#enfusion_scenario
1 messages · Page 14 of 1
@severe hollow I don't see a "PlaySoundFromEntity". Do you mean "PlaySoundOnEntity"?
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
could this help so that the sound will only be heard by those near the entity?
Yea maybe. I haven't tried it so not sure about how it functions in game.
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!
Mouse hover on the getter is the best way to determine what getter to use.
How can I make it so vehicles respawn in their original position when destroyed?
Scenario Framework | Discord Request Respawn Destroy Vehicle
sweeet thank you so much
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)
Depends on what you're making and if there's any overlap between the files you're modding/creating
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.
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?
i mean the map that players see when they open their maps
What I mean is it possible that I use these prefabs, copy and paste them into my mods without having this dependency in my Mod? I have trouble understanding with the translation sorry.
@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?
If you share the raw project yes you can copy and paste.
No they do not have to be nested in the task itself. They can be in another layer. Just make sure you set the faction in the slotclear plugin
Thank you. Is there a way to activate/trigger an action on kill? i thought "On Destroy Event" would work when killing an AI but apparently it doesnt.
Look at the slotkill and see how it does it.
You may need to setup a slottrigger with the same plugin as the slotkill
Thanks I'll take a loot at that (Y)
I can't make AI follow any waypoints when they are set on Activation Type = On_Trigger_Activation. It works fine with On_Init
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
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?
the counter attacks work well, however its causing those issues
Early Sunday morning watching the new Blackheart six video is a good time.
Let me see if I can find a solution.
Trigger:
Use a trigger action of wait and execute with a 1 sec delay, and spawn the LAYER the slotAI is located in. If the slotAI are in with other slotAI, add a layer or move them out to their own layer.
SlotAI:
Set activation type to same as parent.
Layer with SlotAI:
Set activation type to on_triggered_activation.
Appreciate it man. I'll try this today and I'll report back. Thanks!
IT WORKED! thank you so much 
how does one add the gamemaster function to a mission?
The entire rest of the mission works boots fine QRFs etc etc
but it wont allow me to load into GM
You don't unless you are making a gamemode_editor scenario.
To access GM when on a server (local host or dedicated), you have to have admin rights. Scripted chat entity must be present to use commands.
Log in as admin, and press and hold Y.
Where do I set global fuel consumption for a scenario? Can't seem to find the component
fuel consumption I believe is per vehicle. You may be able to add a component to the gamemode. IDK if there is one.
In the scenario framework, you can use the action fuel consumption.
odd if that doesn't exist somewhere since its a scenario property you can edit in Game Master
howdie hey :) someone know how to solve it? i think it a faction manager think but cant find it again? 🫣 ideas? thx :)
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!
Ok. So in that case most likely is the gamemode_editor_full
or possible .conf somewhere related to editor.
what faction manager are you using?
Is there any way to turn off mission markers?
campaignfaction manager, not sure all i place via gm, except FIA is white faction, so it seems like, but they are defind in the manager..
If you haven't edited the faction manager, you could try this... delete it and drop in a factionmanager_editor. Contains all 4 factions.
Edit the tasknewelement.layout and turn off the marker.
Were is this 😅
Thanks!
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
why googledrive dude? just upload it to the workshop ;)
alredy uploaded but is locked the one in workshop, this one is the source file, so anyone can learn make hes own, make it better etcc
any tempplates for solo coop with alot of ai
do you have a GitHub repo
no 😦
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
I couldn't figure it out, but did a work around by making another trigger that activates the defaultlayerreset. Not pretty but it works.
You may also check the the areas/layers and see if they reset or spawn appropriately.
Putting the layerreset on the exit action didnt work for me.
Cool so set up another slotplayertrigger in the same layer but with the restore layer action? how does that work in that case? do i need to go to a different area to trigger that? i assume they can't share the same space? lol
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
alright that didn't work LOL
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)
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.
that makes sense to me, but doesnt work.
I just got it to work with the wait and execute as a follow up action on entity entered actions!
ohh good call. Mind sending me a cap of how that works?
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
So, not perfect.
Thanks. Can you do another getter to check if a player is in the area still, and delay it?
uh, okay i don't know how to do that. lol
kinda new to this. 🤣
im guessing. im gonna try on my end.
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?
you can set the trigger to be activated by very specific entities like player names or player character in general.
it's under Activation Presence under SCR_scenarioframeworkplugintriggeer
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
so im going to try that now see how it goes
Yeah his vids are my go to as well.
This works like a charm
What exactly is an entity ? I can't get "Play Sound On Entity" to work
been trying for a while
I couldn't get it to work either. It might have to be an AI? like for dialogue.
Hmmm. That could be interesting. I'll try that out.
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.
maybe set it to loop
Pro-tip from a non-professional...
Use activation conditions to determine when a entity becomes active.
could you elaborate a bit more? 👉 👈 😅 is this for the trigger thing or for my question about what an entity is supposed to be in "play sound on entity"? lol
This is more about triggering something when a condition is met. If player A is 1 to 100 meters, then spawn object.
Just another method to trigger stuff.
I would like to put in my own things
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
Hint: Weapons Rack
I can make multiple duplicates of the weapons rack and add different weapons to each of them is that what you are implying? 👀
howdie! if my scenarios dependency has an upadate? what i have to do? i can´t open my scenarios now.. 😔 
This might work
check, jeah thx! - good to know - but this was is not :)
You have to read the logs to find out why your scenario won't start now.
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?
"how do i make it so the loot respawns almost immediately after someone grabs it?" Pick up a grenade from the weapons rack (cabinet one) and see the action.
Ha yeah but I meant some very specific loot not just the one from the rack but you gave me a nice idea lol
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.
You have to read the logs to find out
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?
That was my point. Reverse engineer the components to your need.
Ah sorry i was a little slow yesterday. Thank man!
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!
Are you using Scenario Framework?
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? 🫣
basically are you doing a conflict mode or something else?
What gamemode manger is in the scenario? Can only be one.
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
always thx for your help dude!!
@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
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.
alright, thx i will check that way :)
adding it to the factionsmanager faction does not work - they are still white/blank
Not sure on that one. The element has to be built into the component. I can only think of wait and execute and restore to default in conjunction with a plugin/trigger.
alright thanks. it's a bit more work but if it was to be done that way what can we do!
ah - 2 genereal questions first - 1.) if hide a module like the factionManager is it inactive or i have to delete it? - 2.) could add to every module a component? thx !
- Hide it, and start the scenario. It will tell you "No faction available" if it makes it inactive.
- You could add every component to an entity. BUT I don't think that will work. Components are designed to work with a certain entity it is being added to. For example, the factionalias component works only with the faction manager. So I don't think that would be a good idea.
