#enfusion_scenario

1 messages · Page 13 of 1

foggy sable
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These are from the vanilla reforger how would i check?

gritty vortex
glass niche
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Are the SlotMarker's meant to be faction keyed? I can only get markers to show for both teams or not at all.

gritty vortex
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Make sure you have a good grasp on this before doing any serious modding

glass niche
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modded weapon tutorial is good for learning the fundementals as well.

summer nimbus
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How can we enable showing the name of players who talk on enemy radios? So instead of saying "unknown" it just has their name

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Or, how can we disable talking on enemy radios altogether?

brisk mortar
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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?
digital creek
fleet girder
#

Can you open map in word editor?

digital creek
merry badger
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Hello!
Do we know if we can publish again in the workshop? Or is it still blocked?

glass niche
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Is there a trick to using the faction keys? I'm stumped. My OPFOR can see BLUFOR objectives no matter what I do.

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at this point i've faction keyed every single layer and slot I could find, still not hiding the marks. 😩

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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.

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oh maybe it's just the editor. using "local host" F5 seems to hide the marks properly...

winged kelp
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what is the layout for this timer called in workbench?

unique plover
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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

unique plover
glass niche
#

nice. will have to check it out myself

silk sigil
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have anyone added vehicles for Scenario Framework QRF Dispatcher?

raw bone
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How can we draw shapes like this on the map please?

frank crane
unique plover
fleet girder
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hmm but where do you force it later?

fiery hemlock
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How do you edit the default conflict scenarios?

chrome rampart
chrome rampart
chrome rampart
chrome rampart
# raw bone ArmaFields

From the 50k view, it looks like he is using PolylineArea w/ PolylineShapeEntity

Nested inside the Flag_base.

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Custom created as they have a prefix AF_

leaden meteor
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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)

glass niche
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try: area > layerTask > layerTaskDestroy > slotDestroy

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i've been running into similar weirdness. i think the SF is really picky 😫

leaden meteor
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is there something i have to keep in mind when creating tasks?

sharp barn
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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

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getting this error anyone know how to possibly resolve it

obtuse solar
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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.

glass niche
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Still not able to get finish conditions to work at all.

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everything I tried just breaks the task

leaden meteor
# leaden meteor I have created the everything like the rhs combat ops but somehow killing or des...

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

fleet girder
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Hey guys, is it possible to build a scenario without publishing it to reforger?

How would I put it in cfg. in server later?

frank crane
chrome rampart
chrome rampart
chrome rampart
chrome rampart
leaden meteor
leaden meteor
# chrome rampart You have layer A_Heli_A set to spawn children "Random_One". It should be set to ...

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

leaden meteor
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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?

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here for more informations

chrome rampart
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i have them at Random one because i

sharp barn
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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
fleet girder
#

I think I have the same issue lol

But it just gives errors

glass niche
fleet girder
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Any idea where I can find a setting where its set to look for this imageset?

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its weaponinfo.layout

wet tide
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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?

fleet girder
# wet tide

Make sure one at least one HQ per faction has set value to is source and there should be something like enabled

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You also need to add a value transmitter instead it being just a relay, something amongst those lines

wet tide
fleet girder
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look there

wet tide
wet tide
wet tide
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Because suddenly, I'm stuck, I don't know what I'm doing wrong. 😢

leaden meteor
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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
chrome rampart
winter ferry
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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?

chrome rampart
# winter ferry Hi there, I'm using Scenario Framework and I would like to have a way for the pl...

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.

▶ Play video
winter ferry
wet tide
# wet tide

I still have this problem guys, if anyone has a solution please

winter ferry
winter ferry
leaden meteor
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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)

winter ferry
bitter verge
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AiCharacterMovementComponent @leaden meteor

leaden meteor
bitter verge
chrome rampart
leaden meteor
winter ferry
winter ferry
chrome rampart
ebon lynx
winter ferry
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Some of it works but not all of it

leaden meteor
leaden meteor
winter ferry
leaden meteor
winter ferry
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Group has different settings available than charachter

leaden meteor
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i see

winter ferry
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So its easy to just duplicate a vanilla group change it to have only 1 person in group

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and change whatever settings you want

wet tide
# wet tide

I still have this problem guys, if anyone has a solution please

winter ferry
leaden meteor
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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.

winter ferry
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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?

winter ferry
winter ferry
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OK! Now I figured it out finally it took me forever but I was missing the Task Manager

leaden meteor
wet tide
# wet tide

I still have this problem guys, if anyone has a solution please

leaden meteor
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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

wet tide
leaden meteor
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already tried this but somewhow this doesnt count for waypoints

