#enfusion_scenario

1 messages · Page 16 of 1

odd meadow
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😂😂 I thought it would be easier having them all as a one time install. But makes sense why it’s bad.

The thing is I am using the scenarios faction manager to set entity catalogs. Is this bad? It’s so I can use weapons and vehicles from different mods in the scenario.

Is there a better way? Like having the scenario so it runs on default, and then editing the entity catalogs with a second mod?

chrome rampart
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game mode has nothing to with entity catalogs.

odd meadow
chrome rampart
odd meadow
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So remove all mods that I am not using?

chrome rampart
# odd meadow So remove all mods that I am not using?
  1. Make your scenario without mods and fully test.
  2. Make another mod with all the dependencies you want and temporarily add it to your scenario and TEST.
  3. Any dependencies that can be served by the server shouldn't be part of any mod or scenario. IE Server Admin Tools, Admin Messages, Scenario Reload Menu.
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The vast majority of mods can be put on the server and they will work from there.

odd meadow
chrome rampart
odd meadow
chrome rampart
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ok

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good.

odd meadow
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So 51% chance it’s a mod?

chrome rampart
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No, I'd go 50/50.

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at this point.

odd meadow
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😂😂 I respect it

chrome rampart
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Pro-tip from a non-professional...
NUMBER ONE TIP of ALL TIME

  • Build your scenario's WITHOUT mods first!

CAN WE GET THIS PINNED! I've only said it like hundred times, but being discord it goes away to the nether reaches.
🤣

odd meadow
pale socket
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i have made a full scenario, all aspects work EXCEPT the ai, when i test in enfusion through the play button they spawn in and shoot and everything but when i upload to the workshop and test it on my server they dont show up

severe hollow
pale socket
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yes

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are these the right prefabs?

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its a conflict mode

severe hollow
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Did you check the AI flags on the config file?

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if you don't check those boxes you won't get any AI

pale socket
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that might be it,i was following a video before that turned them off and i did without thinking

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nah still didnt fix it

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whats the ai limit threshold does that need to be turned up

summer nimbus
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How would one disable team balance being turned on by default?

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In a conflict scenario that is

willow hawk
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hi guys, how to disable rank in conflict , especially in arsenal boxes

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all options in workbench seem to not work proprely

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i don't want to install an external mod for this

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rank system bring an arcade feels in the game and i d'on't want this on my server

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thanks in advance for your replies

wild trellis
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I'm not aware of any option outside of modding it. Maybe in gm, but you would likely have to manually go in and set it each match.

chrome rampart
wild trellis
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Wouldn't that require a mod?

chrome rampart
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I'm assuming he is creating or editing a scenario (all options in workbench). Of course we know what assume means...

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LOL

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But if not, yes he needs a mod at that point.

wild trellis
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Good point, if in workbench already I believe that is simply in the entity catalog configs. However it depends on what scenario is being edited and how they did it if it's not a vanilla one.

severe hollow
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I usually assume that people posting here are using Workbench to develop their own scenarios, but I guess the "#enfusion_scenario" tag could be interpreted in other ways

silk sigil
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and the vehicle/helis can directly add in the server config without being a dependency, since they have their own config override

willow hawk
hollow mist
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I just posted a play test it's called Ash and Trash Reforged. Use the radio you spawn next to to request task you want to do

hollow vector
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Pls help me all, scenario gramps

gritty prairie
silk sigil
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hey guys, any mod to show friendly ai groups in the map?

severe hollow
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Is it possible to display end-of-match statistics like shots fired, enemies killed, and similar data on the game over screen?

lean scroll
hollow snow
hollow vector
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All pls help me

@wild trellis I use your scripts, but what is wrong, please help! Because of this spam my server fps drops from 120 to 20

grand mauve
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Hi guys! Do I need to script to get playable units keep gear after death / respawn(?), or is it possible to param this trough the SCR_LoadoutManager? Basic Conflict mission, but with some weapon mods in the Arsenal.

wild trellis
severe hollow
severe hollow
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is it possible to change the size of the markers using SlotMarker?

chrome rampart
small ingot
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been trying for hours and hours on how to do this, thank you!

chrome rampart
safe zinc
onyx mango
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is there a component or setting in the spawnercomponent that I can set to where a faction will only ever be able to spawn at one of the two spawners related to that faction? I am building a US vs CAN conflict scenario and you can spawn at either the US or CAN HQ spawner randomly, and I set the faction affiliation component to US and USSR respectively (USSR is my custom CAN faction).

onyx mango
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I set the factionaffiliation components to US and USSR respectively, for each of the HQs, but the US is still able to spawn at the CAN HQ (USSR faction affiliation). Is there a way to edit this?

visual canyon
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Where do i set this image? I thought it was in the mission header, but no dice

chrome rampart
visual canyon
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on our own hardware

chrome rampart
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ok. I am seeing the same thing. And from what I can tell the image is presented. I have a dedicated server hosted on my network but I don't see the image. Others who host my scenario the image shows.

visual canyon
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Interesting

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port issue maybe?

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I have our server locked down

chrome rampart
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IDK at this point. I never chased it down since I am only running a test server. But yea locality issue for sure.

visual canyon
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wild

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thanks for the insight

chrome rampart
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Something changed after 1.3 update. It use to display for me as well.

chrome rampart
visual canyon
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[NA] VKNG | Valhalla

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we are going to playtest tomorrow

chrome rampart
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So the image doesn't show for me.

visual canyon
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yeah

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would have to have someone else run the scenario i guess to see

chrome rampart
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Yea. It is set in the mission header .conf file.

visual canyon
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There right?

chrome rampart
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yeppers.

gritty prairie
hollow mist
# gritty prairie Are you still working on this? I saw it was updated but had same results. Can yo...

Host a local server it's meant to be played like that,it will fix the escape issue. you have to recruit the ai by joining a group as the leader then you can recruit them like normal. Spawn a heli using the heli pads the supplies are disabled so there all free. The task spawn but you have to hit cancel to refresh them after doing them once this is a bug I'm working on rn. I'm will update the description next time I get free time been busy this weekend

hollow mist
gritty prairie
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ahh ok thanks for your info i do appreciate it. i guess this basically answers my original question about tradition SP mission - in which everything is set before hand, you dont need to run it on server, all entities are already spawned with all kinds of waypoints and triggers that activate depending on what you do. Again i appreciate your effort but pretty sure not what im looking for ie old school OFP/Arma1/2/3 missions. Looks like it just isnt possible in reforger - have to wait for arma 4 suppose

carmine lotus
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Anyone know what could cause this issue?

In the workbench, the scenario Loads and launches just fine but when loading into it, or attempting to i should say, on the actual game, The screen just shows the black loading screen.

chrome rampart
carmine lotus
# chrome rampart The only time I see the black screen is when there are 2 game modes in the same ...

Yea there's only 1 game mode in the world. But it works in the work bench soo 🤷🏽

The scenario does have mods attached, I modified the Seize and Secure Game mode from Ironbeard to be compatible with RHS & WCS.

as far as the Console log, shows error messages in reference to

BACKEND (E): [RestApi] ID:[100] TYPE:[EBREQ_WORKSHOP_GetAsset] Error Code:400 - Bad Request, apiCode="ResourceNotFoundError"

But no errors which cause the world to not be created. Actually says that it successfully created the game

chrome rampart
carmine lotus
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Could it be that I was testing on my own computer and not running the mission on a dedicated server?

chrome rampart
carmine lotus
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Ok, So to continue troubleshooting, Try loading the mission on the Dedi Server, and then connecting as a client

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🫡

severe hollow
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any idea what type of spawn point I can place in Campaign mode (other than a MilitaryBase...) because SpawnPoint_US doesn't work even using SF components, but when I go into game master I can place a spawnpoint and that one shows up no problem

severe hollow
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How do I enable spawning on trucks?

void sparrow
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I'm trying to understand how the Elimination scenario was created. How did they add user actions to the handheld radio?

void sparrow
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Okay so they create a new radio prefab, and add some more additional actions to the ActionManagerComponent. Though how do these trigger other stuff? I don't see any action that can be added to SCR_ScenarioFrameworkRadioBaseUserAction. Only conditions and audio.

silk sigil
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Any Ideas to show AI groups on the map?

severe hollow
severe hollow
# silk sigil Any Ideas to show AI groups on the map?

No idea, but there was a mod called high command or something similar that showed AI groups on the map. Not sure if it's still on the workshop. Might be worth checking out to reverse engineer what it's doing to show the AI

severe hollow
silk sigil
void sparrow
severe hollow
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any idea why this is happening?

visual canyon
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Anyone had issues placing conflict bases on ground with tunnels under the ground?

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They will not render when i do that

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i cant place compositions down in zeus either -- probably a gogland bug

wild trellis
visual canyon
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Thanks @wild trellis

warm crow
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As anyone made a mission where one faction spawned at a single location, while the other faction spawned at random locations?