Hiding it - dont makes it inactive for me. :)
that way also does not work. but a good try - thx mate!
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
Scenario Framework | Discord Request Respawn Destroy Vehicle
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?
"How can I change the supply costs for spawning a vehicle?"
thank you
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 :
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 !!!)
I'll get you a screen shot of how I do mine.
@compact cliff
- Check the faction manager
- Override the entity catalog for vehicles and edit there.
- Override the vehicle and edit there.
1 and 2 I am sure of. 3 meh!
Works very well. Thank you so much guy. I owe you several beers. You are a major contributor to the community ❤️
See ya on Zimnitrita 😉
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.
That sounds interesting. I'd like to know as well.
can i make enemy snipers more effective and deadlier against players at longer ranges by messing with their perception values?
yes, there's also skill level in the combat component which affects accuracy
you would override the sharpshooter character prefabs to achieve this
Thanks !
Not sure about the locking part. But overall sounds doable.
- Scenario starts.
- Spawns task, AI, spawn point.
- Player completes clear. Delete spawn points and clean up.
- New task, AI and spawn point.
- Player completes clear.
- Wash, rinse, and repeat.
Yeah that's pretty much it mate. Just not sure how to go about it exactly.
Now starts the fun! Look at the combat ops mission Arland and SF Samples to start. You should be able to piece it together.
I've had a look at the Defend and Target SF samples and set up my own which has helped a little but I'll have a look at combat ops as well.
Look at "Finish Task to Create Task" sample scenario.
ah yes of course, thanks, will do.
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.
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.
I haven't found anything about CaH on YouTube, just conflict.
found it quick ;)
Arma reforger tutorial for custom missions (scenarios), following the bohemia enfusion workbench tutorial from the wiki to help brand new modders step by step. (links below)
Enfusion workbench documentation and resources:
Capture and Hold Text Tutorial: https://community.bistudio.com/wiki/Arma_Reforger:Capture_%26_Hold_Setup
Known Issues: https...
and here text and picture version in BI wiki forum: https://community.bohemia.net/wiki/Arma_Reforger:Capture_%26_Hold_Setup?useskin=darkvector
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
thanks
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 🙂
dude, your youtube must have a bad algorithm^^ all you need i found at first click^^
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...
I simply asked a question expecting an answer, not criticism.
"Helping" people by criticizing them doesn't do much good.
no problem - you welcome^^
Pathetic.
criticizing could help you google it before asking it^^
If I'm just going to respond with the same crap without even thinking about why I asked my question, then I'm simply making fun of people, or simply those who don't necessarily understand.
Given your answers, I think the best thing to do is block you 🙂
like i said you are welcome^^
Pathetic.
And by the way, you'll reread my question correctly next time, that will prevent you from answering off the mark, thanks ^^
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
stupid, the solutions is above^^
If someone smarter than the guy who answers me off the mark while criticizing, that would be great 😄
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?
Would you please stop complaining and spamming the chan ?
@ocean charm I think someone here needs your attention
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
I have requested the ability to apply X/Y/Z to the area/layer/trigger to stop that from happening. Also requested quadrilateral shapes No indication that will be happening in the future.
What entity are you using for arsenal? Have any mods loaded?
thanks I'm using the one named ArsenalBox_US_Weapons_NoAffiliation
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
but in the actual game the box is empty. i do have a few mods loaded. guns, gear etc
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
nevermind seems like it's fixed. Just realized the arsenal was guns only. i've changed it
i'm stupid like that
🤣
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?
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
Ps can't use mods yet so no (custom scenario = mod)
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
Hahah sounds like console DayZ "modding"
oh ok thx! It seems to me that they had changed the control points on the map, but I could be wrong 😅
is the basic scenario framework mode built with a radio chat manager to talk with my friends in multiplayer?
Review the "End Mission" sample mission.
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
Thanks will do!
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 
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
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
found finaly a solution - could not solve it my own - but i just copied the rhs-conflict faction manager and then it worked magicly.. 🙂 
never mind, i forgot to set the navmeshes! 😂 😭 However i did find an issue. I set the AI to respawn every 15 seconds like in your video and they do, but there's always one group that just stays there it doesn't move. the other waves do follow the waypoint, is just one group that doesn't. And this happens with all groups.
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?
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
This is a bug in 1.2 and has been fixed in 1.3.
I think it's in the plugin where you set up the ratios to determine win/lose. I've never messed with those so not sure of the settings.
i don´t see an option in the plugin just in the slotdefend with the OnTaskFailed😭
I checked this. It's in the defend parameters for the task. As for the end mission, you can use a logic counter. Combat Ops Arland uses the logic counter to end the mission. I'm sure you can modify it and point to a specific task.
Is there any tutorials anywhere how to edit capture points in vanilla? I could not find...
Have you been to
https://youtube.com/@tpmtactical?si=0OhuXRzZCqtyLvDC
Hey all, TPM here.
So a bit about myself, I am a single dad, military vet and being playing Arma since Arma 2. Arma 3 is by no means a perfect game, but it is my go to game. Pretty much the only game I play when I am not spending time with family and friends.
Can't wait for Arma 4 and will hopefully bring something different to the Arma Com...
Thanks! Do you know how to disable supplies in general in SF mode? i'd appreciate the help! thanks!
awesome thanks. earlier I searched "supplies" in the search bar and got nothing. thank you!!
Search doesn't work on field entries. Just fields. Resource is the name for supplies.
How do you remember all this stuff? haha
the defend task must be one of the most complicated tasks i've set up but made it work. lol
Now the problem will be copying the same structure to create more of the same task
there are a lot of layers and slots that need to be pointing to a specific thing 😂
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.
————————-
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.
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?
This would be so useful tbh. Not sure if it's possible but I've definitely thought about it lol
I believe you change the costs of items in the entity catalogs or the faction manager and if the doesn't work you can override and edit the item.
not that I am aware of.
Here is a hi-res image that someone posted on steam. I use it when I need to reference the map.
Thanks, I’m actually not building on Everon, which is what prompted me to ask, lol. I appreciate you
Where can I find the file of the map the players see? And is it possible to edit it and replace it?
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.
Dont think so. When copying over map entities it's a nearly insurmountable mess.
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.
bummer. a feature like that would save us an incredible amount of time lol
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!
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:)
Easy, change it's tag in the editable entity component to faction_fia
Awesome thank you gramp!
how do you change the faction of your character when playing from camera? i always get a russian character
with my limited knowledge, I right click delete character, then create the player of the faction you want.