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ohhhhh i found it

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Debug shapes in workbench have to be turned off

wet tide
leaden meteor
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^^

wet tide
leaden meteor
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yes the option is inside the SCR_ScenarioFrameworkSlotWaypoint Component

leaden meteor
wet tide
leaden meteor
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also what problem do you have with objectives?

wet tide
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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

leaden meteor
# wet tide

you want to mark the waypoint first if you want to make them invisible

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i see other options because you are not using the same prefab

wet tide
leaden meteor
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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

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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

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i believe you then can override existing parts of the map

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or components

wet tide
# leaden meteor i believe you then can override existing parts of the map

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.

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"Alabama"

leaden meteor
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hmmm

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You said you have the taskmanger....hmmm.... you might need to add a factionkey..

wet tide
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Are you talking about that?

leaden meteor
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yes thats the task manager.

wet tide
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So I don't understand at all, this time it works like magic and kervel no longer works lol

leaden meteor
#

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

wet tide
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I don't understand the use of "TaskManager"

leaden meteor
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Afaik its just to handle any task you give in

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you give in tasks by creating a LayerTask of the whished type and inside it the Slot"..." whatever type you used.
so for example

wet tide
leaden meteor
# wet tide Mhh, okay. Do you have any good tutorials on YouTube to recommend to me? I hav...
wet tide
leaden meteor
#

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:

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but it seems that this does not make a difference because i still get the old soviet units in these vehicles.

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Here is a picture of what i am talking about

warm mica
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i'd assume it's configured on vehicle's SCR_BaseCompartmentManagerComponent blobdoggoshruggoogly

leaden meteor
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okey yeah that worked but partially.

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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.

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also this somehow fixed that the ai wont stop after entering the completion radius. Reported here #enfusion_ai message

leaden meteor
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but the rest is as stated

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ok so it seems that this was just a glitch. the ai does indeed stil use an ai buddy to open gates

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but adding more compartment slots did not fix it

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even for the btr this isn't working correctly altough the btr has enough predefined compartmentslots which i all have modified

fleet girder
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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

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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

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  1. How to set up restriction zone accprding to HQ

OR

  1. 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

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Btw its conflict gamemode

leaden meteor
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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

blissful tusk
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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?

glass niche
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mission header parameters ☝️ options in your server config file

blissful tusk
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@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

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but at least knowing this is the right way I am sure I will eventually get it

chrome rampart
blissful tusk
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Yeah

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I seen some servers have the vanilla conflict but the scenerio name is like "Conflict - Everon (High-End Server)"

silk sigil
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there is a mission header section in server configs.

chrome rampart
blissful tusk
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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

silk sigil
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some params could be overrided in it.

chrome rampart
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That just looks like the server name. Not the scenario name

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Screen shot it?

blissful tusk
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Its the scenerio name one second

silk sigil
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you can use mission header in server config json file to override some params.

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not sure if it works for scenario name

blissful tusk
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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

silk sigil
blissful tusk
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Ahh good idea. I will open that file and see whats in it

silk sigil
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all the params can be adjusted are listed.

chrome rampart
#
 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
}
blissful tusk
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got it yeah I think its the m_sName

chrome rampart
#

you have to format to config.json

blissful tusk
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Will test and report back. Thank you guys!

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yeah I see the formatting now

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looking up other examples in this discord

silk sigil
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you're running black six MilOps I?

blissful tusk
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not my screenshot

chrome rampart
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no.

silk sigil
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I thought it's removed in the workshop. I played it before.

chrome rampart
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IDK. I don't have anything running right now because of all the issues.

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This is from my AMP Panel. I've never used it.

blissful tusk
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Confirmed m_sName is the correct option

silk sigil
blissful tusk
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appreciate the help!

chrome rampart
blissful tusk
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I formatted mine so if I want to test with these other mission parameters its formatted with standard json

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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?

chrome rampart
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No

blissful tusk
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Oh : (

chrome rampart
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Any custom scenario you make has to be uploaded to the workshop and installed on the server as a mod

blissful tusk
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Well I will wait patiently for PS5 mod support then

chrome rampart
#

Yea it's coming I thought?

blissful tusk
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Eventually. I am surprised since Sony gave bohemia a hard no on DayZ mods

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I am not holding my breath for it. I am good with the Vanilla scenerio

silk sigil
blissful tusk
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I know PS5 can join my server this way. but I meant like actually creating a custom scenario like changing the base locations etc.

silk sigil
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can PS5 players use GM to add things in game currently?

blissful tusk
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Not sure, my brother plays on PS5 i play on PC..