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I can set up the random spawn locations for a single playable faction, just unsure how to enable a second playable faction with a singular spawn location.

severe hollow
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Is it possible to add a suicide penalty in Scenario Framework?

warm crow
severe hollow
# warm crow SF

How is it that you can set up random spawn locations for a faction but not a single spawn location for another faction? Since a single location is much simpler than random multiple or maybe I'm misunderstanding lol

warm crow
severe hollow
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To menu spawn logic (or something like that) I think the setting is under GameModeSF component

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And then you need to make the other faction playable from the faction manager

warm crow
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Yeah, I changed it to that and both factions were playable

severe hollow
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As long as you are assigning the correct spawn point prefab there should not be any problems

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As in Spawn point US and spawn point USSR (for example)

warm crow
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How would you prevent the spawn points from being visible after you select a faction? As an example, the US would spawn at random spawn points (not visible/selectable) and the USSR would spawn at one selectable spawn point?

severe hollow
severe hollow
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That way you get a random spawn point for US but it would. be visible though

warm crow
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I want to avoid it being visible, but will work on that problem later (if possible)

severe hollow
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Not sure if by editing the spawn point prefab you can remove the map marker

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Probably yes

warm crow
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I will take a look. Thanks 👍

severe hollow
warm crow
silk sigil
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could any one remind me where to change the transmit range?

severe hollow
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anyone knows if termination status affect only AI or everything inside the layer?

severe hollow
silk sigil
severe hollow
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it's under the radio component in the military base prefab right?

stuck hill
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Hello, I have a question: is it recommended to avoid using the Game Mode Setup plugin when creating a PvP scenario with capture points? Or should we first use the plugin and then modify it afterward?
I'm worried about getting stuck later on, especially with spawning radios on players' backs, mobile HQs, etc.
Can you help me with this topic and explain the proper steps to create a well-functioning scenario?

severe hollow
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What's causing map markers to look just like plain squares ?

keen vessel
keen vessel
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Is there an obvious fix for the black loading screen when using SCR_BaseGameMode?

chrome rampart
steel field
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Anyone able to point me in the right direction to find the GUIDs (or folder) for the "Razor Wire" prefabs?

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I see the barbed wire ones in there but those are not the same as the razor wire you can build in the building mode

keen vessel
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I'm trying to setup a GM based mode that has the US faction playable by default, with a fixed spawn on the map. This is working, except when you join the faction it does not automatically create a group, I have to create the group manually then I can spawn. Any ideas on how I can fix that?

chrome rampart
steel field
celest delta
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trying to load someones custom project into enfusion and it says "missing addon dependencies" when i try to open it in arma tools ... I do have all the dependencies (they are in their respective mod folders within "addons") But how do i link them to this project so i can proceed?

warm crow
# celest delta trying to load someones custom project into enfusion and it says "missing addon ...

A video showing how to add mods to Arma Reforger Tools - Workbench

Subscribe for more Arma tutorials, tips, and gameplay!

Music:

#arma #armareforger #tpmtactical #pcgaming #xboxgaming #armaplatform #armareforgerworkbench

▶ Play video
timid dagger
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hello I'm getting this error and i have been trying for days to figure it out
Virtual Machine Exception

Reason: SCR_WorkshopItem: Item is present but LatestRevision is null!

Runtime mode

quiet plover
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Morning! Quick AI question, I have built essentially a tweaked version of vanilla conflict Arland, which contains all original base points and ambient FIA patrols. I'd like to get some extra USSR patrols added in:

I'm currently adding an ambient patrol spawnpoint (USSR), plus some ai patrol waypoints within the same layer and grouped within the main spawnpoint - this is set up to mirror the default FIA patrols, as I know these work.

That said, whenever I test the game my USSR patrols don't do anything - the fire team will spawn in, and either idle or display "following orders" whilst just standing still.

Any ideas on how I can fix this please?

chrome rampart
timid dagger
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I'm going to go through and test each mod with the map after work until i find the culprit, but im almost certian its woodbury

chrome rampart
timid dagger
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I did do that last week (ive been trying to get woodbury working for two weeks now on a server)

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and i got somewhere, but ive only delayed that error it seems

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now im at 5 minute of server up time before it throws that error

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before it was instant

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ive tried with just the map mod and nada

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same bs

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im guessing its an error with the actual map

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if anyone is curious the addon is called "wrecked_woodbury"

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there are no woodbury servers so I don't think anyone has actually gotten the map working on multiplayer

chrome rampart
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So this is what I am seeing after the .170 update.

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Nothing has changed on my scenario as far as PS5 is concerned. I'm updating all my workshop items to see if that fixes it. the server.json is setup for PC and XBox only. DAMN Playstation! LOL J/K.

timid dagger
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only thing working right now is disabling cross platform and only listing PC in the supported platforms list if youre running a modded server

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its pretty broken

chrome rampart
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Workaround...

light nymph
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you think this mean psn mods or no cross play like dayz

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or they just fucked up

chrome rampart
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latter. Corrected now

timid dagger
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ok guys, i have some more insight on why woodbury isn't running. need some help

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I'm getting this, and its causing the player to crash on woodbury. every single scenario, blank scenarios, custom conflicts, vanilla conflict, game master, etc. I've tried just the map and a spawn point. nothing.

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im guessing it has to do with the alice vest first aid item

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but i have no idea how or why that is crashing the game, also tons of these on client side log

12:36:21.763 RESOURCES (W): Maximum number (32) of simultaneous clutter models reached!
Approx. terrain block location [42, 6], offending model: 'Assets/Clutter/Rocks/c_pebbles_01.xob'
12:36:21.763 RESOURCES (W): Discarded collection 'Configs/Clutter/Collections/c_collection_Pebbles_02.conf', no configs were used out of 1!
12:36:21.763 RESOURCES (W): Maximum number (32) of simultaneous clutter models reached!

which are just spamming the logs

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so i think this map is broken and i can't seem to contact the original map maker, and I can't duplicate it to remove the problematic items

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@heady lichen any insight?

chrome rampart
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Pretty sweet map..... new scenario in-bound!

timid dagger
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Amazing map

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The size and structure layout is wonderful

chrome rampart
timid dagger
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I'll load spin it up when I'm home from work and maybe you can check it out

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It seems to be a client side error

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In workbench it functions great

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Such a cool map though, so much potential

austere lily
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Setup a conflict scenario and the main bases have no radio connection. What am I missing?

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I put in radiomanager and its still not working.

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nvm im fuckin stupid

timid dagger
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coverage> is source?

austere lily
austere lily
timid dagger
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do you use encryption keys?

surreal parcel
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Hey! Apologies if this is the wrong channel

Im editing the prefab for an arsenal (I dont intend to keep it as a shelf, just for testing) but try as I may when placing the editable prefab in game mode, the surplus boxes and bushes still show

You can see Ive removed them from the prefabs as shown in the preview images, but they still persist! Are they referenced/called upon from somewhere other than the standard prefab hierarchy?

timid dagger
surreal parcel
timid dagger
heady lichen
timid dagger
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I love you

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This map is really awesome

heady lichen
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Thanks, You should check out my new Vietnam map Vin Drin Dop

timid dagger
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I will make it a point too

timid dagger
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"maximum number of simultaneous clutter models reached

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17:32:59.472 RESOURCES (W): Discarded collection 'Configs/Clutter/Collections/c_collection_Pebbles_02.conf', no configs were used out of 1!
17:32:59.472 RESOURCES (W): Maximum number (32) of simultaneous clutter models reached!
Approx. terrain block location [42, 6], offending model: 'Assets/Clutter/Vegetation/Grass/Seaweed/c_seaweed_01.xob'

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there are a few entities in that terrain block that write to the log constantly

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I'll DM you @heady lichen there are a few other useable item conflicts that are throwing disconnects. simple fix

wicked summit
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So I’m making a conflict scenario with SCR_GameMode_campaign. I’m trying to garrison a building my set up is area -> layer -> character. I want the character to have dynamic despawn so I enable it in my area’s components and set the radius but it’s not working. Any one have any tips?

timid dagger
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hey @heady lichen i found the rest of the problematic entities. delete the following items, Canteen_US_01 , Helmet_PASGT_01_item, Binoculars_M22, there are a few instances of canteens, the stack on the target range that those belong to. the helmet and bino's should be next to each other removing all those will remedy the MP crashes

severe hollow
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also the correct way is Area/Layer/Slot

indigo marlin
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Any particular reasons a ShowPopupNotification action works just fine but if I replace it with a showlayout in the same spot it doesn't show the layout?

chrome rampart
chrome rampart
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Works for me

indigo marlin
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Tried multiple layouts to make sure it wasnt that file

chrome rampart
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which .layout are you using?

indigo marlin
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Was going to try it on layer and slot next but still curious why it won't work like this, just to know. It's on area now.

indigo marlin
chrome rampart
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I have mine on a slot

indigo marlin
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Ok i'll test that

chrome rampart
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The popup layout must show exactly what you want to display.

indigo marlin
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The popup ones work.

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Just not the ShowLayout one

chrome rampart
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What does the MissionPopup_GrowOps.layout show when you open it?

indigo marlin
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I have had it working before. I think I might have to make an activation layer and do it that way...but not sure why it doesn't work just like the showpopupUI

chrome rampart
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This works great. I like it.

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I have it on the slot. I couldn't get it to work on the area or layer. Some actions require a slot

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I also switched out the RichTextFrame with textframe

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The fadeIn, fadeOut, and timer doesn't seem to work right now.

surreal parcel
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When working with the Sample Faction, does anybody know where these GM Faction Names and their associated flag icons are referenced? Cant find it to change it anywhere!

chrome rampart
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It comes from one of the .conf files. Either for the faction or entity catalog. @surreal parcel

wicked summit
severe hollow
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it's under the SCR_AiWorld manager

wicked summit
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They are set I have other ambient patrols that are able to walk around go in/out of buildings.

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Do I need to set a waypoint?

severe hollow
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wait are you using SlotAI or just Slot?

wicked summit
severe hollow
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Maybe that's the problem. for AI use the SlotAI prefab

wicked summit
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Copy going to test now thanks

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Okay that appeared to be the issue. So thank you. Now my next problem is Im trying to disable their movement by adding the component SCR_AIConfigComponent to the SlotAI.et. I believe this config is a mod for the CRX A.I. However the component doesn't appear to work. Any tips?