Thanks that should work. Do you know what waypoint works to have AI stay inside houses? I thought "Wait" would work but it doesn't
I would try defend waypoint with the radius contained within the building
Alright thanks
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
Nothing works. I can't fix it I'm losing my mind 
Yes this means there is an issue with the mod project. Take a look at in-workbench error logs. Also how are you playing the scenario in the game? Singleplayer, hosting a server? You should then also look at the error logs there. With very few exceptions I've always found the answer in those logs, even if I had to look up the errors listed.
thanks. found the issue. it was a god damn tent prefab i placed in the world earilier. no idea how that can break things so bad but i removed it and now everything works correctly!!!!
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
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
Does such a system for prebuilt supply crates exist in Reforger?
Dont the details but maybe look at setting a getter to look at what has been played/completed and not offer it again during the session?
Are there other channels for enfusion here?
Also, what am I missing for my objectives not being able to be captured in testing?
Is there a guide or resource for building just basic PVP scenario on other sub-world based maps?
Is it possible somehow to add the ability to build with the construction truck of the conflict mode to a scenario framework mission?
Use delete entity action of the slottask, when "On_Task_Finish".
Yes. Arma Reforger has a complete supply system. Not as nice as R3F's in A3.
Let me advertise this for you...
https://reforger.armaplatform.com/news/boot-camp-supplies-and-logistics
TMP_Tactical has a pretty good youtube channel covering gamemode campaign (PvP).
https://youtube.com/@tpmtactical?si=Rc71RqpofYV7Oz7k
Hey all, TPM here.
So a bit about myself, I am a single dad, military vet and being playing Arma since Arma 2. Arma 3 is by no means a perfect game, but it is my go to game. Pretty much the only game I play when I am not spending time with family and friends.
Can't wait for Arma 4 and will hopefully bring something different to the Arma Com...
This will get you going in the right direction.
Scenario Framework | Vehicle Depot in SF
How to setup the vehicle depots to work properly in scenario framework.
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.
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
i did have a look at this method i couldnt get anything to work, thanks for the advice tho
thanks ill have a mess about with this now
Strange. Because the method I show in the video is the only way I know to get build mode to work. You have to add the components to the gamemodeSF and setup them up correctly to be able to use the building mode.
To use the construction truck in GM or via buildmode you have to fill it with supplies.
You could just disable supplies to start.
I fixed it! Ty! I can use the "US" faction only sadly (probably i've to manually configure it for other faction). The building action for the truck is available for spawned truck only (GM or vehicle maintenance depot). Construction truck prefab is probably missing some components, but i guess it's fine for now. Thank you!
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:
- How to implement subtitles in a Scenario (screenshot 1)
- How to implement hints (screenshots 2)
- Is it possible to insert custom music and character voice acting, as in Arma 3?
Thanks for attention.
If you're copying it often enough could you make it into a prefab? I don't really know the context you're in so idk if it'd work
well basically i'd love to replicate a scenario i did on a map on other maps. would be great if it was just copy/paste and then just adjust the positioning of things but no I need to go layer by layer checking if a trigger points to the right layer, etc. very time consuming lol
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
Interesting thought. I wonder if you could put area's into prefabs. I wonder if you could un-prefab if you wanted to. Hmmmmm me now thinking.
I can give a partial answer for 2. In scenario framework you use the action "Show Hints". As of that tutorial scenario, I've been trying to figure out how they did all that stuff. They have to really great things there, just haven't had time to figure it out.
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
I believe I am working in v1.3. Are you?
Ah, no. I'm working with the stable version. That explains it then!
Maybe. We'll have to see. Since that video was made it's been updated. Hopefully it still works.
1.3 can't come soon enough. lots of interesting things there
do you know if there's a way to set up the task defend but with the AI set to dynamic despawn (or triggered)
The problem I'm seeing is that if there is no AI in the task zone, as soon as I get trigger the AI they automatically win. I guess, since there was no AI in the area the first faction to set foot there wins
so my workaround has been to leave one single AI soldier to just spawn ther from the beginning
but was wondering if there's something I can do to get rid of him?
I normally do defend tasks using a pre-task. So I use a move task, then once the you move to the point, the defend task spawns. Since you occupy the slot radius it runs. Use a wait and execute action.
or
Clear an area, then after clear spawn the defend task.
ah yeah, my bad, I meant the task clear!!
task clear is my pre-task
but I want the enemies from the task clear to appear when triggered only
but I run into the problem I mentioned
haha
Did you add the faction to the plugin, field "Activated by this faction".
Additionally, if civilians are in the slotClear, it can complete the task as well, depending on the friendly relationship setup.
Yes I have that active. these are my settings
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.
Search your console log for "Duplicate"
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.
How can I prompt an end mission upon a player's death?
your gonna use -ondestroyedevent on that entity Player/chrimeracharacter with the action to endmission/scenario or if u talking specific task use the action changetaskstate ( Taskfailed or cancelled)and have the getter pointing to said layertask
Thanks I've already tried trjsr but I don't think dying counts as destroying because i can't make it work. I'll keep experimenting!
sounds like ur not far off,i have a hostage or rescue mission with that play ondestroyed and if he dies its task failed but that is from a slot tbf,prob can from a player too surely?id throw u a shot but im not a my pc hey best of luck man👍
Thanks bro! yeah I can make it work for an NPC by setting it up similar to the TaskKill just can't figure it out for a real player. I'll keep trying! thanks for the help!
Try this on the slot of the task. I set this up on a slotPlayertrigger covering the whole island. @severe hollow
Uncheck "Activate on empty" if you change the radius. That was for testing purposes.
Hey man can you share your set up? I get this message when I spawn the construction truck via maintenance depot. and I can't build anything
huh that's interesting. Thanks! I'll try!
Scenario Framework | Vehicle Depot in SF
How to setup the vehicle depots to work properly in scenario framework.
thanks i actually followed your video and I am able to spawn vehicles from the vehicle maintenance thing it's just the construction truck that doesn't work haha
weird! post your setup!
I suppose it also works for building
This allows you to use building mode in scenario framework.
Hopefully they will build this into the game mode in the future so we can advantage of the logistic and supply system.
I am sure there are some other items I missed that needs to be thought of.
very nice. I want to add some building/vehicle interactions after a clear area task. So players can build/buy cars like what they do in Conflicts. Making the SF task more interesting. I think there is a building provider component under conflicts militarybase prefab also.
will do!
question: is there a way to get rid of the "x mission available" that pops up at the beginning of a match?
i have a lot of missions available and it's very annoying because it shows me one notification for each one lol
IDK the controller for the pop-up notification for the task, but there should be a way to turn it off without impacting other pop-ups.
