#enfusion_scenario

1 messages · Page 14 of 1

chrome rampart
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If you are only moving point A to point B just add 2 waypoints to the slotAI.

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@severe hollow I don't see a "PlaySoundFromEntity". Do you mean "PlaySoundOnEntity"?

chrome rampart
# severe hollow yes sorry that's what I meant!

From the SF Wiki....

Play Sound On Entity

This action will play sound on entity position provided by the Getter Attribute

    Getter - Supposed to be any that will return entity (see Getters)
    Sound - String of with the name of the sound
severe hollow
chrome rampart
severe hollow
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Alright thanks. I'll go rewatch your video on getters and actions to have a better understanding on what to put on "getters" to see if I can get that result. Thanks man!

chrome rampart
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Mouse hover on the getter is the best way to determine what getter to use.

severe hollow
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How can I make it so vehicles respawn in their original position when destroyed?

severe hollow
wet tide
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Hello, I am making a "mapping" modification on the Everon map.

I have a friend who wants to share a part of his creations with me too, is it possible to merge the two projects or am I forced to use this "part" as a mod dependency?

(Because I don't see any other way to add these modifications to him, to mine)

torn tendon
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Depends on what you're making and if there's any overlap between the files you're modding/creating

chrome rampart
# wet tide Hello, I am making a "mapping" modification on the Everon map. I have a friend ...

As above depends on what you want to merge. If you can put your layers in one name for you, and the other in a layer named after your friend, then just add either ones layers to the others. Any prefabs and configs etc as long as they are not named the same could copy and pasted into the folder structure.
Either way as long as you retain the original files for both you could just smash them together as see what comes out.

severe hollow
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is there a way to replace the map of a terrain? i just want to make a few edits with photoshop and exchange it for the current one is that possible at all?

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i mean the map that players see when they open their maps

wet tide
severe hollow
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@chrome rampart Am i correct in saying that for a Task Clear to work the enemy HAS to be inside the task clear layer? can't be in a different layer/area?

chrome rampart
chrome rampart
severe hollow
chrome rampart
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Look at the slotkill and see how it does it.

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You may need to setup a slottrigger with the same plugin as the slotkill

severe hollow
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Thanks I'll take a loot at that (Y)

severe hollow
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I can't make AI follow any waypoints when they are set on Activation Type = On_Trigger_Activation. It works fine with On_Init

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Context: I'm on 1.2 and trying to create a QRF type of response (other than the one that comes with the scenario framework)

What i'm doing is that I set a PlayerTriggerSlot and added a "SpawnObject" as an action when a player enters the area. The Object that it spawns is a SlotAI, and all of that works. the AI spawns. But it doesn't follow my Waypoint. I've set a Search&Destroy waypoint but the AI just stays defending. I've put all of this under an area that has Dynamic Despawn activated. And the SlotAI has to have Activation Type = On_Trigger_Activation for it to spawn with the trigger area. All of that works except they don't follow the waypoint. The only follow it if I change Activation type = On_Init but then the AI spawns since the beginning and I don't want that, I want it to spawn on trigger

nimble lance
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Hello all!! Ive come to learn a little bit of the Workbench, ive also leaned to add the mods and everything to a current scenario. However im kinda stuck atm, im attempting to create a PvPvE Conflict Scenario using the PVE Counter Attacker Mod, ive followed the instructions from the github provided by the PVE Counter Attacker Mod, however my issue is that i cannot spawn as rus. I can choose rus and nato as playable factions, however rus has no spawn point and nato doesnt have objective points. Can anyone give me some advice?

nimble lance
indigo marlin
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Early Sunday morning watching the new Blackheart six video is a good time.

chrome rampart
chrome rampart
severe hollow
real gull
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how does one add the gamemaster function to a mission?

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The entire rest of the mission works boots fine QRFs etc etc

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but it wont allow me to load into GM

chrome rampart
vital beacon
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Where do I set global fuel consumption for a scenario? Can't seem to find the component

chrome rampart
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In the scenario framework, you can use the action fuel consumption.

vital beacon
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odd if that doesn't exist somewhere since its a scenario property you can edit in Game Master

cold sleet
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howdie hey :) someone know how to solve it? i think it a faction manager think but cant find it again? 🫣 ideas? thx :)

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and i got a problem with the ai - that has no factions -- but FIA works.. some had a idea for a solution? thx a lot!

chrome rampart
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or possible .conf somewhere related to editor.

chrome rampart
severe hollow
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Is there any way to turn off mission markers?

cold sleet
chrome rampart
chrome rampart
dense rain
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Were is this 😅

frosty elbow
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hI here capture the flag template, working in dedicated server ( in workbench u can see the print for each rpc call but u wont hear sound's event or hint notifications else ur in dedicated ) all features of classic CTF of arma 1-2-3 , spawn no entry protection, custom stam/jump/speed etcc
try it, make it better or use it to make ur own, i hope to see many servers with ctf mode online since was my favorite mode of arma , including warfare ( old benny style )
Enjoy https://drive.google.com/drive/folders/1UtGB9tIGMjfGby0R7IUqvG9rWqF0_Jsm?usp=drive_link

cold sleet
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why googledrive dude? just upload it to the workshop ;)

frosty elbow
misty imp
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any tempplates for solo coop with alot of ai

frosty elbow
wild trellis
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That's a location

severe hollow
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How can i make a slotplayertrigger do an action everytime a player steps in the trigger area? i've tried setting the Entity Left action to "Restore Layer" but it doesn't work for some reason

lean scroll
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Putting the layerreset on the exit action didnt work for me.

severe hollow
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How about setting the restore layer in the in the entity entered action as well? it could be action 1) Whatever you want the trigger to do when a player enters. Action 2) wait and execute and action 3) restore layer. imma try that as well

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alright that didn't work LOL

lean scroll
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Yeah so I set another trigger right next to it, so that trigger reset the default layer of the trigger making the sound (in your case)

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only reason i did that is because when i set the layer reset on the same trigger that is the main trigger, on entity exit, it didnt work like you are saying.

lean scroll
severe hollow
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I just got it to work with the wait and execute as a follow up action on entity entered actions!

lean scroll
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ohh good call. Mind sending me a cap of how that works?

severe hollow
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this is all I had to do on the plugin, but if you are still inside the area when the "wait" countdown is finished it will trigger the action again even if you get out

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So, not perfect.

lean scroll
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Thanks. Can you do another getter to check if a player is in the area still, and delay it?

severe hollow
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kinda new to this. 🤣

lean scroll
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im guessing. im gonna try on my end.

severe hollow
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Question. since I've only been testing these things by myself... the trigger activates once for every player? or just once at all when it's activated by anyone?

lean scroll
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you can set the trigger to be activated by very specific entities like player names or player character in general.

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it's under Activation Presence under SCR_scenarioframeworkplugintriggeer

severe hollow
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Thanks. Also I'm watching a blackheart_six video on plugin trigger and he handles the restore layer differently. He also uses two triggers like you, but the second one shares the area with the first one just a bit bigger. the restore layer trigger is set to restore layer on entity left. Nothing on entity entered

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so im going to try that now see how it goes

lean scroll
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Yeah his vids are my go to as well.

severe hollow
severe hollow
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What exactly is an entity ? I can't get "Play Sound On Entity" to work

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been trying for a while

glass niche
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I couldn't get it to work either. It might have to be an AI? like for dialogue.

severe hollow
chrome rampart
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FYI... The purpose of the larger trigger is to restore the layer at distance when no one is in the area. I believe there is a check box "Activate on Empty" I need to investigate this check box and it's functionality. But it may work that you could restore the layer when no player are in the area.

chrome rampart
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Pro-tip from a non-professional...
Use activation conditions to determine when a entity becomes active.

severe hollow
chrome rampart
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Just another method to trigger stuff.

fleet girder
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I would like to put in my own things

severe hollow
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I want to add loot on some spots, but how do i make it so the loot respawns almost immediately after someone grabs it? so far i can only manage to spawn it every certain time but that's very impractical because it will just duplicate if no one uses it

severe hollow
cold sleet
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howdie! if my scenarios dependency has an upadate? what i have to do? i can´t open my scenarios now.. 😔 meowfacepalm

cold sleet
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check, jeah thx! - good to know - but this was is not :)

wild trellis
vital beacon
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Hey all! Having an issue with group leader markers.

I've duplicated the vanilla GM_Eden scenario to add predefined groups, spawn, and loadouts and the group leader markers are no longer functioning. Any ideas?

chrome rampart
severe hollow
indigo marlin
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Does anybody know where the slot is to put the faction group base prefab? I duplicated it and want to put the new one in the proper place but can't find it. I've seen it before but I can't find it right now. Checked faction manager, Loadout manager, game mode, character prefab and the faction conf files. Not the playable group prefab. And not the AI group prefab.

cold sleet
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You have to read the logs to find out

severe hollow
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the "playsound" on activation has a long delay. How can i fix this? it takes a good 5 seconds but I'd like it to be immediate. is it possible?

chrome rampart
severe hollow
cold sleet
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howdie ya, some maybe know how to add multiple factions to the key list? to avoid blank/white/not active factions?? It is not US; FACTION_RHS_USAF or US, FACTION_RHS_USAF or "US","FACTION_RHS_USAF" - other ideas or solutions? also see that blank factions in other workshops i spy on :) :D thx!

chrome rampart
cold sleet
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good question, not sure, think not.. as an mod or as way of working!? what you mean exactly and gives that a benifit on a conflict scenario? 🫣

severe hollow
chrome rampart
cold sleet
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ah, conflict scenario, not SF! i add the factions now to the CampaignFactionManager and will see or check now if there are still blank / white factions

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always thx for your help dude!!

severe hollow
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@chrome rampart Is there a way to place AI that respawns after a set time after being killed without using triggers in scenario framework? like Ambient AI? in SF I can't seem to find the way to configure those options for Ambient AI

chrome rampart
# cold sleet always thx for your help dude!!

Ok, so I don't know if this is a SF only component or allowable under any mode. You can delete it if it doesn't work But select your faction manager and add SCR_FactionAlias to it. Then setup aliases for the US/RHS USSR/RHS etc.

cold sleet
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alright, thx i will check that way :)

cold sleet
chrome rampart
severe hollow
cold sleet
chrome rampart
cold sleet
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Hiding it - dont makes it inactive for me. :)

cold sleet
unique plover
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i know this is going to be easy but how do i automatically get a vehicle to respawn after the original one has been destroyed? thanks in advance

severe hollow
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Just to confirm—there's no way to copy and paste areas while preserving their reference layers, right? For instance, if an area contains a player trigger that references a layer within it, copying it would require manually adjusting the references to match the new layers. There's no way to duplicate it while keeping the structure intact?

storm notch
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"How can I change the supply costs for spawning a vehicle?"

unique plover
compact cliff
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Hi @chrome rampart. I've some troubles with mounted patrols.
I'm on 1.2 version, with Combat Ops SF on a custom map.
Here is my configuration :

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I tried many options, but in some case the IA don't get in vehicle, in other case, they get in but don't go on waypoint. Could you tell what I missed ? (and so much thanks for your help and wonderful videos and contributions !!!)

chrome rampart
chrome rampart
compact cliff
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See ya on Zimnitrita 😉

elfin crypt
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Does anyone know of a tutorial that shows how to make AI and players fight over a point and once that point is taken it locks and a new point and new spawns open up (locking old spawns as well)?
I'm slowly going through Blackheart Six's videos which are great and trying to piece it together but wondering if there's a specific video/page that I might be missing.

severe hollow
severe hollow
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can i make enemy snipers more effective and deadlier against players at longer ranges by messing with their perception values?

digital creek
chrome rampart
elfin crypt
chrome rampart
elfin crypt
chrome rampart
elfin crypt
wet tide
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Hello everyone, is there a basis for creating a "Capture and Hold" scenario?