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Disregard I believe I found a way by creating a custom defend waypoint set to a radius of .5. Doesn't have as much detail as CRX but it works. Thanks for your help @severe hollow spent probably 10 hours trying to figure out dynamic despawn. You made my day!

severe hollow
surreal parcel
wicked summit
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So using the custom defend waypoint they appear to stay in position until the firefight starts is this normal?

severe hollow
heady lichen
timid dagger
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You're map is incredibly fun, and I think a lot of people are going to enjoy 128 player scenarios on it, also the dam is absolutely bonkers for battles

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I'll keep you posted if I find anything else

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Also it's all four canteens, idk if I was clear about that

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Thanks again!

heady lichen
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Happy to help, please let me know anything I can do to help get operational 128 going. Think a Red Dawn type scenario would be easy to throw together with vanilla assets and a few mods. Removed all 4 canteens

timid dagger
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That's a great idea

small ingot
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I just watched blackhearts tutorials on triggers. I am having a specific problem where the countdown timer and message is not showing up. I have this setup in the SlotPlayerTrigger, as it is in the video. I got the vehicle to spawn after 10 seconds. the problem is the ui timer and message are not showing up.

severe hollow
small ingot
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Yes

severe hollow
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I've just tried and it's working for me. can you share a screenshot of your settings?

lucid sand
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How do i put non Prefab scripts into a Scenario, this is probably dumb to ask but.

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It wont let me edit the default layer, and just putting the Scripts into my Project folder does nothing

timid dagger
indigo marlin
severe hollow
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any idea why hints show up in world editor but not on my server? the weird thing is that yesterday it was working fine. I've already tested without any mods and it's still the same. it's super weird

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upon further testing it seems like Hints don't work at all on servers. They work fine on single player in the exact same scenario

violet obsidian
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I'm trying to set up a team deathmatch but after adding a factions manager, loadout manager, gamemode and two spawns, the game tells me there are no spawns available when I pick a faction and group. How do I fix this?

grand arch
chrome rampart
chrome rampart
timid dagger
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im running instances on woodbury, bergamo, and north carolina and they all had hints working last night i remeber seeing them when i did my post work check ins haha (log into each server check them, etc)

indigo marlin
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I believe there is a hint manager component that should be on the game mode entity you can check for.

severe hollow
severe hollow
indigo marlin
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Ah yeah. Maybe from that update yesterday or the day before whenever it was

severe hollow
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Game hasn't been updated between when hints worked and when they stopped working tho which is what I find weird. Also they do work offline it's only online that they don't work (for me at least) and they absolutely work on the workbench. I will try again today

indigo marlin
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There was a game update yesterday morning if you don't know

severe hollow
indigo marlin
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Ah yeah ok

white spade
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Is there a good video on Editing an existing scenario and publishing it to the workshop in order to run it on my server? Looking to modify a scenario but start with something like the RBR version of a WCS scenario.

timid dagger
# heady lichen Pushing update now, I removed the listed entities.

I did notice there are floating objects on the south western air field, such as the ATC fending and hand rails, so running a floaters plugin might remedy that, obviously doesn't effect playability, but thought I'd give you a headsup. everything else so far so good homie

wicked summit
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anyone know a good video or tutorial for placing crewed vehicles?

heady lichen
timid dagger
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hell yeah

timid dagger
heady lichen
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Thanks, I had a layer hidden lol Fix out now

timid dagger
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based

severe hollow
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Hints are working again... but does anyone actually know why they broke in the first place? It’s frustrating to build features around systems that can suddenly stop working for no apparent reason.

earnest rover
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As someone who is familiar with arma 3s mission editor where should I start? I want to make coop missions/ small scale pvp scenarios

severe hollow
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@chrome rampart hey man do you know if there's a way to restrict weapons to players depending on their role/class?

chrome rampart
# earnest rover As someone who is familiar with arma 3s mission editor where should I start? I w...

An updated video of how to create a PvP Conflict mission within 1.3. Also covers off on how to use the WCS White List feature.

00:00 Introduction
00:45 Creating New Project
01:16 Adding Dependencies
02:29 Creating Folders
03:19 Opening World Editor
04:00 Creating Sub-Scene
04:54 Game Mode Setup
06:55 Mission Header Configuration
12:25 Conflict...

▶ Play video
chrome rampart
warm crow
# white spade Is there a good video on Editing an existing scenario and publishing it to the w...

This should help you https://youtu.be/PaNXRI_r7uE

This video covers the basics of download and importing an AR mission from the workshop and into the workbench.

Subscribe for more Arma tutorials, tips, and gameplay!

Music:
-Stomps Playlist - Aesthetic Music & Lofi Beats To Relax: https://www.youtube.com/watch?v=8cMywGtieBY

Interested in joining our Aussie Arma Community? Jump into our discor...

▶ Play video
warm crow
# wicked summit anyone know a good video or tutorial for placing crewed vehicles?

Blackheart Six has a video on ai vehicle patrols, I can't remember which one it is though. But it should help you out. https://youtube.com/@blackheart_six?si=1HqCO4W7bwFAlFwO

wicked summit
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Ill check that out thanks! Your videos have helped me a ton as well!

warm crow
# earnest rover As someone who is familiar with arma 3s mission editor where should I start? I w...

As [MilOps] Creator mentioned above, forget what you know about mission making from A3. Coming from A3 myself, it took me 50hrs in the workbench before I could run my first OP. Think going from Eden to a developer tool which is pretty darn powerful.

AR is broken up into 3 default modes for mission making, Conflict (A CTI style mission, basically placing modules down on the map), GM (Game Master aka Zeus) and Scenario Framework (making custom OPS).

Anything Scenario framework related, check out https://youtube.com/@blackheart_six?si=LQGcXN9W4Qz_LkfF. This is where I started. Man is the grandfather of SF knowledge lol.

For conflict, I have a few videos of which one has been linked above. Conflict is probably a good point to start and gain some fundamentals. This video shows how Configs link together, which you need to know. https://youtu.be/eT2HaRM4MJY

A video showing a basic flow chart of configs linking together.

TPM Tactical Discord (Aussie Community): https://discord.gg/arm2ZQ4wAQ
Flow Chart: https://drive.google.com/file/d/1_TDVKvhwoYxBK1xH1AhBT_BGvogGoAs8/view?usp=sharing

Music from #Uppbeat
https://uppbeat.io/t/ak/gone
License code: SBSXSCR2IKHTCJSP

Music from #Uppbeat
https://uppbea...

▶ Play video
lucid sand
lucid sand
#

But still having an issue where for whatever reason anytime i spawn in theres no HUD at all

chrome rampart
#

This is where I started. Man is the grandfather of SF knowledge lol.
Watch it now... LOL!

Although I am getting ready to retire. 50 working days left. @warm crow

timid dagger
#

I cannot for the life of me get my basecharacters to spawn with a shovel or a map on my conflict server. I've edited the RHS character prefabs, everything loads except the map the etool, i've tried all etool variants and all map variants but nothing. anyone have this issue? im using RHS prefabs as my base

warm crow
warm crow
warm crow
timid dagger
#

that was exactly my problem

#

thank you

#

i appreciate the info

warm crow
#

Looks like you solved it first, nice work 👍

timid dagger
#

I have one other question, in my conflict scenario I can't seem to (or rather I don't know how to) set the points circled in red as selectable objectives for my AirPort HQit defaults to points across the map

#

ohh maybe it's linear?

#

but then if i spawn the other base isee this

timid dagger
#

disregard, i figured it out apologies

lucid sand
#

I run other scenarios just fine but

#

and for some reason when it gets put into server the spawns arent working, but they work in SP and Testing

warm crow
#

That's strange

eternal bronze
#

can any one help me? After placing ambientpatrolspawns all of the ai spawn at once taking up the budget and they dont seem to despawn when i leave the area. im using the gm gamemode.

chrome rampart
eternal bronze
#

thank you do i need to add it as a component or is it already in there with scenerio framework?

#

nvm found it

eternal bronze
#

i made new project and now im just gonna use the SF gamemode but i still cant get them to despawn even with dynamic despawn activated. they all spawn at once and stick around no matter the distance.

chrome rampart
eternal bronze
#

yeah i did but wait do i need to use the area and slot system?

#

with ambientpatrolspawn

chrome rampart
#

only prefabs in the scenario framework folder are.

severe hollow
# eternal bronze yeah i did but wait do i need to use the area and slot system?

So a few points to clarify:

Ambient Patrols are always pre-spawned. You can see their markers from any distance, and they count toward the AI budget, but they don’t render or become active until you're within view distance (which likely depends on the server's view distance settings).

If you want true dynamic despawn behavior, you need to enable it in the GameModeSF. That means using the correct Scenario Framework structure: Area, Layer, and Slot. The dynamic despawn setting must be applied to the Area (not the Layer or the Slot)

Set your desired despawn range on the Area and use a SlotAI to place your AI. With this setup, the AI will only spawn when a player enters the Area.

severe hollow
#

I'm having an issue where a trigger that is supposed to activate on a 60 min timer activates as soon as I die. anyone knows why this happens?

earnest rover
#

Thank you @chrome rampart and @warm crow

chrome rampart
severe hollow
#

It's supposed to end the mission after 60 minutes, but instead it ends immediately when I die.

chrome rampart
#

Try putting the End Mission on the Finished Actions @severe hollow

severe hollow
severe hollow
chrome rampart
#

that's correct because you only have 1 player.