How many tasks are you starting at the beginning? Do you need to start a lot at once?
around 10. I'm basically creating a conflict match but in SF to add more things so I'm starting out with 10 task clear
I'll experiment to see if I can turn them off
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.
I'm testing some similar thing. I made a mogadish SF mission with clear area task and QRF, so it works like capture points in conflicts. But I used some triggers. Further points tasks will only be valid when players have available tasks finished (like the conflicts mode). So not all 10 tasks are needed at beginning. It will also benefit the server performance
Thanks I'll look into that!
Thanks. I am also using triggers. only the mission marker shows up but no actual AI. only when players are near that base. In this particular case I want to do it like this so that players feel free to capture them in any order they want
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
there's a 10 minute timer to defend. if they fail, it's game over they have to start again. lol
what update rate do you use for triggers? do you just leave it at 1?
I don't think I've ever used the update rate. Just leave it at 1 if triggering more than once.
yeah. I always think about which one is better: spawn all markers at beginning letting players feel free to capture OR spawn them linearly
I use QRF for ambient AI in a area (include at least 1 base), So when they go through the Area and fights AI, the QRF will be called. The base defend is an other thing, and yes I use something similar to defend task.
FEEDBACK:
V1.3.0.102
Missing SCR_ScenarioFrameworkWaypoint_DefendSmall from the Waypoint classes.
I have tried the building system in SF with the components copy. It works now.
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. 🤔
@severe hollow It is my understanding when you use the action delete entity you are not deleting the slot. Use the action restore layer to default to bring it back.
Scenario Framework | Restore Layer to Default (RLtD) #1
Demonstration using the RLtD and creating a dynamic perpetual never ending task rotation.
Thanks I'll try
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.
uh I guess that explains it
How are you spawning the ambient AI?
Just Area/Layer/SlotAI with the Area set to dynamic spawn
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?
one second
@severe hollow https://youtu.be/042L6FAg240 Sorry this was real fast.
Scenario Framework | Delete Entity and Restore It.
How to delete an entity and restore it back.
might need time to process.
Wow thanks man! i was not expecting a whole video lol. Thank you so much for what you do 
much easier than us going back and forth with text.
The video helped a lot. thank you!!
@severe hollow Is that what you are trying to accomplish?
basically. You might have to work the defend task and sequencing.
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.
Yes, but also not quite, let me explain!
Basically, I want to delete a layer upon task finish (task clear) and restore it upon another task finish (task defend) and I can't still make it work. But your video gave me food for thought and it's defintely useful!
Looking to wonder what config do I add to have global chat work? Any one know
Something like scriptedchatentity
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?
I recommend using the workbench plugin i the world editor called game setup(something like that). It will help you add all items need for the gametype you select.
you'd probably just make a conflict then gamemaster when it's setup. chat entity will allow you to login as admin/gamemaster
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
Does anyone have recommendations for a map with vast open terrains and minimal urban areas or towns?
Clearly never heard of the Ukraine 🤣
But Donetsk Oblast region is your best bet
thanks for the recommendation. I can't seem to find that map. This shows up on some scenarios maybe that's why?
Or do you mean the Zarichne map?
in that case I already have that one, it's really great 👌
@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
Downloading. Thank you both.
I believe "Delete Entity" only works on slots, not layers. But someone from BI need to confirm that.
Oh i have no problem deleting layers or even areas, is just bringing them back using a task finish that's the issue haha.
@chrome rampart Hi, can you Tell me how to assign a base to a specific party to the conflict in the Conflict mode. For example, there are 2 sides US / USSR. Base 1 - should be US. Base 2 - should be USSR.
Thanks for the reply.
Does anyone know how to make MOB constant visibility to both teams?
hey guys, is it supported to use CAH area together with regular SF area?
Unfortunately I don't work with Campaign Mode so not sure how to do it.
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.
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?
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 😦
ooooooh, I'll have to check that out. I'll look at the internals and see what's drive it.
Should be HIGHLY possible given...
Look for a map entity prefab and add it to your world. Then restart the workbench
Sweeet. I'll also take a look later!
Very cool
jeah totally, also saw it on experimental, great idea from BI :)
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.
Did you check the "is military" box?
Yep but thanks anyway.
Would lack of navmesh stop them from firing ?
I think it can be a factor yes. The whole SCR AI World has to be set up correctly
kk ty
Is there anyway to make GM Persisten Loadouts work on a ScenarioFramework world?
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 😦
make sure to create a mission header config
RESOURCES (E): File '$ArmaReforger:Configs/Workbench/GameModeSetup/GameMaster.conf' is read-only
That would be your problem. Your using a game master mission header. You need a Scenario Framework mission header.
And that is the games mission header.
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?
seams like the us faction has no spawnpoint. !?
Except it does as I mentioned I can spawn just fine in the actual game. This just happens when I play from the world editor
I'm assuming there are crash logs when you run it in the actual game also but I'm not positive. I need to find them also if there are.
I had something that was working in the editor but not working when I published.
Check out the action RestoreLayer to default have them in there own Layer respectively x1 group on 1 slotAI to make it easy on yourself as u play around and test it it out
Do you have your spawn points from a slot and or are they in a DD area and something needs to be adjusted there? Spawnlogicmenu or something like that to check out too in your gamemode manager for your scenario itl prob something simple you will get it figured out in the end, It was a little buggy(spawnpoints) last game build or was to do with the random order side of things iirc
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)
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
No. You could import it and duplicate whatever you want to keep though and then get rid of the mod if it doesn't use any custom scripts for anything
btw is there a way to avoid RHS StatusQuo scripts ?
they cause a lot of errors
Don't know I haven't worked with it much I remember that I removed that from my project early on because it was causing issues and I wasn't even using it.
Did you find another mod that have a lot of modern weapons ? With just what weapons need to work and nothing more
Nope sorry I've been stuck on more technical shit that I finally figured out this morning and last night haha. But I'm more than likely going to make my own weapons so I won't be using stuff like that. We will see
Good luck then
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
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
#arma
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.
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.
Does anyone know of any maps that are longer and narrower, similar to Everon, rather than the more square-shaped ones like Arland?
gogland
I'll check it out. Thanks!
Please!
Is it possible to make a trigger only if we are spotted?
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?
Pro-tip from a non-professional...
Build from scratch. 1) You get exactly what you want. 2) Don't have to worry if any naming of items. 3) You learn far more.
Use the pre-built stuff to see how it is done.
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".
100%
I'd like to know as well, that'd be neat. Alternatively a trigger when they shoot at you would work too but no idea if it's possible
Hey any idea on what component I need to add in order to get in game radios to work?
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
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 ?
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?
wut? you should have all three properly set up otherwise the AI won't work.