Isnt GM its own game mode? outside the PvP conflict?

chrome rampart
#

Admins can login and access GM

silk sigil
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you can login as admin to use GM

blissful tusk
#

interesting. I will have to play around with that

silk sigil
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admin password must be set in config.

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or admin steam ID

blissful tusk
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theres a way to set the playerID as admin though righ?

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I saw that somewhere. I'll find it

silk sigil
#

yeah, you can add your steam ID in admin list

blissful tusk
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I think I got it. Had to get the array set in the correct format

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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

silk sigil
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yep. he can use passwordAdmin.

leaden meteor
# chrome rampart Is this a vehicle patrol?

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

chrome rampart
#

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.

https://feedback.bistudio.com/T189174

leaden meteor
#

Well it is you. It's an Honor to meet you.
You really helped me with your Tutorials.

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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

fleet girder
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Heya, did you find a solution?

dark rover
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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

chrome rampart
dark rover
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Thanks I will check

ionic edge
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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

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this picture is from workbench testing

chrome rampart
chrome rampart
chrome rampart
#

World Editor > Plugins > Game Mode Setup
Select GameMaster.conf for template @ionic edge

ionic edge
chrome rampart
ionic edge
#

thanks

chrome rampart
#

still have to setup some prefabs but does 95% of the work.

opal harbor
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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.

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I’m so confused on how these scenarios are being edited. Especially ones on addon maps.

fleet girder
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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

fleet girder
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Found it

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By a coincidence, I would never find it on my own lol

chrome rampart
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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.

dreamy flame
dark rover
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na sorry didnt work on the project till now

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but still the same error probalby

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if i find something ill let you know

dreamy flame
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Likewise 👍

dark rover
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if anyone wanna test

dependency is only ConflictPVERemixVanilla2.0

dreamy flame
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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

chrome rampart
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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.

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I know checking the box locks to only predefined groups. I use to control server numbers

dreamy flame
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Yep 😄 Id say just leaving the box unchecked should do it cc @dark rover

dark rover
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same

chrome rampart
#

double edge sword. Depends on what you need. Sometimes I don't want players spread out over groups, one or two per group.

dreamy flame
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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

chrome rampart
dark rover
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what do you mean with that?

chrome rampart
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override the radio, ie prc77, and add transceivers to baseradiocomponent.

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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.

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Then use the field manual or journal to show the channels.

dreamy flame
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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

chrome rampart
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I've made vehicle intercom channels and intra-squad radios

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give it real short range of 2 meters for vehicles.

bitter verge
whole raptor
#

it seems i can't upload to the WS:

DEFAULT   (E): Uploading failed! Reason: ""
RESOURCES (E): Publishing failed```
Anyone else?
hardy pebble
whole raptor
#

nice, thank you!

shadow galleon
#

Just gives me time to put more into this update tho 😄

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~1.5k lines done 8^)

unique plover
#

whats the best way to keep a Sniper stationary in ScenarioFramwork? they just will not stay!!

dreamy flame
wise junco
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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?

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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!

wet tide
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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

wild moth
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Override the campaign faction

wet tide
wild moth
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It should be somewhere at the bottom

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Us_campaign faction

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Config or something

wet tide
#

Are you talking about that?
But I don't want to change the Faction, just the vehicles

wild moth
wet tide
wild moth
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Arma Reforger > configs > factions

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Not a component

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Its a config

wet tide
wet tide
wet tide
#

RESOURCES (E): Failed to save file '$ArmaReforger:Configs/Factions/US_Campaign.conf'
RESOURCES (E): File '$ArmaReforger:Configs/Factions/US_Campaign.conf' is read-only

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Is that normal?

wild moth
wet tide
wild moth
#

No override it in your mod

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Don’t duplicate it

wet tide
wild moth
#

You dont have an override option but you can duplicate it??

wet tide
#

I only have one option to duplicate in my mod.

wild moth
#

Override

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Or navigate to override

wet tide
#

So it duplicates it well in my mod that's what I'm saying

wild moth
#

Yes 🙌

chrome rampart
winter ferry
#

@chrome rampart do you have any advice for using this feature?