Or even a YouTube tutorial?

Because from what I see on the workshop, these are complete mods but no core.

cold sleet
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hey, you could take the original Capture&Hold scenario and build it down to your own version of C&H - and i sure there are tutorials on YT.

wet tide
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I haven't found anything about CaH on YouTube, just conflict.

cold sleet
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found it quick ;)

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for me there is no good and detailed vids or deep documentations about conflict.. if someone have some - with a deep dive into the modules, pls send me :) :D

wet tide
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thanks

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Same here, isn't it possible to unlock a mod layer in the world editor?

I know that in Eden, you can "copy and paste" onto an empty world. However, I want to modify an area of ​​the modded map "Ogami," and the problem is that there's no "empty" map in the mod files.

Does this mean that it's impossible to modify entities that have already been placed and are therefore locked? Or is there a solution? Thanks 🙂

cold sleet
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dude, your youtube must have a bad algorithm^^ all you need i found at first click^^

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In this beginners guide video I take you through the whole process of starting a new project in the Arma Reforger Enfusion Workbench, setting up the folders, creating a "world" from an existing vanilla one (Arland) then copying the entities from the vanilla conflict mode to yours, for editing and customization, then publishing it to the Workshop...

▶ Play video
wet tide
cold sleet
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i simply just helped, thx no thx..

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just google bro^^

wet tide
cold sleet
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no problem - you welcome^^

wet tide
cold sleet
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criticizing could help you google it before asking it^^

wet tide
cold sleet
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like i said you are welcome^^

wet tide
wet tide
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Same here, isn't it possible to unlock a mod layer in the world editor?

I know that in Eden, you can "copy and paste" onto an empty world. However, I want to modify an area of ​​the modded map "Ogami," and the problem is that there's no "empty" map in the mod files.

Does this mean that it's impossible to modify entities that have already been placed and are therefore locked? Or is there a solution? Thanks

cold sleet
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stupid, the solutions is above^^

wet tide
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If someone smarter than the guy who answers me off the mark while criticizing, that would be great 😄

severe hollow
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Is it possible to make a trigger area height smaller? because when players are flying around in a helicopter they are activating triggers I only want to trigger when they are on the ground lol. Not sure if this is possible at all?

compact cliff
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@ocean charm I think someone here needs your attention

severe hollow
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can anyone help? i'm using Scenario Framework to create a mission but the arsenal is empty. Why does this happen? I can use the bacon to load saved loadouts but there's nothing inside the actual arsenal

chrome rampart
chrome rampart
severe hollow
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when i test it in the workbench i can see all the vanilla guns and gear but they are greyed out, not sure how to disable the supply cost

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but in the actual game the box is empty. i do have a few mods loaded. guns, gear etc

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Well, actually, in the actual game the arsenal is not empty. it has all the vanilla gear and the modded gear in the arsenal but they are locked behind a supply cost. they don't show up in the bacon loadout editor though that's my main concern

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nevermind seems like it's fixed. Just realized the arsenal was guns only. i've changed it

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i'm stupid like that

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🤣

severe hollow
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The SlotExtraction is supposed to have a countdown feature but i can't find it. My SlotExtraction looks exactly the same as the SlotMoveTo. How is this supposed to work?

verbal jasper
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Hey guys! Is it possible to put a custom scenario on Nitrado so crossplay with ps5 would work? I saw some community servers using custom scenarios this way, and I have one ready to go but cannot figure out how to do it, thanks

wild trellis
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Ps can't use mods yet so no (custom scenario = mod)

gritty vortex
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What folks mean when they say this is not actually custom scenarios, just people changing names of existing ones in the server browser via mission header

wild trellis
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Hahah sounds like console DayZ "modding"

verbal jasper
severe hollow
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is the basic scenario framework mode built with a radio chat manager to talk with my friends in multiplayer?

chrome rampart
wet tide
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Same here, isn't it possible to unlock a mod layer in the world editor?

I know that in Eden, you can "copy and paste" onto an empty world. However, I want to modify an area of ​​the modded map "Ogami," and the problem is that there's no "empty" map in the mod files.

Does this mean that it's impossible to modify entities that have already been placed and are therefore locked? Or is there a solution? Thanks

severe hollow
severe hollow
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any idea why the AI won't follow the SlotWaypoint? trying to do a defend task. I'm following your vid @chrome rampart but can't make the AI move for some reason. it's very frustrating meowsweats

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also i realize this isn't exactly how you organized it in your vid but i couldn't make it work that way either so this is what i tried

summer nimbus
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How can I set this so there's a 50% chance you spawn as a variant of this loadout? I don't know what number the probability is out of

cold sleet
severe hollow
severe hollow
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What's the best waypoint to set for the AI to drive to a destination and remain in the vehicle, actively defending with the mounted gun?

severe hollow
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Any ideas why the task defend completes even if I lose? i set it up to give me an end mission screen upon failure but it says task complete even if it fails

chrome rampart
chrome rampart
severe hollow
chrome rampart
uncut socket
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Is there any tutorials anywhere how to edit capture points in vanilla? I could not find...

chrome rampart
# uncut socket Is there any tutorials anywhere how to edit capture points in vanilla? I could n...
severe hollow
severe hollow
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awesome thanks. earlier I searched "supplies" in the search bar and got nothing. thank you!!

chrome rampart
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Search doesn't work on field entries. Just fields. Resource is the name for supplies.

severe hollow
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How do you remember all this stuff? haha

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the defend task must be one of the most complicated tasks i've set up but made it work. lol

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Now the problem will be copying the same structure to create more of the same task

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there are a lot of layers and slots that need to be pointing to a specific thing 😂

chrome rampart
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Not counting experimental tools

storm notch
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Moin ich habe ne Frage wie kann ich in einem Conflict Szennario die Kosten für Autos und Helipad und co. Geändert?

Ich weiß ich nicht üblich jemanden fremden zu helfen aber ich brauche echt Hilfe 😅

Danke für die Hilfe. Selbst wenn ich keine Hilfe bekomme trotzdem danke für die Zeit die du genommen hast das durchzulesen.

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————————-

Hi, I have a question. How can I change the costs for cars, the helipad, and so on in a conflict scenario?

I know it’s not common to help a stranger, but I really need assistance 😅

Thank you for your help. Even if I don’t receive any help, I still appreciate the time you took to read this.

high geyser
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New here, is there a way to view the map such as the in-game map whilst in the workbench editor to reference position and just see the map without going into the game VM and opening it as a player?

severe hollow
chrome rampart
chrome rampart
high geyser
severe hollow
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Where can I find the file of the map the players see? And is it possible to edit it and replace it?

severe hollow
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Is there a way to copy and paste an area, layer, or slot to another part of the map while preserving its internal structure? Specifically, I want triggers to automatically update their references to the newly generated names (e.g., 'playertrigger1' becomes 'playertrigger2,' and all linked components point to 'playertrigger2' accordingly). When I copy and paste directly, the internal references remain unchanged, which makes it tedious to manually update each component and object property, especially when dealing with numerous layers, slots, and triggers.

lean scroll
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I copy over chunks to make it reasonable. You can copy paste names from the trigger slot where you put in the name of the layer you want triggered. saves a miniscule amount of time.

severe hollow
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bummer. a feature like that would save us an incredible amount of time lol

cold sleet
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hey hey :) i saw on server a object with an arsenal in it - like a metal cabinet or a safe. someone maybe have a tip or a video how to create a object with a arsenal in or it or how to add an arsenal to a object? :) thx in advance. :) greets!

remote nymph
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Does anyone know how to remove the helipad from the build menu in conflict? I'm currently making an urban focused conflict mode and I don't want helicopters involved in the game. Thank you:)

wild trellis
remote nymph
severe hollow
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how do you change the faction of your character when playing from camera? i always get a russian character

lean scroll
severe hollow
wild trellis
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I would try defend waypoint with the radius contained within the building

severe hollow
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what does error "system failure" means? it happens when I try to play my scenario on the actual game. did i do something wrong? the weird thing is that I can play just fine inside the workbench haha

severe hollow
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Nothing works. I can't fix it I'm losing my mind meowsweats

lean scroll
severe hollow
unique plover
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hello, im in the middle of creating a Scenario, at the min i have one randomly selected location from three, once completed it will give you one new location from a different three, works perfect, but i was wondering if i put all the locations into one pool can i remove the previous selected location so i dont get duplicated locations?? thanks in advance

oblique hawk
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How are people handling mission logistics for MP scenarios? I'm trying to figure out the best way to organically resupply players. In A3 this would typically be a system where we use ACE to load a crate into a heli or vehicle

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Does such a system for prebuilt supply crates exist in Reforger?

lean scroll
high geyser
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Are there other channels for enfusion here?

Also, what am I missing for my objectives not being able to be captured in testing?

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Is there a guide or resource for building just basic PVP scenario on other sub-world based maps?

whole raptor
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Is it possible somehow to add the ability to build with the construction truck of the conflict mode to a scenario framework mission?

chrome rampart
chrome rampart
chrome rampart
# high geyser Is there a guide or resource for building just basic PVP scenario on other sub-w...

