower but it seems like they rather choose som other objects/instalations)
fix for this is to make a seperate WaypointDefendCP and make the radius so small, that the ai has to use the observation tower in order to fullfill that waypoint.
I don't know why the ai is constantly prefering more grounded posts but yeah
Hey guys, is it possible to build a scenario without publishing it to reforger?
How would I put it in cfg. in server later?
I was starting to be happy that the front was dynamically changing, but based on the videos, it seems to be fixed instead.
Not at this time
No. You have to publish. The server will look for the mod in the config.json on the workshop. If it is not present then the server will not start.
You can publish as unlisted, and it will only show to you in the workshop as private.
Works in v1.3.076.
You have layer A_Heli_A set to spawn children "Random_One". It should be set to "All"
Also set spawn children for the LayerTaskDestroy to "Random_One" to pick either the tanker or heli layer.
Why don't you just place them in the tower, and give them a wait waypoint? Or remove all waypoints to keep them in place?
by how combat ops are made, the ai can reenter the tower at own will and even move a bit inside that tower. with wait i cannot achieve this
i have them at Random one because i wanted them to achieve either of this tasks but at all time the vehicles shall spawn anyway wether they have a destroy task or not.
For simpilicity i can remove the slot vehicles to only have slot destroy and set to ALL. but as i tested this already it wont finish the task.
it creates the task but oddly enought it shows the task at the left buttom corner and it never finishes
Didn't work. I removed anything unnecessary to show even as basic as the implementation is, it won't work. Any other ideas?
even the TaskKill does not work so i feel like there is a bit more to that.
i have a Taskmanger and inside the GameMode there is the SCR_GameModeCombatOpsManager Component which have been setup just like the combat ops missions. am i missing something?
here for more informations
i have them at Random one because i
Hey just putting this here as I've tried to resolve this and can't figure it out for the life of me hoping someone here can help ❤️
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
I think I have the same issue lol
But it just gives errors
Ohh k. So I'm not going crazy after all. Then I'll wait for the update before pulling out more hair
Any idea where I can find a setting where its set to look for this imageset?
its weaponinfo.layout
Hello, I have a problem.
On the ALABAMA point I do not have the capture objectives, although the radio range is well configured with the Wisconsin base. Does anyone have an idea please?
Make sure one at least one HQ per faction has set value to is source and there should be something like enabled
You also need to add a value transmitter instead it being just a relay, something amongst those lines
I don't really understand. In fact I use the Gramps scenario.
I just copied and pasted the entity of the SAN ANTONIO capture point which I placed as ALABAMA.
The AI spawns, the HQ to be captured too but not the objective on the map.
Also, I have already changed the radio range distance, it connects well.
So I don't understand why it doesn't work
you need to change more than just the range
look there
I have my HQ on source, and I have modified the transmission range of the two points. What else should be done?
Because suddenly, I'm stuck, I don't know what I'm doing wrong. 😢
i accedentally deleted my faction manager. i setup a new one but its still always when starting causing this issue:
Virtual Machine Exception
Reason: NULL pointer to instance. Variable 'm_FactionManager'
Class: 'SCR_EntityCatalogManagerComponent'
Function: 'GetAllArsenalItems'
Stack trace:
Scripts/Game/EntityCatalog/SCR_EntityCatalogManagerComponent.c:525 Function GetAllArsenalItems
Scripts/Game/GameMode/Loadout/SCR_LoadoutSaveBlackListHolder.c:199 Function Init
Scripts/Game/GameMode/Loadout/SCR_LoadoutSaveBlackListHolder.c:17 Function Init
Scripts/Game/game.c:933 Function OnUpdate
Look at the Mask settings under Alpha masking for ImageWidget. It looks like it is trying to find that image set, but doesn't exist.
Hi there,
I'm using Scenario Framework and I would like to have a way for the player to assign themselves a task by interacting with a mission board that assigns them a random task in an Area. Is there a good way of doing this without script?
I think it's possible under v1.3. Depends on the interaction you want. There is some conditional logics available to might be able to trigger a layer with tasks in it.
https://youtu.be/3nJP57Ii3No?si=x2p2uHFYDQc2vxYg
Scenario Framework | Sample Conditional Logic - Buffer
Demonstration and explanation of the SF Sample Conditional Logic Buffer.
You can publish as private so only you can see the mod
Are you Blackheart 6?
You may have something unchecked in settings for that capture point
I checked and no...
You compares all of the settings between San Antonio and Alabama?
Yes already done
how can i force for slot ai a Standing stance in combat? (my Sniper Tower AI is constantly crouching when in combat and achieving nothing not even shooting since they have a cover in front of them)
How can I copy the layers from the sample world over to my world the sample layers are all locked
AiCharacterMovementComponent @leaden meteor
thanks
welcome
Open the sample world. Highlight the layer, ctrl-C. Open your project, Ctrl-V.
and what should this do?
thank you and yes also figured out how to duplicate worlds
If you are Blackheart_six have you published your wiki scenario?
This doesn't work?
Make a copy of the sniper rifle, you can set stance limits to only standing on that weapon, then give that sniper rifle to your ai
I just read the "In 1.3" part. The samples exist in 1.2 but they do not work it would appear
Some of it works but not all of it
as soon as he goes into combat he ducks for cover
but thats not so important rn.
Make a group with your sniper and change this setting to stand
its not an aigroup. its an SlotAI and Slot
yep exactly and slotAI accepts a group input
Group has different settings available than charachter
i see
So its easy to just duplicate a vanilla group change it to have only 1 person in group
and change whatever settings you want
You could also try making a custom Group_Base.et prefab and putting it the SlotAI
When i want to use Tasks like TaskDestroy or TaskKill, in order to function with RHS i need to use the CampaignFactionManager_RHS.et
The Problem is then that the ai cannot detect each others faction as Enemys.
When i use the FactionManager FactionManager_Editor.et from RHS or the FactionManager_USMCxMSV which is no prefab but comes right from RHS_CombatOps_Arland (with US,USMC,USSR and MSV), then the task won't finish.
Weird behavior.
Hi there I copied the task destroy over from the SF samples and for some reason I do not get any task marker on my map any idea what I am missing?
I am having same issue as you but with scenario framework task marker
OK! Now I figured it out finally it took me forever but I was missing the Task Manager
Fixed this. i used the FactionManager_USMCxMSV which is no prefab but comes right from RHS_CombatOps_Arland AND i had to use the Faction Key
I saw a message somewhere on the server but i cant find it. Whoever recommended to add an FactionKey, Thanks. It works now and every problem has been fixed.
What?
can i somewhow make waypoints invisible? Pressing G will also remove the move or rotate tool wich isn't what i want. i want the waypoints to be invisble
You can make all entities invisible in the tool.
You click on your entity, and on the eye on the far left.
Example :
already tried this but somewhow this doesnt count for waypoints
ohhhhh i found it
Debug shapes in workbench have to be turned off
Actually, I hadn't thought about that
^^
Do you have the option or?
yes the option is inside the SCR_ScenarioFrameworkSlotWaypoint Component
oh i might have not undestood your question.
Mhh, I don't have the same points as you so I don't have the option.
In any case I'm having a hard time with the objectives etc, so if you have any advice to give I'm all ears lol
show me a picture of what you are looking at when trying to make waypoints invisble
also what problem do you have with objectives?
In fact I based myself on the Gramps scenario, and I wanted to improve it by adding capture points, objectives and other things to do other than just capturing the area, such as destroying targets etc.
But I don't understand anything, I can't even make a capture point visible even though I copied and pasted lol @leaden meteor
you want to mark the waypoint first if you want to make them invisible
i see other options because you are not using the same prefab
As I said, I just copied and pasted an existing Gramps conflict mode objective, but the problem is that it doesn't work and I don't understand why.
why copy everything when you can make a sub scene out of it. everything works just as intendet and you can make changes to it. much easier than trying to understand every little part of it
open the file for Grampsconflict mode and then press on the new file. it will ask you if you want to make a new scene or a subscene of the current world you got open. then from there on you can edit the mission
i believe you then can override existing parts of the map
or components
That's already what I did, I even already sorted out what I wanted to keep or not, I did exactly what you told me so that I could understand how the conflict mod works, the problem being that I'm French who doesn't speak English, so the language barrier is very complicated for me lol.
As I said, I took an already existing point, which I copied/pasted elsewhere while modifying it.
However, I don't know why but it is not displayed on the map as an objective, even though the point is captureable in game.
"Alabama"
hmmm
You said you have the taskmanger....hmmm.... you might need to add a factionkey..
I don't know at all how it works, I really have a hard time understanding how it all works, like the AI, I don't understand why it's FIA that spawns instead of USSR, the same I tried to change their factions but it doesn't work LOL.
Are you talking about that?
yes thats the task manager.
So I don't understand at all, this time it works like magic and kervel no longer works lol
but
if you do not understand anything of this you might start with your own mission at first. getting to know the tools and taking a look at the vanilla conflict mode.
but i might give you that. i dont know but there might be a limit to how many objectives in a conflict mode can be active.
take a look: caputure a point and see what happens. maybe its is programmed to limit the available capture points
I already set the transmission distance, so it's weird
I don't understand the use of "TaskManager"
Afaik its just to handle any task you give in
you give in tasks by creating a LayerTask of the whished type and inside it the Slot"..." whatever type you used.
so for example
Mhh, okay.
Do you have any good tutorials on YouTube to recommend to me?
I have already watched those of TPM
Welcome to Blackheart_Six's Arma Reforger Tools Tutorials Channel.
The playlists and videos are aligned to the scenario framework wiki page, along with miscellaneous videos . There is no particular order you have to watch. Additionally a mod has been published to the workshop of the examples in the video.
Best Regards,
Blackheart_Six
Thanks !
Hello,
Does anybody know how can i choose which type of unit will get into the vehicle when choosing a vehicle for Mounted_Infantry in QRF Dispatcher.
I already tried to make the vehicle part of the faction like here:
but it seems that this does not make a difference because i still get the old soviet units in these vehicles.
Here is a picture of what i am talking about
i'd assume it's configured on vehicle's SCR_BaseCompartmentManagerComponent 
okey yeah that worked but partially.
so the ai has stopped using another ai buddy to open gates rathan than driving around now.
and for the UAZ469 there arent any more slots to fill. the component just shows 2 seats where i can set things up. and therefor the other seats will get mounted with USSR Soldiers.
also this somehow fixed that the ai wont stop after entering the completion radius. Reported here #enfusion_ai message
nevermind i can set more compartmentsolts
but the rest is as stated
ok so it seems that this was just a glitch. the ai does indeed stil use an ai buddy to open gates
but adding more compartment slots did not fix it
even for the btr this isn't working correctly altough the btr has enough predefined compartmentslots which i all have modified
Hry guys, any ideas how I can set up some "restriction" zone where only opposing team is not supposed to go?