#

When you die and respawn its starts over. If you have 2 players and one dies, the counter would keep counting

#

Test this by setting the trigger to any character, and place a character in the world of the same faction as the player.

severe hollow
#

Alright will do!

Hey man do you know how to remove the "New task available" pop up without disabling the Layout?

chrome rampart
#

set opacity to 0.

severe hollow
#

Thanks the problem is that makes all of the notifications disappear and I would like to make some appear and some don't. I guess that is not currently possible.

#

Did the hint thing got fixed for you?

#

I'm still having trouble with that

chrome rampart
#

I have looked yet.

severe hollow
#

Alright

chrome rampart
#

So when does the "New Task Available" appear? You may be in the wrong .layout.

wicked summit
#

Do you guys recommend using ambient patrols for conflict mode or do you recommend using Area->Layer-> Slot?

chrome rampart
#

ambient patrols.

severe hollow
chrome rampart
#

Area/Layer/Slot is for scenario framework game mode.

#

@severe hollow Yea IDK I thought is was all in TaskNewElement

wicked summit
#

Copy, also is there a way to delete prefabs (ie. hescos/connex box’s) from the original map in my sub scene? I am using the Khunar province map.

severe hollow
chrome rampart
#

@severe hollow OH thats right I was think something else.

#

sorry

#

Yea unless there is a specific .layout for that text it is generic.

severe hollow
#

Yeah no worries. thanks!

wicked summit
#

Is there a way to increase ai budget for ambient patrols? Also is it recommended to increase if there is a way or could it mess with performance?

severe hollow
# wicked summit Is there a way to increase ai budget for ambient patrols? Also is it recommended...

As far as I know, game budgets in Arma Reforger aren't very accurate and don't reflect real performance if you're using decent hardware. They seem primarily designed with consoles in mind, especially the Series S.

I don't know how to disable the budget system through Workbench, but there are mods that do it, like Bacon's "Disable Game Master Budgets."

Also, placing a lot of ambient AI will likely push the budget over 100%, but that doesn't mean all of it is active or consuming resources. Distant AI is usually pre-spawned but not simulated, so no physics or active processing until players get close.

wicked summit
#

Is it necessary to have a Control HQ for OPFOR in conflict mode? If so is there a way I can make the cp tent for my control point invisible?

wicked summit
#

Im using the taliban mod as well and I have a ton of error messages pertaining to target storage are these something to worry about? Also its giving me error codes about a lot of modded vehicles and their GUID is this something to worry about? When I test its fine and im still able to spawn vehicles.

eternal bronze
#

i got the the groups to spawn and despawn with the area layer slotai. Does layertaskdefend make them defend in an area and can i adjust parameters ?

eternal bronze
#

ok so i just dragged an aiwaypointdefend into the slot and it seems to be working

severe hollow
eternal bronze
#

gotcha lol im just using way point its working solid. my other concern is im doing a pretty big project, ai spawns all over a large map. im just wondering if another update comes out am i gonna have to comeback and do all of this again?

severe hollow
#

And make backups regulary!!!! nothing worse than suddenly losing all progress because some random shit lol

chrome rampart
# eternal bronze gotcha lol im just using way point its working solid. my other concern is im doi...

Yep. That is a pit fall of using mods. And something I highly recommend you don't do at this point. And the reason is this, if you are using a custom map and there is a major or even a minor update that breaks that world then your scenario is broken. And/or the world builder isn't doing any updates. The workshop is full of mods that haven't been updated because the owner has moved on.

And if you look at the road map of what is coming... power grid. That will most likely break worlds because they will change all the electrical prefabs.

I am not doing any released scenarios on any custom worlds until Arma 4 and enfusion engine is stable. The engine is not done yet.

chrome rampart
eternal bronze
chrome rampart
eternal bronze
#

yessir i want long journeys and i dont wanna play dayz lol

eternal bronze
#

is it bad to have multiple ai groups under one layer?

eternal bronze
#

ambientpatrolspawn error code when switching spawn logic from auto to menu so i can use the respawn menu. But i dont have any ambientpatrolspawns in my world i dont understand. it respawns fine with auto logic.

#

do you have any videos on setting up the respawn menu. i watched your video for auto respawns.

void sparrow
#

How can I detect a mortar projectile within a trigger area? I'm trying to create a mission where the player will operate a mortar based on coordinates given. Rather than require the player to kill AI that they can't see anyway, I just want them to hit within a general area to complete the task.

EDIT: In the tutorial they seem to do it by saving the distance between the shell and target every frame (see SCR_TutorialStageMortars_SecondTarget.c). When the shell disappears they interpret it as splash, and then use the last saved distance to determine either success or failure. I'm gonna try to see if I can perhaps do it with a OnDelete callback, instead of every frame.

EDIT 2: OnDelete seems to work. Gonna write my own mortar observation extension to Scenario Framework.

eternal bronze
# severe hollow Share the error

Class: 'SCR_AmbientPatrolSystem'
Function: 'Get'
Stack trace:
scripts/Game/Systems/SCR_AmbientPatrolSystem.c:197 Function ProcessSpawnpoint
scripts/Game/Systems/SCR_AmbientPatrolSystem.c:95 Function OnUpdate

#

i put down an area, layer, and slot and within SCR_scenerioframeworkslotbase i selected spawnpoint_us and than i changed the logic from auto to menuspawnlogic in the respawnsystemcomponent.

severe hollow
wicked summit
#

Not sure which channel to put this into but do you guys recommend using nitrado to run a server? If location matters in choosing this I am Southeastern US.

severe hollow
#

Nitrado is okay but kinda limited in some aspects

#

Bacon's on the other hand are basically designed with Reforger in mind

wild trellis
wicked summit
severe hollow
wicked summit
#

Private message or on here?

severe hollow
stuck hill
#

plz..... help me

chrome rampart
#

Problem solved.

wicked summit
#

Im trying to add dependencies to my scenario I can't find the addons through the folders can I just put the GUID and it will add them?

chrome rampart
wicked summit
wicked summit
#

Awesome thanks.

severe hollow
#

Anyone know why the Debriefing Screen Component shows inaccurate stats? I can kill 100 AI and it’ll only report 6 kills...numbers are completely off.

severe hollow
#

Any idea what needs to be modified to allow full vehicle repairs without requiring proximity to a maintenance point?

quiet plover
#

Is it possible to make an ai group respawn?

severe hollow
quiet plover
#

I believe it's set up as conflict

#

I've workedout how to do the spawns and waypoints but can't find much on respawning stuff

severe hollow
#

other type of AI can't respawn

quiet plover
#

Ahh yeah I have seen the option - Whenever I add an ambient AI spawn, they never seem to spawn in? Do I need to delete the already exsisting FIA ones first / up the limit?

severe hollow
quiet plover
#

Yeah I have used GM to move my character nearer and they still dont spawn in I'm finding

severe hollow
#

have you tried without mods?

quiet plover
#

yep

#

all vanilla

severe hollow
#

how are you placing it in the world?

quiet plover
#

just dragging it from resource browser

severe hollow
#

have you enabled the AI flags in the config file?

quiet plover
#

yeah 😦

severe hollow
#

No idea then meowsweats

#

lol

quiet plover
#

I'm stumped on it!!

#

I may just create a copy and then mess with it until it works 😦

severe hollow
#

is this new when trying to add a slot to a vehicle? don't remember seeing this before

eternal bronze
severe hollow
eternal bronze
#

really?

#

dope

#

thats all i needed to know thank you.

severe hollow
#

No problem. try and let me know if it worked!

eternal bronze
#

will do

#

i was at this all night XD tryna get this to work.. awesome works flawlessly now. didnt wanna throw it up on my server without a respawn menu.

surreal parcel
#

Does anybody have experience with troubleshooting this error? Not sure where to begin!

#

Seems I can join my scenario when localhosted, but when attempting to join on a dedicated server this error is thrown up

chrome rampart
#

Try and remove from the json

    "bindAddress": "",
    "bindPort": 0,
    "publicAddress": "",
    "publicPort": 0,

from the server. @surreal parcel

trim furnace
eternal bronze
#

@chrome rampart hey do you have any videos on creating a custom group? i was looking couldnt find any. I know how to customize a faction but i want to make a civilian group that i can throw in slotai if possible.

chrome rampart
surreal parcel
# chrome rampart Try and remove from the json ```json "bindAddress": "", "bindPort": 0, ...

Hey @chrome rampart thanks for the suggestion - Im afraid it doesnt seem to have worked on this occasion.

The server allows me in without issue using the same modset but on a different scenario - So would stand to reason the issue is with something in the scenario rather than the server config.

Just not sure where to begin attempting to identify what could be causing it! 😦

surreal parcel
#

Thanks! Its a bit of a minefield 😂

Id like to get a better understanding of what Replication errors actually refer to, but cant seem to find any documentation on it anywhere. Perhaps I'm overlooking a BI Wiki entry on it somewhere? 🤔

chrome rampart
#

@surreal parcel Yea I think a good wiki on error msgs and what they mean would go along way. We get these cryptic msg's. Check the console and just repeats what is on the screen. Makes troubleshooting and solving problems a little tough. I was getting the exact same message as you but reason = 3, and removing the IP addressing solved. That's why I suggested that. They should be able and maybe they will when everything is complete with the engine come up with an error guide.

distant basalt
# surreal parcel

Modded server? A mod / the scenario you're using isn't properly set up for multiplayer / dedicated server

stuck hill
#

Hello everyone,

I hope someone will reply this time, as I'm sure many of you know the answer—I see this feature on almost every server.