TMP_Tactical has a pretty good youtube channel covering gamemode campaign (PvP).
https://youtube.com/@tpmtactical?si=Rc71RqpofYV7Oz7k

chrome rampart
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You need to add the components to be able to use build mode. Hopefully some day they add the ability to use build mode in scenario framework.

whole raptor
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already tried it. "Start Building" action doesn't show up. If i spawn the costruction truck via GM i've the action, but when i place down an object i can't build it. @chrome rampart

unique plover
unique plover
chrome rampart
whole raptor
eager crest
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Hello, I'm new to Arma reforger, so to speak, and I've just started to figure it out.
I couldn't find any answers to these questions on the Internet:

  1. How to implement subtitles in a Scenario (screenshot 1)
  2. How to implement hints (screenshots 2)
  3. Is it possible to insert custom music and character voice acting, as in Arma 3?
    Thanks for attention.
torn tendon
severe hollow
high geyser
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I’m trying to figure out how to remove the “command tent” from a campaign military base used. Like the bases from a PVP scenario but either another object or it’s just an invisible object like the managers. TIA

chrome rampart
chrome rampart
severe hollow
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hey @chrome rampart i was watching your video on the task defend, and noticed you mentioned that the Eariler Evaluation was broken before and that they fixed it now, but I can't make that work. When I check that box I complete the task as soon as it becomes available. do you know if it's broken again? if not I might be doing something wrong

chrome rampart
severe hollow
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Ah, no. I'm working with the stable version. That explains it then!

chrome rampart
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Maybe. We'll have to see. Since that video was made it's been updated. Hopefully it still works.

severe hollow
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1.3 can't come soon enough. lots of interesting things there

severe hollow
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so my workaround has been to leave one single AI soldier to just spawn ther from the beginning

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but was wondering if there's something I can do to get rid of him?

chrome rampart
severe hollow
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ah yeah, my bad, I meant the task clear!!

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task clear is my pre-task

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but I want the enemies from the task clear to appear when triggered only

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but I run into the problem I mentioned

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haha

chrome rampart
severe hollow
chrome rampart
#

We need a tool that will find all duplicate names, and rename them. Or a more robust copy and paste. I have over 50 duplicates again.

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Search your console log for "Duplicate"

floral perch
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Alright, I'm stumped. I made a new terrain, I have all the plants, buildings, etc. put where I want them. I made a couple of Ambient Spawn points. The AI spawns correctly.

However, waypoints don't work and if I go into GameMaster mode while doing the test and spawn AI, they refuse to move.

I origionally thought it was the navmesh, but I doubt that is the issue now since I've even started from scratch (flat world) and they still refuse to move. Any ideas would be helpful.

severe hollow
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How can I prompt an end mission upon a player's death?

hollow snow
severe hollow
hollow snow
severe hollow
chrome rampart
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Try this on the slot of the task. I set this up on a slotPlayertrigger covering the whole island. @severe hollow

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Uncheck "Activate on empty" if you change the radius. That was for testing purposes.

severe hollow
severe hollow
severe hollow
silk sigil
chrome rampart
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This allows you to use building mode in scenario framework.

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Hopefully they will build this into the game mode in the future so we can advantage of the logistic and supply system.

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I am sure there are some other items I missed that needs to be thought of.

silk sigil
severe hollow
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question: is there a way to get rid of the "x mission available" that pops up at the beginning of a match?

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i have a lot of missions available and it's very annoying because it shows me one notification for each one lol

chrome rampart
severe hollow
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I'll experiment to see if I can turn them off

chrome rampart
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Yea start with the .layouts. Or look in the SF action for PopUp Notification might lead you in the right direction. I was able to move the campaign timer popup for the defend task to the right side of the screen by editing a .layout. So it's got to be in one of those.

silk sigil
severe hollow
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Instead of a standard QRF I'm using a task defend. they have to defend the captured base against many waves of enemies and they will use vehicles, tanks, mortars etc

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there's a 10 minute timer to defend. if they fail, it's game over they have to start again. lol

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what update rate do you use for triggers? do you just leave it at 1?

chrome rampart
silk sigil
silk sigil
chrome rampart
#

FEEDBACK:
V1.3.0.102
Missing SCR_ScenarioFrameworkWaypoint_DefendSmall from the Waypoint classes.

silk sigil
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I have tried the building system in SF with the components copy. It works now.

severe hollow
#

Good day all ! I'm wondering if there's a way to temporarily hide or disable certain layers during gameplay. I know layers can be deleted, but is there a method to bring them back afterward? Perhaps using a trigger to restore a deleted layer? Though I'm unsure if that would work since the deleted layer may no longer exist. 🤔

chrome rampart
severe hollow
# chrome rampart <@1025471940380602399> It is my understanding when you use the action delete ent...

I'm having trouble getting this to work. Here's what I'm trying to achieve:

I'm creating a scenario where players must capture and defend bases. The map is filled with ambient AI for added immersion. However, when a defend task is triggered, a large number of AI spawn in waves, so I don't want the ambient AI to remain active during that time.

Each defend task is always preceded by a "clear area" task. My idea was to attach a "delete entity" action to the completion of the clear area task, which would remove all ambient AI (and potentially other AI from the other bases too). The narrative excuse is that "the enemy is reorganizing to launch an attack on the base we're defending," but of course the real reason is to reduce server load. With multiple players potentially spread across the map, I don't want ambient AI spawning everywhere. I want the focus on the defend task since it already involves a lot of AI.

After deleting the AI layer when the clear task finishes, I intended to restore the layer once the defend task is complete so everything returns to normal. Unfortunately, this approach doesn't seem to work. once the AI layer is deleted, the "restore layer to default" command doesn't seem to bring it back.

severe hollow
#

uh I guess that explains it

chrome rampart
severe hollow
#

I'm using dynamic despawn instead of using triggers because it's easier to replicate on other parts of the map. you think it would work if I disable dynamic despawn and use triggers instead?

chrome rampart
#

might need time to process.

severe hollow
chrome rampart
#

much easier than us going back and forth with text.

severe hollow
chrome rampart
#

@severe hollow Is that what you are trying to accomplish?

#

basically. You might have to work the defend task and sequencing.

jovial snow
#

How to add gm to a map?

crisp rain
# jovial snow How to add gm to a map?

I get you want an answer to your question but please just pick a channel and send the question once. If someone knows they'll respond when they see it.

severe hollow
compact sundial
#

Looking to wonder what config do I add to have global chat work? Any one know

lean scroll
compact sundial
#

Okay perfect and do I create the conflict scenario on top of the GM mode ? As a new sub layer in order to be able to use GM mode via admin login?

lean scroll
#

you'd probably just make a conflict then gamemaster when it's setup. chat entity will allow you to login as admin/gamemaster

compact sundial
#

It won’t let me pull in scripted chat entity it is telling me my project is read only but I own it?

#

@somber girder

severe hollow
#

Does anyone have recommendations for a map with vast open terrains and minimal urban areas or towns?

compact sundial
#

Clearly never heard of the Ukraine 🤣

compact sundial
severe hollow
#

Or do you mean the Zarichne map?

#

in that case I already have that one, it's really great 👌

compact sundial
#

@severe hollow Use Rostov love that map

#

You will to it has a quarry and everything also @cinder dock version scenario has a castle style gauntlet capture in the middle also

compact sundial
severe hollow
#

Downloading. Thank you both.

chrome rampart
severe hollow
outer mesa
compact sundial
#

Does anyone know how to make MOB constant visibility to both teams?

silk sigil
#

hey guys, is it supported to use CAH area together with regular SF area?

chrome rampart
severe hollow
#

anyone knows why I'm getting this? all of my taks work correctly when I play, so I'm not sure what this is. It says it's a clear area task but all of my task clear work correctly so not sure what's the issue.

severe hollow
#

In the experimental branch, there's a single-player mission where, at a certain point, you need to either turn on your radio or change the frequency—I'm not entirely sure which. However, once you do, it triggers another event. Is it possible to replicate this using the Scenario Framework?

dense rain
#

Im working on a map for PvE scenario for fun and I ran into an issue. Whenever I load into the game to test it while in the toolkit, I try to use the map and it wont load. The character just looks at the map and nothing pops up or when I am in the Faction selection menu, there's no map. I found the map file, but its labeled. with _GM.edds and _GM.topo. When I load the maps default Conflict and default GM mode, it the in game map works. But not in my scenario. Any possible fixes? I attached a photo as well. Second photo is the error I am getting 😦

chrome rampart
#

Should be HIGHLY possible given...

severe hollow
severe hollow
chrome rampart
#

Very cool

cold sleet
#

jeah totally, also saw it on experimental, great idea from BI :)

indigo marlin
#

I have created a fresh faction from scratch. How do I get them to shoot back when they are shot at? Where should I start, is that tasks?

#

And can I set enemy factions? I know you can set friendly ones but didn't see enemy.

severe hollow
indigo marlin
#

Would lack of navmesh stop them from firing ?

severe hollow
#

I think it can be a factor yes. The whole SCR AI World has to be set up correctly

indigo marlin
#

kk ty

severe hollow
#

Is there anyway to make GM Persisten Loadouts work on a ScenarioFramework world?

lean scroll
#

Im Trying to Publish An Edit to Combat Ops Everon And It works and everything but in the Workshop there's no Scenario to load? What Have I done wrong? I am Fairly new to this all 😦

lean scroll
lean scroll
chrome rampart
#

And that is the games mission header.

severe hollow
#

why are there no spawn points available when I test in the world editor but they appear when I play on the actual game?

#

Also how can I make an AI group respawn only after the've died? is there an easy way around that?

cold sleet
severe hollow
indigo marlin
#

I had something that was working in the editor but not working when I published.

hollow snow
hollow snow
hollow snow
# indigo marlin I had something that was working in the editor but not working when I published.

Sry i havent got The solution there on faultfinding that one only to add that i had a similar thing with spawnpoints ironically that i had renamed or tried a couple of different things as when scenario played on server the spawnpoints sometimes revert to to being numbered like the hideout locations in combat- ops mabye on session restart i need to dig further so id like any pointers there if anyone could? (Gamemode SF)

stoic ginkgo
#

Is this possible to not import all part of a mod ? I wanted to edit a modded prefab for Faction Character, but it still loads and uses the one form the mod and not the one I specified in FactionManager

#

Ok I guess should use override instead of duplicate, my bad

indigo marlin
stoic ginkgo
#

they cause a lot of errors

indigo marlin
stoic ginkgo
indigo marlin
hollow snow
# stoic ginkgo they cause a lot of errors

There was a clash with RHS and combat ops scenario early on one thing errors were tied to the posters/garbage/destroyed vics in the gameworld i think thats il i know thats not too say thats no longer a problem though if anyone has anymore more info? as thats the only reason i havent tried unfortunately it so far

severe hollow
#

Hi any idea why players can't use the machine guns in the machine gun nests? i'm placing them using scenario framework like Area/Layer/Slot. The AI can use them but players can't for some reason

#

nevermind it fixed itself lol

wild trellis
#

#arma

indigo marlin
#

If anybody is getting the 2 SCRAIWorlds message when you only have 1, I figured out why. It's because the scraiworld prefab is open in workbench.

gaunt acorn
#

I'm having same issue Andeerock is having. Im making my own terrair, i've had AI working before. I redid my navmesh and put into the SCR_AI_WORLD and my AI isn't working in my Gamemaster subscene of my own map. Once randomly they worked, but would only move a little bit. But right now they won't move, shoot, wiggle, anything. They don't even lay flat on the terrain.

severe hollow
#

Does anyone know of any maps that are longer and narrower, similar to Everon, rather than the more square-shaped ones like Arland?

severe hollow
raw bone
#

Please!
Is it possible to make a trigger only if we are spotted?