Right I know, it's an old tutorial
Yeah i wouldn't follow old tutorials, this thing changes fundamental things every update lol
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?
That would make sense i guess. one of the navmeshes is for Vehicles.
The other two are for Soldiers and Lowres
It depends. what are you trying to achieve?
Like, a relatively persistent, dedicated capture game mode for my unit
(AI can't fly yet btw)
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
Maybe try this video playlist from Sven Martin: https://www.youtube.com/watch?v=E8Jap1ntUUg&list=PLJH5r5udPLjlAEIfJARuXYoOJIX1p6CUB
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...........
he goes in depth about how to create a conflict scenario.
ty for this
I am currently working on precisely that, how to make AI pushback. But I'm working with a different game mode than Conflict. I'm using Scenario Framework. It's not super easy but I'm still learning.
Gramps has a mod called "PVERemixed2.0" something like that, and he managed to make it so AI tries to capure bases on conflict PVE mode so might want to take a look at that as well
Yeah, that would be amazing.
Coming from Arma 3, as much lame and dumb compromise as we've already had to take, the way we can save missions is amazing, using this dynamic mission as a canvas to Game Master ops onto, and save, wow
so, finally taking the time to learn to make it myself
@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.
Interesting good info thanks.
P
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
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
Is it possible in Scenario Frameworks to place down a structure [the outline] "ready to be built", but waiting on the Supplies?
Last time I tried this spawning a slot.et it didn't work. I don't know if you can drop it straight into the world.
Workbench > Options > Dependencies
or
Create a new scenario and add them right at the start.
or
Directly edit the addon.gproj file.
You should name your youtube channel LayerSlotTask haha
But when I create a new project and I set the dependencies it doesnt work I dont know why
How are you setting them?
Now it is working, thanks
Yesterday I tried in the same way at first but I couldnt seem the folders of the mods, dont know why
Add them to the project launcher, yes?
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?
From what I found is any object with a _dst in its name is destructible. IE. ammoCrate.et and ammoCrate_dst.et.
With v1.3, destructible environments are expanding to buildings, trees, and more.
If you aren't already, I recommend you work in v1.3 at this point. It has to be close to release.
Thanks, any idea what it is even called in the prefabs?
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].
Did you setup the gamemode to campaign building?
Scenario Framework | Vehicle Depot in SF
How to setup the vehicle depots to work properly in scenario framework.
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
LHD Adelaide worked pretty well for me when I used. But yea it's the mod issue and solid surfaces. I cheat an put a concrete pier under the deck surface. May find something else that works.
ty haha, I was just wondering what item to hide in the floor
Override the carrier prefab, and nest the object in the prefab so it stays at the same height as the carrier.
you think it has to be a floor? I tried to place a wall, as it would hide easier in the floor, but it had no effect.
horizontal surface. Road, Pier, dirt. Something like that. Piers work good because they provide a solid surface designed to sit in water. Lots of other things happening so not an optimal solution to do. Out of the box thinking.
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.
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?
search the resource browser for restrictionzone or something like that,one would use it for deathmatch or cap n hold scenarios i would imagine gives 5 sec warning before player death see if u can play around and use that
I'll try to see if I find it. Thanks!
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?
Did you Override or Duplicate ConflictMilitaryBase? and edit prefab. Try that. Or whatever that relay transceiver attached to.
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
uncheck enabled.- object properties down the bottom ,u dont wanna lose it or delete it but mabye activate it later right?cos ur working in same physical position/ area in the gameworld
Thanks I'll try!
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.
Check if you don't have EditorModeBuilding entity in the world. If so, delete it.
No I do not.
You should be able to delete or disable all overriden, duplicated, or added components and restore back prior to trying this.
Did you add both components to the gamemode?
Yes I followed your vid and added the two componenets. At this point I'll just start from scratch and report back if i get the issue again. Otherwise we're all guessing(except MilOps). Thanks.
I'm not guessing anything. It works as demonstrated in the video.
ok
How would I disable supply generation at HQ in Conflict?
should be in object properties and resource component. There is a line about generation.
I assume this? I just don't wanna break something on accident lol
Would I just delete it?
No i would set it the multiplier to 0. see if that works.
Sounds good, I'll try that out
didn't seem to work unfortunately
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.
could try getting rid of generators like you suggested.
is it disabled?
not that I can see
looks like mine is greyed out as well. Doesnt seem to effect anything so far in my project.
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
Check respawn components in Gamemode
I never modded in A3 but feels like a ton of people are fumbling around, veteran and newbie.
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.
Nice man. Good luck. Hopefully people will have more answers for you.
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?
Unless you want to go super custom, i'd start with the conflict game mode template in workbench. Even then you can pretty much adjust all points.
alright, so I was thinking that. I do want a pretty customized conflict, I don't really want the military tents to be there or anything, just the capture points and maybe radio control if I can link it to triggers or something? I'll try a project with that.
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.
I have had a few people ask me how to create a conflict scenario on custom maps. So thought I would put together a video showing how to create a simple conflict server for yourself and your mates.
Barzan Remake Mod: https://reforger.armaplatform.com/workshop/5E5EE20DFDEDE5F0-BarzanRemake
TPM Tactical Discord (Aussie Community): https://discor...
The reason it is grayed out is because it has not been named.
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
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?
How can I set a specific weather for my scenario in the workbench?
Anybody know where to set the playablegroup prefab i want to use ?
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.
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
Dynamic spawning uses a sleep between each member of the squad that is being spawned this helps with FPS.
I assume the script you are using is trying to spawn in all at once hence the fps drops/stuttering
is there a way to set up similar to dynamic spawning?
Thanks I'll try that!
I can change month and day date but not year date, for ever stuck in 1989
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.
You may even need to override the base weather in the terrain this is locked unfortunately, same as the above comment on weather
Yes you are correct.
I had to override that prefab but year date never changes
I did some searching before and somebody asks about that every couple of weeks, haven't found an answer.
I asked a few months ago...
I was thinking maybe there is a date cap setting we are not seeing or maybe it is just locked for that terrain. 🤔
We can change year date in GM but not in workbench.
Sorry Bro, I'm a complete novice in scripting, I dont know, maybe ask in the scripting section.
no worries i have no scripting knowledge at all lol
Where is the weather system?
I can't find it
Search for Timeandweather in the hierarchy search in world editor.
I will send screenshots. I am having one massive thunderstorm here so I switched off the PC.
Oh okay found it but it's locked as you said 
Override that prefab in the main workbench window and change the settings you want, you may need to override or duplicate the weather base system that is being called by the TimeandWeather prefab.
Sorry of I'm not making sense.
Unfortunately this will change all terrains using that prefab. 😕
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.