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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

chrome rampart
#

ENEMY_KILL_VEH?

gritty vortex
#

hes back!!!!

chrome rampart
#

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.

wild elk
#

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

wild elk
#

i mean names of city

#

and we have lot of Alabamas xD

chrome ice
chrome ice
fleet bear
#

does any one have problem with Game setup Plugin? I have a problem

warm crow
#

Can anyone remember where the configuration is to enable/disable the ability for the enemy to listen in on radio comms/freqs?

chrome ice
warm crow
chrome ice
warm crow
winter ferry
#

"VONCanTransmitCrossFaction": bool

#

Also love your videos @warm crow thank you for everything you do

warm crow
charred wasp
#

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)
wild trellis
#

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?

charred wasp
silk sigil
charred wasp
#

Dont know, think Yethe is in Vacation currently

#

There are a lot stuff in Framework Script which is Obsolete now

silk sigil
#

I think @grand arch has investigated the 1.3 AI combat behavior for a period.

charred wasp
#

Its now called CombatMode

#

WOrks different

silk sigil
#

1.3 truly changed many things🐸

charred wasp
#

Yeah 😦 Need hours/days to fix all

silk sigil
#

tons of work to do

wild trellis
#

Better get started! Probably not much time left!

charred wasp
silk sigil
#

it seems like developing in experimental branch would be a normality from now on.

wild trellis
charred wasp
#

i think yethe did not yet fully update the Framwork to the new version.

wild trellis
#

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.

silk sigil
#

yep. PVE conflict works fine in experimental branch.

charred wasp
#

There are also changes in some prefabs where some components now added twice, like RplComp and Hierarchy

wild trellis
#

There is also a note that soldiers no longer have their own combat mode, it's now dictated by group.

grand arch
#

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.

chrome rampart
#

Welcome to the major update sequence...

glass niche
#

I able to appreciate the ammount of work that went into the scenario framework after using it for a few weeks.

versed saffron
#

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.)

obtuse solar
#

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.

versed saffron
chrome rampart
winter ferry
nova onyx
final flower
waxen fossil
#

Look in the config directory. You should be able to find it.

final flower
#

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

chrome rampart
#

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

charred wasp
#

Guys... Exp. V1.3 Patrol Cycle Waipoints no longer working....

chrome rampart
#

Put in a feedback ticket?

unique plover
#

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

chrome rampart
unique plover
chrome rampart
#

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.

unique plover
silk sigil
charred wasp
#

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.

wild trellis
#

That seems to not be an issue in conflict mode patrol waypoints fyi.

charred wasp
#

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

unique plover
chrome rampart
#

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.

lean scroll
#

How to have a trigger activated by player entering area, spawn an prefab somewhere on the map?

lean scroll
# chrome rampart 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

chrome rampart
lean scroll
#

ok i will get back to you. Thanks.

chrome rampart
chrome rampart
#

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.

https://feedback.bistudio.com/T189236

https://youtu.be/N0HMhhbPkfk

BI Feedback | Tasks issue after restart
The tasks will load the number of times you've started the world editor.

▶ Play video
charred wasp
#

Try to disable RANDOM_MULT and check again. I think the problem is on this one

lean scroll
chrome ice
void marlin
#

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.

chrome rampart
leaden meteor
#

can i somehow achieve that a convoi of vehicles sticks together?

halcyon patrol
#

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?

digital knot
#

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

halcyon patrol
dark minnow
#

Is it possible to add base building mechanics into a combat ops scenario?

hollow snow
hollow snow
raven dome
# chrome rampart ```SCR_MissionHeaderCombatOps { World "{17AC2E3AE582332C}Worlds/MP/MilOps_Evero...

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

halcyon patrol
dark minnow
wild trellis
lean scroll
chrome rampart
raven dome
chrome rampart
#

sorry for the delay I was warhamming today.

dark minnow
wary acorn
#

ignore, I saw on discord

wild trellis
reef grotto
#

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

torn tendon
#

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

wild trellis
#

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.

frosty turret
#

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

chrome rampart
wild trellis
#

My mod, linear conflict, has a config file, but it doesn't work with nitrado's setup. Maybe try a different host?

leaden meteor
#

can i somehow edit a scenario of arma itself?
I want to edit values of a prefab but i am unable because its locked.

leaden meteor
#

wow never have i ever been so close to my answer

wild trellis
# leaden meteor 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!

leaden meteor
#

Coop_CombatOps_Eden by arma and i made a subscene already
but i still cant edit stuff

wild moth
#

Copy all the prefabs to a new world

lean scroll
wild moth
#

On the default layer right click then select all entity then copy it and paste it into a new world

lean scroll
chrome rampart
#

Enfusion Workbench | Copy and Paste Across Worlds
In this video I show you how to copy and paste objects across the same world using copy and paste on same position.