terse blade
#

I'm gonna be building my scenario today, no clue what I'm doing. I want to use some very basic functions of the conflict game mode, but reworking like 90% of it. Would it be easier to start from scratch and implement the supplies features and what not, or to load the scenario as a conflict map then get rid of most of it?

chrome rampart
#

SCENARIO FRAMEWORK FEATURE REQUEST:
Generate a random position within an Area.et
This would give us the ability to have something similar to "Enemy Occupation System". Selecting a checkbox or drop down "Spawn on random position".

severe hollow
compact sundial
#

Hey any idea on what component I need to add in order to get in game radios to work?

soft crown
#

trying to make custom default loadouts for a mission by overriding and/or duplicating and renaming some of the base blufor character prefabs, when i go in game the loadout works fine but the icons are all messed up in the inventory and in the arsenal. For example in the screenshot jungle boots are shown as BDU pants, the BDU pants are shown as what i assume is the icon for some vest. I've seen them be represented by individual pouch icons, canteens, etc. Anyone seen this before? is there another step to get custom loadout prefabs working without breaking the inventory/arsenal? this is happening without changing any of the actual gear in BaseLoadoutManager, just pointing the loadout manager to the new prefab. problem goes away if i delete the prefab and use the base prefabs instead

severe hollow
#

When using Scenario Framework is there a way to keep completed missions completed upon server restarts? just like how in conflict it saves your progress ?

terse blade
#

So, this tutorial I'm following is telling me I should have 2 NavmeshWorldComponents green, and 1 greyed out.
However, I have all 3 green. Should I concern myself with this?

severe hollow
terse blade
severe hollow
#

Yeah i wouldn't follow old tutorials, this thing changes fundamental things every update lol

terse blade
#

It's from before AI could drive or fly it says. So I assume it's something to do with that. I know I'm supposed to assign two of their Navmesh Files to "CTI_Campaign_Eden"? I assume those are the two "NavmeshWorld" ones, not "ChimeraNavmeshWorld"?

#

And fair, is there a more up to date resource you know of?

severe hollow
#

The other two are for Soldiers and Lowres

severe hollow
terse blade
severe hollow
#

(AI can't fly yet btw)

terse blade
#

All good

#

I just want something similar to conflict. But I only want one base to generate supplies, and I want all the points to automatically have their given facilities(hospitals, mechanics, etc.)
Eventually I'd also like to find a way to emulate AI pushback, and have them take back points

severe hollow
#

In todays first lesson I will be showing you guys how to create a world so you can start placing objects and managers down. Next video, Managers.

VOD Channel........➤ https://www.youtube.com/channel/UCVuawq92LVHsusFfHDAdUBA
Twitch........➤ https://www.twitch.tv/svenmartin
Merch........➤ https://www.etsy.com/shop/TrashHouseDesign
Discord...........

▶ Play video
#

he goes in depth about how to create a conflict scenario.

severe hollow
terse blade
#

so, finally taking the time to learn to make it myself

gaunt acorn
#

@indigo marlin I'm not sure how much of an idiot i am...I may have found the AI issue, however I'm not sure what fixed it. So apparently in gamemaster you have to hit PLAY!!! I never did GM, always did scenarios.l The only thing I changed was my navmesh generator LOWRES box keeps giving me 315 but soldier and bt is 671. I changed my lowres generator numbers to match soldier and btr at 671, saved it, tested, then realized i had to hit play. not sure, but it worked this time.

indigo marlin
#

P

severe hollow
#

How do i spawn as USAF (from Status Quo)? I only see two different spawnpoint prefabs but when I want to spawn there are no spawnpoints available

somber trellis
#

How can I add workshop mods to my scenario? I want to make an scenario y world editor and I dont know how to do it in a custom map and how to use props from other mods

pure saddle
#

Is it possible in Scenario Frameworks to place down a structure [the outline] "ready to be built", but waiting on the Supplies?

chrome rampart
chrome rampart
#

or

Create a new scenario and add them right at the start.

or

Directly edit the addon.gproj file.

indigo marlin
#

You should name your youtube channel LayerSlotTask haha

somber trellis
somber trellis
#

Now it is working, thanks

chrome rampart
#

LOL

#

Cool

somber trellis
#

Yesterday I tried in the same way at first but I couldnt seem the folders of the mods, dont know why

chrome rampart
#

Add them to the project launcher, yes?

somber trellis
#

I have also added yesterday

#

Maybe I was tired and I had a little mistake

#

Can I destroy in someway things from the map like houses or trees?

chrome rampart
pure saddle
chrome rampart
pure saddle
# chrome rampart Begins with FRB (Free Roam Building)

Thanks, was more looking for the Radio Relay, but it doesn't seem to be in there anyway.

I just tried spawning them straight into the World though, and the Perimeter of Stakes shows in Game, but no function to build. [I only see the Stakes in Edit Mode as well].

chrome rampart
terse blade
#

so, making my conflict scenario, there's 4 factions. 3 labeled SCR_CampaignFaction, and one just labeled SCR_Faction. What is the difference? Is the last one not taking part in the local fight? Like civilian faction or something?

#

Also, I have tried to place my HQ on top of a modded aircraft carrier model. However, it only makes the HQ in the water. Is there something I'm doing wrong? Do I need to specify in the config stuff somewhere what y to spawn it on? I remember having tons of trouble with this in Arma 3, but idk where to begin with this editor

indigo marlin
#

what layer is the carrier on

#

Very likely a layer issue

chrome rampart
terse blade
chrome rampart
terse blade
chrome rampart
#

I always hated having this really cool LHD but you couldn't use it as a base of ops because you couldn't spawn on it.

#

I really don't see why if BI is going to make islands for worlds then give us a ship to deploy from. That would be the most realistic, reasonable start point in an operation.

severe hollow
#

Is it possible to send a message only to the player who activates a trigger, rather than broadcasting it to all players?

I'm trying to create a basic containment zone using triggers but I'm unsure how to implement it. I want to set up two triggers:

When a player leaves the first trigger, they receive a private message like "You should not be going this way."

If they proceed past the second trigger, they should die.

This effect should apply only to the triggering player and remain invisible to others. Is this achievable?

hollow snow
severe hollow
brisk mortar
#

Hello, I have a problem adjusting the radio range when I place an antenna, the range is always too high even if I set the transmitting range to 1. Do you have a solution please?

chrome rampart
severe hollow
#

is there anyway to hide a layer in the workbench? i can turn off the little eye icon but it doesn't seem to do anything. what i want is to hide everything in that layer or area so that I can see better other things i'm placing in the same spot

hollow snow
lean scroll
# chrome rampart https://youtu.be/uagROsiOlgE

Hey man, I watched this vid and my entity build browser is now empty. I built most of my mod (scenario Framework) before trying this so I probably left a part out, but figured I'd ask.
At one point I was trying to put other objects in the build mode, not just basic conflict stuff, but something borked. Now no matter if I started over with your instructions, nothing shows up.

unborn pendant
chrome rampart
lean scroll
chrome rampart
lean scroll
#

ok

summer nimbus
#

How would I disable supply generation at HQ in Conflict?

lean scroll
summer nimbus
#

Would I just delete it?

lean scroll
#

No i would set it the multiplier to 0. see if that works.

summer nimbus
#

Sounds good, I'll try that out

summer nimbus
terse blade
#

I'm guessing it's not good that my LoadoutManager_Base_2 is greyed out? Any common reasons why it is? It doesn't seem like it's functioning.

lean scroll
terse blade
lean scroll
terse blade
#

okay good to hear. Then my respawns are scuffed for some other reason.
Figured that had nothing to do with it, just trynna figure stuff out though. God I miss A3 editor

lean scroll
#

Check respawn components in Gamemode

#

I never modded in A3 but feels like a ton of people are fumbling around, veteran and newbie.

terse blade
#

ngl, I think I mostly just miss being allowed to commission this stuff. The new ui to learn, plus no commissions, leaves my unit waiting around for a good while to get back into ops. Just a shame.

#

But I'm learning. Slowly. Gonna have something playable soon. Then it's just doing that over the whole map.

lean scroll
#

Nice man. Good luck. Hopefully people will have more answers for you.

terse blade
#

so, if I'm using scenario framework, how difficult would it be for me to drag in the systems necessary for a supply network from conflict for instance?

lean scroll
terse blade
lean scroll
#

There's a lot of youtube vids about that since it's the main gametype. If you go into workbench and do plugins>gamemode you can choose conflict and see what it's all about. Would be way easier than trying to build from ground up and copying stuff over.

chrome rampart
somber trellis
#

In world edititor can I modify the terrain of a map like Everon, I haven seen in dead Everon mod, craters and some reamins of a crashed helicopters that apparently modify the terrain to it

severe hollow
#

When I use triggers to spawn AI, my game experiences slight stuttering. However, this doesn't happen when AI spawns via the Dynamic Despawn trigger. What could be causing this?

severe hollow
#

How can I set a specific weather for my scenario in the workbench?

indigo marlin
#

Anybody know where to set the playablegroup prefab i want to use ?

void marlin
# severe hollow How can I set a specific weather for my scenario in the workbench?

You could override the original weather system and chop and change what you like.

Although I didn't get it to work 100%.

I removed the clear preset and made it only cloudy/overcast/Rainy.

And tried to make the weather change every 4 hours this didn't work.

If you need more info or a step by step guide let me know I will help you.

#

There is a few ways you can change weather.

glass niche
#

I haven't been able to figure out how to change the date. I don't think anyone actually knows 😛

#

time and weather manager seems buggy

void marlin
severe hollow
void marlin
glass niche
#

I can see where you're meant to change that stuff, but since it's in the base layer then it's locked. Options are greyed out.

void marlin
void marlin
glass niche
#

I did some searching before and somebody asks about that every couple of weeks, haven't found an answer.

void marlin
void marlin
severe hollow
severe hollow
#

I can't find it

void marlin
severe hollow
void marlin
glass niche
#

In this case here, the time and weather manager is a unique "instance" with some overriden values already so overriding the basic prefab has no effect.

void marlin
#

Override that entity to your mod folder and then you can change those settings

glass niche
#

Doesn't the entity instance overrides then revert it back to 1989 in the mission?

indigo marlin
#

I think you probably want to duplicate it instead of override it so it will change

#

And you will need persistence also if you wanted to save for more than one game session

void marlin
glass niche
#

really I'm just trying to control the moon phase. If there's no way to set the date then I'll have to look into modding the actual moon config or whatever 😩

void marlin
#

You can change month and day dates in your gamemode entity or your mission header.

Do you know if the moonphases are true to real world ?

indigo marlin
glass niche
#

well the issue is there's already a prefab on the map. but it's locked as part of the base layer.

indigo marlin
#

Oh yeah can't use those Maps really

#

There's one guy on here that says he's going to be releasing his map with a raw version also with none of that crap on it. But most of the guys leave it in there because they're just making it for their own mod

misty imp
#

is there a simple way to set a factions vehicles, armoury and etc to include all

chrome rampart
severe hollow
#

Is there a way to make AI groups respawn after being killed using the Scenario Framework? The only method I've found so far is setting a restore layer to a default trigger, but that doesn't work for what I need.