Doesn't the entity instance overrides then revert it back to 1989 in the mission?
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
Yes it does unfortunately as you can see I'm on 2017 but always goes back to 1989.
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 😩
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 ?
Have you tried duplicating the prefab instead of overriding it?
well the issue is there's already a prefab on the map. but it's locked as part of the base layer.
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
is there a simple way to set a factions vehicles, armoury and etc to include all
For example, to put all the USSR weapons in the US Arsenal...
- Override the InventoryEntityCatalog_US.conf
- Open both USSR and US catalogs
- In the USSR one, right click and copy the Multi Lists (ie Weapons, Ammuntions, etc)
- In the US one, right click and paste the multi list into the same.
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?
How do I setup game master on my map
Make a subsean if your world then in the plugins do game mode setup for game master and follow the instructions
Thanks
i figured it would be aomething like this thanks
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'
So you created the entity catalogs from scratch?
I duplicated US entity catalogs and renamed them and set them up
Everything else I duplicated base prefabs not US prefabs
and duplicated US.config for my survivor faction
ok
I would go back through the Faction Creation Wiki and check you've completed everything. I know when I created my mortar carrier mod (Not advertising), I had to go through the wiki a couple of times. I missed some steps that were linked out from the original page.
Cool yeah I imagine it's just one or 2 little things somewhere.
yea they are good but they jump around a lot too.
I didn't override or duplicate opfor or blufor maybe something to do with that. Going back through it now ty
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.
Did you review this? Might help. Maybe something in here. IDK.
Unfortunately, I don't know much about this game mode to help.
Ty. Btw, as much as scenario framework intimidated me haha, your videos were amazing. Just wanted to say thanks for the resource, may end up having to go back to it.
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.
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.
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?
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.
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?
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!
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.
IDK. I'll play around with it.
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.
@chrome rampart do you happen to know where to change the dominant hand for a weapon to left hand?
Ah there we go. I assumed the “done reading” message was the acceptance message when I first joined, some servers are like that.
That would most likely be in character modelling. So you have to model the character with the weapon in his left hand. Unless the animations and models are already present in game.
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?
Not sure this is possible. Because destroyed is different from death. So you need to figure out if there is a health setting you can check, then execute an action if it is met.
If AI blood level is 0, then delete entity.
Okay yeah I was thinking it might be in the animation.
A slot is used to spawn a prefab. So you need to override or duplicate the prefab, edit to your liking. The add to "Object to Spawn".
Once you override or duplicate a prefab, right click on it, and "Edit Prefab"
oof okay, thank you. That's what I figured.
And will I get in trouble for duping/overriding the wrong systems? I know there's like, publishing right issues with other mods, but I should just be using base game stuff for the most part.
Thanks i'll keep digging
Absolutely. You have to think about how that item is used and referenced. Also how many times you are going to use it. One or Many.
https://community.bistudio.com/wiki/Arma_Reforger:Data_Modding_Basics
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.
If your have trouble sleeping, this is a good read.
https://reforger.armaplatform.com/news/workshop-licenses-and-ip-faq
Do SCR_AmbientPatrolSpawnPoints not work in SF? Those have a respawn feature like you are wanting already.
apparently they don't work in SF
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.
why don't you add the component to the gamemode?
I tried but got a script error
They are used in CombatOps - Eden
maybe the AmbientPatrolSystem needs to be added somewhere?
hm not sure how. they don't really work at least not with Area/Layer/Slot. Maybe I do need to add an AmbientPatrolSystem as Gramps suggested. I'll check it out. thanks!
I added this one. Didn't give me script error but the AI doesn't spawn yet
it might be as simple as registering the patrol via script when added? RegisterPatrol(patrol)
i have no idea how to do any scripting lol
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);
so basically click the plus sign on "SCRIPT" select OnInIt and paste that there?
i think it automatically registers patrols if they are children of a CampaignMilitaryBaseComponent?
No. That is a function within a script. Not a script.
then i'm lost haha. i'll take a look at combat ops eden to see how they handle it maybe I can get some insight
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
I just played from camera position and they work. It creates a battle between USSR and FIA.
Might be something in the player controller or the game mode probably the game mode
You mean within combat ops or you were able to replicate it?
im guessing you might be missing either perception component or a navmesh?
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
there are settings in faction manager to determine friendly factions, maybe they consider everyone friendly?
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
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.
the ambient component is not part of the scenario framework. Only components found in the scenarioframework folder are used by SF.
Does that mean it can't be used with it or it just isn't there by default
Or we don't know
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?
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.
May need a higher authority (BI) to weigh in here about these ambient patrol spawn points and their use.
do they ever hang around this place?
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
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.
Ok I think you were right. I don't see the navmesh in debug mode unless I click "Stream tile in" on the debug menu
Ok I disabled navmesh streaming and the navmesh showed up but ai still don't react. Ruled something out at least.
Debug says 10 ai are active
Yea, They monitor this channel and if they have time they will respond if they feel they need to.
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.
They avoid vehicles also now.
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
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
Check the campaign building manager component.
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'!
Did you change all the original images?
Yep I did but thanks anyway!
screen shot?
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
If anybody knows how to enable the deploy menu in SF, would appreciate being pointed in the right direction.
Change the class of the spawn logic
awe dang, okay thank you.
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.
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.
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.
You might want to ask in #enfusion_scripting
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
@wild trellis ANY idea why my second base now shows up like this when unused since your update
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
No idea. Is this just with my mods enabled? If not, see if it still happens with only my scenario (and linear mod) enabled.
I've not even had time to start my own servers back up just yet either.
after the update? I haven't seen that yet.
works for me. Turns red for invalid position.
Yeah but in my case it's only red. Doesn't let me place anything anywhere 🤔
I am spawning the truck via the vehicle depot so I assume the set up is right?
Try creating a new scenario, open the world editor and open the BI GM scenario and try it in there.
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?
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
Yes you have to drag it from the gamemodeCampaign to a unlocked folder then to gamemodeSF. Yes because it needs to register it.
Got it. that explains it. I was able to use the vehicle depot without issue that's what threw me off. All good now. thank you!!!
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.
Anyone know how to get past this? Since update.
The mod version you're using probably isn't compatible with 1.3, try removing whatever "HCA"/"RadUI" mod is adding that script or updating it if there's a new version
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.
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
I created a New World and closed that, re-enabled my Scenario with required Mods and left vPad out, and this time it worked, so not sure if creating a fresh World did anything, or it just needed a few tries, but it seems to be working now.
Yeah I may do the same, I barely use the Hand held Map so yeah a bit pointless if it's still WIP.