I tried restriction zone but they vere unreliable and just gave a warning lol
Currently I have a trigger that kills other faction, but the probpem is, even when I set faction affiliation to US on HQ it still is random
- How to set up restriction zone accprding to HQ
OR
- What amI doing wrong with setting eachh HQ to one faction?
I do not want to edit prefab of HQ but seems like I wi do if no other suggestions come
Btw its conflict gamemode
Does somebody know why the ai isn't following their patrol routes after having them despawned and spawned again by "Dynamic Despawn"? and is there a way to fix this without excluding them from Dynamic Despawn
Anyone know how servers are changing the scenerio name for the conflict -everon but it not being a mod so PS5 players can still join?
mission header parameters ☝️ options in your server config file
Is this a vehicle patrol?
@glass niche I was on that track with the mission headers but there isnt much documetnation on this. I can't set it via string it has to be a object... so assuming i need to point it to a missionheader.conf file... Trying to figure this out with no docs but so far struggling
but at least knowing this is the right way I am sure I will eventually get it
Are you talking about the vanilla conflict scenario?
Yeah
I seen some servers have the vanilla conflict but the scenerio name is like "Conflict - Everon (High-End Server)"
there is a mission header section in server configs.
Enter in config.json
"scenarioId": "{ECC61978EDCC2B5A}Missions/23_Campaign.conf"
Have no mods in the mods section.
yeah I just searched this discord for mission header, seeing a decent amount of info to work from.. not seeing anything about custom name but still looking
some params could be overrided in it.
you can use mission header in server config json file to override some params.
not sure if it works for scenario name
I understand, but still not seeing a list of full parms that can be overridden, or one that is specific to the scenerio name when searching through this discord and seeing others asking/posting their server config files using the missionheader settings
open the workbench. then you can see this file.
Ahh good idea. I will open that file and see whats in it
all the params can be adjusted are listed.
World "{17AC2E3AE582332C}Worlds/MP/MilOps_Everon.ent"
m_sName "Military Operations I"
m_sAuthor "Blackheart_Six"
m_sDescription "Military Operations I"
m_sDetails "Military Operations I"
m_sIcon "{4860BD20BF7C3CD1}Images/arma-3-game-new-hd-wallpaper77016.jpg.edds"
m_sLoadingScreen "{4860BD20BF7C3CD1}Images/arma-3-game-new-hd-wallpaper77016.jpg.edds"
m_sPreviewImage "{4860BD20BF7C3CD1}Images/arma-3-game-new-hd-wallpaper77016.jpg.edds"
m_sGameMode "Combat Ops"
m_iPlayerCount 32
m_bIsSavingEnabled 1
m_sSaveFileName "milOps_everon"
m_iMapMarkerLimitPerPlayer 5
}
got it yeah I think its the m_sName
you have to format to config.json
Will test and report back. Thank you guys!
yeah I see the formatting now
looking up other examples in this discord
you're running black six MilOps I?
not my screenshot
no.
I thought it's removed in the workshop. I played it before.
IDK. I don't have anything running right now because of all the issues.
This is from my AMP Panel. I've never used it.
you did it
appreciate the help!
I formatted mine so if I want to test with these other mission parameters its formatted with standard json
But now after tracing down creating custom scenerios... I might actually create a custom one. As long as there is no mods, its still playable on PS5 right?
No
Oh : (
Any custom scenario you make has to be uploaded to the workshop and installed on the server as a mod
Well I will wait patiently for PS5 mod support then
Yea it's coming I thought?
Eventually. I am surprised since Sony gave bohemia a hard no on DayZ mods
I am not holding my breath for it. I am good with the Vanilla scenerio
override mission header through server config doesn't make new scenarios. so maybe you can try it with your PS5 device. then you get the answer.
I know PS5 can join my server this way. but I meant like actually creating a custom scenario like changing the base locations etc.
I see. custom scenarios need to be a mod.
can PS5 players use GM to add things in game currently?
Not sure, my brother plays on PS5 i play on PC..
Isnt GM its own game mode? outside the PvP conflict?
Admins can login and access GM
you can login as admin to use GM
interesting. I will have to play around with that
theres a way to set the playerID as admin though righ?
I saw that somewhere. I'll find it
I think I got it. Had to get the array set in the correct format
I wonder if PS5's have an ID I can use or not... will test with that later with my brother. maybe an ID gets logged there... or he can use the password
yep. he can use passwordAdmin.
nope slotai following slotwaypoints(ig) with a cycle and dynamic despawn turned on.
it only problematic when having the ai spanwed once and then leaving and re-entering the area
SF FEEDBACK:
Version: 1.3.0.76
Problem: Randomization on "RestoreLayerToDefault" action is not working.
Picks the same slot 100% of the time.
Ill do a feedback ticket as well.
wait a minute.... aren't you Blackheart_Six the guy from the Probably most useful Workbench Tutorials.
Well it is you. It's an Honor to meet you.
You really helped me with your Tutorials.
anyways... This doesnt sound like my problem or were you refering to another problem?
In case you ment mine: Im having trouble with the ai. They are not moving at all although having a waypoint. That problem only occures once i have entered, then left and then reentered an area with dynamic despawn
Heya, did you find a solution?
hey there
quick question
i have a custom scenario with pre defind groups and if i start the session it creates the groups but i cant create a new group when the game has loaded
is there anything that i missed or am i just not getting it
If you check the box "Create Only Predefined Groups". That is exactly how it works.
Couple of options you can try....
- Create predefined group, but uncheck the box "Create Only Predefined Groups". It will create the group based on the params in the faction manager.
- Override "PlayableGroup.et" and edit there.
Thanks I will check
hello i try to make an gamemaster senario but i dont get this right click box if i try do edit or delete units hotkey also not work
this picture is from workbench testing
I confirmed this in 1.3.0.76.
SF FEEDBACK:
Version: 1.3.0.76
Problem: AI do not resume patrolling upon reentering dynamic despawn area.
AI spawns at the same position of despawn but do not move.
Did you use the gamemode setup plugin to create managers?
World Editor > Plugins > Game Mode Setup
Select GameMaster.conf for template @ionic edge
but is it than setup so i can control ai and my mates can play units on the gound ?
Yes. It will give you the managers needed to create a GM scenario.
thanks
still have to setup some prefabs but does 95% of the work.
I’ve seen where servers have taken scenarios and edited them as their own. No matter what I do. Making sure they are in the correct Reforger tools addons folder, etc it’s always locked and will not load in tools.
I’m so confused on how these scenarios are being edited. Especially ones on addon maps.
Enfusion Workbench | Port Combat Ops to Custom World.
How to Create a project with custom world.
Thank you 🙏
Hi guys,
can you please point me in a right direction where I can make the vehicle spawn in with certain items in its inventory?
Thanks
ScenarioFramework Feature Request version 1.3
Add SCR_CampaignBuildingManagerComponent to GameModeSF.et configured to use with compositions to add supplies and logistics to the game mode. And all other relative components needed to function correctly.
Currently you cannot drop in for example a Helipad and have it function as expected.
Any luck? getting the same issue
4 groups setup "Create Only Predefined Groups" is disabled however I'm still unable to create a new group via the gorup menu in game
na sorry didnt work on the project till now
but still the same error probalby
if i find something ill let you know
Likewise 👍
if anyone wanna test
dependency is only ConflictPVERemixVanilla2.0
Try overriding playablegroup.et?
Yeah no joy, I dont believe theres actually an issue here though - loaded vanilla conflict and cant create a new group guessing its just because im testing via WB without a second player.
I reckon it just doesnt function if theres only 1 player present
Oh lol. Yea you have to test in dedicated environment with players. I haven't tested in awhile if unchecking box, and creating multiple groups will work. It use to.
I know checking the box locks to only predefined groups. I use to control server numbers
Yep 😄 Id say just leaving the box unchecked should do it cc @dark rover
same
double edge sword. Depends on what you need. Sometimes I don't want players spread out over groups, one or two per group.
Yeah definitely depends on what ya need, we run PVE so its mainly being used for the pre-defined radio freqs actually filling the groups is done by people in game so no issues there luckily
Have you tried adding channels to the radios, one for each group. Works pretty well too.
what do you mean with that?
override the radio, ie prc77, and add transceivers to baseradiocomponent.
I take the PRC68 add 4 "channels" and set the frequency. Make the tunable range .5 on either side of the freq so the player can "turn off" that channel.
Then use the field manual or journal to show the channels.
That's actually really useful, especially when used with the predefined group system it fits perfectly for what I needed. Our SL's in missions would need two LR freq's and 1/2SR's
I didnt wanna add too many channels and overhwlem the guys but being able to add that exra LR freq is a lifesaver, thanks man
I've made vehicle intercom channels and intra-squad radios
give it real short range of 2 meters for vehicles.
@minor garden this may help saves me explaining lol
it seems i can't upload to the WS:
DEFAULT (E): Uploading failed! Reason: ""
RESOURCES (E): Publishing failed```
Anyone else?
publishing mods is currently down
nice, thank you!

Just gives me time to put more into this update tho 😄
~1.5k lines done 8^)
whats the best way to keep a Sniper stationary in ScenarioFramwork? they just will not stay!!
It also appears you need to have extra "squad names" available in the callsign setup than the amount of predefined groups
@dark rover
EDIT: And it appears to only work with less than 2 predefined groups... 😤
Sorry if this is in the wrong place. I setup up my ConflictMilitaryBase and the vehicles are there and I can hear the HQ radio but the tent isn't showing up. It acts like its there but its not. Any idea why?
Also when you first spawn in it takes about 20-30 seconds before you are able to click on the HQ to actually spawn there. Thanks in advance guys!
Hello, I also have a problem.
For my "ConflictMilitaryBase" I have 2 HUMVEE is a transport truck that spawns.
I tried to look in the "SCR_CampaignSpawnPointGroup_2" as well as the "CampaignHQRadioBase" but I did not find or modify/delete these vehicles.
Anyone have an idea please? THANKS
Override the campaign faction
??
Are you talking about that?
But I don't want to change the Faction, just the vehicles
Nope, Configs > factions. Then override the US campaign faction
I don't see where and "configs -> factions"
But in which files lol?
In the tools? In the config file? Or that lol?
A little more details...
US_Campaign
Oh thanks
thanks
RESOURCES (E): Failed to save file '$ArmaReforger:Configs/Factions/US_Campaign.conf'
RESOURCES (E): File '$ArmaReforger:Configs/Factions/US_Campaign.conf' is read-only
Is that normal?
Right click then override the file
How so ?
You want me to duplicate the file and place it in my mod, right?
I don't have any replacement options, I don't understand?
You dont have an override option but you can duplicate it??
Sorry but you are not very clear in your explanations, making it difficult to understand you.
I only have one option to duplicate in my mod.
So it duplicates it well in my mod that's what I'm saying
Yes 🙌
If you duplicate an item and don't change the name of it acts as an override.