I want to set up AI that moves and attacks my base in "waves." I know I can configure respawns to happen at set time intervals, but that's not ideal. Instead, I want the next wave to spawn only after the previous wave has been completely eliminated—this would help conserve resources significantly. However, I haven't been able to find a way to achieve this. Any ideas?

jovial snow
#

How do I setup game master on my map

wild moth
jovial snow
#

Thanks

misty imp
indigo marlin
#

Anybody here know why I would be gettting these messages on a faction setup from scratch? I have all of the entity catalogs setup and the main faction conf setup referencing them but it still says they don't exist..

#

SCRIPT (W): 'SCR_Faction' trying to get entity list of type 'GROUP' but there is no catalog with that type for faction 'Survivor'
SCRIPT (W): 'SCR_Faction' trying to get entity list of type 'CHARACTER' but there is no catalog with that type for faction 'Survivor'
SCRIPT (W): 'SCR_Faction' trying to get entity list of type 'VEHICLE' but there is no catalog with that type for faction 'Survivor'
SCRIPT (W): 'SCR_Faction' trying to get entity list of type 'WEAPONS_TRIPOD' but there is no catalog with that type for faction 'Survivor'

chrome rampart
indigo marlin
#

Everything else I duplicated base prefabs not US prefabs

#

and duplicated US.config for my survivor faction

chrome rampart
#

ok

chrome rampart
indigo marlin
#

Cool yeah I imagine it's just one or 2 little things somewhere.

chrome rampart
#

yea they are good but they jump around a lot too.

indigo marlin
#

I didn't override or duplicate opfor or blufor maybe something to do with that. Going back through it now ty

terse blade
#

I've set up a basic conflict gamemode, got all my managers laid out and everything, but I for the life of me cannot get spawns to function.
Every time I test the map it just tells me no spawns are available, and my base won't show on map. I've tried turning back so many changes, I am back to the defaults basically.
I have an absolutely default gamemodecampaign manager, and the only changes I've made to the ConflictMilitaryBase is checking "Can Be HQ", making "Is Source" for CoverageRadioComponent, and marking faction affiliation as US. Is there something I need to do that I'm missing? I have tried doing this from a brand new map with no success.
I was able to get a spawn there by manually changing the bases respawn to US earlier, but I still had no tent. I could hear the tent, but I could walk through where it should have spawned, and could see no tent.

chrome rampart
#

Unfortunately, I don't know much about this game mode to help.

terse blade
chrome rampart
#

I find scenario framework MUCH more robust then this crappy campaign gamemode. J/K! Its a JOKE!

#

Seriously depends on what you are trying to do. PvP, campaign. PvE, Scenario Framework.

#

I may have to dabble in it just to educate myself in it's ways.

terse blade
#

yeah, with the limitations of editing their prefabs for bases and such, I keep feeling like starting with SF again. I just miss the A3 editor, I keep making a million little mistakes in this, and I feel as though I'm progressing backwards a lot of the time. As I discover how to do one thing, I forget about another that I have to do for setup. So when I restart, I end up breaking systems I previously had working.

chrome rampart
#

I have 8000 hours in A3. I don't miss it. Enfusion workbench works great. There are no limitations to editing prefabs that I have found. None. So what's the problem?

terse blade
#

idk honestly haha, I tried duplicating and making my own conflict military bases for a while, didn't go quite how I wanted. So I tried to just edit a little about the main prefab, just change settings in a few components, now I can't get respawns to work. And I had them working fine before I tried to dupe it. Really not sure what I did at this point. I think I'm gonna have to try to start from a fresh map a second time. Where I'll probably try SF again.
And yeah, the depth of the enfusion workbench is amazing. But in my position, the increase in the learning curve is a massive hit to user friendliness, and all I really need is to make one scenario map.

indigo marlin
#

Do you think me replacing us and ussr in this file is ok instead of adding to them? And do you know if the number next to it needs to be plugged in anywhere else or match up?

chrome rampart
#

True. I started on zero second. It does take time to get used to. I was lost and thankfully to those youtubers who put out those first videos, it got me going in the right direction. You will too.

If you are going to do a PvE mission then yes go with SF. It's built for that. The wiki has come a long ways, and it's getting better every update. My next challenge is getting into scripting. I was just getting SQF down, and they HAD to release arma reforger! Bastards!

severe hollow
#

Hey @chrome rampart Do you think it's possible to set up a trigger that activates when an AI group is eliminated, causing them to respawn? I saw the setup you shared for ending the mission when a player dies and thought I could adapt it for AI, but I'm unsure how to go about it.

Instead of using "Player" for activation presence, I tried selecting "Specific_Prefab_Name" and assigning the AI group I want to respawn, but that didn’t seem to work.

For activation conditions, I set it to "Restore Layer to Default," hoping it would make the entire AI group respawn once they were all dead, but I couldn’t get it to work.

Do you think this is possible? If so, I might keep experimenting.

chrome rampart
severe hollow
#

Alright I got it to almost work using "Any Player" for the activation presence. The problem is they all respawn (it restores the layer to default) when I kill just one of them instead of the whole group.

indigo marlin
#

@chrome rampart do you happen to know where to change the dominant hand for a weapon to left hand?

bold sleet
#

Ah there we go. I assumed the “done reading” message was the acceptance message when I first joined, some servers are like that.

chrome rampart
terse blade
# chrome rampart IDK. I'll play around with it.

So this sounds silly to ask, but how do I edit the entities that the slots spawn?
While editing a conflict military base, I have components to edit for the spawnpoints and such. How can I edit those when they're just "Object[s] To Spawn" in my slot? Do I need to dupe/override and edit the object first or something?

chrome rampart
indigo marlin
chrome rampart
#

Once you override or duplicate a prefab, right click on it, and "Edit Prefab"

terse blade
chrome rampart
#

I override almost all my compositions, vehicles, characters.

#

when I need to edit.

#

As for editing game items, it's pretty much open. As long as you don't monetize it, or take an asset BI created, then claim it as yours. Common sense stuff. They gave us the tools to do it. So I do it.

wild trellis
severe hollow
#

I'm sure there's a way—I just wish it were as simple as dragging and dropping like in campaign mode, lol. I'll have to experiment with multiple triggers, but I’m confident I’ll get it working eventually.

chrome rampart
#

why don't you add the component to the gamemode?

severe hollow
chrome rampart
wild trellis
#

maybe the AmbientPatrolSystem needs to be added somewhere?

severe hollow
#

I added this one. Didn't give me script error but the AI doesn't spawn yet

wild trellis
#

it might be as simple as registering the patrol via script when added? RegisterPatrol(patrol)

severe hollow
wild trellis
#

this is in the OnInit of the AmbientPatrolSystem: ```c
// No need to run updates unless some patrols are actually registered
if (m_aPatrols.IsEmpty())
Enable(false);

severe hollow
#

so basically click the plus sign on "SCRIPT" select OnInIt and paste that there?

wild trellis
#

i think it automatically registers patrols if they are children of a CampaignMilitaryBaseComponent?

indigo marlin
severe hollow
indigo marlin
#

Yeah I'm following this for when I get home I am having issues where my AI don't react or move even when shot. And I think it might have something to do with this because I'm using my own game mode prefab and scenario framework

chrome rampart
#

I just played from camera position and they work. It creates a battle between USSR and FIA.

indigo marlin
#

Might be something in the player controller or the game mode probably the game mode

severe hollow
wild trellis
indigo marlin
#

Thanks but I already checked both of those. Perception is working I checked the debug menu and it shows them scanning all around. Nav mesh I've baked like three times now and put it in the slost on the Scr AI manager

#

They don't even shoot back when shot at.

#

But I built them all from base character up so they don't have all the components that a US character or whatever would have by default

#

One thing I realized is that my faction configuration files are not inherited from us.config or ussr.config they are just from a base class. Not sure if that would cause any issues

wild trellis
#

there are settings in faction manager to determine friendly factions, maybe they consider everyone friendly?

indigo marlin
#

I meant not inherited from Opfor.config of blufof.config

#

I didn't add any friendly factions on them. There's nowhere to set enemies though LOL just friend

#

As far as I know so far at least

#

Yeah it very well might be something with that I will look into that part more

#

My other thought was maybe something with the task system because I haven't got that set up properly yet.

#

Do they need a default task to defend themselves or something I don't know

#

Anyway yeah thanks I'll dig into it more when I'm home

chrome rampart
severe hollow
# chrome rampart within combat ops.

Okay. I looked through the components and didn't see anything different from what I have. i noticed they don't use area/layer/slot for ambientAI in combat ops if I recall correctly. They were also on Dynamic Despawn i think.

chrome rampart
#

the ambient component is not part of the scenario framework. Only components found in the scenarioframework folder are used by SF.

indigo marlin
#

Does that mean it can't be used with it or it just isn't there by default

#

Or we don't know

severe hollow
#

Not sure if I'm missing something but the ambientAI in combat ops seems to be regular AI set to Dynamic Despawn and not true ambient AI. there are some ambient AI prefabs in there but they are only waypoints as far as can see?

chrome rampart
#

It can be used. That said, some components that are not part of the scenario framework may require components added to the gamemode to work. For example the depots require building mode components.

chrome rampart
#

May need a higher authority (BI) to weigh in here about these ambient patrol spawn points and their use.

severe hollow
indigo marlin
#

They are in certain channels like the specific role they have. One in terrain channel, one in animation channel, one in scripting channel i think

#

One in blender tools channel

severe hollow
#

Got it. Looks like we’ll have to figure it out on our own, lol. I’ll keep experimenting and see what I come up with.

indigo marlin
#

Ok I disabled navmesh streaming and the navmesh showed up but ai still don't react. Ruled something out at least.

indigo marlin
#

Debug says 10 ai are active

chrome rampart
indigo marlin
#

I think I need to setup this component

#

I am the smartest man alive!

#

I also changed this to rifle since they have a rifle.

#

They are moving now. Haven't shot back yet though.

indigo marlin
#

They avoid vehicles also now.

severe hollow
#

Any idea what this error is? happens when I try to request a vehicle using the vehicle maintenance depot. I have everything set up the right way according a blackheart_six video as far as I can tell

severe hollow
#

I've followed all the steps again on a fresh world and the error keeps showing up. I can ignore it and everything works but just wondering what this is all about lol

chrome rampart
indigo marlin
#

Ok my AI weren't reacting because I just had them dragged into the scene. Now I've set them up with area layer slot to spawn per the SF framework setup guide and they are functioning properly.