▶ Play video
#

These are getting a little long in the tooth, but should apply.

indigo marlin
#

If a scenario says 5 players and it's coop do I have to have 5 players to start it?

wild moth
#

No

dark minnow
rocky sedge
#

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?

lean scroll
#

@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?

wild trellis
dark minnow
indigo marlin
#

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

lean scroll
indigo marlin
chrome rampart
lean scroll
#

Cheers. I thought i got it by deleted the specific instances, not the entity, but no luck. Shows back up on project load.

chrome rampart
#

Now you see it.

#

Now you don't

lean scroll
wild trellis
rocky sedge
indigo marlin
#

Can anybody point me in the right direction why scenario won't show up in game scenario list?

willow phoenix
#

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!

indigo marlin
#

Is this part right?

#

To test scenario locally

iron canopy
#

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

indigo marlin
#

Ok. I was watching a tutorial that was 2 years old that said you could do it like this.

iron canopy
#

Not sure then, sorry

indigo marlin
#

Np thanks anyway!

indigo marlin
#

GUID matches also

warm mica
#

as in: folder that contains your addon's folder

indigo marlin
#

Btw the downloads part of the startup paramater works

warm mica
#

blobdoggoshruggoogly also, may need (or not) the -addons 64B4542A8DFA0783 (or whatever your mod id is) for it to get loaded, i don't really know

indigo marlin
#

Game mode with Localhost + peer tool should still work without workshop backend yes?

#

I got it! I am the smartest man alive

chrome rampart
indigo marlin
#

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

charred wasp
chrome rampart
#

Using sample island produces strange stuff sometimes.

charred wasp
#

Takes me 4 hours to figure it out why the unit always spawning as US

chrome rampart
#

Sounds about right.

charred wasp
#

The world does not makes a diffrent

chrome rampart
#

Shouldnt, just telling ya what I've seen.

indigo marlin
#

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.

glass niche
#

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.

cunning raft
#

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?

autumn bear
#

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

chrome rampart
indigo marlin
#

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.

indigo marlin
#

It automatically adds the greyed out ones back to CAH_BaseWorld

#

I tried hiding them and it still throws an error for duplicates

wild trellis
bitter verge
#

so after waiting all this time to upload im now getting WORLD_LOAD_ERROR lol just one thing after another

charred wasp
indigo marlin
#

Ok I got that figured out. Now I can't get a slot ai to spawn lol but gotta head out for the day.

uncut socket
#

Hey. Been playing linear conflict on northcom vanilla server, how can i edit conflict scenario like that to be played in vanilla server?

charred wasp
indigo marlin
#

I do have to say it is pretty ridiculous for a product / company of this magnitude to not have proper documentation.

indigo marlin
#

Enfusion

#

Absolutely love the engine though.

charred wasp
# indigo marlin Enfusion

For all basic stuff the docs are fine. And for the Framwork there are Tutorials in the world folder...

indigo marlin
#

Once I learn it I will make my own tutorial videos and documentation for people

torn tendon
#

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

indigo marlin
torn tendon
#

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

indigo marlin
#

Nice. Yeah I'm going to make my own tutorial videos and documents once I get a little bit better handle on things.

chrome rampart
#

Why don't you just use the game mode setup and adjust from there?

fleet girder
#

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?

cold abyss
#

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

indigo marlin
#

I'm sure I can figure it out but will take way more time than it should imo.

charred wasp
indigo marlin
#

What area? What layer? What slot?

#

What component / prefab for each

#

I can't just make empty gameobjects and put scripts on them apparently

charred wasp
#

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

indigo marlin
#

What mf folder dude? I don't see how / where to open the tutorials you are referring to. That's all I need

wild moth
#

Calm down, its the folder that says “samples”

indigo marlin
#

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

indigo marlin
#

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.

orchid glacier
#

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:

  1. 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.
  2. Loaded the scenario in the Enfusion Workbench (This works totally fine)
  3. 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".

narrow wraith
#

ANYONE KNO HOW TO MAKE A AAS MODE LIKE WCS. ? MY RADIO CONNECTS TO ALL THE BASSES NOT JUST THE ONE I WANT

grim gate
#

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.

upper tree
chrome rampart
#

Wouldn't hurt to throw in Hierarchy as well.

fleet girder
#

Hi guys, is tehre something like a wave respawn?