My rule of thumb for override vs duplicate.
One time use = duplicate.
Many time use = override.
Linkage to other dependencies = override.
https://community.bistudio.com/wiki/Arma_Reforger:Data_Modding_Basics
thanks
@chrome rampart do you have any advice for using this feature?
Here is what Im trying to call
//! Addition to player XP
//! \param[in] rewardID
//! \param[in] multiplier
//! \param[in] volunteer
//! \param[in] addDirectly
void AddPlayerXP(SCR_EXPRewards rewardID, float multiplier = 1.0, bool volunteer = false, int addDirectly = 0) ```
From the Player XP component attached to the Player Controller
RewardID "CHEAT" is from the Campaign Task Rewards config
Basically I'm trying to add XP to the player when the Destroy Task object is destroyed
Did you add it to the XPRewards.conf?
ENEMY_KILL_VEH?
hes back!!!!
I thought the issue of civilians not being neutral in regards to clear tasks was fixed in v1.3. The task won't complete if you kill opfor and civilians are present in the slot area.
Hello Everyone !!
I need help to our conflict because we made about 140 capture points and 140 base callsigns, but still its double the first city after reaching 69 original base callsigns
I don't work in exp. like you sir, but I thought Yethe said it was a box for factions to be ignored by the task somewhere
Also, glad you're still here. When I saw the other account turn to a deleted user, I may or may not have cried a little
Can anyone remember where the configuration is to enable/disable the ability for the enemy to listen in on radio comms/freqs?
I know in faction manager is where you set up the radio freq. For teams and encryption. Probably there? I'm not at home, to look
I did look in the factions manager, but could be blind. I thought it was in the gamemode manager previously, a simple tick box to untick or tick.
I've never used it. I might get lucky and find it if I poke around BH6 vids or BI's wiki. But I'm at work right now, so assuming it's with the other radio stuff is the best I got right now, sorry
All good mate, appreciate the reply
There is a setting in the server JSON config file
"VONCanTransmitCrossFaction": bool
Also love your videos @warm crow thank you for everything you do
You are a champion, thanks a heap. I thought I was loosing my mind looking for it within the configs
No problem at all 🙂
Guys.. wil there be an Update tool from 1.2 to 1.3 ??
WORLD (E): Unknown keyword/data 'm_eAICombatType' at offset 7984(0x1f30)
WORLD (E): Unknown keyword/data 'm_eAICombatType' at offset 8693(0x21f5)
WORLD (E): Unknown keyword/data 'm_eAICombatType' at offset 9367(0x2497)
WORLD (E): Unknown keyword/data 'm_eAICombatType' at offset 10074(0x275a)
WORLD (E): Unknown keyword/data 'm_eAICombatType' at offset 12792(0x31f8)
WORLD (E): Unknown keyword/data 'm_eAICombatType' at offset 13360(0x3430)
WORLD (E): Unknown keyword/data 'm_eAICombatType' at offset 13948(0x367c)
WORLD (E): Unknown keyword/data 'm_eAICombatType' at offset 14939(0x3a5b)
WORLD (E): Unknown keyword/data 'm_eAICombatType' at offset 15548(0x3cbc)
WORLD (E): Unknown keyword/data 'm_eAICombatType' at offset 16159(0x3f1f)
WORLD (E): Unknown keyword/data 'm_eAICombatType' at offset 16564(0x40b4)
WORLD (E): Unknown keyword/data 'm_eAICombatType' at offset 17057(0x42a1)
WORLD (E): Unknown keyword/data 'm_eAICombatType' at offset 17551(0x448f)
WORLD (E): Unknown keyword/data 'm_eAICombatType' at offset 18044(0x467c)
WORLD (E): Unknown keyword/data 'm_eAICombatType' at offset 18537(0x4869)
WORLD (E): Unknown keyword/data 'm_eAICombatType' at offset 19029(0x4a55)
WORLD (E): Unknown keyword/data 'm_eAICombatType' at offset 19645(0x4cbd)
WORLD (E): Unknown keyword/data 'm_eAICombatType' at offset 20226(0x4f02)
WORLD (E): Unknown keyword/data 'm_eAICombatType' at offset 20671(0x50bf)
WORLD (E): Unknown keyword/data 'm_eAICombatType' at offset 21341(0x535d)
WORLD (E): Unknown keyword/data 'm_eAICombatType' at offset 29755(0x743b)
WORLD (E): Unknown keyword/data 'm_eAICombatType' at offset 32175(0x7daf)
WORLD (E): Unknown keyword/data 'm_eAICombatType' at offset 32766(0x7ffe)
WORLD (E): Unknown keyword/data 'm_eAICombatType' at offset 33178(0x819a)
WORLD (E): Unknown keyword/data 'm_eAICombatType' at offset 33528(0x82f8)
WORLD (E): Unknown keyword/data 'm_eAICombatType' at offset 34146(0x8562)
WORLD (E): Unknown keyword/data 'm_eAICombatType' at offset 34847(0x881f)
WORLD (E): Unknown keyword/data 'm_eAICombatType' at offset 35436(0x8a6c)
no update tool, but you can use the workbench tools on exp (1.3) right now. No idea how that log spam relates to your question?
Because 1.3 does no longer support CombatType from Framwork. So you get a ton of Errors in the log
so all the slotAI/slotAI groups are f***ed
Dont know, think Yethe is in Vacation currently
There are a lot stuff in Framework Script which is Obsolete now
I think @grand arch has investigated the 1.3 AI combat behavior for a period.
1.3 truly changed many things🐸
Yeah 😦 Need hours/days to fix all
tons of work to do
Better get started! Probably not much time left!
lol, first BIS need to fix there own scripts 😄
it seems like developing in experimental branch would be a normality from now on.
I mean it sounds like they changed their scripts. So it's your job to update your mod to use the new scripts instead of the obsolete scripts.
Nope, they using old stuff in Framwork, which is no longer supported
i think yethe did not yet fully update the Framwork to the new version.
Oh ok. Well I guess you'll have to wait then. Everything compiles fine for me in 1.3 so it must be specific to scenario framework.
yep. PVE conflict works fine in experimental branch.
compileing is not the problem, but if you used combatType on SlotAi, it will no longer work
There are also changes in some prefabs where some components now added twice, like RplComp and Hierarchy
Yes a quick check of the code says that is now obsolete. They are not going to fix that. It says to use combat mode instead now.
There is also a note that soldiers no longer have their own combat mode, it's now dictated by group.
Yes there were quite some changes.
I can only remember the SetStance() and SetMovementType() being obsolet.
Too long ago i'm using 1.3 since day 1 which now already is some couple months.
Welcome to the major update sequence...
I able to appreciate the ammount of work that went into the scenario framework after using it for a few weeks.
Hi, we're setting up a server for a PvE conflict using Garmps. We have more than 69 capture points, and when we try to change the names for capture points beyond the 69th, the locality with index 0 gets duplicated. Does anyone know how to fix this properly? (We've increased the indices to higher values.)
Is there a way to modify the map widgets in SF? I'd like to remove the Objectives one as I don't want to use the tasks and add a Journal/Briefing component instead.
@nova onyx could you help with this? Is there any possibility to add more than 79 callsign for US fraction?
yep. Just find .layout that controls the map widget.
I was able to stumble my way through scripting and get the XP system to work with Scenario Task Framework
https://medal.tv/games/screen-capture/clips/jJPwuFKrhZlfWTyv4?invite=cr-MSxNdGosNDI2OTQ3OTIs
Watch Screen Recording and millions of other Screen Recording videos captured using Medal.
Hi. I don’t have that much knowledge of how conflict works. I would say it should be possible but I do not how in detail.
Hi, sorry for bothering, do you know who could help us then? We don't really want to @ random devs in hopes of getting some help, it's probably something really prosaic and simple but we need help of someone who is a bit smarter than us 😁
You would have to override the faction config file that contains the array of capture point names
Look in the config directory. You should be able to find it.
Maybe ask in #reforger_conflict ?
I thought it's related to scenario itself but maybe it's worth giving #reforger_conflict a try, thank you so much, sorry for pings
I am glad we've change the name of this channel to enfusion_scenario, but IMHO we still need 2 channels, enfusion_campaign, enfusion_scenarioframework. They are 2 distinct game modes that handle game components in completely different ways.
I suggest
enfusion_campaign
enfusion_scenarioframework
enfusion_captureandhold
reforger_conflict (exists)
reforger_combatOps (exists)
reforger_capturehold (exists, should be moved up to Arma Reforger Catagory)
This would help folks get more focused information they need from those who deal regularly with these game modes.
How much does it cost to create 3 or 5 more channels in discord? Per channel charge? /S
Guys... Exp. V1.3 Patrol Cycle Waipoints no longer working....
Put in a feedback ticket?
Is it possible to keep a Sniper planted to a small area like in front of a window?? ive tried defend and reducing the area, ive tried Scout he does stay but then moves after hearing a shot, sorry if im missing something simple
Do you want him just to be a target to kiil? Try using slot.et. Or add a wait waypoint to him and make the priority 2000.
i do want him to shoot back, i just want him to hold his position, will he shoot back on a Wait?
IDK. You have to test. But a priority of 2000 sets him in place and shouldn't move. The AI is going to move and take cover when you shoot at them. To have them just stand there and shoot and not take cover doesn't make any sense in behavior. If you can't find a solution that works for you in vanilla components, try CRX AI mod. Or better yet make your own behavior tree. The greatness of enfusion, don't like something, make it yourself.
i dont mind them moving and taking cover, its if they hear a shot at the other end of the town and they decide to investigate lol, thanks tho ill check that stuff out, love the videos btw
use defend/loiter but very small finish range. then set his perception factor to more than 5 and skill expert. so the sniper will shoot you at far range because of his high skill level but keep his position.
V1.3 Patrol Issues For those interested: In version 1.2, it was possible for the CycleWaypoint to be outside the layer containing the PatrolWaypoints. This is no longer possible starting with version 1.3! This means the CycleWaypoint must be in the same layer as the PatrolWaypoints. Otherwise our units will not move.
That seems to not be an issue in conflict mode patrol waypoints fyi.
Try this AI Action?
You can easy check it..
AREA
-> LAYER
--> SLOTAI
--> CYCLEWP
--> WP_LAYER
----> WP_Patrol1
----> WP_Patrol2
Not working... but if you move the CYCLEWP into the WP_LAYER it works again
thanks ill give it ago now
ill try thanks
In regards to having to place the cycle wp in the same layer as the other wp's, it is a problem. Especially since no 2 slotAI's can use the same cycle wp, if you want randomization then each slotAI must have their own cycle way point. Under the 1.2 and earlier system you could share a group of patrol way points and give each slotAI their own cycle wp. Which made for an organized tree.