#

rtfm moment

#

Now if i could just figure out why my mission headers won't read. Recreated it like 5 times and still getting this when I start server
2025-03-27 06:20:30: RESOURCES : GetResourceObject @"{F52212CD91E6300B}../Missions/Arma4Life_TestWorld.conf"
2025-03-27 06:20:30: RESOURCES (E): Failed to open
2025-03-27 06:20:30: RESOURCES (E): MissionHeader::ReadMissionHeader cannot load the resource '../Missions/Arma4Life_TestWorld.conf'!

severe hollow
indigo marlin
chrome rampart
indigo marlin
#

No screenshot in there yet I don't think. I'll try.

#

Oh nevermind that's in the publish area I don't have one. And I'm thinking you were asking for a screenshot now lol

#

Publishing now to test

#

1.3 Update just dropped

terse blade
#

If anybody knows how to enable the deploy menu in SF, would appreciate being pointed in the right direction.

chrome rampart
terse blade
indigo marlin
#

Alright got my AI shooting at each other now just need to get them to shoot at me.

#

Still getting this error, but gotta head out for the day pretty soon.

#

Scenario loads in fine though without server.

chrome rampart
#

That I believe is a sequencing error. It looks for the mission header, then continues to load, and then finds it. If it loads good and no issues, disregard.

indigo marlin
#

It continued and downloaded the mods, and then gives this.

#

2025-03-27 08:21:08: BACKEND : Loading dedicated server config.
2025-03-27 08:21:08: RESOURCES : GetResourceObject @"{F52212CD91E6300B}../Missions/Arma4Life_TestWorld.conf"
2025-03-27 08:21:08: RESOURCES (E): Failed to open
2025-03-27 08:21:08: RESOURCES (E): MissionHeader::ReadMissionHeader cannot load the resource '../Missions/Arma4Life_TestWorld.conf'!
2025-03-27 08:21:08: ENGINE (E): Unable to initialize the game
2025-03-27 08:21:08: RESOURCES (E): ==== Resource leaks ====
2025-03-27 08:21:08: RESOURCES (E): ui/fonts/robotomono_msdf_28.edds 1
2025-03-27 08:21:08: RESOURCES : ResourceDB: loading cache (id=0 name=ArmaReforger path=./addons/data/resourceDatabase.rdb)
2025-03-27 08:21:08: RESOURCES : ResourceDB: loading cache (id=1 name=core path=./addons/core/resourceDatabase.rdb)
2025-03-27 08:21:08: RESOURCES : ResourceDB: loading cache (id=2 name=profile path=D:\saves\profile/resourceDatabase.rdb)
2025-03-27 08:21:08: RESOURCES : ResourceDB: loading cache (id=3 name=logs path=D:\saves\logs\logs_2025-03-27_08-19-01/resourceDatabase.rdb)
2025-03-27 08:21:08: ENGINE : GameProject load
2025-03-27 08:21:08: ENGINE : Loaded addons:
2025-03-27 08:21:08: ENGINE : gproj: './addons/core/core.gproj' guid: '5614BBCCBB55ED1C'
2025-03-27 08:21:08: ENGINE : gproj: './addons/data/ArmaReforger.gproj' guid: '58D0FB3206B6F859'
2025-03-27 08:21:08: GUI : Using default language (en_us)
2025-03-27 08:21:08: GUI : Loading 'en_us' localization file.
2025-03-27 08:21:08: INIT : INIT : Loading StringTable
2025-03-27 08:21:08: PROFILING : Loading StringTable took: 38.396800 ms
2025-03-27 08:21:08: SCRIPT : SCRIPT : Compiling GameLib scripts
2025-03-27 08:21:08: SCRIPT : Module: GameLib; loaded 353x files; 540x classes; used 505/2097 kB (24%) of static memory; defines: "PLATFORM_WINDOWS,ENF_ENABLE_VHC_OVERRIDE,ENF_ENABLE_RPLCOMPONENT_IN_GAMECODE"; CRC32: b20babea
2025-03-27 08:21:08: PROFILING : Compiling GameLib scripts took: 41.891000 ms
2025-03-27 08:21:08: SCRIPT : SCRIPT : Compiling Game scripts
2025-03-27 08:21:08: SCRIPT : Module: Game; loaded 4715x files; 9496x classes; used 20916/41943 kB (49%) of static memory; defines: "PLATFORM_WINDOWS,ENF_ENABLE_VHC_OVERRIDE,ENF_ENABLE_RPLCOMPONENT_IN_GAMECODE,ENABLE_BASE_DESTRUCTION,BUDGET_OPTIMIZATION_CHECKS,DEBUG,RESPAWN_TIMER_COMPONENT_DEBUG,DEBUG_CONFIGURABLE_DIALOGS,DISABLE_WEAPON_SWITCHING,SCRIPTED_AIM_MODIFIER_DEBUG"; CRC32: 71f1250d
2025-03-27 08:21:08: PROFILING : Compiling Game scripts took: 3406.194500 ms
2025-03-27 08:21:08: INIT : Creating game instance(ArmaReforgerScripted), version 1.3.0.130 built 2025-03-21 20:56:24 UTC.
2025-03-27 08:21:08: BACKEND : Loading dedicated server config.
2025-03-27 08:21:08: BACKEND : Server config loaded.
2025-03-27 08:21:08: BACKEND : JSON Schema Validation:
2025-03-27 08:21:08: BACKEND : JSON is Valid
2025-03-27 08:21:08: ENGINE : Game successfully created.
2025-03-27 08:21:08: ENGINE : Game destroyed.
2025-03-27 08:21:08: RPL : Pip::Destroy

#

But I'm doing more stuff than just scenario framework so could be something totally diff

#

Oh sht

#

thats the wrong scenario ID, in the midst of everything I missed it. Changing now

#

Still not working but it got further and gave this error that it also gives when I play in the actual game. a 1.3 thing I need to fix

#

Oh thats everon life component. I removed it need to remove a reference I guess.

chrome rampart
unborn pendant
#

Today is a very special day for us.
We are venturing into the waters of the Enfusion engine for the first time and releasing our very first project for Arma Reforger. However… Those of you who count yourselves among the veterans who remember the release of Arma 3 already know what this is about.

Project Rookie is the first remake in the 22-year history of Sarge Studio. It is both a test and proof that even within the Enfusion engine and the Arma Reforger environment, it is possible to create single-player scenarios based on atmosphere and storytelling.

For those of you hearing about it for the first time, know that it is a short narrative experience, not unlike a brief student film. You will enjoy it best alone, in the evening, in a dark room.

The Sarge Studio team wishes you an enjoyable experience.

https://reforger.armaplatform.com/workshop/609AA6352F6F7C5A-Rookie

Arma Reforger

A short atmospheric scenario.

bitter verge
#

@wild trellis ANY idea why my second base now shows up like this when unused since your update

severe hollow
#

hey @chrome rampart any idea why all compositions I try to place using the construction truck appear red so I can't place them? using SF

wild trellis
#

I've not even had time to start my own servers back up just yet either.

chrome rampart
#

works for me. Turns red for invalid position.

severe hollow
#

I am spawning the truck via the vehicle depot so I assume the set up is right?

chrome rampart
#

Try creating a new scenario, open the world editor and open the BI GM scenario and try it in there.

chrome rampart
#

Does your game mode look like this?

#

Just tested spawn a const. truck from the vehicle depot and building with it. No prob.
Mods enabled?

severe hollow
# chrome rampart

Eh it USED to look like that. Now checking it doesn't. it looks empty. but the SCR_CompBuild thing I saved on a folder was from a different scenario that I am using as a dependency and just overrid it

#

I have fixed it but I am about to test.

#

thank you

#

Note to self: apparently I have to do this process everytime I create a new scenario I thought I could just use the file from a different scenario by overriding it

chrome rampart
#

Yes you have to drag it from the gamemodeCampaign to a unlocked folder then to gamemodeSF. Yes because it needs to register it.

severe hollow
pure saddle
# unborn pendant Today is a very special day for us. We are venturing into the waters of the Enfu...

Good to hear more people interested in Single Player Content. As much as I enjoy the Multiplayer side of it, I do enjoy my Single Player stories.

It is what kind of pushed me to try and get into this stuff. I know absolutely nothing about it, never watched any Video's on it previously, or knew how things were really done, so I started dabbling.

So far been doing it for a Month, and this is part of what I am doing. Audio is pretty terrible, as is the "script" lol, pretty lame, but I'm enjoying learning all this stuff and creating a functioning scene.

https://www.youtube.com/watch?v=gY3iDHQkHjk

#

Anyone know how to get past this? Since update.

distant basalt
pure saddle
#

HCA is a Mod required for vPad, so it's not really something "placed" in the world. Trying to open unticking the Mod also still provides the same issue.

How would I permanently remove the Mod? I can't get into anything except the Workbench.

distant basalt
#

Ah if it's a dependency of another mod all you can really do is wait for an update, or add your own overrides to fix it

#

I think I ran into problems when I tried using the vPad mod in 1.2 as well, kinda seems that mod is in a pretty WIP state so personally I'm just gonna wait for it to mature a bit before trying it again

pure saddle
bitter verge
#

it doesn't need to be a mod scripts will do the same

distant basalt
#

I do eventually really want a tablet/smartphone in my mod though so when I get around to looking into it more if the author hasn't released any updates / there aren't any good alternatives by then I might look into making a sub-mod of vPad with overrides to fix any issues running it in 1.3

void marlin
#

I'm constantly getting this error after 1.3 update when I'm trying to open my scenario in workbench

Exception: Access violation. Illegal read by 0x7ff6f45289e0 at 0x4c8

is there an explanation to what is wrong ?

pure saddle
#

Yeah I'm still having issues with mine also, similar errors. I've even tried backing it up and deleting most of what I did, and I still get the errors and crashes after 2 seconds of loading

chrome rampart
nova onyx
#

And since official changelog lacks certain mentions, here are all the changes for ScenarioFramework 1.3.130 update:
Scenario Framework
Added: Artillery Support waypoint
Added: Attribute finish trigger on being empty.
Added: Attribute 'Pass Spawned Entity' for Plugin Spawn Point
Added: Change Time and Change Weather actions
Added: Change User Action Visibility action during runtime
Added: Character In Vehicle Condition
Added: Dynamic Despawn for Layers that are managed by Areas
Added: Entity Name Filter for Triggers
Added: Failed Actions for Action Based on Conditions
Added: Get Top Parent getter
Added: 'On cinematic ends' Action
Added: Set Faction to CAH Area and Add Score to CAH Faction actions
Added: Support for Faction Aliases to Actions and Triggers
Changed: Custom Trigger Conditions now support Logic operators
Changed: Waypoint Completion Radius attribute unified to use Slider widget
Fixed: Randomized scenario starting time in a given range didn't work
Fixed: Attack/Support Attack objectives don't finish on servers
Fixed: Civilians are disrupting Dominance Trigger calculations
Fixed: FPS continuously drain down
Fixed: Hierarchy order is not the same in-game as it is in World Editor sorted by name
Fixed: Layer Tasks with ON_TASK_INIT were despawned when Dynamic Despawn was not active for their Parent Area when they shouldn't
Fixed: ON_INIT activation type not initializing layers
Fixed: Repeated spawn for AI units was not assigning waypoints properly
Fixed: Task Move sometimes not working when spawned in runtime

chrome rampart
#

I was wondering about that. I only saw the cinematic action.