#

like in squad - rally point? Every 60sec whoever is waiting will be let in game

indigo marlin
#

Can I remove this dependency or do I need to start a new world?

#

No delete option ofc

grim gate
#

Oh wait, I never added the faction to EditablePrefabsConfig.conf

chrome rampart
uncut socket
#

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

chrome rampart
#

@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.

upper tree
uncut socket
glass niche
#

but also look at the weapon modding tutorial, that's where I should have probably started 👀

wild trellis
#

If only scenario framework was around when I got started 👀

glass niche
#

you played workbench on veteran difficulty mode

grim gate
#

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

sullen ruin
#

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...

jolly spade
fleet girder
jolly spade
#

you have good taste in snipers aviator

crisp rain
chrome rampart
#

I think I owe the NightOps team very early on for their framework. Then SF came out shortly there after.

crisp rain
tame stream
tame stream
crisp rain
indigo marlin
#

Can I make the initial deployment time less than 10 seconds on capture and hold scenario?

indigo marlin
#

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

indigo marlin
#

My rifleman stopped spawning with a rifle...no idea what I would have done. Anybody point me anywhere to look?

glass niche
#

double check your base rifleman variations, there might be one in there with no rifle on accident.

indigo marlin
#

What component on the variant prefab

glass niche
#

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.

indigo marlin
#

Ok but where do I check for the weapon on them?

#

Neither of the 2 rifle variants have one showing on their mesh

glass niche
indigo marlin
#

Tyvm

indigo marlin
#

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

indigo marlin
#

Damn I uninstalled reforget then removed it as dependency in workbench and then re-added it and still same.

indigo marlin
#

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.

indigo marlin
#

Tried revalidating steam files no luck.

glass niche
#

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 😅

indigo marlin
#

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.

lean scroll
#

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

glass niche
#

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 😩

lean scroll
lean scroll
#

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.

indigo marlin
#

Except I only have 1 magazine for m16 now lol always something, but deal with that another day.

ionic edge
worthy cape
#

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.

warped sage
#

anyone know a good mod for better AIs ?

chrome rampart
chrome rampart
ionic edge
ionic edge
cold sleet
#

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!! :)

frank island
#

How to change allowed max FOV in a scenario?

finite roost
#

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?

cold sleet
# chrome rampart Yes its possible.

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

indigo marlin
#

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

frank island
#

Anyone know how to fix locked FOVs in a scenario

fleet girder
#

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

indigo marlin
#

Anybody have any tips on debugging this?

#

Can't usw the spawn (continue) button in bottom right.

fleet girder
#

console will tell you better details imo

indigo marlin
#

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.

fleet girder
#

I had this at some point and some manager like defaultplayer something was causing this

indigo marlin
#

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.

indigo marlin
indigo marlin
#

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

indigo marlin
#

Yeah i've done everything from that faction setup guide. Can't find anything that applies that I haven't done.

lean scroll
#

World ent goes in that worlds folder, under your project. You have that correct.

#

Scenario Framework | Faction Manager
In this video we cover the attributes of the Faction Manager for the US Faction.

▶ Play video
surreal parcel
indigo marlin
#

This is the step I can't get to work.

#

"Adding new faction to Editable Entity Core" section of faction creation on wiki

wild moth
#

Jus look at how bi did it

indigo marlin
#

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

indigo marlin
#

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.

wild moth
#

What do you mean list?

indigo marlin
wild moth
#

Ohh, did you add your faction to the editor faction manager

indigo marlin
#

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.

frank island
#

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?

cobalt star
#

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?

indigo marlin
#

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

fleet girder
#

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

chrome rampart
indigo marlin
#

@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.

chrome rampart
fleet girder
#

Hey guys, do you know how to disable bacon arsenal outside of HQ?

I have seen it on some servers

chrome rampart
#

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.

fleet girder
chrome rampart
#

Ask Bacon, it's his mod.

fleet girder
chrome rampart
#

IDK, I don't use bacon editor anymore.

fleet girder
#

Vanilla is 💀

#

Even bacon is meh, better than nothing tbh

chrome rampart
#

Vanilla.Works great if you don't have 100 pages

fleet girder
#

BUt still a lot of stuff

chrome rampart
#

I can get it down to 5 pages or so.

#

Depending.

indigo marlin
gritty vortex
#

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.

fleet girder
#

but I can not delete teh action

#

Its like set in, embeded

gritty vortex
#

Cant disable the action I guess?