You can still use multiple cycles, one per slotAI, and get randomization. You just have to put all the way points in one layer. But this means you can't use select children "Random_Multiple" on the layer because it contains the cycle wp as well.
This works but you can't use randomized_multiple on the layer because of the cycle way points nested inside.
How to have a trigger activated by player entering area, spawn an prefab somewhere on the map?
which game mode?
I think game editor. Not sure first try modding. I figured out the trigger but now im getting that cannot spawn layer beuase it's rated 1 or something
SCRIPT (E): Can't spawn object Layer3 - the slot has 0 activation type set instead of 1
Ok. Need to figure out what game mode you are using first. GameMode_Campaign, GameModeSF, or GameMode_Editor. I work in GameModeSF exclusively.
ok i will get back to you. Thanks.
Welcome to Blackheart_Six's Arma Reforger Tools Tutorials Channel.
The playlists and videos are aligned to the scenario framework wiki page, along with miscellaneous videos . There is no particular order you have to watch. Additionally a mod has been published to the workshop of the examples in the video.
Best Regards,
Blackheart_Six
FEEDBACK:
Version: 1.3.0.84
Tasks load the number of times you've press play in the world editor
Problem: Every time you exit play mode and go back to the world editor, then press play again each task seems to load that number of times.
WORKAROUND: Press "Shift-R" after exiting play mode.
BI Feedback | Tasks issue after restart
The tasks will load the number of times you've started the world editor.
Why not check the map which task gets spawned? So you can see if they are the same. Is save/load enabled? i can not reproduce the issue. But i setup my layers a bit different. I think its the RANDOM_MULTI
Try to disable RANDOM_MULT and check again. I think the problem is on this one
Ive been watching these recently and have been the most helpful for sure. My game mode is Editor_Full. I'm making a small race track on arland. I'm trying to use a trigger to spawn an item, that will reset and spawn again or reset a certain time later.
I think if they are overlapping you wouldn't see the difference between 1 and 100 of the same task in the same place
Hello Gents.
I'm trying to change my scenario year date to 2021 on Eden/Everon
It doesn't seem to change and is locked.
I have made an override file on TimeandWeather.et, my weather/time changes but not the year date.
Any help would be appreciated.
GameMode_editor_full is the game master mode, so you can't use scenario framework components. You need to set a regular trigger.
can i somehow achieve that a convoi of vehicles sticks together?
So sorry to resurrect this ancient message but do you ever remember figuring out how to place a map icon that wasn't the red square/triangle with the small name?
I never figured out. Doc was basically non existant at this time, I ended up being very frustrated with what I figured would be a very very achievable task and gave up. I basically never tried out again
Thanks for the reply.
Yea, I am finding it quite odd that this is not something very very simple but no examples online and nothing concrete when searching through chat history on the discord. Odd.
Is it possible to add base building mechanics into a combat ops scenario?
Use a Scenarioframework-Slotmarker from there u have all the options u want military/Custom map markers and a text description too of your choice-worth mentioning that marker can be deleted on an action after task finished or deleted by players
Add a CampaignBuildingmanagerComponent to your gamemode from there u can Edit/disable, which uses the freeroambuilding.conf
Dumb question but where exactly does this go? Do i just toss it in right under this part?
"scenarioId": "{7BC26915A7F750B1}Missions/WorthyIslands_Conflict.conf",
"maxPlayers": 100,
"visible": true,
"gameProperties": {
"serverMaxViewDistance": 500,
"serverMinGrassDistance": 50,
"networkViewDistance": 1000,
"disableThirdPerson": false,
"fastValidation": true,
"battlEye": true,
"VONDisableUI": false,
"VONDisableDirectSpeechUI": false,
"VONCanTransmitCrossFaction": false
Thanks, it's not showing up on map on my first inital guess at implementing but when I have a bit more time I will look into it more.
Im trying to edit an existing senario. Is it possible to override or add to the existing game mode even though its a "read only"
override yes, edit existing, no
That seems like an odd limitation considering the open workbench for all these interactions. Thanks for clearing that up!
That was part of a discussion for the mission header portion of the server config.json to change the name of the scenario in the game server listing.
Look at the mission header line
#enfusion_scenario message
I appreciate the response! I got it figured out now
sorry for the delay I was warhamming today.
How do you do so?
Your missions are UP again ?
ignore, I saw on discord
Rt click, override
Heey people, got a question, where can I find the option how many bases the people have capture to end the mission?🤔 I think I'm blind
Assuming this means in vanilla conflict I would check the applicable scenario config in the workbench
Somewhere in reforger>configs>missions in the resource browser. Idk exactly I can't check right now so just off the top of my head
I think it's both in the game mode and the mission config. Just set the number to the amount of control points you want to require for a win. If you are adding more than in vanilla, you will probably need to make some additional points control points in it's military base component, it's just a check box.
He guys I have a question I downloaded this scenario but he have lags server restart like a dependency but my server restart every 5h how I can fix this
I hoste my server in nitrado
If someone can help me
Change scenarios?
My mod, linear conflict, has a config file, but it doesn't work with nitrado's setup. Maybe try a different host?
can i somehow edit a scenario of arma itself?
I want to edit values of a prefab but i am unable because its locked.
wow never have i ever been so close to my answer
i cant find it.
I see Select Parent, which means: what you're trying to edit is a part of another prefab. Im guessing this is editing someone elses scenario? In that case its a little more complicated. You need to create a sub-scene of the base map that scenario is based on. Like for my conflict pve I used Eden.et world, made a sub-scene (under file>new menu in the world editor), and then opened Campaign_CTI.et world which is the conflict everon scenario and copied all the parts of the scenario and pasted it in same position on the sub-scene I created. Hope that makes sense!
Coop_CombatOps_Eden by arma and i made a subscene already
but i still cant edit stuff
Copy all the prefabs to a new world
How can you do this?
On the default layer right click then select all entity then copy it and paste it into a new world
but then are there not duplicates of each?
Enfusion Workbench | Port Combat Ops to Custom World.
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.
How to Create a project with custom world.
These are getting a little long in the tooth, but should apply.
If a scenario says 5 players and it's coop do I have to have 5 players to start it?
No
https://i.imgur.com/Sbt56Tw.png On the new game mode or old? either way cant really see that sort of option here
Hey guys,
I tried to setup the gamemaster gamemode on my custom terrain. I used the "Game Mode Setup" in the tools to do it and configured the navmesh and map.
I have now run into the problem that i can't move my camera when in gamemaster or arma vision mode. Moving around as a player is fine. The console does not throw any related errors. Can anyone please help me?
@chrome rampart great links. Watched them and I still don't have a full answer. I am currently pouring through all his vids. Let me be specific for my issue. Even if I copy the entities from locked Arland over to my subscene, those locked entities still remain because they cannot be modified or move or deleted.
I attached an image highlighting the items I'd like to remove from the base (locked)map. Is that possible?
Need more info, I can't see what you're trying to override. This might help you for editing a scenario. #enfusion_scenario message
https://i.imgur.com/eVp1YOV.png want to override the scenarion gamemode with my own here
Can anybody point me in the right direction for setting up factions and player limits on a scenario
Like can I make one side only have 2 players and the other side have 5
I'm new to workbench, but this might what you are looking for.
Thanks looks promising.
Let me try something, and I'll let you know. I think I know the answer but want to test.
Cheers. I thought i got it by deleted the specific instances, not the entity, but no luck. Shows back up on project load.
I think you can do it.
- Create a project with an empty world and save it.
- Open the non-empty world, and select and copy all entities in the locked layer.
- Open your empty world, and paste on same position.
Now you see it.
Now you don't
Ok you are correct with this. Worked. Now I have to copy mod stuff over but I can at least adjust main map items.
Thanks for the clear explanation. Feel like im going crazy trying to piece things together from web search and youtube vids.
See the link I posted earlier, there's a few things you need to do to be able to edit that scenario. Assuming the scenario is able to be edited...
I found my error: I was missing the camera manager 😅
Can anybody point me in the right direction why scenario won't show up in game scenario list?
Probably a dumb question but how do I go about making a task only spawn after completing MULTIPLE tasks, I know how to make a task spawn on finish of another task but I don't want a certain task to spawn till the first 3 are ALL completed. Any help appreciated!
If I'm not wrong, only way to test is via Workbench without publishing to the workshop
Can use the peer tool or the dedicated server tool plugin within World Editor
Ok. I was watching a tutorial that was 2 years old that said you could do it like this.
Not sure then, sorry
Np thanks anyway!
GUID matches also
try to change your path to "D:\ReforgerAddons" 
as in: folder that contains your addon's folder
Btw the downloads part of the startup paramater works
also, may need (or not) the -addons 64B4542A8DFA0783 (or whatever your mod id is) for it to get loaded, i don't really know
Game mode with Localhost + peer tool should still work without workshop backend yes?
I got it! I am the smartest man alive
Use a logic counter. Assuming this is in the scenario framework.
Is there a folder or somewhere I can look for scenario .conf files?
Like where do they store when you make / download a mod.
Oh nevermind I found them on the mods page scenarios tab. my bad
Cool... 1.3 - SlotAi spawning the wrong Faction. https://feedback.bistudio.com/T189319
Hmmmm interesting. Haven't seen this one yet.
Using sample island produces strange stuff sometimes.
Takes me 4 hours to figure it out why the unit always spawning as US
Sounds about right.
The world does not makes a diffrent
Shouldnt, just telling ya what I've seen.
Can anybody tell me why my server will start with default scenarios but not with any mod scenarios? I copied the scenarioid straight from the workshop page.
Does anybody know what's the process for changing the "Day of the Month"? I haven't figured out how to overwrite entity instances in the base layer.
is it better to have rplcomponent enabled or disabled for static baked in entities on a map?
i heard the speaker say something about "dont disable rplcomponent willy nilly" in the last bootcamp but why would static baked map entities need to be replicated at all?
Is there a tutorial how to create a custom game mode? I would like to work on a mod that only one objective is active for two factions. When its captured the objective changes randomly on the map.
Just like Domination game mode from arma 2
I would start here...
https://community.bistudio.com/wiki/Arma_Reforger:General_Game_Mode_Setup
I think the TimeAndWeather manager is not functioning as expected. In regards to overwrite entities in base layer, are you talking about the world entities?
Will this cause issues or is there a better way I could go about this? I moved all the managers from the parent template world to my world so I can edit them. Also can i somehow delete the CAH_Baseworld since it's empty now? Right click has delete ghosted.
It automatically adds the greyed out ones back to CAH_BaseWorld
I tried hiding them and it still throws an error for duplicates
Maybe the second half of this message will help you out #enfusion_scenario message
so after waiting all this time to upload im now getting WORLD_LOAD_ERROR lol just one thing after another
Create your own Prefab from the managers you need.. btw. PreLoadManager and DestructionManager is already in the BaseWorld. If you like to edit them, you should override the Prefab in your mod
Ok I got that figured out. Now I can't get a slot ai to spawn lol but gotta head out for the day.