#

TY

#

More to follow... Activation Conditions are giving me issues.

chrome rampart
#

Ahhhhh yes. If this is what I think it is.

Fixed: Civilians are disrupting Dominance Trigger calculations
nova onyx
#

And you can configure it per trigger to blacklist specific faction from these calculations in case you would need it 😅

pure saddle
#

I take it they have changed a lot on AI Driving? That seems to be the issue with constant crashing I boiled my problems down to.

chrome rampart
chrome rampart
chrome rampart
#

Perfect!

#

Pro-tip from a non-professional...
There was an issue in which if civilians were in the triggerdominance radius, and were friendly to USSR, you had to kill the civilians to finish the clear task. So now just check the "Ignore Faction Keys" and enter the faction to ignore.

pure saddle
hollow snow
pure saddle
severe hollow
#

Is it possible to have an objective that moves, allowing players to see its position update in real time on the map?

glass niche
golden forge
pure saddle
#

Standard Armed M10 25 and Maxi will work, MERDC version will also crash.

void marlin
#

How do I switch on the music radio from mission start? I want to make FIA base that is more lively with radio playing in the background.

round token
#

I made an conflict scenario where i moved some points and removed 3 points but my server wont start with it

RESOURCES : GetResourceObject @"{B73ABEC4062F1A83}Missions/Arma-Deutsch-EveronV1.conf"
RESOURCES (E): Failed to open
RESOURCES (E): MissionHeader::ReadMissionHeader cannot load the resource 'Missions/Arma-Deutsch-EveronV1.conf'!
BACKEND (W): CrossPlatform: PlayStation does not support addons. Server will allow only Xbox platform.
ENGINE : Game successfully created.

RESOURCES : GetResourceObject @"{B73ABEC4062F1A83}Missions/Arma-Deutsch-EveronV1.conf"
RESOURCES (E): Failed to open
RESOURCES (E): MissionHeader::ReadMissionHeader cannot load the resource 'Missions/Arma-Deutsch-EveronV1.conf'!
ENGINE (E): Unable to read the mission header '{B73ABEC4062F1A83}Missions/Arma-Deutsch-EveronV1.conf'
ENGINE (E): Unable to initialize the game
ENGINE : Game destroyed.

severe hollow
#

Is there a way to disable respawn for players already in a match but still enable it for players joining the server?

oblique hawk
#

How can I find the scenario id for use in dedicated service config? ^ I think I'm having a similar issue to above btw

severe hollow
severe hollow
#

so i'd start there.

round token
#

i will try it thanks

hollow snow
severe hollow
hollow snow
severe hollow
round token
hollow snow
hollow snow
severe hollow
#

Hey @chrome rampart I was trying out your Military Operations scenario and it's really nice! I have one question: Do you have a tutorial for setting up a custom loading screen like you? looks great!

wild moth
severe hollow
severe hollow
#

is there any way to make some vehicles locked for players in the workbench? for example, I want to add tanks to my scenario, but I don't want players using them by stealing them from AI.

indigo marlin
#

Is there any debug gizmo or way to visualize the radius on things like this?

silk sigil
#

can different Ai groups or repeat spe AI groups share the layer of waypoints?

silk sigil
severe hollow
chrome quiver
#

Does anyone have a scenario ID that changes the points on Everon, like removing St. Philippe base or adjusting purple points? Or perhaps a way to increase the number of capture points needed to win? If you have this scenario ID, please share. Any guidance is appreciated.

chrome rampart
chrome rampart
# severe hollow is there any way to make some vehicles locked for players in the workbench? for ...

https://youtu.be/DCV49_ZqaJk?si=4mwleW9j_GMHVnPo

You might be able to manipulate this. Maybe use on player spawn or lock the vehicle and make it something no player can have in their inventory.

Scenario Framework | Plugin OnInventoryChange
In this video I demonstrate how to use an object to unlock and lock a vehicle.
The following items are used:
Plugin: OnInventoryChange
Getter: GetSpawnedEntity
Action(s):
Lock Or Unlock Vehicle
Count Inventory Items and Execute Action

▶ Play video
silk sigil
hollow snow
hollow snow
# chrome rampart OH! LOL! Ok. I'll look at that. I don't think I've seen that. I used lot's a AI ...

Ok i may have found a solution by process of elimination for me anyway.(Its not the show stopper cycleWp in the same layer something else).So for me it was only the UAZ469base.et which i had Overridden in the last game build.I deleted the slotai and slot vic for my patrol redone both the getin and cycle waypoints reloaded game scripts and restarted application as a good habit to do and i have it working all good mounted pkm patrol all good does not crash when Ai attempt to enter vehicle i hope this helps others just something to try as other people had various vehicles causing that crash

lean scroll
#

What does "Vic" mean?

chrome rampart
lean scroll
#

thanks

chrome rampart
#

Vic = Victor = vehicle

severe hollow
#

I remember watching a video where someone explained how to create a "map selector" screen that appears after the end mission screen, but I can't seem to find it now. Is it possible to replicate this using SF?

frank island
#

How to let players change FOV in game, is it locked in my scenario

pure saddle
pure saddle
#

Even starting a new World I still get crashes when AI enter Vehicles

daring quest
#

How could I make it so when a player leaves a trigger area it'll restore a layer but only if no other players are also in that trigger area?

severe hollow
daring quest
#

I was testing with another player, when they left and I was in it, it still reset the layer

severe hollow
#

alright then no idea i'm sure other people with more knowledge will chime in

glass niche
#

Try this checkbox here.

severe hollow
#

Hey @chrome rampart I set up a defend task using earlier evaluation and it completed as soon as it started. I assumed this was fixed? or did I do something wrong?
edit: actually I'm failing the task instead of completing it lol. Not sure why. But it happens immediately after the countdown timer starts.

frank island
#

How to let players change FOV in game, is it locked in my scenario

silk sigil
chrome rampart
chrome rampart
chrome rampart
marble swift
#

does someone knows where to fint west and east everon conflict scenario ids? the ones added in 1.3

chrome rampart
#
Campaign Scenarios v1.3
--------------------------------------------------
{C700DB41F0C546E1}Missions/23_Campaign_NorthCentral.conf (Conflict - Northern Everon)
{28802845ADA64D52}Missions/23_Campaign_SWCoast.conf (Conflict - Southern Everon)
{94992A3D7CE4FF8A}Missions/23_Campaign_Western.conf (Conflict - Western Everon)
{FDE33AFE2ED7875B}Missions/23_Campaign_Montignac.conf (Conflict - Montignac)
{ECC61978EDCC2B5A}Missions/23_Campaign.conf (Conflict - Everon)
{C41618FD18E9D714}Missions/23_Campaign_Arland.conf (Conflict - Arland)
chrome rampart
#
Capture and Hold Scenarios v1.3
--------------------------------------------------
{3F2E005F43DBD2F8}Missions/CAH_Briars_Coast.conf (Capture & Hold - Briars )
{F1A1BEA67132113E}Missions/CAH_Castle.conf (Capture & Hold - Montfort Castle)
{589945FB9FA7B97D}Missions/CAH_Concrete_Plant.conf (Capture & Hold - Concrete Plant)
{9405201CBD22A30C}Missions/CAH_Factory.conf (Capture & Hold - Almara Factory)
{1CD06B409C6FAE56}Missions/CAH_Forest.conf (Capture & Hold - Simon's Wood)
{7C491B1FCC0FF0E1}Missions/CAH_LeMoule.conf (Capture & Hold - Le Moule)
{6EA2E454519E5869}Missions/CAH_Military_Base.conf (Capture & Hold - Camp Blake)
{2B4183DF23E88249}Missions/CAH_Morton.conf (Capture & Hold - Morton)
severe hollow
marsh lantern
#

What gamemode is going to be best suited for more of a open world freeroam server?

I already have a running pve server. But looking to make something more based on exploration/freeroam based with Ai where players can build stuff

cobalt coral
#

So i just uploaded my Map (Alpiner Wald - WIP) and when i try to join it on my nitrado server it says on the multiplayerlist: TODO:scenarioName. IDK what i did wrong here pls help me!

chrome rampart
#

The AI are outside the defend trigger, early completion is checked, and it does not complete when I am the only in the trigger area.

chrome rampart
cobalt coral
#

yeah

chrome rampart
#

Did you setup the config.json correctly with the scenario ID?

marsh lantern
chrome rampart
cobalt coral
#

how do i get a navmesh

indigo marlin
round token
#

Hey, is there anyone here who is familiar with creating a custom scenario for Vanilla or Crossplay on PS5?

round token
severe hollow
chrome rampart
#

Area must be set to "On_Init" activation AFAIK.

stuck hill
#

Hello, I'd like to know if this is the right place to ask how to change the city names of a faction and also the ranks. I change everything, save it, but when I launch the game, it goes back to the original settings. Can someone help me?

severe hollow
chrome rampart
severe hollow
#

Can I use dynamic despawn on a layer but not the area though?

#

I tried it earlier today and didn't seem to work

#

But then again maybe I didn't set it up correctly

chrome rampart
#

Haven't played around with DD on layers yet. I think you have to check it on the area.

#

to use it in the layer.

severe hollow
#

I'm going through all this issues because I want to have everything in a single layer in the hierarchy lol. That way is easier to copy and past on other maps without having to change between maps constantly

chrome rampart
#

Oh no. You can put it in a single "World Layer" called default. But a single SF layer?

severe hollow
chrome rampart
#

Yea you can do that.

#

BI does it.

severe hollow
#

The only problem is with dynamic despawn. Since I cant nest areas inside areas and I can't set layers to DD it's annoying. I'll guess I'll just use another world layer for my DD stuff.

chrome rampart
#

I've got nothing in my DD world layer for my tutorials. I can look at that.

severe hollow
#

That'd be cool if it helps you to make content but if it's annoying don't worry I appreciate your help you've given here. 🍻

chrome rampart
#

NP. I have to cover it.

chrome rampart
severe hollow
chrome rampart
eternal kelp
#

How can I make it so admins on my conflict server are always max rank?

chrome rampart
eternal kelp
#

I have not, wasn't aware this was even a thing. Only seen Bacons admin stuff

#

Appreciate it

wet tide
#

Hello everyone, since the 1.3 update, my server has been broken, so I decided to wait a few days and update all my mods.

My server has about 100 mods.

The problem is that when I launch it, at the very end it crashes and won't start. At the beginning of the logs, they say that loading all the mods failed, but they don't specify any specific errors or tell me which mods are "broken."