#

Delete is not possible

#

Disable might

fleet girder
#

uno momento

gritty vortex
#

Try making the context invalid

indigo marlin
fleet girder
#

I will check out later

gritty vortex
#

I mean I tested it before I posted this

fleet girder
#

and worked?

gritty vortex
#

Yep

fleet girder
#

hmm

#

okay

#

Interesting

indigo marlin
#

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": []
}
}

warped sage
#

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

chrome rampart
#

@indigo marlin Let me test it.

indigo marlin
#

Still going through your videos btw great stuff.

chrome rampart
#

@indigo marlin Remove "USC420 Persistent Game mode" in game mode and replace with default for now.

indigo marlin
#

In here you mean?

chrome rampart
#

@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.

indigo marlin
#

kk

indigo marlin
#

Same issue for me so far

#

Oh wait

#

I didnt update the preview file there, only in the publishing window

chrome rampart
indigo marlin
#

Somebody should put that in giant red letters or something lol or you could make a video just about headers

chrome rampart
#

no problem here

indigo marlin
#

That's on a dedicated server?

#

I can run scenario, just not dedicated server

chrome rampart
#

yep you bet

indigo marlin
#

Hmmmm

chrome rampart
#

So where does the problem lie?

#

Use the half split method of troubleshooting

indigo marlin
#

In my server folder / steamcmd ? I'll try removing and remaking that

chrome rampart
#

seems to be server side. Can't be 100%.

#

My production server runs with AMP Application manager.

indigo marlin
#

I'm updating the server on steamcmd. I just figured it did it when I updated it on steam.

chrome rampart
#

oh no you have to update.

indigo marlin
#

That must have been it. Thanks a million. I'll test in a few.\

#

I'll grab AMP also thanks for the info.

gritty vortex
#

On Windows you can use the tool from soda3x

#

Will be much easier

indigo marlin
fleet girder
gritty vortex
#

Yep empty

fleet girder
gritty vortex
#

Yep

#

Why is your UI Info missing

#

In the action

fleet girder
#

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

indigo marlin
#

Does anybody know how to change the default deployment time? I can change respawn time but not the very first deployment.

oblique hawk
#

Stupidly I had it working before but I've tried backtracking and no luck 🤦

lean scroll
chrome rampart
#

@oblique hawk Right click on the Spawn Logic, and select change class. Then select the MenuSpawnLogic class.

oblique hawk
#

Legend thanks

#

I was already on your page as it happens 😆

chrome rampart
#

oh ok cool.

oblique hawk
#

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

chrome rampart
#

REQUEST:
Change SCR_RespawnSystemComponent in GameModeSF to SCR_MenuSpawnLogic.

indigo marlin
#

what does SCR mean i forgot

#

And the blue vs pink prefabs anybody have some practical insight how they use them?

coral flicker
steel mirage
#

is there any documentation out there for adding voice lines in scenario framework?

indigo marlin
#

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

wild trellis
#
modded enum EEditableEntityLabel
{
  YOUR_FACTION = some number thats not used already,
}
indigo marlin
ebon lynx
indigo marlin
#

Do these prefixes have any function like calling a variable or is it just tag?

chrome rampart
indigo marlin
#

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?

dense rain
#

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 😅

chrome rampart
dense rain
#

Conflict

chrome rampart
#

I see you on my server. I'll pick over there.

dense rain
#

Thank you 🙂

wild trellis
chrome rampart
#

@charred wasp Hi Reaper, have a question for you if you don't mind.

chrome rampart
# charred wasp 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?

charred wasp
#

No, if cinematic ends, the camera will be reset to the player

chrome rampart
#

Very good, thank you.

dense rain
# wild trellis "Ambient patrol system" is what you want to look at.

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 😅

wild trellis
#

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

indigo marlin
#

What is "Player Entity Name" on scr_PlayerController supposed to be?

indigo marlin
dense rain
# wild trellis also, if youre doing pve conflict, youre welcome to use my scenario as s depende...