Hey. Been playing linear conflict on northcom vanilla server, how can i edit conflict scenario like that to be played in vanilla server?
Check the sample worlds from ScenarioFramework
Thank you kindly I will check them out when I get home later
I do have to say it is pretty ridiculous for a product / company of this magnitude to not have proper documentation.
For?
For all basic stuff the docs are fine. And for the Framwork there are Tutorials in the world folder...
Okay yeah I missed the tutorials so maybe that will fill the Gaps that I'm looking for
Once I learn it I will make my own tutorial videos and documentation for people
I've felt the same way while learning. There is a decent amount of docs but a lot is still missing. But I get that full documentation would be a big effort
Yeah would definitely be a huge undertaking. I was also surprised that there's not more of a Community about teaching and learning the engine. There's two or maybe three YouTube guys that have tutorials and most of them are from 2022.
I've also noticed a lot of the good teaching/tutorial videos I've found are like 2 years old.
I've started adding all the good learning material I find into a Google doc to help other people in my milsim group learn
Nice. Yeah I'm going to make my own tutorial videos and documents once I get a little bit better handle on things.
Why don't you just use the game mode setup and adjust from there?
Hey guys, respawning with custom loadout takes only 50$
I want to make it to take full cost when spawning on point. I have been looking but I can not find where to set it
can someone please point me in the right direction?
Does anyone know if you can edit a vanilla conflict scenario for a MP server but the server browser still consider it to be vanilla?
I've noticed vanilla servers that have altered capture points
.
It's all so convoluted I don't know why there can't just be something that says do this and this and this to make a slot ai spawn.
I'm sure I can figure it out but will take way more time than it should imo.
Whats the problem? Area -> Layer -> SlotAi done
What area? What layer? What slot?
What component / prefab for each
I can't just make empty gameobjects and put scripts on them apparently
Omg like i told you, just open a Tutorial world, there you can see how to setup the Hierarchy.
The stuff is already in the Game as Prefabs, you do not need to create new entity
And.. its 2025.. there are tons of youtube videos showing that
What mf folder dude? I don't see how / where to open the tutorials you are referring to. That's all I need
Calm down, its the folder that says “samples”
Ah yes I was just going to ask that.
F me for needing to know where the shit was located i guess
But yeah that's exactly what I'm talking about. There should just be something that says add this and this and this prefabs nested together to do whatever generic action.
And I have a hunch theres a few people who could do that but refuse to for whatever reasons
I'll do it for people since it's so mf complicated for the pro users.
Step 1: "Type area in the mf resource browser and drag mf area.et to the world"
Step 2: "Search for mf LayerTask.et (or whatever variation of it you need) and drag it as a child under the mf area from step 1
Step 3: Drag mf Layer.et as a child of step 2
Step 4: Drag slotai.et as a child of step 3, and assign a character prefab on the SCR_ScenarioFrameworkSlotAI component of it.
ai spawned for me now. Probably some things to learn / work out still, but finally got this far.
Howdy everyone,
Hope all your uploads are merry and enjoying Workbench again (sadists).
Summary of the Issue: I’m having a bit of hassle with SCR_SaveLoadComponent. I am trying to create a base template (Spawns, kits, vehicles) for a group of mates to build missions off. My intent is to have this “base” mission be available on the workshop then they can download it and slap down some OPFOR in the base game scenario editor (without touching Enfusion).
From my testing I’ve found the json file is successfully being saved in the Documents\My Games\ArmaReforger\profile\.save\app—----_user—---------------\sessions folder but when clicking load in the scenario editor no saved games are present.
Steps Taken:
- I have followed this guide: https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework#Save_and_Load by adding the SCR_ScenarioFrameworkStruct to serialize the data.
- Loaded the scenario in the Enfusion Workbench (This works totally fine)
- Upload it to the WorkShop but then I'm unable to recreate my success in the workbench.
Requested Info:
Is this:
A- known bug in arma reforger saving/loading scenarios on modded maps?
B- Something buggery happening in the mission logs?
C- Me being an idiot and not following simple instructions?
mods:
"ACE Trenches", "TrenchTex", "COALITION Static Weapons", "Brit Kit Addons", "ACE Medical", "PhoenixStudiosWolf", "ZeliksCharacter", "H-47Chinook", "ProntosBritKit", "NLAW", "PhoenixStudiosClothing", "WCS_Armament", "ACEBackblast", "ACECompass", "BritishHueys", "ACECore", "PhoenixStudiosIdentity", "ACEChopping", "ProntoHub", "COALITIONSquadInterface", "PhoenixStudiosEquipment", "NightVisionSystem", "PhoenixStudiosCommon", "PhoenixStudiosWeaponsPack", "GameMasterFX", "BGONE", "RHS-StatusQuo", "ACEFinger", "ACEMagazineRepack", "ACECarrying", "BritishCommunityCommon", "RISLaserAttachments".
ANYONE KNO HOW TO MAKE A AAS MODE LIKE WCS. ? MY RADIO CONNECTS TO ALL THE BASSES NOT JUST THE ONE I WANT
I don't believe it works with mods. Only vanilla SF.
Would any of you fine people be able to help me out?
I have added a custom faction to Conflict game mode and have overridden the vehicle prop objects from the US and set them to the new faction.
I have also added the vehicles to the factions entities lists in the world editor under faction manager. When I plonk down a vehicle depot it shows blank boxes with no vehicles within.
Did you create new entity catalogs?
Did you add the replication component?
Wouldn't hurt to throw in Hierarchy as well.
Hi guys, is tehre something like a wave respawn?
like in squad - rally point? Every 60sec whoever is waiting will be let in game
Can I remove this dependency or do I need to start a new world?
No delete option ofc
Yes I have new entity catalogues created and have added the required vehicle entities to the "faction".conf.
Oh wait, I never added the faction to EditablePrefabsConfig.conf
SF FEEDBACK: Plugin Trigger on Layer does not work.
Problem: When using the plugin trigger to spawn an object when player enters the radius, the slot does not spawn.
If you use the slottrigger.et it works.
https://youtu.be/LtrzWVKWOrM?si=O3SMUGgUx9QSDM0u
BI Feedback | Layer Plugin Trigger not working
Hey. Been playing linear conflict on northcom vanilla server, how can i edit conflict scenario like that to be played in vanilla server without mods? If someone could give me a quick rundown
@uncut socket
Does the scenario have dependencies? Or just the server?
Create your own linear conflict without mods. You can try to edit that scenario if the license allows it, but removing the dependencies if any will more than likely break the scenario.
i didn't thanks for the hint, will try it and see if it fixes my Problem
Im pretty new to this Arma modding scene, i have some dayz experience on models/scripting etc. How can i get my hands into that scenario? I tried the workbench scenario editor for a bit, but could not find any tutorials on how to make a scenario playable on vanilla server
Whats the scenario?
this is how I got started with scenarios https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework_Setup_Tutorial?useskin=darkvector
but also look at the weapon modding tutorial, that's where I should have probably started 👀
If only scenario framework was around when I got started 👀
you played workbench on veteran difficulty mode
I feel like I'm missing something reallt simple but I cannot find VehicleAssetList.conf or create my own config file as SCR_CampaignVehicleAssetList doesn't seem to exist
Someone here with knowledge to make a combat ops game mode?
I just need one mission or so.
I want combat ops to play with a friend. The Enemys and Objectives i want to spawn via Game Master...
nice kit 👍
😂 It was random shit slapped together
you have good taste in snipers 
I still carry pain from trying to make a scenario during the initial launch window
I think I owe the NightOps team very early on for their framework. Then SF came out shortly there after.
@tame stream https://i.imgur.com/CJ1Nelo.png this works :D
I will give it a go once I'm home thank you
Did you have to do anything to make the spawn location random
nope just having the multiple spawn points in the world and using the deathmatch_automatic cycled the spawns on death
Your amazing thank you.
Can I make the initial deployment time less than 10 seconds on capture and hold scenario?
Anybody know why my ScenarioLoadingScreen.layout the photograph i changed it to works in the editor but when uploaded to the workshop it shows the default photograph on that screen.
I set it on the m_WLoadingImage part of the layout
I'm assuming it's set dynamically somewhere but idk
My rifleman stopped spawning with a rifle...no idea what I would have done. Anybody point me anywhere to look?
double check your base rifleman variations, there might be one in there with no rifle on accident.
Ok thank you very much. Where do I check if they have no rifle?
What component on the variant prefab
See what variations are there, and then open up each one to check if they have the proper weapon.
You can drag and drop them all into a world and quickly look through each one if there are many variations.
Ok but where do I check for the weapon on them?
Neither of the 2 rifle variants have one showing on their mesh
ok, look in their components for "CharacterWeaponSlotComponent"
here is the wiki reference: https://community.bistudio.com/wiki/Arma_Reforger:Faction_Creation?useskin=darkvector#Changing_weapons
Tyvm
It's so weird it happend to a few of my US character prefabs but not the USSR ones
it happened to US sharpshooter and grenade launcher and others
Still haven't fixed it but digging around.
I think it must have happened from a git merge that I had some conflicts.
Gonna remove vanilla reforger folder from project and re-add it
Damn I uninstalled reforget then removed it as dependency in workbench and then re-added it and still same.
I got all the other crap fixed I was trying to get fixed today and then this happens at the end wtf.
Ok probably took me too long to narrow it down to this but it's the weapon prefab not showinga mesh
the character loadout is setup right
This is the issue. Not sure where to go from here.
It's the original files not the overrides.
Tried revalidating steam files no luck.
There must be something overriding the base prefab. I would look through the dependencies at anything with this puzzle piece icon
means it's an overridden asset of some kind. deleting the culprit should restore whatever was changed.
but if it's not your file to delete >.> not much you can do, conflicting addons.
override the override 😅
Haha ok cool thanks for the help. Hopefully I can drill it down. Worst case scenario I can start a new project and copy my world into it.
Any help with this error when trying to spawn an item via playertrigger?
WORLD : UpdateEntities WORLD : PostFrame SCRIPT (E): Can't spawn object LayerFireworksSpawner - the slot has 0 activation type set instead of 1
try using "on_trigger_activation" for the fireworks layer activation type, then it should wait for the trigger.
or if that's already the case then check the hierarchy cuz i've had stuff break before when it was in one layer vs another 😩
yeah if it isn't one thing, it's four others. I was trying to spawn one of two fx randomly under the layer, so I think it was tripping. Asking it to spawn one item works. Thanks.
Still getting that error but at least the trigger works. I set up a slotplayertrigger that spawns the layer which holds the two fx versions. Set the layer to spawn randomone at 100, et voila.
It is officially working again. Thank you again for all your help. Glad I put this to rest before I went to bed.