I'd like to set up a safe zone in both of my mobile bases where players cannot shoot their weapons or use explosives. I want to make sure no damage can be dealt to teammates while inside these mobile bases.

Is there a way to disable weapon and explosive usage in specific areas like this?
Any help would be greatly appreciated!

Thanks in advance!

distant basalt
#

I'm not sure if it provides weapon lock out of the box but it gives you a safezone prefab that prevents character damage which would be a starting point for you

stuck hill
quiet plover
# severe hollow No idea then <:meowsweats:707626030613135390>

Hello, this was an easy fix! Just recreated the scenario from scratch, prayed a little, and my patrols are now mysteriously spawning in 🙂

Now, how do I get them to follow waypoints 😄 I can see the waypoints and add them, but the AI won't follow them! I know you can select and assign waypoints for standard groups, no idea how this works (or if its even possible) for the ambient patrols.

Long story short I am trying to make a "wave" of attackers that respawns every xyz minutes....

wild trellis
quiet plover
#

Hi Gramps! Yeah I have done this, I think - loaded up a conflict world and looked at the ambient FIA patrols. I can see the spawn for the patrol, and the nested waypoints, but no sign of those waypoints being assigned to that group...

I did copy and paste one of these ambient patrols + the waypoints directly into my scenario (also on conflict mode). AI spawn in, but do not follow the waypoints and instead just hang around where they spawned (in GM it does say they're following orders though, if that means anything at all)

wild trellis
#

That could be a navmesh issue then. Simply adding waypoints as children of the spawnpoint assigns them to the group that is spawned. I would also check your logs for related error messages.

#

I'm guessing you're not using everon

distant basalt
quiet plover
#

Wait, so, I need the Heirarchy ones?!?!?!? Preparing to kick myself upon response

distant basalt
#

Yeah the waypoints suffixed with Hierarchy should auto assign to their parent AI group

#

I haven't looked much deeper into AI waypoints yet and am not sure how the rest of them get assigned, but that Conflict setup with hierarchy waypoints as children of the AIGroup works for me

quiet plover
#

....I'll give this a shot after work - I'm guessing it'll just be in order of numbers? I.e. patrol1, then patrol2, then patrol3, and so on? (Forgot the actual name of the waypoints but you get the idea)

distant basalt
#

Yeah I think they're activated based on their order in WB though I haven't tested that, it might just select a random one

quiet plover
#

Hmmm well I will report back with my findings tonight! Thank you for your help 🙂

wicked summit
#

Hey everyone, so I’m having an issue with any ai spawning at my OPFOR CP Tent on the left side of the picture. To the right is the BLUFOR HQ. I was wondering if the HQ is the reason they’re not spawning because it’s too close? If that is the reason is there a fix?

distant basalt
wicked summit
quiet plover
wicked summit
#

Can you move objects in a modded map?

timid dagger
#

i believe there is a way

#

but you basically have to copy the map to a new mod essentially

#

create a sub world, copy everything over, edit save.

#

or contact the map maker to pitch changes

#

I have a question though for everyone, has anyone had issues with any assetts from "AssetsbyHeine" I am using the container boats but they don't seem to be solid? like props fall through the decks, and you can shoot through them

#

oh i think i figured it out

#

rigidbody

#

i guess another question is can i scale objects

#

to make them bigger

#

like static props

#

scale

#

right sorry for train of thought

eternal bronze
#

does anyone know if its ok to have 20 or more world layers or is it better to organize by area? wondering if it matters at all performance wise.

severe hollow
indigo marlin
wicked summit
#

Can anyone tell me how to spawn vehicles with troops operating them? Cant find any videos.

chrome rampart
wicked summit
#

So do you typically just set a get In waypoint?

severe hollow
wicked summit
#

Do they typically stay in the vehicle once they are engaged?

severe hollow
wicked summit
#

Awesome thanks will definitely try this out

severe hollow
gritty vortex
#

I scripted a component that automatically spawns crew always imitating what it would do when you press B in game master

chrome rampart
wicked summit
#

and in slot put the vehicle?

severe hollow
#

I change the default spawn waypoint from defend to GetInNearest

#

They will just stay there inside the vechile and will attack any enemies using the vehicle guns if it has any

wicked summit
#

Okay awesome

severe hollow
#

and they will move a bit, but not too much. they can move back and forth 50m or maybe a bit more

#

I mean, the vehicle will move. if that makes sense

#

lol

severe hollow
wicked summit
#

Do you need to have a Control HQ for OPFOR on Conflict Game Mode? At first it was fine but for some reason now its becoming a spawn point from time to time, but if I unmark it as an HQ I can't spawn at my main base.

#

Also I disabled the spawnpoints at the Control HQ but it still pops up as a spawnpoint.

severe hollow
# wicked summit Do you need to have a Control HQ for OPFOR on Conflict Game Mode? At first it wa...

Yes there needs to be 1 HQ for each faction even if it's PVE.

I'd recommend you to watch this youtube playlist: https://www.youtube.com/watch?v=_1S22Yw_fsw

In this lesson we will be learning how bases work in Conflict. This is more so set in a PVE setting but you can easily do the same thing you do to the BLUFOR base to OPFOR to setup PVP.

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

▶ Play video
wicked summit
#

Ya I watched all of them they are great. Must be something on my side I'll have to look through the components.

silk sigil
#

how can we change the AI name tag show distance? and any idea on showing AI groups on map?

slim pond
#

Are there any tutorials out there for making an AAS scenario? I'm so lost

distant basalt
# wicked summit Do you need to have a Control HQ for OPFOR on Conflict Game Mode? At first it wa...

In Conflict each participating faction needs to have a HQ otherwise they will not be able to capture anything, since to control Conflict bases they need to be connected to your HQ radio network. I'm not sure what you mean by if you unmark it as HQ you can't spawn at your main base - the HQ is the faction's main base which is why it becomes a spawn point, if you have two separate bases it sounds like you need to delete/unmark the current HQ one and make your main base a HQ

distant basalt
slim pond
pale socket
#

am i missing something, some maps i can make a conflict scenario for and Gamemaster works on but the map i made doesnt let me use game master for some reason?

warm crow
#

Any news on this? Would like to be able to rearm/repair vehicles in SF from helipad.

severe hollow
eternal bronze
#

is there no way to use the FIA arsenal using factionmanager_USxUSSR ?

severe hollow
distant basalt
#

Arsenal items are read from the entity catalog associated with the faction that arsenal is assigned to, if your faction manager doesn't have FIA then it won't be able to look up FIA entity catalogs

eternal bronze
severe hollow
eternal bronze
#

are the ranks already set up and everything?

severe hollow
#

That... I don't really know. I don't usually do conflict modes so I've never checked.

eternal bronze
severe hollow
eternal bronze
#

will do thank you

eternal bronze
#

i couldnt stop myself lol

#

this is gonna be so fun to fight in but so sad to loose in an update XD

alpine sinew
#

can someone help me with the arma reforger tool bc i watched every video i can and still cant fidn out whats happing to me

#

Every time I save the world editor and reload into it to make sure everything's saved nothing is there and when trying to save it to its own folder it does the same thing

wicked summit
#

Im doing a middle eastern scenario and was wondering how to change the names of the AI to fit the region if possible.

digital creek
wicked summit
digital creek
wicked summit
#

got it thanks!

wicked summit
#

Anyone know any videos about changing the voices of the AI? I want them to speak Arabic.

wicked summit
#

So I'm still having this issue where my OPFOR control HQ and my BLUFOR HQ keep swapping as the initial spawn point when joining the scenario. Is this common or is there a way where every time you start the scenario it only shows the BLUFOR HQ and doesn't switch back and forth between the two?

warm crow
severe hollow
wicked summit
#

Ya I double checked my faction affiliations and they all appear to be set.

#

Does the control point need to be within/connected to a certain area or CP of something else or can I have it anywhere on the map?

severe hollow
#

well at least one control point needs to be within reach of the HQ radio signal otherwise you won't be able to capture anything, but not sure if it has anything to do with your issue. Like I said before I don't really do much conflict modes so let's hope someone with more experience chimes in

violet obsidian
#

Hi, I'm trying to get my custom units in a custom faction playable in game master mode. I've managed to get the soldiers to be placed using the faction and modded filter. But when I place them they don't seem to have a faction and won't attack eachother. I have made faction configs, added the factions to the faction manager. Added the characters to the faction configs. I have no clue what to do now. Does anyone know what I'm doing wrong?

silk sigil
silk sigil
wicked summit
silk sigil
#

no. just set US and USSR inside.

wicked summit
#

Ya I did that its still doing it.

silk sigil
wicked summit
#

Ya I've messed with all the components doesn't seem to change anything I am using FIA not sure if that could be a factor. But just wanted to see if anyone knew.

silk sigil
#

so even you are making a PVE conflict scenario, You still need a "USSR" HQ and it will not be selected by blue if you set the faction static.

#

you can put the USSR HQ on sea.

wicked summit
#

I'm confused sorry. Do I need to make a USSR HQ even though Im using FIA? Right now I have USSR as Non-Playable.

silk sigil
#

Yeah. When making PVE conflict, you need to place at least 1 USSR HQ (set unplayable) and 1 US HQ. Then you can put FIA ambient patrols in other locations for counter attack and defending. FIA can not be playable in current version I think.

wicked summit
#

I uploaded my world to workshop but when I load in I cant go into game master. Any tips?