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 😁

wild trellis
dense rain
wild trellis
#

yeah Id imagine you'd probably have more time to work on it than I would hahah

dense rain
#

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 🥳

severe hollow
#

is it possible to edit object properties of an object spawned inside a slot ?

indigo marlin
#

"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

severe hollow
#

@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?

lean scroll
oblique hawk
#

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.

chrome rampart
indigo marlin
#

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

indigo marlin
#

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

glass niche
chrome rampart
severe hollow
#

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 ❤️

chrome rampart
#

I'm trying to make an intro with cinematic camera. is it like that/

severe hollow
chrome rampart
#

ah ok, like Reapers "Just in time" scenario.

severe hollow
#

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

chrome rampart
#

I would first test your process with any other object like a vehicle. Make sure that spawns first.

severe hollow
chrome rampart
#

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.

severe hollow
#

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!

chrome rampart
#

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.

severe hollow
chrome rampart
#

np

chrome rampart
severe hollow
chrome rampart
#

Let me try something else from the game.

severe hollow
#

No worries. I'll go ask bacon see what he says lol.

chrome rampart
severe hollow
severe hollow
#

🤣

chrome rampart
#

Glad it's working.

severe hollow
#

Thanks for the time! I'll guess i'll just wait for 1.3 to do my mortar stuff lol

chrome rampart
#

Yea I would. You can lose the barrage mod then. It's works great

severe hollow
#

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

indigo marlin
#

What's the difference on ball vs base on ammo prefabs?

severe hollow
glass niche
#

any task will tick the counter. when the counter hits 3 or whatever it can spawn task 4

#

better example pic

severe hollow
severe hollow
#

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

lean scroll
rotund spire
#

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

chrome rampart
indigo marlin
#

Does anybody know where the black screen with FPS and steam version in top right corner comes from? Trying to debug

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Comes when I go to play mode.

severe hollow
chrome rampart
severe hollow
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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?

fleet girder
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Hi guys, do you know a way of wave respawns on radio/point instead of everyone spawning however they want?

lapis marsh
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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

lapis marsh
severe hollow
# lapis marsh Sure I got it by myself after 2 days of wondering and finally begging for help h...

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...

▶ Play video
severe hollow
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What's the name of this thing in the world editor? I can't find it with that name

indigo marlin
chrome rampart
indigo marlin
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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

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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

chrome rampart
indigo marlin
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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.

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RESOURCES (E): Wrong GUID/name for resource @"{6C757BA608C89D35}Configs/Editor/PlaceableEntities/Characters/Characters_USC420.conf" in property "m_sConfig"

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It somehow saved MY prefab over a read only prefab inside the reforger addon package

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I'm assuming it was something to do with git repo and dragging and dropping folders

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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

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Also this

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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

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I'm now uninstalling reforger, server, and tools, and searching for any leftover files and deleting, and then restarting PC

severe hollow
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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!

indigo marlin
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Sweet I have to leave but I will try it when I get home thanks!!

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I just reinstalle everything and it still did it!@

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I'm going to start putting that and things like it into a document And put it online Somewhere

severe hollow
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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?

indigo marlin
severe hollow
indigo marlin
severe hollow
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Thanks. It's driving me crazy lol

lean scroll
# severe hollow how do i add more than one waypoint to a SlotAI? currently all they have is the ...

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...

▶ Play video
lapis marsh
severe hollow
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sorry for the pronunciation english is not my first language. lol

glass niche
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The key difference is that you'll use a player trigger to spawn the ambush, not the dynamic despawn.

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Sorry it's not the best example for your case, but hopefully it can help with spawning the AI.

severe hollow
# glass niche I think I see the problem. Follow this example at Step 7 of the random destroy t...

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!

glass niche
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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

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Probably dynamic despawn could work but I don't think it's the intended use.

glass niche
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Here I think you just need to use the layer name and not the slots. should fix the waypoint issues

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since it's asking for Layer that contains the slots

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oh waypoints can be blank, i think, since it's all in the same layer

severe hollow
# glass niche since it's asking for Layer that contains the slots

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.

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So i guess the problem comes when using the waypoints with the taskdestroy layer in the middle of the mix

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the waypoint ForcedMove at least

glass niche
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ohhh got it. yep I've noticed some tasks are really... delicate 😩

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lots of times i use the basic "layertask > slottask" and use a trigger to change the task state which has been more reliable.

severe hollow
severe hollow
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hey @glass niche do you know if there are any feasible or practical ways to set up hostage rescue missions?

glass niche
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Reaper core has a hostage task module and a ton of other stuff. definitely check it out.

severe hollow
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Will do. thanks!

humble onyx
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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

chrome rampart
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give me a few minutes I'll put out a new waypoint video

chrome rampart
humble onyx
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thanks !!!

chrome rampart
severe hollow
# chrome rampart 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

chrome rampart
severe hollow
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The only waypoint they take is the "get in nearest" but they don't drive

chrome rampart
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This should cover dismounted and mounted.

severe hollow
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Thanks man I'll check it out!
Side question: What's the difference between PlaySound and PlaySound FromEntity?