Except I only have 1 magazine for m16 now lol always something, but deal with that another day.
dint worked i had now the time to test it
Is someone able to help me figure out why my points can’t be capped? I have a US and USSR team, points are fia base prefab with control point and notifications active and seizing active yet when either team is on the point they don’t start capping it.
anyone know a good mod for better AIs ?
Why does the faction manager have that number as the name? Delete it and drop in the factionmanager USxUSSR one.
Thats not the problem read the oder messages
This is the problem that im missing the right click menue
hey there, is there a possibility to find workshop data on my pc? (like in A3 - missions and content i had played, subscribed or self uploaded) thx a lot!! :)
How to change allowed max FOV in a scenario?
Yes its possible.
trying to set up conflict pve with rhs the first time and got this error
rhs is added as dependecy and i added RHS_USAF & RHS_AFRF into the campaignfactionmanager plus faction label FACTION_RHS_USAF and AFRF
do i need to add folders like when i add rhs items and weapons to arsenal?
ah nice, thx for reply dude! jeah but where on my maschine (or in which folder-structures) i could find them? 1.) missions from others i played and 2.) subscribed or self uploaded workshops? thx yo
Ok why can't I remove loadouts from a loadout manager? I duplicated the original and renamed it
Oh because loadout manager base I used. Cool
Anyone know how to fix locked FOVs in a scenario
hey guys, doy ou know why my price in config is being ignored?
both normal AK + AK74m
Everything else is set up the same way and cost is OK
hmm, I used base prefab of rifle and once I used some non base it works fine I guess
Anybody have any tips on debugging this?
Can't usw the spawn (continue) button in bottom right.
I am just guessing, prob missing some managers like faction manager, gamemode manager or something
console will tell you better details imo
Have all the managers but ive been changing them my way
I'll try getting rid of all overrides on managers later try to narrow it down.
I had this at some point and some manager like defaultplayer something was causing this
Ok cool thanks.
How do i create new faction label in this field?
I have faction config file, faction identity, and copied each faction folder and renamed them for new faction, but can't find where to update this list.
https://community.bistudio.com/wiki/Arma_Reforger:Faction_Creation
Have you looked here?
Yeah I'm going through it now think I got it
SCRIPT (W): 'SCR_Faction' trying to get entity list of type 'ITEM' but there is no catalog with that type for faction 'USC420_Base'
That's the console message
Yeah i've done everything from that faction setup guide. Can't find anything that applies that I haven't done.
World ent goes in that worlds folder, under your project. You have that correct.
@indigo marlin https://www.youtube.com/watch?v=fUhPyJBZYnc
https://www.youtube.com/watch?v=gj_KCOtDjMs&t=1s
In this lesson we will learn how to create a custom faction.
VOD Channel........➤ https://www.youtube.com/channel/UCVuawq92LVHsusFfHDAdUBA
Twitch........➤ https://www.twitch.tv/svenmartin
Merch........➤ https://www.etsy.com/shop/TrashHouseDesign
Discord........➤ https://discord.gg/houseoftrash
Patreon........➤ https://www.patreon.com/SvenMarti...
Scenario Framework | Faction Manager
In this video we cover the attributes of the Faction Manager for the US Faction.
Anybody had any luck editing/moving the parts around for the FiringRangeBasePrefab.et ?
This is the step I can't get to work.
"Adding new faction to Editable Entity Core" section of faction creation on wiki
Jus look at how bi did it
I am lolo
Theres like 50 things that cross reference each other. Going through them all slowly.
I've got it 99% i'm sure but missing something
I do that like it says in the wiki steps, and then after I click that I don't know how they get the new faction in the list.
New rule can be added to EditablePrefabsComponent_EditableEntity.conf in few steps described below:
Use Override in addon function on EditablePrefabsComponent_EditableEntity.conf located in Configs/Workbench/EditablePrefabs folder
Add EditablePrefabsLabel_Faction entry to Entity Label Rules array
Select FACTION_REDFOR in Label drop down menu
Adjust Faction To Check parameter by typing name of faction: SampleFactionREDFOR (it should be same string as in Faction affiliation parameter in FactionAffiliationComponent of characters or units)
Once those steps are complete, it is important to save all changes through Ctrl+S shortcut. In some rare cases changes applied to that config might need full restart of the Workbench.
This is what the wiki says, but where it says "Select FACTION_REDFOR in Label drop down menu" there is no FACTION_REDFOR...im not sure if thats an error in the document and they meant to put SampleFaction whatever they named it...or if they are referring to USSR
Either way nothing happens when I do it to make the new faction appear in the list.
What do you mean list?
Dropdown selection list for factions
Ohh, did you add your faction to the editor faction manager
I registered the placeable entities if thats what you mean. I just rebuilt my game mode and using US faction for now, but I still have all the other work on the new faction so I can keep figuring it out.
People playing are my map are stuck at a certain Fov and can't change it, is there a way to adjust the limit in Workshop?
I don't know where to post this question so I'm posting here, does anyone know how to get the gramps linear progression to work on a custom conflict pve scenario? Secondary question how does one get the relay capture to work?
PROFILING : Compiling Game scripts took: 2332.423100 ms
INIT : Creating game instance(ArmaReforgerScripted), version 1.2.1.202 built 2025-02-21 12:21:45 UTC.
BACKEND : Loading dedicated server config.
BACKEND : Server config loaded.
BACKEND : JSON Schema Validation:
BACKEND : JSON is Valid
BACKEND : Loading dedicated server config.
RESOURCES : GetResourceObject @"{27EED0523F9DA74E}./Missions/USC420_Persistent_Game_Mode.conf"
RESOURCES (E): Failed to open
RESOURCES (E): MissionHeader::ReadMissionHeader cannot load the resource './Missions/USC420_Persistent_Game_Mode.conf'!
ENGINE : Game successfully created.
PLATFORM : Save data from container 'settings' have been loaded
PLATFORM : Save data from container 'sessions' have been loaded
PLATFORM : GameProject user settings load from profile @"ReforgerGameSettings.conf"
ENGINE : Game user settings config loaded
RESOURCES : GetResourceObject @"{27EED0523F9DA74E}./Missions/USC420_Persistent_Game_Mode.conf"
RESOURCES (E): Failed to open
RESOURCES (E): MissionHeader::ReadMissionHeader cannot load the resource 'Missions/USC420_Persistent_Game_Mode.conf'!
ENGINE (E): Unable to read the mission header '{27EED0523F9DA74E}./Missions/USC420_Persistent_Game_Mode.conf'
ENGINE (E): Unable to initialize the game
ENGINE : Game destroyed.
RPL : Pip::Destroy
I can not get past this to start a server for my scenario it's driving me crazy. Anybody got any tips?
Server works when i copy paste a default one in there, but not when i copy paste my scenario id from the workshop
Hi guys, any idea why I can not load my world anymore?
I loaded some other mods with the scenario, then unloaded and was not able to load it anymore, white screen
for anyone wonderinga bout the fix..
this in .ent file was empty, somehow it was missing parent mod - map
No idea how
i am yet tocheck if everything else remains the same
Ask @wild trellis maybe? He's a pretty good guy and helps folks.
@chrome rampart Any chance you can point me in the right direction for getting my server to load my scenario? Server loads with default scenarios but when I copy / paste mine in from workshop it won't load.
Scenario works offline in game
Getting a decent handle on everything else but this one has got me bottlenecked.
Couple points to start with...
- Using mods in your scenario?
- If yes, have you tested your scenario in a dedicated server environment without mods?
- If yes, have you tested all the mods in your scenario work in a dedicated server environment?
Hey guys, do you know how to disable bacon arsenal outside of HQ?
I have seen it on some servers
Pro-tip from a non-professional, if you are building a scenario, first build that scenario with all vanilla components. After you fully test in a SP, Local host, and dedicated server environment that your vanilla scenario works, then build it with what ever mods you want. And use a modular approach to the mods. AddOns like weapons, uniforms and vehicle should be built in a separate standalone mod completely un-pluggable from your scenario. World/Terrain mods will have to be built with your scenario, so test it thoroughly before committing time and effort. Test the terrain mod in all aspects of the game, sp, local host, and dedi server.
Measure twice, cut once.
Do you happen to know an answer to this? 😭
#enfusion_scenario message
Spent debugging like 2 days
Ask Bacon, it's his mod.
Already did 😔
No solution was given
IDK, I don't use bacon editor anymore.
What do you use?
Vanilla is 💀
Even bacon is meh, better than nothing tbh
Vanilla.Works great if you don't have 100 pages
Yea, I try to minimize everything
BUt still a lot of stuff
Yes it has the same issue without any mods. I will triple check in a moment.
It is opened through an action in actions manager. You could disable it there but it will propagate throughout to arsenal boxes on placed armory.
Yeah vanilla works great if you just want to pick up an item. Less so if you want to change the color of your receiver or find mags for your gun in a big pile of items.
I have noticed
but I can not delete teh action
Its like set in, embeded
uno momento
Try making the context invalid
Ok it gives the same error with no mods.
Copy paste a default scenario into config.json it starts right up
I think I already tried to filddle around with it
I will check out later
I mean I tested it before I posted this
and worked?
Yep
Here is my project folder structure. scenario .conf file is in Missions folder
And here's my config file game section (with password blocked out)
"game": {
"name": "US CENTRAL 420",
"password": "",
"passwordAdmin": "*******",
"admins": [
"76561198126897602"
],
"scenarioId": "{27EED0523F9DA74E}Missions/USC420_Persistent_Game_Mode.conf",
"maxPlayers": 100,
"visible": true,
"crossPlatform": false,
"gameProperties": {
"serverMaxViewDistance": 1600,
"serverMinGrassDistance": 150,
"networkViewDistance": 1500,
"disableThirdPerson": false,
"fastValidation": true,
"battlEye": true,
"VONDisableUI": false,
"VONDisableDirectSpeechUI": false,
"VONCanTransmitCrossFaction": false
},
"mods": []
}
}
anyone got a good a night vision goggles NVGs mod they know or use for there Server that works and don't show them half way off your head lol
@indigo marlin Let me test it.
Thank you very much.
Still going through your videos btw great stuff.
In your mission header, you must replace the images in icon, loading screen and preview image with anything other than default and placeholder.
@indigo marlin Remove "USC420 Persistent Game mode" in game mode and replace with default for now.
In here you mean?
@indigo marlin remove path from the mission header as well.
@indigo marlin fix those items and test. Let me know when you update the workshop.
kk
Published
Same issue for me so far
Oh wait
I didnt update the preview file there, only in the publishing window
Somebody should put that in giant red letters or something lol or you could make a video just about headers
no problem here
yep you bet
Hmmmm
In my server folder / steamcmd ? I'll try removing and remaking that
seems to be server side. Can't be 100%.
My production server runs with AMP Application manager.
I'm updating the server on steamcmd. I just figured it did it when I updated it on steam.
oh no you have to update.
That must have been it. Thanks a million. I'll test in a few.\
I'll grab AMP also thanks for the info.