Thanks for the help =]
it doesn't need to be a mod scripts will do the same
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
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 ?
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
They are used in Conflict
Yethe! Long time No Hear! Thank you Sir.
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
I was wondering about that. I only saw the cinematic action.
TY
More to follow... Activation Conditions are giving me issues.
Ahhhhh yes. If this is what I think it is.
Fixed: Civilians are disrupting Dominance Trigger calculations
Yes, it is 🙂
And you can configure it per trigger to blacklist specific faction from these calculations in case you would need it 😅
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.
Lower the speed of the vehicle. If using SF, use an action. If not, edit the prefab.
Ok. I'll have to check that out when I get back. Thanks for addressing this.
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.
No I mean my Game is crashing as soon as an AI is getting into the drivers seat. Not that the AI keep crashing lol.
i had a similar thing, is that with UAZ? any uaz crashed me on AI entering that vic only all other vics were fine tried various groups factions was uaz only for me,i saw there was a fix related to rear door entry...
I was just obeying order
Yes it does seem to be 100% crash with the UAZ, and 50/50 with other Vehicles for me. This issue started for me after 1.3, had no issues prior.
What do you mean a fix with rear door entry?
Is it possible to have an objective that moves, allowing players to see its position update in real time on the map?
try using Set Entity Position action. I think it's the same mechanism that moves the SlotPick objective marker. https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework?useskin=darkvector#Set_Entity_Position
thanks i'll take a look!
Same here. I used the UAZ as my base prefab. As soon as an AI gets dropped in the game crashes with nothing relevant in the logs. If anyone identifies a fix, please let us know
Still no luck for a solution with me. It seems the AI 100% will work with a armed M10 25, and a Maxi Ambulance, but every other Vehicle results in a crash.
Standard Armed M10 25 and Maxi will work, MERDC version will also crash.
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.
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.
Is there a way to disable respawn for players already in a match but still enable it for players joining the server?
How can I find the scenario id for use in dedicated service config? ^ I think I'm having a similar issue to above btw
Did you change the thumbail picture and the other images in the config file settings?
no is it necessary?
yes the server won't start if you don't-
so i'd start there.
i will try it thanks
ingame/on server you could just disable respawn from logging in as admin/gm
Thanks that would work, kinda. but still would be nice to know if this is something that can be done in the workbench so that it's a feature even if I am not playing the scenario
im sure it would be possible yeah,you got a hardcore one-life scenario in mind eh? id be interested in that👍
Haha, yeah! I'm aiming to make it so downed players stay down until a teammate revives them. But healing a downed teammate should always be a priority—otherwise, it just wouldn't be fun lol
i changed it and i have the same error
again on the fly from within gm u can play around with global blood regeneration rate from there just an option before u find a perm way around it hey best of luck👍
what about ur cross platform setting do u have playstation no mod support checked server side?
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!
I think its this one https://youtu.be/-moulDjJkDY?si=NDAlcreliVZs03EM
Scenario Framework | Custom Background
In video I show how to edit a .layout file to replace the background image. In this case, the welcome screen, and the faction selection screen.
Alright thank you so much
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.
Is there any debug gizmo or way to visualize the radius on things like this?
can different Ai groups or repeat spe AI groups share the layer of waypoints?
Yes.
nice. I will add some continuing AI flows
Nice! Can you elaborate on this? Sounds interesting
What do u mean Boy that
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.
OH! LOL! Ok. I'll look at that. I don't think I've seen that. I used lot's a AI mounted patrols.
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
progress hardly. The respawn guys always lose their waypoints. I will try some script method later.
Each Ai single or Ai group has to have their own cycle waypoint then all WPcycles can point towards that same layer of waypoints
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
What does "Vic" mean?
It could be related to base uaz. I've tried overriding base entities and had problems. So I stopped to use non-base. Baseloadouts are ok, just not base.
Vic = vehicle
thanks
Vic = Victor = vehicle
Thanks I'll check it out!
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?
How to let players change FOV in game, is it locked in my scenario
Is there anyway to reset all the Vehicle Files?
Even starting a new World I still get crashes when AI enter Vehicles
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?
I think that's how it normally works though?
I was testing with another player, when they left and I was in it, it still reset the layer
alright then no idea i'm sure other people with more knowledge will chime in
Try this checkbox here.
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.
How to let players change FOV in game, is it locked in my scenario
TY. I find that if they share a defend wp not a cycle one, the first group complete the wp will make all groups stop actually.
Using gamemodeSF?
I think you have to set minimum players needed percentage to 1.0. That would be 100% players left???? I'm not sure how that is applied to the "entity left action".
I have to look at it. I haven't built a defend lately.
does someone knows where to fint west and east everon conflict scenario ids? the ones added in 1.3
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)
thanks!!!!
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)
Gotcha. I was really looking forward for 1.3 for this feature is kinda bummer. Lol
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
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!
This is the defend task from my scenario framework tutorial. I just tested it again. Seems to work as expected.
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.
gamemodeFFA
What can i do bout it?
did you build in a GM Scenario to the world?
yeah
Did you setup the config.json correctly with the scenario ID?
where does one find that gamemode? not heard of it
Your missing the scenario in the mod. Something is wrong.
cheerz man 🙂
how do i get a navmesh
Navmesh tool
Hey, is there anyone here who is familiar with creating a custom scenario for Vanilla or Crossplay on PS5?
PS5 allows mods now?
No, but there are servers with custom scenarios where the bases on Everon are placed differently
Thanks! Apparently all I had different was the fact that I had an area inside an area and that was messing with the feature somehow. Apparently it works now but I'll do some more testing so thank you!!!
So we can have layers inside layers inside layers but not the same with areas?
No, you cannot nest Areas in anything.
Area > Layer > Slot
Area > Layer > Layer > Slot
Area must be set to "On_Init" activation AFAIK.
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?
That's why my Task Clear was giving me the error where the task icon appeared at the bottom left of the map lol. The task worked fine, but now I've removed the area inside the area and now there are no more errors.
IDK conflict side of things but I believe to change that information you need to override the .conf .
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
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.
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
Oh no. You can put it in a single "World Layer" called default. But a single SF layer?
No that's what I meant, a world layer. Haha
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.
I've got nothing in my DD world layer for my tutorials. I can look at that.
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. 🍻
NP. I have to cover it.
Try this. Set the range to zero on the Area. And the setup the layer with the radius and turn it on. I just tested it. It worked
Huh. I'll try when I get home! Thank you!!
How can I make it so admins on my conflict server are always max rank?
I have not, wasn't aware this was even a thing. Only seen Bacons admin stuff
Appreciate it
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?