#

Also my ambient patrols dont appear to spawn in.

silk sigil
wicked summit
#

Where do I change that setting for the ambient patrols?

silk sigil
silk sigil
#

for PVE scenario, I think Gramps PVE mod can always be a good start point

wicked summit
#

All my slotai spawn

silk sigil
#

You maybe also add Gramps PVE mod as dependency as other conflict PVE author dose

#

He has some really nice modifications to the ambient patrol and campaign game mode.

wicked summit
silk sigil
wicked summit
#

Do I need to change my AI Limits under SCR_AIWorld?

silk sigil
#

you can find tutorials in his mod

wicked summit
#

So do I add that to my scenario or just open it to look at it to see how to do it?

timid dagger
#

I am curious about this as well, as it lists his conflict scenario as a dependency

alpine sinew
#

can someone help me with the arma reforger tool bc i watched every video i can and still cant fidn out whats happing to me. Every time I save the world editor and reload into it to make sure everything's saved nothing is there and when trying to save it to its own folder it does the same thing

wild trellis
wicked summit
faint dove
#

How do I replace a faction in an existing map/scenario with a modded one like from RHS Status Quo?

#

I'm using the Frontline gamemode and want to replace the Soviets with modern Russians

severe hollow
faint dove
#

Ooh okay

#

I'll try this

#

Is there also a US?

severe hollow
faint dove
#

Awesome, thanks! The mods that add it to the vanila US arsenal are okay, but the default loadout is usually the cold war outfits

#

ANd no problem! My friend and I are really enjoying it, it's really well made.

eternal bronze
#

is there a way to set up empty supply caches?

gritty vortex
#

When you guys test your missions on everon how do you make it load faster? I can make and eat dinner in the time it takes it to recompile scripts

severe hollow
gritty vortex
#

Fair

fleet dune
#

Is there any way to make the AI ​​spawn on a user-defined building? For example, I'm currently building a bunker system that's accessible via teleport, but the AI ​​keeps falling through every floor. Is there any way to get around this?

distant basalt
gritty vortex
#

I could just disable some layers but everon is not layered

distant basalt
# fleet dune Is there any way to make the AI ​​spawn on a user-defined building? For example,...

I haven't found any way to prevent it directly, it seems AI in general get snapped to terrain when they spawn whether via GM mode or ambient patrols. Work-around I've been going with is to just move all of the AI spawns away from non-terrain meshes, and give them a waypoint to move on top of whatever mesh I want them positioned on, this works ok, currently I have a few AI recon squads defending a few rooftops across the map

#

if they still fall through the floor when they try to go to the waypoint you place on your building then it might be a collision or navmesh issue with the building

#

this issue is most apparent if you try spawning AI in the upper areas of Montfort castle, they'll spawn stuck on the flat terrain underneath the "cliff" meshes the castle is built on

chrome rampart
# distant basalt I haven't found any way to prevent it directly, it seems AI in general get snapp...

IMHO... For user-defined buildings, if you mean buildings added to the original world, have you tried to add it to the navmesh? If the building is not added to the navmesh then the AI doesn't know it exists.

Using SF I don't have an issue spawning AI on top of buildings. And there is a check box to "Ignore Orient Children to Terrain". Considering SF pulls most of it's catagories from regular entities/scripts etc. I would look at this for a possible solution.
@fleet dune

distant basalt
chrome rampart
#

Yea sorry wrong reply. He is right above.

[Attribute(defvalue: "0", category: "Composition", desc: "When disabled orientation to terrain will be skipped for the next composition")]
    bool m_bIgnoreOrientChildrenToTerrain;

@fleet dune @distant basalt

eternal bronze
#

can i not use dynamic despawn with slotdestroy and slotkill without the icon dissapearing from the map due to the despawns proximity? i just want the ai to despawn not the mission marker.

severe hollow
eternal bronze
#

elaborate?

#

lol

#

i tried just activating dynamic despawn on just the slot but the prefabs wont even appear that way.

severe hollow
#

If you only want AI to be affected by Dynamic Despawn, place them inside a separate Area where Dynamic Despawn is enabled. Keep your tasks and other gameplay elements in a different Area where Dynamic Despawn is turned off.

That, or check "Exclude from Dynamic Despawn" on everything except the AI but that is more work and unnecessary.

severe hollow
severe hollow
eternal bronze
#

your saying slide the slotdestroy into a different area layer with dynamic turned on?

severe hollow
#

is also better for keeping everything organized

#

and of course under the AI world layer you need an AREA for every place in the world where you want the AI spawn dynamically

eternal bronze
#

yes i know this

#

i understand that part pretty well now lol but ive been organizing by map location which has resulted in to many world layers lol.

severe hollow
#

Well you could also do this if you don't wanna add more world layers. the important thing is to keep elements separated by AREAS if you want to use Dynamic Despawn

eternal bronze
#

like what im wanting to know is how in a slotdestroy or slotkill how to get prefab contained to despawn when im away but not the map marker itself. im wanting to save budget im trying to avoid leaving them in.

severe hollow
#

What happens if you check excluded from dynamic despawn on the slot?

eternal bronze
#

ahh i see

#

so the map marker will be excluded thank you.

#

you are very helpful.

severe hollow
#

no, sorry, not the slot, the layertask I meant. but not sure if it will work since the slot is a children of that layer

eternal bronze
#

yeah yeah i got that

severe hollow
#

but try and let me know how it went

eternal bronze
#

your good

severe hollow
#

if nothing works you can always add a custom map marker on that location

#

it won't be the same but at least players will know where to go

eternal bronze
#

is the standard just to leave them in?

severe hollow
eternal bronze
#

yeah i get what your saying im doing all of takistan in some areas more than one spawn radius meets and the budget gets pretty high.

severe hollow
#

Use Dynamic Spawn whenever you can. if you can't use it on a SlotTask I don't think it's a huge issue just to leave them in

eternal bronze
#

using it for all of the ai and vehicles i assumed itd be the same for the layertasks but a few percent wont hurt i suppose.

#

i was tryna share the workshop link but it wont let me. im calling it takistan ops lol

#

layers are getting crazy

#

I just feel like its easier to recover divided down like this. but i could be very wrong lol ive already broken the world once and had to copy and paste my layers and i lost all the area layer renaming i had done, thats why im doing it this way.

chrome rampart
#

And if you put any manager in it's own layer you can edit directly in an editor.

chrome rampart
timid dagger
#

Hey guys, how do I edit forest generators? I've duplicated the .et files but I still cannot edit them.

warm crow
#

I am not home at the moment, so I can't check. Where do I turn off the squad leader markers for on the map?.

eternal bronze
chrome rampart
warm crow
eternal bronze
#

nvm found it

wicked summit
distant basalt
eternal bronze
# severe hollow thanks for the correction

is it the same with slotcleararea you have to leave them in? The dynamic despawn triggers objective complete when you leave the area even though you havent killed them. If so i guess i could leave one in somewhere.

severe hollow
eternal bronze
#

how do you make them not move from a position aiwaypoint_wait?

severe hollow
#

If you are using dynamic despawn I recommend you leave at least 2 AI. When you leave one sometimes something happens and he dies and the mission autocompletes

eternal bronze
#

gotcha

severe hollow
#

if you want them to just stay still

eternal bronze
#

awesome thank you.

severe hollow
#

also set the priority to a high number so they will not stop following the order. and of course only use this waypoint with the one or two AIs not all of them

#

Actually in this case don't override the prebab, just duplicate it and name it something else

#

"Waypoint_Don'tMove" or something

eternal bronze
#

lol what would be considered a high number?

#

i put it at 1000.

severe hollow
eternal bronze
faint dove
#

I might do the same thing with the US.

grand arch
#

I'm trying to rebuild a custom CTI Campaign using all the vanilla stuff.
Somehow it feels like i'm still missing something...
All the menu stuff works and i can play however i'm not sure if the tasks need any additional stuff like triggers?
Here is what i have so far:

#

Does it even work with pre-placed A.I. or do i have to use the Ambient stuff to spawn them?

grand arch
#

Nevermind its working...

distant basalt
#

Yeah if you started by duplicating one of the existing Conflict worlds it should have all the managers etc needed for everything to work

#

and any AI prefabs should work, the ambient patrols are just really easy to set up for some group type randomization and using the heirarchy waypoints

#

oh and the other thing ambientpatrols makes easy is performance, it automatically handles only activating AI when players are close enough to be relevant and not spawning over AI limit, if you have a world filled with directly placed AIs they might all get activated/simulated at once

grand arch
#

Thank you. 👍
Yeah i was somehow expecting to get xp for each enemy kill but i had to kill some ( 10+ ) to get xp.
That's why i thought i may missed something. 🙂

grand jewel
chrome rampart
wicked summit
#

Can someone help me with this?

blissful vector
#

any ideas why placed ai always walks south west direction completely ignoring the defend waypoint and its settings ?

severe hollow
blissful vector
#

im using eden (everon) , do we typically need to rebuild mesh even on vanilla map?

lean scroll
blissful vector
wicked summit
small ingot
uncut socket
#

Hey anyone knows what could be problem with my scenario, using WCS_Core to whitelist bases, radio range is set to 10k from scr_coverageradiocomponent and base has been whitelisted, but cant cap it. It shows on map as cappable but nothing happens when you try to cap it

eternal bronze
eternal bronze
heady vortex
#

Hi, I wanted to repeat the cinematics from the video with the APC, I did everything one-on-one as in the video, but when I click the preview, the APC starts but does not go anywhere, can anyone tell me what the problem is?

void sparrow
#

How can I make an AI visible at ~1km? I tried the DisableLOD AI action, but as I understand this only affects behavior.

hollow snow
warm void
chrome rampart
chrome rampart
chrome rampart
hollow snow
# eternal bronze still cant get keep the cleararea from dissappearing. anytime i put a non despaw...