Nice thanks!
have you simply made it empty or.. ?
Yep empty
and save, thats all?
got it
interesting
I was trying to edit the prefab but it ignored because it was not overwritten in prefab itself
Spawning arsenal standalone and disabling it worked
so I will try to override default arsenal prefab
and that should be it
Does anybody know how to change the default deployment time? I can change respawn time but not the very first deployment.
So I've just created a basic scenario as per the docs at https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework_Setup_Tutorial, however when I press play in workbench I don't get the deployment menu, I just get shoved straight into a player unit - How can I see the role selection screen? Something I need to toggle?
Stupidly I had it working before but I've tried backtracking and no luck 🤦
try killing your character via gamemaster, then instead of "player character" it should say "respawn menu" if you have it all set up correctly
You need to change from autospawn to menuspawn. Wait one and I'll grab a screen shot
@oblique hawk Right click on the Spawn Logic, and select change class. Then select the MenuSpawnLogic class.
oh ok cool.
The bit I haven't quite sussed yet is how one goes about creating a layout of groups where slots match up to roles (or prefabs in Reforger parlance). I'm not even sure if it's possible, google gives me conflicting answers
REQUEST:
Change SCR_RespawnSystemComponent in GameModeSF to SCR_MenuSpawnLogic.
what does SCR mean i forgot
And the blue vs pink prefabs anybody have some practical insight how they use them?
you might need to add certain dependencies to your mod ?
is there any documentation out there for adding voice lines in scenario framework?
Can anybody explain this to me why there are never new factions in this dropdown list even if I create new ones in faction manager?
And / or what is the difference between a faction label and a faction
you have to add/mod it to ```c
enum EEditableEntityLabel
modded enum EEditableEntityLabel
{
YOUR_FACTION = some number thats not used already,
}
Ok thank you. Is it necessary or what is the use for faction labels?
It's necessary if you want your character/group/vehicle/composition to appear in the Game Master asset browser - if they don't have a matching label in SCR_EditableEntityComponent (or equivalent for whatever asset type you're adding) they won't show up, as per https://community.bistudio.com/wiki/Arma_Reforger:Asset_Browser_Mod_Integration
Do these prefixes have any function like calling a variable or is it just tag?
FEATURE REQUEST:
Apply randomization on repeated spawn slots and slotAI.
https://youtu.be/RbmvZxVYDQM
BI Feedback | Feature Request
It would be great if the randomization attribute of the character would be applied to the slotAI when using repeating respawn.
ENGINE : GameProject load
INIT : GameProject load project data @"D:/SteamLibrary/steamapps/common/Arma Reforger/addons/data/ArmaReforger.gproj"
RESOURCES (E): Wrong GUID/name for resource @"{C014582791ECBF24}Language/localization.st" in property "StringTableSource"
INIT : GameProject load project data @"D:/ReforgerAddons/addons/BetterInventory_5DAC39D2C3D4C8CD/addon.gproj"
RESOURCES (E): Wrong GUID/name for resource @"{6F299DA08DA25951}Language/BetterInventory_localization.st" in property "StringTableSource"
INIT : GameProject load project data @"D:/ReforgerAddons/addons/ParachuteExtension_64597A4A309AB128/addon.gproj"
RESOURCES (E): Wrong GUID/name for resource @"{E799B62351752B02}Language/ICR_parachute_localization.st" in property "StringTableSource"
INIT : GameProject load project data @"D:/ReforgerAddons/addons/WCS_Armament_629B2BA37EFFD577/addon.gproj"
RESOURCES (E): Wrong GUID/name for resource @"{41FA2A08B6971D4C}Language/wcs_armament_localization.st" in property "StringTableSource"
INIT : GameProject load project data @"D:/ReforgerAddons/addons/WeaponHolstering_596F00811028DCC9/addon.gproj"
RESOURCES (E): Wrong GUID/name for resource @"{91E0F6253032266E}Language/localization.st" in property "StringTableSource"
SCRIPT (E): @"Scripts/Game/Inventory/ZEL_PS_ItemAttributeCollection.c,3": Overriding function 'SetVisible' but not marked as 'override'
Is there a way to deal with these?
I'm fairly new at this with about 10 hours of working in the Enfusion Engine and I have a question -
I'm making a PvE Conflict Scenario and wanted to know how I can make AI spawn only when a player enters an AREA. Otherwise, if I have AI spawners placed down on the map, it spawns them all in at the same time.
Essentially, I want it to be when a player enters an AREA, then the AI spawns in (these AI are using the AmbientPatrolSpawnpoint_USSR.et). That way when players are not in a particular zone, the AI wont spawn in and bog the server down. What I am getting right now the AI always spawns in, at every point, regardless if the PLAYER is in the AREA.
For some reason, there is no way to turn on Dynamic Despawn in the GameMode_Campaign. There is no SCR_GameModeSF that has the option to enable the Dynamic Despawn. You can enable Dynamic Despawn in the AREA instance, but it doesn't seem to do anything.
Any insight into this would be greatly appreciated. This is the biggest hurdle I've ran into so far 😅
First, what game mode are you using?
Conflict
I see you on my server. I'll pick over there.
Thank you 🙂
"Ambient patrol system" is what you want to look at.
@charred wasp Hi Reaper, have a question for you if you don't mind.
SUre
TY. On your cinematic intro for Just In Time, do you have to transistion from the last camera position to start of the scenario? I don't see anything about this.
Or is it automatic?
No, if cinematic ends, the camera will be reset to the player
Very good, thank you.
Is there a way to make it so AI don’t spawn unless you are within a certain distance in Conflict Game Mode? I know the Area.et only works is SF. That’s really the biggest issue I’ve ran into. I know now how to make AI appear in SF thanks to Creator, but then the whole Conflict scenario is is my new stuck point 😅
yes under SCR_AmbientPatrolSystem:ProcessSpawnpoint() ```c
// Define if any player is close enough to spawn or if all players are far enough to despawn
also, if youre doing pve conflict, youre welcome to use my scenario as s dependency if you like, maybe the work ive already done suits your needs? ConflictPVERemixedVanilla2.0. There is also my Linear mod that only allows ai to spawn near a point if it is the currently assigned objective(s). EDIT: BTW exp branch has most up to date versions/features
What is "Player Entity Name" on scr_PlayerController supposed to be?
Yeah but I can't see anywhere in there that tells where the player identity name lines up with anything else. Nothing about what should be entered in that field unless i'm missing it.
I have looked into yours and man is it impressive, and also I ain’t got a clue yet of how to utilize these things 😅. But I’m learning and understanding more each day!
The biggest thing I want to accomplish is setting up a template that I can (and others) easily use to add more maps to a consistent roster of PvE Conflict. A lot of the times I find scenarios tied to a particular group, you Gramps and Mike_00000 scenarios have been my inspiration to expand. The community I run rely heavily on your mod and Mikes selection of maps, and I want to learn and help expand that list even further 😁
yeah I would like to re-write the whole thing with it being more of a framework eventually. I had no idea it would be so popular when I started as I originally designed it just for my servers/community before others started using it as a base for their own creations.
Well, what you started is something you should be proud of and what it has accomplished!
My motivation is to always make things better while respecting where things started. I’d like to make an Efficient, high quality PvE Conflict template that can easily be expanded and utilized by my community and others 🙂
yeah Id imagine you'd probably have more time to work on it than I would hahah
My community drives me to excel, and if I can help and grow the PvE sector a little bit more, I’m all for it 😁
But personally, thank you Gramps for what you made, I know the guys continually have a blast when overran by AI 🥳
is it possible to edit object properties of an object spawned inside a slot ?
"Game resources don't match server resources
Kick cause code: group=4 'DATA', reason=1, 'RDB_MISMATCH
and the server says this
"replication validation error remote rdb checksum does not match""
It also says battleye disconnected.
Dealing with this one now.
When trying to connect to the server. The server starts fine though
@chrome rampart hey man! Could you possibly point me in the right direction as to how to create big visible colored areas that players can see on their maps?
I think it's a tag for base game stuff. You can definitely take them out and write on your own text without issue.
What are my options for limiting what roles are available to players on a per group basis? Thinking about traditional ArmA lobby style where each role corresponds to a particular loadout. I know how to create loadouts, and I know how to create groups, but currently the issue is that I'd have an unlimited number of each role/player combination. Players could opt to have two groups full of nothing but grenadiers which isn't what I want.
For example, if I have two squads - Alpha and Bravo - I want each of them to only be allowed 1 medic and 1 grenadier
Hoping to understand my options here. If it helps, I'm currently using the scenario framework.
I wish I knew. I haven't investigated it but it would be nice to have area markers without having to script them. Not sure why they left them out to this point.
How do I deal with a read only preload manager in the scene under the read only eden map? Am I not supposed to use that map?
I need to remove it because I have my own preload manager prefab
Yeah i thought i had it figured out but I guess not.
Ok now trying to figure out how to remove Eden from my world
Ok I just started a new world and copied my layers folder over
there is a "reforger lobby" mod on the workshop. I haven't used it though, I heard it's not compatible with the vanilla framework.
I played around with using spawn points labeled by role, then delete the spawn point when used. I made a base load out then added weapons when the player spawned with the spawn point plugin. I think you could do some restore layer with limited count to restore each spawn point.
Sorry can anyone help me? I'm trying to spawn either GM Enhanced FlyBy helo or GMFX artillery barrage (i'm on xbox so i don't have access to the new artillery in stable) by trigger activation when player enters the area? now for GMFX I realize i need an activation script since it doesn't activate by itself on spawn, but the FlyBy does, yet I can't manage to make it work on player trigger
Or RHS flyby for that matter, I just want dynamically spawned things. I've followed Blackheart_six tutorials but can't seem to make it work for that specific thing.
just for context this is what i tried:
Slot3 i set the ambientflyby as object to spawn but that doesn't work
@chrome rampart can you help? shit i just realized you're blackheart_six for your profile pic lol
Love your content mate ❤️
I haven't messed with the flyby, so what does it do?
I'm trying to make an intro with cinematic camera. is it like that/
it spawns a flying helo "piloted" by AI. it's similar to what RHS does with the jet that spawns and just flies across the sky and despawns. But those are just examples.
ah ok, like Reapers "Just in time" scenario.
Yes! helps to make the world feel alive around you. the flyby heli is great because the AI inside of it it's actually functional. they will shoot at targets from the helo as it flies across
I would first test your process with any other object like a vehicle. Make sure that spawns first.
Yes I can make other things spawn like vehicles or characters. It's just these prefabs like ambient flyby or artillery barrage (from bacon) that I can't make it work
Coming in 1.3 is the effect module that does barrages and minefields. I know that does help you now, but its coming.
There could be some limitations to the flyby module that RHS implemented.
Hard to say when dealing with 3rd party stuff.
