#enfusion_scenario

1 messages · Page 17 of 1

wicked summit
#

So im using ConflictMilitarybase.et. The crates only popped up once I edited my starting HQ supplies in my GameMode_Campaign manager. Do I still override it?

chrome rampart
#

Don't know how conflict handles which base spawns. I guess it's who controls the point.

wicked summit
#

Can anyone help me fix this?

chrome rampart
wicked summit
#

I changed a couple things in my mission header. And I overrode the supply box. Would either of those effect it

#

Do I just delete overrode objects for them to go back to vanilla?

chrome rampart
#

IDK. These VME normally just don't start happening. You've done something that started to cause this. Backup to the point where they go away.

#

I was getting a squad leader marker error after I changed a character. Reverted back and VME gone. See it all the time.

wicked summit
#

How do I revert an overrode object back its original?

wicked summit
#

Is there anyway to revert the whole world file back to a previous version?

severe hollow
#

Overriding doesn’t delete the original prefab; it just tells the game to use the modded version instead. If you remove the override from your mod’s folder, the game defaults back to the original prefab.

wicked summit
#

Ya idk I’ve gone back and deleted everything I’ve done today and it’s still giving me the same errors. Is there anything else I should try?

severe hollow
#

might give some insight

wanton jay
# wicked summit So im using ConflictMilitarybase.et. The crates only popped up once I edited my ...

Did you end up figuring this out? helping a friend on his server and we've been at it for about 2 hours now. We override the HQs reset the values to what we wanted noticed Arma being arma our values would reset back to original. Each time we tested our tents gave only 600 supplies. I then override the HQ prefab for US & USSR placed them into the world for where we would want the HQ locations to be. It was then reading our new supply max. However no supplies were showing up it was empty on the start of a new match.

wicked summit
wanton jay
#

I've noticed this has to be a bug, even with the supply storage any type of editor / changes you make to the arsenal storage or hq you can force save all but the edit always changes it back to original. It has to be a bug.

#

But what I did worked and functional. Give it a shot see if she works for you.

severe hollow
#

How do I ensure a slotted prefab gets destroyed along with its parent entity? For example, I'm attaching a spawn point to a vehicle using a slot, but when the vehicle is destroyed, the spawn point stays active as long as the wreck remains. Is there a way to have it automatically removed or destroyed with the vehicle?

severe hollow
#

One more question. The "combox_spawn" prefab makes it so you can spawn directly on a command truck. my question is, is there a way to edit the name of that spawnpoint? currently it says something like mobile command or something but if I wanna change that how do I go about it?

chrome rampart
chrome rampart
#

DEFEND WAYPOINTS DATA SHEET

  • Name: AIWaypoint_Defend

    • AI Behavior Tree: WP_Defend.bt
    • AI Behavior Tree Move To: WP_Move.bt
    • Completion Radius: 30 meters
    • Preset: Guarding
    • Tags:
      • ObservationPost
      • GatePost
      • LoiterPost
    • Preset: Defending
    • Tags:
      • CoverPost
  • Name: AIWaypoint_Defend_CP

    • AI Behavior Tree: WP_Defend.bt
    • AI Behavior Tree Move To: WP_Patrol.bt
    • Completion Radius: 100 meters
    • Preset: Guarding
    • Tags:
      • ObservationPost
      • GatePost
      • LoiterPost
      • CustomPost
    • Preset: Defending
    • Tags:
      • CoverPost
  • Name: AIWaypoint_Defend_Hierarchy

    • AI Behavior Tree: WP_Defend.bt
    • AI Behavior Tree Move To: WP_Move.bt
    • Completion Radius: 10 meters
    • Preset: Guarding
    • Tags:
      • ObservationPost
      • GatePost
      • LoiterPost
    • Preset: Defending
    • Tags:
      • CoverPost
  • Name: AIWaypoint_Defend_Large

    • AI Behavior Tree: WP_Defend.bt
    • AI Behavior Tree Move To: WP_Move.bt
    • Completion Radius: 75 meters
    • Preset: Guarding
    • Tags:
      • ObservationPost
      • GatePost
      • LoiterPost
      • ** Preset:** Defending
    • ** Tags:**
      • CoverPost
  • ** Name:** AIWaypoint_Defend_Large_CO

    • ** AI Behavior Tree:** WP_Defend.bt
    • ** AI Behavior Tree Move To:** WP_Patrol.bt
    • ** Completion Radius:** 200 meters
    • ** Preset:** Guarding
    • ** Tags:**
      • ObservationPost
      • GatePost
      • LoiterPost
      • CustomPost
    • ** Preset:** Defending
    • ** Tags:**
      • CoverPost
  • Name: AIWaypoint_Defend_Small

    • AI Behavior Tree: WP_Defend.bt
    • AI Behavior Tree Move To: WP_Move.bt
    • Completion Radius: 15 meters
    • Preset: Guarding
    • Tags:
      • ObservationPost
      • GatePost
      • LoiterPost
    • Preset: Defending
    • Tags:
      • CoverPost
severe hollow
severe hollow
severe hollow
# chrome rampart Yes.

I've looked into every component of the ComBox to see how it handles the spawn point but no luck so far. Also looked through all the spawn point prefabs to see if it's using one of them but couldn't find it.