So I don't understand how my server is crashing and if it's a mod that's causing the problem, or even know which one.

Does anyone have any ideas, please?

severe hollow
wet tide
severe hollow
wet tide
wet tide
severe hollow
dreamy flame
# wet tide none of that

I believe there is an issue with disable game master budgets at the minute, bacon is aware. Might see an error for something do with it in your logs but try disable it and see how you get on

mossy mantle
#

Hi guys! Hint who knows, can't install radio one, requires two people. How do I change it to one? Where do I look?

eternal kelp
#

These are basically entirely ace mods, is ace busted currently or am I just not doing something correctly? This is the log for a server I'm trying to host for my community.

pure saddle
eternal kelp
severe hollow
#

@chrome rampart hey man do you know why I'm getting this error?
It happens on a second Task Defend and it makes me fail the task even if I'm inside the area and no enemies have arrived there. It's weird because I have this task set exactly the same as the first one and the first one works well.

#

It seems this error occurs precisely when the second wave is supposed to spawn. As soon as the second wave spawns, I instantly fail the task and get this error. I'm not sure what's causing it. My setup for this is identical to my first defend task, which works perfectly.

I've also ensured the AI is properly snapped to the ground, but that hasn't resolved the issue. Any ideas?

chrome rampart
chrome rampart
chrome rampart
chrome rampart
mossy mantle
chrome rampart
mossy mantle
cold radish
severe hollow
wild trellis
eternal kelp
eternal kelp
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Is there anyway to disable/quickly change the new rank requirements for items?

severe hollow
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SCRIPT (E): Virtual Machine Exception

Reason: Can't delete instance (of class: 'SCR_ScenarioFrameworkSystem') with 1 references

Anyone knows what this is and how to fix it?

balmy furnace
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Hello everyone,
I’ m would like to modify the conflict everon that we got with the game , put some more bases
I ve heard that we can change it and play on it with PlayStation as long as you stay with standard modification.
My question is where can I find the folder that I can modify
Somewhere on my server host?
How would it be named?
I m searching for hours now..
Thanks you all for you attention and help

indigo marlin
#

You have to make one there is a template at the bottom of that page

#

I'm not sure if that's what you were asking

#

But that is how you allow PlayStation clients to connect

balmy furnace
#

Thanks but not exactly
I would like to have the scenario files or folder of conflict everon
That way I can open it with enfusion add some capture point save it and upload it on my server.
It should be ok for PS5 …

wet tide
#
  • Hello, I can no longer spawn entities, props, vehicles, or even units on my server.

I select them, "place them on the ground," but nothing, nothing spawns.

I use Bacon's mod to disable the budget limit.

Does anyone know anything about this problem?

Does anyone have a solution to my problem?

Thanks 🙂

#
  • Also, can you confirm that since the update of Bacon Loadout Editor, all previously saved loadouts have been deleted?
wet tide
#

even after several searches, I can't find the problem 😦

chrome rampart
wet tide
#

I just tried the same scenario with the same mods, solo, no problems.

However, on my GM server, I can't place any units, vehicles, etc.

#

On my dev server, it's the same thing, same problems.

I wonder if it's the bacon budget disabler mod that's causing the problem, because in single player, the bacon mod doesn't work, which would explain why I'm not having any problems in single player.

chrome rampart
#

As I stated, use a vanilla scenario with no mods. Cut the problem in half. Eliminate the server side. Then go after the mods. Any time there is a major update you need to test every mod in SP, Local Host and Dedicated Server.

wet tide
pure saddle
cold radish
pure saddle
lean scroll
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Noticed the same thing yesterday. Wonder if it's something in the update or....

wet tide
#
  • Hello, I can no longer spawn entities, props, vehicles, or even units on my server.

I select them, "place them on the ground," but nothing, nothing spawns.

I use Bacon's mod to disable the budget limit.

Does anyone know anything about this problem?

Does anyone have a solution to my problem?

Thanks 🙂

#
  • Also, can you confirm that since the update of Bacon Loadout Editor, all previously saved loadouts have been deleted?
chrome rampart
chrome rampart
severe hollow
#

ENTITY : SpawnEntityPrefab @"{30ED11AA4F0D41E5}Prefabs/Groups/OPFOR/Group_USSR_FireGroup.et"
ENTITY : Create entity @"ENTITY:4611686018427403910" ('SCR_AIGroup') at <3085.540039 96.899002 4346.577148> @"{30ED11AA4F0D41E5}Prefabs/Groups/OPFOR/Group_USSR_FireGroup.et"
AI (E): No AIWorld is present in the map. Move handlers won't be created.

Why do i get this in the logs? AIWorld is present in the world I've set it up correctly

gritty vortex
#

maybe you have aiworld prefab in the resource browser

severe hollow
#

Anyone knows why doors are all messed up on building prefabs? they open very weirdly.

void marlin
severe hollow
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I'll try to get a pic

#

That's how it looks lol

void marlin
severe hollow
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alternatively I tried to duplicate the prefab and edit it to remove all doors, but when I save the changes and close it all doors are back

#

I'm also getting this in the logs: ENTITY (E): Door action not set for @"ENTITY:1055760" ('GenericEntity') at <9417.439453 45.156071 1688.795044>
16:20:34.765 ENTITY : Create entity @"ENTITY:1104305" ('StaticModelEntity') at <8831.291016 95.934265 2673.487061>

#

not sure if it's related but I assume so

void marlin
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My barracks open fine.

Open Reforger vanilla in workbench and see if the doors are still messed up.

previously I said Shed but I meant Barn, that error is from Barn_E_03_closed, BI has made that "door" a non door object hence why it is giving an error, it was a Door in 1.2

prefab editing is confusing at first, you cant edit Prefabs that call on other Prefabs and except it to change since the original prefab is still being called. you will have to edit the Base or OVERRIDE the prefab and its children in order to edit it.

severe hollow
void marlin
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Prefab editing can be frustrating, remember that children don't change in a parent prefab you will have to edit the child prefab aswell but if they are locked editing is limited.

severe hollow
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Thanks for the help. How do I know which are parents and which are children? taking the military barracks for example.

#

Do I duplicate or override?

#

alright so I'm editing the Base prefab and there are no doors on it. so I assume it's pulling the doors from other prefabs that's what you mean?

#

so I have to go to where those doors are being pulled from and edit that?

void marlin
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Correct !

Building have a furniture prefab and doors/windows which are separate.

What I do is duplicate the base building then copy the doors and windows in, then create my own furniture prefab.

But I would see what is causing your doors to be wonky in the first place as copying doors and windows will inherit the same issue.

#

Red Box is Main Prefab
Blue Box is Windows and Doors
Green is Furniture

Everything under the Red box and has a arrow in the Hierarchy window is being called up using another Prefab

severe hollow
void marlin
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Go into the Reforger Game remove all mods and open Eden GM and test if doors are wonky to see if the base game is ok
or
Open a new world with no mods in workbench to rule out base game.

if the base game is ok, then do a process and elimination to find out what mod is causing door to be wonky

or

find door Prefab and deducted what is causing the offset

#

I assume it is this door

severe hollow
severe hollow
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Hey @chrome rampart do you know if we need to add any components to SF to be able to place functioning building prefabs? all the prefabs I place are broken. When I move them all the forniture stays behid and as mentioned earler all doors are broken too. it's driving me crazy lol

chrome rampart
eternal kelp
severe hollow
#

Hi any ideas how to edit the background music? or how to add a custom background music that plays while in a match?

chrome rampart
eternal kelp
severe hollow
#

How can I make it so a specific vehicle doesn't cost any supplies in the vehicle depot?

#

or alternatively, how do I make it so a vehicle respawn after a player takes it? basically I want to always have a vehicle available at MOB, so if a player takes it another one should respawn to replace it

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by the way I've tried setting up a trigger with restore layer to defaul but that doesn't work for this lol. If I player is driving the car and the layer restores to default it kills the player

severe hollow
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why is my endmission screen defeat showing "US Army has won!" if I am US army? lol

dense rain
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Is there a way to create a trigger in Conflict scenario? Like if someone enters this area, an entity will spawn? I know this is dooable in SF, but wanted to ask if anyone knows a trick 🙂

Update: Nevermind, you can and I figured it out 🥳

severe hollow
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anyone knows what this is? I can't play on my server it gives me a replication Jip Error. Here are the logs:

: rpl::Pip::ProcessNetToGame
05:24:02.793 RPL (E): IReplication::JIPError: Terminating connection. (identity=0x00000002)
05:24:02.795 NETWORK (W): RplAuthBackend::OnFailure called (identity=0x00000002, group=1, reason=8)

chrome rampart
gritty vortex
severe hollow
severe hollow
gritty vortex
#

Ahh bet

severe hollow
chrome rampart
#

It only works when the original is destroyed.

#

I thought there was a distance element to it.

severe hollow
chrome rampart
severe hollow
# chrome rampart Why don't you put a vehicle depot?

I planned to limit the well-armored vehicles to one per spawn while always keeping a standard Humvee available for transport. However, I'm not sure how to restrict what can be spawned at the vehicle depot, especially since some mods add vehicles to the US faction, and I’m not using them as dependencies.

Another idea I had was to set up a vehicle depot with supplies enabled, providing just enough resources to spawn a heavily armored vehicle while keeping the standard Humvee free. But I’m also unsure how to implement that.

chrome rampart
#

If you set the CampaignBuildingBudget to none it makes vehicles 0 cost. At lease in WB. Haven't tested in DS, SP, or LH.

#

It will revert to props for some reason.

#

Might be able to make a custom trait IE StaffCar, and a custom depot to show only that trait.

severe hollow
severe hollow
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@chrome rampart is there a way to make a Task Clear involving civilians? apparently civilians count towards the required friendly forces presence to complete the task which is not good lol

indigo marlin
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Do I need RPL components on area / layer / slots ?

severe hollow
terse blade
#

In scenario framework, Faction Switched Objects don't change like, mid game do they? Basically, I'm asking if Faction Switched Objects rapidly spawn/despawn with faction affiliation changes?

chrome rampart
eternal kelp
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Where would I go to disable a certain vehicle from being able to be spawned in a conflict scenario?

#

My assumption was the same place you'd go to disable things in the arsenal just in the vehicles tab, but I didn't see anything.

terse blade
eternal kelp
chrome rampart
eternal kelp
#

If you're even aware

chrome rampart
chrome rampart
indigo marlin
#

Just found your activation part 1 and 2 videos exactly what I was looking for @chrome rampart

chrome rampart
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I think activation conditions is broken. I can't get them to work at all. Still mucking about with them.

indigo marlin
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Ahh ok good to know. Yeah I haven't been able to get things to work except with OnInit so far

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I asked on the scripting channel where 2 of the main devs hang out. See if they answer.

indigo marlin
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I've got it trying to spawn using the activation layer like on your video

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Log says cant spawn because using 2 activation types instead of 1