Thank you. side question though. Is it possible to override a prefab, and edit it to add a script to it? because I can't make it work for some reason. When I hit "edit prefab" it takes me to a different world, and when I hit the "plus" sign on the script section I can't select any of the options. In my own world it usually takes me to the script editor but not when I'm trying to edit a prefab. just thought I'd ask. Thank you for your help. And thank you for your videos they've been very helpful!
I would have to look at that. I've never done any scripting yet. Waiting until A4 is released and stable. I'll let you know. Give me a few minutes.
sounds like a good idea I hate that every update they change fundamental stuff here lol. And thanks. I don't want to take much of your time so you don't have to do it. I appreciate that you replied. Thanks!
np
Give me a prefab you are trying to add script to
bacon's artillery barrage
lol. Ok I don't have that mod. Did you ask bacon about it? Or maybe in #enfusion_scripting ?
Let me try something else from the game.
No worries. I'll go ask bacon see what he says lol.
When you edit prefab, there isn't a + to the right of script?
yes there is. Actualyyyy now i'ts letting me do it. I wasn't letting me before
See I am that GOOD!
LOL
🤣
Glad it's working.
Thanks for the time! I'll guess i'll just wait for 1.3 to do my mortar stuff lol
Yea I would. You can lose the barrage mod then. It's works great
So, I know how to make it so finishing one mission makes the next one spawn, but how do i go about making it so players have to finish 3 missions in order to spawn another one? as in, the three missions are visible on the map since the beginning, but the fourth one only becomes available after the first three are done?
I thought about grouping the three tasks under the same "LayerTask" but then how could I have the three missions being different? since i need a specific "LayerTaskSomething" for each mission
and I can't put an "OnTaskFinish" trigger in the area. lol
I thought about opening up a combat ops map to see how they handle it but it's very confusing. Also, official maps are very poorly organized
What's the difference on ball vs base on ammo prefabs?
Nevermind I've figured it out. It's extremely complicated lol but I got it to work
check it out
any task will tick the counter. when the counter hits 3 or whatever it can spawn task 4
better example pic
Thanks man!
why is this area so damn big. I can't find how to make it smaller. it shouldn't be that big to begin with. lol
thats the dynamic despawn area. there is adjustment in that part of the area components
Hey, this is probably a stuipid question but here it goes anyway :P How can I create PvP tasks, ie. redfor gets a kill officer task and blufor gets defend task
Did you use a logic counter?
Does anybody know where the black screen with FPS and steam version in top right corner comes from? Trying to debug
Comes when I go to play mode.
Yes. Managed to make it work using the logic counter!
Pro-tip from a non-professional...
All graphical information displayed on the screen is handled by a .layout file
Search for the relative .layout file in the resource browser, and any possible .conf.
Thanks for that!
Quesion. I've managed to make "play sound on activation" work, but i assume this sound plays for the entire lobby right? is there a way to make a sound play just for people inside the area that activated it?
Hi guys, do you know a way of wave respawns on radio/point instead of everyone spawning however they want?
Hello everyone, I hopyfully have a very basic question for you and hope I getting some help. I simply want to create a mission on a custom map i downloaded but i just get all the reforger default stuff in my editor. What am I missing? 😄 Thanks for any help
Sure I got it by myself after 2 days of wondering and finally begging for help here. 🤦♂️
For everyone having the same problem to cant think simple:
- instead of
Create New Projectselect **Add Existing Project ** - go to your mods/addon folder and find your addon of choice
- select the addon.gproj
- open it and it will be on your Ressource Browser (default on your left side)
https://www.youtube.com/watch?v=PaNXRI_r7uE&t=441s You can also see this vid for reference
This video covers the basics of download and importing an AR mission from the workshop and into the workbench.
Subscribe for more Arma tutorials, tips, and gameplay!
Music:
-Stomps Playlist - Aesthetic Music & Lofi Beats To Relax: https://www.youtube.com/watch?v=8cMywGtieBY
Interested in joining our Aussie Arma Community? Jump into our discor...
What's the name of this thing in the world editor? I can't find it with that name
Yes and then make a new world that is a sub-scene of it
Pro-tip from a non-professional...
Drop a composition into the world that contains that the item you want to find, and look at the sub-components.
All right so something that I probably should have just done in the first place but might be good for other people to know. Do not drag in content from Windows Explorer or wherever. That is what messes up all the GUI IDs
Use the import button in the workbench or World editor to import files. And create the folders manually and put the files in them manually since you can't import the whole folder as far as I know
This depends on what the content you are dragging. I can drag and drop jpegs into the images folder from windows explorer.
You can also close enfusion workbench and go to windows explorer and copy and paste world layers between projects. I do this all the time. You can also copy and paste overrides from one project to another. As long as you have the software closed and not opened.
Ok good point and good to know. Yeah I have done world layers also with no issues.
But in my case I got this issue which I still have, and have no idea how to get rid of it. Trying lots of things.
RESOURCES (E): Wrong GUID/name for resource @"{6C757BA608C89D35}Configs/Editor/PlaceableEntities/Characters/Characters_USC420.conf" in property "m_sConfig"
It somehow saved MY prefab over a read only prefab inside the reforger addon package
I'm assuming it was something to do with git repo and dragging and dropping folders
ENGINE : GameProject load
INIT : GameProject load project data @"D:/SteamLibrary/steamapps/common/Arma Reforger/addons/data/ArmaReforger.gproj"
RESOURCES (E): Wrong GUID/name for resource @"{C014582791ECBF24}Language/localization.st" in property "StringTableSource"
DEFAULT : Loading WB plugins
Also this
And it happens when I open the arma reforger project by itself. I've unisntalled and reinstalled a couple times. Once I restarted PC between uninstall and reinstall
I'm now uninstalling reforger, server, and tools, and searching for any leftover files and deleting, and then restarting PC
PSA. If you are having problems with a broken project because you removed a dependency and you CAN'T make it work even if you add it again, try this out!
Go to your worbench addons folder and find your project. open it and open the Addon.gproj file in a text editor. Make sure there are no extra quotation marks after the last mod ID. If there are, just remove them and try to launch the project in the workbench. It should be all fine now!
Sweet I have to leave but I will try it when I get home thanks!!
I just reinstalle everything and it still did it!@
I'm going to start putting that and things like it into a document And put it online Somewhere
how do i add more than one waypoint to a SlotAI? currently all they have is the WP to Spawn. how do I go about making them do a follow up order other than then WP to spawn?
I think that's the logic spawner thing whatever it's called. I've got to dive into that myself
thanks I'll mess around with that.
Basically I want the AI to spawn, "Get In Nearest" and then "Forced Move" to a location (by driving) but can't make it work. I tried using a "SlotWaypoint" as a chilid to the SlotAI but they don't follow the order so I guess I need to link it to the SlotAI somehow but don't know how
Yeah that's exactly what I was trying to do the other day but I got sidetracked on other things that I need to fix first. I think I almost have those fixed we'll get back to it
Thanks. It's driving me crazy lol
Older video but maybe helpful.
https://www.youtube.com/watch?v=PHuc2l7KCDM
In this video we will use a simple trigger to end the game once an area has been cleared of enemies.
Source files: https://github.com/DasCapschen/Arma-Reforger-Tutorial-Project
Chapters
0:00 - Mission setup
3:00 - How triggers work
7:35 - Trigger setup
10:25 - Trigger OnActivate script
11:50 - End Game function
16:20 - Delayed function calls
1...
@severe hollow you are my man, thank you so much this will help a lot!
https://youtu.be/EXClImlNB28 i made this video explaining my issue if anyone can help
sorry for the pronunciation english is not my first language. lol
I think I see the problem. Follow this example at Step 7 of the random destroy task section. You'll need to adapt a similar setup for your ambush. https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework_Setup_Tutorial?useskin=darkvector
The key difference is that you'll use a player trigger to spawn the ambush, not the dynamic despawn.
Sorry it's not the best example for your case, but hopefully it can help with spawning the AI.
Thank you so much I'll take a look. Appreciate it!
By the way I found a workaround... I just couldn't make the AI drive when I set it up as a taskdestroy, but they can drive when it's just a slot spawned vehicle. Sooo... I just put a pluging on destroy event so when players destroy the vehicle/convoy a can make a voice line appear that says "mission completed". So a mission, but not a mission. lol I'll take a look at the link!
Sure thing. The tutorial spawns a random truck to destroy but in your case you'll spawn the ambushing AI instead. Like I said it's not the best so if you get stuck let me know XD
Probably dynamic despawn could work but I don't think it's the intended use.
Here I think you just need to use the layer name and not the slots. should fix the waypoint issues
since it's asking for Layer that contains the slots
oh waypoints can be blank, i think, since it's all in the same layer
yeah i actually did it that way first because that's how it's on the wiki i think. but didn't work. then I saw a Blackheart_Six video on AI_Economy and i think he recommended to use the actual names of the waypoints instead of the layer. buuut that didn't work either. However when I just got rid of the destroy task and use a normal vehicle instead it totally worked.
So i guess the problem comes when using the waypoints with the taskdestroy layer in the middle of the mix
the waypoint ForcedMove at least
ohhh got it. yep I've noticed some tasks are really... delicate 😩
lots of times i use the basic "layertask > slottask" and use a trigger to change the task state which has been more reliable.
That's a good idea. actually I might try it that way to see if anything changes
hey @glass niche do you know if there are any feasible or practical ways to set up hostage rescue missions?
Reaper core has a hostage task module and a ton of other stuff. definitely check it out.
Will do. thanks!
hi, i followed the existing tutorials but i can't get the patrols to work. i tried everything: follow the Blackheart tutorial to the letter, retrieve the framework files. the ai don't move!! Can you help me or make a simple tutorial just with a patrol on 2 or 3 points. thanks
i'm french and i speak english very badly. thanks google lol
give me a few minutes I'll put out a new waypoint video
https://youtu.be/KeKXaiCXzko
@humble onyx @severe hollow
Waypoints
Scenario Framework | SlotWaypoint
Demonstration of using the slotwaypoint entity.
thanks !!!
Let me know if this worked or didn't worked.
Thanks man! this definitely works with most AI so thank you, it clears things up. but when I try to do it with my situation it still doesn't work. maybe Vehicles that are attached to a task destroy can't be driven by AI? or maybe I'm not doing the hierarchy right lol
There is a different setup for "mounted" AI for vehicle patrols.
Gotcha. I mean I'm not trying the create a patrol cycle, just want them to move from point A to point B which actually works with your method. It just doesn't work when the target vehicle was spawned via TaskDestroy Spawn Objects 🤔
The only waypoint they take is the "get in nearest" but they don't drive
Scenario Framework | Updates to Patrols
With changes from 1.2 to 1.3 major update, requires a change to the patrol method I use.
This should cover dismounted and mounted.
Thanks man I'll check it out!
Side question: What's the difference between PlaySound and PlaySound FromEntity?