So you have Layertask so treat is as a layer in itself its in the name and this layertask is NOT in an area with DD just an area think of its own or as a container where u will place that layertask anywhere in the gameworld at any graphical location doesnt matter.place one opposing Ai using a slotai just one placed in that layertask so it does not complete on its own now u have a clear area with one Ai all your other Ai are gonna come from a DD area that you will place at the same location in the gameworld and so play around with the plugin here its a dominance trigger(set your area radius) so think about that too when players activate that DD area you have placed around your layertask clear area to simulate more opposing Ai to clear that area

chrome rampart
#

Pro-tip from a non-professional...
You must put the faction that will activate the plugin, regardless of what faction the player is.

#

This is something folks don't get, a layer task is a layer. And a slotanything is still a slot. SlotMarker can be manipulated to be a slot trigger if you do it right. As long as you follow Area > Layer > Slot basic hierarchy structure.

wicked summit
#

So I was using the taliban mod to make my FIA faction which it did automatically. The mod has now been banned on workshop. So I’m wondering if I remove the mod as a dependency will that automatically revert my FIA faction to its original characters? Also will it keep all of the stuff I’ve placed for the FIA? (ambient patrols, slotai, etc)

hollow snow
distant basalt
#

If you open the class you'll see some constant properties you can override to change the range they spawn/despawn at

distant basalt
void sparrow
severe hollow
void sparrow
wicked summit
#

So I removed the taliban mod dependency from my workbench project and reuploaded the scenario to the workshop but it still has the taliban mod as a dependency on the workshop? Any tips?

wicked summit
#

Went into my workbench options and removed it from my dependency list.

chrome rampart
wicked summit
severe hollow
wicked summit
#

yes

severe hollow
#

The only reason I can think of for new dependencies not showing is that they require other dependencies to work. But not sure about why removing a mod still makes it show up in workbench. Maybe another mod has it as dependency?

Do as @chrome rampart recommended and open the gproj file in the windows folder of your project. You can see which dependencies you have there just take note of the taliban mod GUID so you can check

eternal bronze
magic ledge
#

Is there a way to modify the ambient vehicle spawn to only spawn a certain type of vehicles?

#

Apologies, I think I found it's the entity label?

uncut citrus
#

Hello,
Can someone tell me how to remove the ability to revoke permission to build a helipad (for example) in advanced bases?

chrome rampart
near vault
#

I asked this question in the scripting channel but may be more prudent here, didn't want to duplicate the post so if you get a chance can you look at the question and give me some insight please #enfusion_scripting message

chrome rampart
void sparrow
#

How can I make AI doing animation waypoint ignore everything else? He keeps cancelling animation and reacting to incoming shots. I've tried "Priority Level"=2000 and "Perception Factor"=0 but didn't work. Also tried a custom AI action that calls AIAgent.DeactivateAI(), but then he doesn't even do animation.

chrome rampart
void sparrow
chrome rampart
#

IDK. Try to add animation via onInit. @void sparrow
It may be bridge to far unless you script something. There are limitations what you can do and not do. Animations I think are different from reactions. Reactions are behaviors.

wicked summit
#

For control HQs in conflict scenario does it matter if they are set to FIA or USSR? My control FIA HQ continues to pop up on my spawn screen as an HQ instead of my BLUFOR HQ when you start the scenario. When it does work and the BLUFOR HQ is the original spawnpoint my Control HQ will sometimes be FIA or USSR. I have all my faction keys set.

past scroll
chrome rampart
past scroll
#

Thank you MilOps

warm crow
#

@chrome rampart Hey mate, I sent you a DM

small ingot
small ingot
#

I have to player trigger setup to spawn a vehicle in after 5 seconds. This part of it works. It is jut strange that the timer UI does not show up at all. I have the notifications manger component in my game mode as well.

past scroll
chrome rampart
chrome rampart
past scroll
#

Mode conflict

chrome rampart
small ingot
chrome rampart
#

@small ingot All bets off then on why it doesn't work. Once you throw in the Overthrow mod.
It works with gamemodeSF as stated above.

small ingot
#

Copy. I’ll prob have to look into the custom plugins, maybe write a script. Thanks for the help tho. Everything else worked like a charm.

thorny swift
#

Newbie here... I've created a project with a subscene of Everon and added GameMode_Base1, FactionManager_FFA, SpawnPoint_FFA, and LoadoutManager_FFA. Everything works well in game however, when I click 'Quit to main menu' then Confirm, nothing happens. Have I missconfigured something or missing something?

chrome rampart
thorny swift
#

Published to the workshop under G15 Island

chrome rampart
thorny swift
#

It's a test mod

#

Thanks

chrome rampart
#

Go to the console log. And find where you join the scenario.

#
17:58:48.152 NETWORK      : ### Creating player: PlayerId=1, Name=Blackheart_Six
#

Review down from there and find any errors...

thorny swift
#

Ok I will do that, as soon as I can get Enfusion Workshop working again. Thanks again @chrome rampart

chrome rampart
#

LOL! Ok. I noticed in your post above you said you use gamemode_base. that is a no no if you did.

#

GameMode_Plain.et should be used.

thorny swift
#

That will probably be the issue lol

chrome rampart
#

maybe.

#

🤷‍♂️

hasty yacht
#

so ive created a custom map and is ready to go besides not having a scenario id. Where can i add that?

severe hollow
#

Is there any way to get the end screen in Scenario Framework to display accurate statistics? Mine are always way off...it'll say I killed 10 enemies when I definitely dropped closer to 80 lol. It feels like the stats reset every time I die or respawn.

digital creek
# hasty yacht so ive created a custom map and is ready to go besides not having a scenario id....
slim pond
#

Hey guys. Have an AAS scenario running on a server and just realized the command truck allows players to capture bases past the current objective. I have all the bases whitelisted to each other. How can I disable the mcu from allowing extended captures but keep it as a mobile spawn unit only? Thanks

gritty vortex
#

Is that an official/vanilla scenario? If not then better asking the dudes that made it

carmine lotus
#

Making a Conflict Scenario but re-working the RHS Conflict scenario... Anyone know why Im getting "Faction Currently has no spawn points" and how to correct that?

median sinew
#

im trying to edit a map and make a conflict scenario, i used the plugin to create the scenario. how do i add Game Master to the game?

magic ledge
marsh fog
#

anyone knows how to change the supply storage capacity of structures/vehicles?

narrow latch
#

im having trouble getting any AI to follow any waypoints using scenario framework? CryCat

#

followed a video tutorial almost 1:1 and no dice

chrome rampart
narrow latch
#

I just tested by going into play mode, game master and giving a objective to some AI

#

just stand still

chrome rampart
#

Normally if the navmesh is missing they all start walking towards 0,0,0 point in the world.

narrow latch
#

they do start moving if something triggers them thinkies

chrome rampart
#

That is behavior not navmesh

narrow latch
#

hmm so the navmesh file slot in the component was missing, I put in the arland navmesh, they still don't move hap

#

atm im not testing waypoints just if I can get them to move with gm

chrome rampart
#

One for soldiers, Vehicles, and Low Res

narrow latch
chrome rampart
narrow latch
#

oh the videos I was watching were just waypoint stuff, didn't even mention the nav mesh stuff

narrow latch
#

uuuh, I did get to him but I just started with the scenario framework stuff on the wiki which didn't mention the navmesh stuff

chrome rampart
#

ok, I'm Blackheart_Six.

narrow latch
chrome rampart
#

The navmesh is under the prerequisites I believe but I might redo the waypoint videos

narrow latch
#

yeah, I suck at learning anything lol, I kinda just go at stuff until I run into a problem, google that problem, but since my issue actually had nothing to do with setting up way points correctly or not, I didn't think it was a nav mesh issue until I tried giving objectives to AI using game master

chrome rampart
#

The AI should move to the waypoint regardless of GM.

#

If you have everything setup correctly, IE AIWorld, Area/Layer and slots, waypoints they should start moving right away.

narrow latch
#

yeah, but my nav mesh shit wasn't set up at all which is why the AI wasn't moving whether it was game master or way points

#

yeah just tested with waypoints again, it all works aPES_HappyClap

#

thank ye

#

is there a way to copy and paste things without it leaving the layer i've put it in?

#

this is awesome aPES_HappyClap everything now works as intended

chrome rampart
narrow latch
#

now I just need to figure out how to get a deliverable intel item to spawn on an AI thinkies

#

can only get it to spawn in the world

chrome rampart
#

You mean add intel folder to the AI inventory?

#

Use an action.

narrow latch
#

yeah, I can get a intel folder to spawn onto an AI, but I dunno how to add it to one that's spawned through "SlotAI"

chrome rampart
#

Use an action.

narrow latch
#

how would I go about creating an action that starts on scenario initiation? thinkies

narrow latch
#

oh I see a OnInit category on the slot ai

#

I got my intel prefab to spawn on the guy aPES_HappyClap

#

now I gotta figure out how to tie that to the deliver task thinkies

#

oh wait, I can skip a whole step if I can make it an objective to steal an vehicle

#

alright I can't tie the deliver objective to a vehicle sadge, but I can probably hide that behind tricking the player

chrome rampart
narrow latch
severe hollow
narrow latch
#

it'll spawn a vehicle

#

but the deliver expects an inventory item I think

#

new problem now, I can't figure out sequential tasks

#

I assume something here does it D=

#

but the wiki mentions a logic counter and now im even more confused CryCat

#

figured it out, im dumb derpWolf

narrow latch
#

alright so I have several problems hap

#

with the current set up, I start the game and just spawn, there's no loadout selection

#

also arsenal boxes won't give me anything and require supplies? and I dunno how to turn the supply features off

chrome rampart
narrow latch
#

whats the root game mode component?