You will have to test each mod individually to see which ones are broken. Or you can just check out the mod's update date on the workshop. If it was updated in the last few days it probably works. If not, it probably doesn't.
I just removed all mods from the server, and I just launched it with only "Bacon Loadout Editor, Bacon Weather and Disable Game Master Budgets" and even with only these three mods, the server does not launch.
Can you share the error logs when you tried with those three? Also make sure you try with no mods at all
Ahh, it's probably because of the modified scenario ID, do you know where I can find the basic ones?
Maybe this helps #enfusion_scenario message
No, nothing to do with it, but the worst thing is that my modpack of 100 mods works perfectly in solo lol
Huh that's weird indeed. You can open the project in the workbench without issues? Have you uploaded the scenario again since the update? Any missing dependencies? Did you change the thumbnail images when exporting the scenario to the workshop?
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
Hi guys! Hint who knows, can't install radio one, requires two people. How do I change it to one? Where do I look?
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.
Yeah GamemodeSF. Starting a new World and setting it up, I still get certain Vehicles crash the Game when AI enter the Drivers seat
Do you know where to find the GM_Tools.conf that is referenced in the description? So far I've looked in the profile folder, and the addons folder both found under "My Games"
@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?
You would find the .conf file in the mod itself. Open it in workbench and search there.
What scenario is this for?
ANY time there is a major/minor update you have to test any mods you are running to ensure they work in SP,MP, and a dedicated host environment.
I haven't even touched one mod yet and won't for another couple weeks. I'm not playing "FInd the working mod" game anymore. It's a complete waste of time.
I haven't seen this behavior yet. I normally use just USSR and CIV faction vehicles.
Does the "Attackers" layer name match what is in the LayerTaskDefend entity?
This is my scenario, only I can find where to change the value, before the update everything was fine
The settings for the deployable radio are here for Radio_ANPRC77
Thanks, I'll check it out today
check for a duplicate of this component - delete what separately
If you haven't solved the AI crash problem on the vehicle driver
Yes it matches.
This is more about server hosting, but fyi, you need to list all dependencies needed in your mod list since the 1.3 update.
I was able to fix it just by having the server redownload all mods, appreciate the response.
Is there anyway to disable/quickly change the new rank requirements for items?
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?
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
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
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 …
- 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?
even after several searches, I can't find the problem 😦
I would recommend you load a default scenario like GM or combat ops with no mods loaded, and test.
I'm using the CTI Everon conflict scenario, normally it should work... I have no problems solo with the same modpack
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.
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.
I spent my day doing it, and my only remaining problem is this one.
Hi thanks, I am showing a Duplicate in the Vehicles I get a crash with. Stupid question though... how do I actually remove Components? I even tried Duplicating and Editing Prefab and it's still greyed out.
Hmm... I'll be honest here, I don't really understand why can't delete it. It just worked out for me - I initially just duplicated the prefab of the car (in my case, the m998)
No worries, maybe it's a BI thing. It seems that every Component I manually Add can be deleted, but the Components the Gamemode setup produced are all locked.
Either way I'm pretty sure you may have the solution of why certain Vehicles are crashing, it's just a matter of finding out how to Delete lol.
Noticed the same thing yesterday. Wonder if it's something in the update or....
- 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?
can you post a list of vehicles you see this with?
Try "Un-enable" it.
And did you override and edit the "Base" entity by chance?
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
maybe you have aiworld prefab in the resource browser
Anyone knows why doors are all messed up on building prefabs? they open very weirdly.
I noticed that AI will get stuck at some doors when they had no issue previously before 1.3
Also BI changed the one Shed to no back doors but still have the door action available on a non door (if that makes sense) and it is giving an error in the logs.
What do you mean by weirdly?
They open from the middle of the actual frame if that makes sense. basically blocking the entrance
I'll try to get a pic
That's how it looks lol
I haven't noticed this but then I haven't been in game alot.
I will check quick.
Thanks! this is happening with the military Barracks prefabs, but haven't tested other buildings. I'll do that
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
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.
thank you not sure why this is happening. other prefabs' doors are also busted for some reason. I'll try in vanilla.
I'll also try to edit the base. thank you!
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.
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?
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
How can I check what's causing my problems with the doors? because yeah I'm having a lot of unnecessary trouble lol I just want to use a building with doors that work correctly.
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
I'll take a look. thanks!
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
Nope. Buildings work with the gamemode as is. So shouldn't need any components.
gotcha. thanks
So whenever I use this, and use it to change my rank and then do something that would progress my rank it always makes me a renegade. Is this common, or an isolated issue?
Hi any ideas how to edit the background music? or how to add a custom background music that plays while in a match?
IDK. That is not my mod. I would see if you can find the owner #1049297536617291827
Are you aware of any other ways to make admins max rank?
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
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
why is my endmission screen defeat showing "US Army has won!" if I am US army? lol
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 🥳
won the battle, lost the war? 
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)
Try this...
JIP errors are normally associated with a mod.
- Remove all mods from server and player side, and test with default scenario. This will let you know the server is functioning.
- Identify the offending mod by adding back one mod at a time. Start with your scenario. Hopefully it is vanilla and doesn't have mods built into it.
From experience one common case is someone using orange prefabs in scenario instead of blue, or similar case of prefab not having rpl component but should. Maybe this helps.
Yes that fixed it! I had the same mod downloaded twice for some reason and that was causing the issue
It was not the case this time but yeah that has happened to me before
Ahh bet
Thanks! but uh what am I looking at? do I have to add the SCR_VehicleSpawn component to SF?
Disregard that. It doesn't function the same way.
It only works when the original is destroyed.
I thought there was a distance element to it.
Alright thanks no problem!
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.
Vehicle depots are based on size, and trait of vehicle.
Small Depots are for Vehicle_Car traits
Medium Depots are for Vehicle_Truck and Vehicle_APC.
Large Depots are for Vehicle_Helicopters
Search VehicleService_US_Small, drop it in the world at your MOB. Play around with it.
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.
I'll look into that. sounds exactly like what I need. thank you!
@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
Do I need RPL components on area / layer / slots ?
sweet! thanks. I'll test it!
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?
They only change if you direct them to change.
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.
What is the best way to direct them to change? I really just want player spawns and enemy AI spawns to appear/disappear with an area being captured.
Disregard this, just realized I was being stupid
That's allowed. LOL
In similar fashion, where would I edit the rank at which you could spawn said vehicle?
If you're even aware
hmmmm I think there is a few of places. Faction manager, Entity Catalog, and the vehicle itself.
Just found your activation part 1 and 2 videos exactly what I was looking for @chrome rampart
I think activation conditions is broken. I can't get them to work at all. Still mucking about with them.