#

oh I see something called disabled resource types

#

that did it aPES_HappyClap Heart

chrome rampart
narrow latch
#

I see that, not seeing the option to change it though D=

chrome rampart
#

right click and select change class

narrow latch
#

do you have video's in a sequential order that make sense for learning from scratch? Im probably doing it the dumb way by skipping straight into just things I wanna do

narrow latch
#

das where I started aPES_HappyClap

chrome rampart
narrow latch
#

I also moved to that, and das where I got stuck aPES_HappyClap

chrome rampart
#

Between that and this channel you should be able to get through most things you want to do. It's just a matter learning what is possible and planning. There is no 1,2,3, etc.

https://youtube.com/@blackheart_six?si=-aBomIBIKe3fzc53

#

There are lots of youtube channels covering a wide range of topics. Of course the bootcamp videos should be considered the gold standard.

#

I would stay away from content that is more than year old or too old for the current version. Lots of that exists.

#
#

Another good resource.

narrow latch
steel field
#

If I wanted to place a static sized shape on the map, would I need to do that on a topo layer? Like imagine a circle that has a defined size on the map. I found that the player markers always want to resize/scale as you zoom in/out.

chrome rampart
steel field
# chrome rampart It really depends on what the object is your are to placing. So is the image mad...

I don't have much experience with Arma 3, so not sure on the reference point there but it sounds like it could be similar. Not looking to place anything crazy, just a square or circle that is static on the map.

A default or custom imageset could be used. It really doesn't matter to me what exactly it looks like so long as it stays at the same size. The attachment illustrates my problem where if I use a map marker, it will always do some level of scaling. I want to set an exclusion zone so that it always encompases the same area on the map visually, no matter the zoom level

chrome rampart
#

I guess they do scale but your circle gets bigger as you zoom out.

#

So I think it has to be added to the map to remain the same size but that is built into the world.

Someone did some crazy area markers in their scenario, trying to remember which one. Maybe someone here will remember it.

#

Just in Time has area markers I know that.

steel field
chrome rampart
steel field
steel field
chrome rampart
severe hollow
severe hollow
severe hollow
gritty vortex
#

I dont see ping on the top right thonk

#

But this is usually desync

#

Like, 99% of the time

#

That's not an excuse, this kind of desync is very bad, just saying what it is

severe hollow
# gritty vortex Like, 99% of the time

Alright, I’ll check that next time. Just threw me off since it’s never happened before. I usually keep the ping and FPS interface turned off but I'll keep an eye on that. Thanks

gritty vortex
severe hollow
gritty vortex
#

You gotta sort of learn how to deal with the desync in this game recently

steel field
severe hollow
severe hollow
void sparrow
#

Can something reset the DisableLOD option? I have an AI mortar man at some distance that is visible when he spawns. But if you look away he can disappear and not reappear again until enter gamemaster and fly the camera over to him. For testing I placed another AI next to him that also has disabled LOD, and he doesn't disappear. The difference between them is that the disappearing AI is firing a mortar, so I'm wondering if entering and exiting a vehicle might reset the option.

#

hmm. it does seem so. Just added a looping WaitAndExecute that reapplies DisableLOD every second, and now the AI no longer disappears.

void sparrow
#

Yeah okay the problem is SCR_AIStaticArtilleryBehavior.OnActionDeselected which calls agent.AllowMaxLOD without checking what the previous settings was.

EDIT: https://feedback.bistudio.com/T192054

ancient adder
#

I'm trying to add an "Exfil" task to my scenario - once I clear a previous objective, the new exfil task gets activated and can be completed, but it's not showing up in the list of Objectives to select, or showing on the map. Can't for the life of me figure out why - any ideas?

chrome rampart
ancient adder
chrome rampart
#

Here is what I get. The only change I made was the Activated by this faction.

#

Now if you are in the trigger area when the task gets triggered you may not even see it populate the map. Put a wait and execute on what ever your using to trigger the exfil task and do like 5 or 10 seconds.

ancient adder
#

Nah my character is miles away

chrome rampart
#

ok

ancient adder
#

I'll just try moving the "middle" one from mine

#

You only have the Layer and the Slot there

chrome rampart
#

middle a layer?

ancient adder
#

LayerTaskMove > TaskExfil > SlotExtraction is how mine is set up

#

Can't paste a screenshot for some reason.

chrome rampart
#

What is TaskExfil? Layer?

ancient adder
#

I can't upload a screenshot unfortunately but the hierarchy is:

Area > Layer Task Move > Task Exfil > Slot Extraction

I'm just using prefabs from SF

#

Same hierarchy for a previous "Clear Area" task, which works fine and shows up correctly.

chrome rampart
#

Is dynamic despawn turned on for the Area?

ancient adder
#

No

#

But "exclude" is not checked either.

chrome rampart
#

doesn't have to be.

#

It's for Eden world so may need repositioning

ancient adder
#

I must be missing something - setting it up in the same way that yours is, doesn't even trigger the task. It needs the "TaskExfil" and the "Slot" underneath the LayerTaskMove.

chrome rampart
#

I wouldn't change anything with what I sent, and just test it. It should be there.

#

Area should be "OnInit" activation.

ancient adder
#

How do I load your file?

chrome rampart
#

Download it. Unzip it. Copy it to the world layers folder of your scenario.

#

If you are using Eden world you are good to go. If not, edit the Area position and snap to ground

#

exit workbench and restart.... if you didn't after copying.

ancient adder
#

So all you did was add a "Layer Task Move" and a "Slot Extraction"? Did you change anything else?

chrome rampart
#

Area/LayerTaskMove/SlotExtraction.
Set the "Activated by This Faction" to US.

#

in the slotextraction plugin

#

see screen shots above

ancient adder
#

Thanks for the help - no idea what caused the issue, as I had tried it in various different configurations, including the way you did it. The "activated by" had no impact in this case, as it's just set to "player".

severe hollow
#

Is there a way to prevent a previously completed task from triggering a "mission failed" notification when its layer is reset to default?

severe hollow
#

Are hints still broken for anybody else?

hollow snow
hollow snow
severe hollow
severe hollow
hollow snow
#

is that task triggered or ONIT? but yeah safe to assume its a no go on that layerto default that has a task in it,Take it out make it easy on yourself

severe hollow
severe hollow
severe hollow
#

Actually nvm. I figured it out!

timid dagger
#

navmesh is present, soundmap is presennt, topo map is present why am i getting this error

chrome rampart
timid dagger
#

Won't let me publish

#

Even though all those are present

#

I've been pushing updates to this for months now

#

Reeeee

surreal parcel
#

Could somebody please let me know which components need to be added to a character prefab to give them a rifle that stays in their hands?

#

Working on ambient animations for some AI to make the world feel more alive - Seems to be the last thing im stuck on

chrome rampart
#

The weapon is not put in their hands on the character.

timid dagger
warm crow
#

Might help someone else lol

#

We all done something silly at some stage

timid dagger
#

My initial photo wasn't sized correctly

#

For some reason it didn't say in the log

#

Or rather console

warm crow
#

Always good to share what resolved your issue 🙂 Helps others out.

surreal parcel
severe hollow
#

How can I change the name of a vehicle in the vehicle depot?

#

I'm trying with entity catalog but can't see any option for that

median sinew
#

how do I Place Spawn points for MOB's without them being on the map, or spawning unless utilized?

severe hollow
median sinew
#

im trying to put down spawn points like the point above black lake or below the powerplant where MOB's can spawn, but there is no point assosiated with it.

chrome rampart
severe hollow
#

ah wait I think I've found it

#

EditableVehicleComponent

#

I'll try changing it there see if it works. thank you!!!

chrome rampart
#

As we say here 'ass it'

severe hollow
median sinew
severe hollow
median sinew
#

Next question, im trying to create/move some points on everon, does anyone know how to retain the functionality of the radio towers at entre deaux, and Regina?

surreal parcel
#

Guys, im so close to giving up my short lived Arma modding career here

#

I cant figure out for the life of me what causes 'Replication' - 'System Failure' errors

#

Please, does anybody know what actually causes this? Or how I can identify which entity/prefab is the problem - Theres no mention of it in the logs 😦

severe hollow
surreal parcel
#

Thanks @severe hollow Im afraid thats not the issue on this occasion - Just wish anybody from BI would give us some feedback on what exactly causes these errors. If you search this Discord for 'System Failure' it comes up loads, but with no clear answer as to what causes it 😦

severe hollow
chrome rampart
surreal parcel
#

Thanks for the feedback 🙂

It seems the error is related to an error message that comes up in the Workbench

This layer contains some indelible entities. You must move them into another layer first

Not sure how I can identify which entities its referring to - Has anybody got any experience with this?

#

Doesnt seem to be any BI information on 'indelible entities' and how they get created

wicked summit
#

Can someone help me with this? All I have left until I can upload.

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I made my HQ starting supplies 5000 and this happened. I want there to be a good amount of supplies starting off is there a way around this?

chrome rampart
wicked summit
chrome rampart
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I think the issue is you are not using the proper supply crate. Those are portable containers.

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The supplies crates should be

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If you want to increase the supplies override HQ prefab and edit the values of the supplystack