What I like about the ComBox spawn point is that it blocks when it's moving and I'd like to use it on other vehicles but I want to change the name of the spawn point so it doesn't say "mobile command truck" if it's a helicopter for example

chrome rampart
nocturne wolf
#

So I've been making a modified version of Conflict using RHS units. I'm having a problem where I cant spawn any subordinate AI at the living quarters. No options show up when i open the spawn interface. I have placed all of the units in the SCR_campaignFactionManager entry for the faction and made sure that i set each of them to have editorData and SpawnerData to the correct values which make vehicles work. I'm kinda at a loss on this one

chrome rampart
nocturne wolf
#

Modifying the RHS version. However it seems they never worked in the first place?

chrome rampart
#

Wait one. Even though I am not a conflict guy let me check something. \

#

Is this what you are using and editing?

nocturne wolf
chrome rampart
#

Absolutely

nocturne wolf
#

Yes that is what i'm looking at. specifically the 2nd SCR_CampaignFaction entry in that list

#

truthfully, i would much rather just make my own gamemode from the ground up vs trying to learn the already defined "logic" they used in Conflict

chrome rampart
nocturne wolf
#

before getting reforger, i was working on my own version of a one sided CTI style mission similar to like a liberation or antistasi in Arma 3 before my friend decided we should just move to reforger

#

May I PM you so we can continue this conversation w/o tying up this channel?

chrome rampart
#

First drop everything you knew about Arma 3 and Mission Editor. Trust me...

#

Sure Dm me @nocturne wolf

severe hollow
chrome rampart
severe hollow
# chrome rampart

So okay I found it (it was very easy I feel dumb) and I was able to put the spawn point on a helicopter- it works as intended since the spawnpoint is blocked when the heli is moving, the only issue is that when it's blocked it says "command truck is moving" (I've already changed the name of the spawn point but this is taking the name from a different place apparently)

#

is there any way to change this?

#

I'm guessing it could be scripted and not easy to modify

#

NVM I figured it out. It was in SpawnPointRequestResultInfoConfig.conf and then "Request Result: NOT_ALLOWED_VEHICLE_MOVING in case it helps anyone in the future

hard bloom
#

hello, i am not sure if it's more a trouble of gui or of the scenario but i have created predefined group and after a while the name desapear

severe hollow
#

Hey man for some reason the layout won't disappear from the screen, do you know what could be causing this?

#

I am using the CampaignMainHUD.layout

#

tried with the PopUpUI.layout but I the text is invisible there for some reason

#

How do you switch RichTextFrame for TextFrame in the PopUpUI.layout?

#

Okay NVM I managed to create TextFrame in the PopUpUI.layout BUT I still have the issue of the layout never disappearing from the screen

#

these are my settings

#

Oh! so it doesn't work. lol

#

Damn

indigo marlin
#

Is visibility time measured in second?

#

For showlayout

#

Oh thats prob the same issue as fade in fade out

#

It wont go away for me. It spawns but just stays on screen indefinitely.

severe hollow
#

apparently it's broken

#

it's a shame

indigo marlin
#

Yeah dumb. LEts all go put in bug reports about it

severe hollow
#

Even tried deleting the entity and restoring to default and nothing

#

it doesn't work

severe hollow
indigo marlin
#

I just made an account

#

Just upvote or add information to that one that I made

severe hollow
#

For the Show PopUp Notification action is it possible to use a custom PopupUI.layout?

lavish breach
#

Just a quick question. I might be stupid but....

Arma Reforger Tools: In World Editor...
When creating a custom conflict scenario. FIA spawns on neutral bases just fine. But how do I add respawnable FIA units on supply sites and roadblocks?

Feel free to shoot me if I'm in the wrong place to ask. 😄

severe hollow
#

What can be causing that a defend task sometimes shows the countdown HUD and sometimes it doesn't? like literally it works fine and upon server restart it stops working

wild trellis
outer ermine
#

anyone been able to get ActionsManager working with SlotAI entities? Got a civ its spawning and theres no action, works fine on characters. Could with a slotAI so I can use the Scenario Framework user events to show a hint

#

pretty new to reforger workbench so feel free to ask the obvious questions

lavish breach
#

And thanks for the anwser. All new to this.

lavish breach
#

Another question, regarding the supply caches. I thought they would auto refill, but it seems it ai'nt happening. How do I apply their supply regen?

wild trellis
wild trellis
chrome rampart
chrome rampart
# outer ermine anyone been able to get ActionsManager working with SlotAI entities? Got a civ i...

https://youtu.be/GV3ZLYmoloY

Sounds like you have it working. Might have some additional tips.

Actions | User Action Event on Radio

I show how to setup a radio to select tasks and added a cancellation action.
NOTES:
Originally covered in https://youtu.be/3nJP57Ii3No
Set task activation to "On_Trigger_Activation" I didn't show that.

▶ Play video
lavish breach
# wild trellis More specifically, look at the waypoint that should be on the supply depot (not ...

Sorry for being a knuckehead here....
I placed down this "supply cache fia campaign" the hierachy list(I guess that is the childlist for the prefab entity) is like this. The only ambient partol spawner i found was in the "add component" to the Generic entity view. so I did. thinking it might spawn in ai that works with the caches partolpoint thingy..

Only supply depot i found in the resource browser was the campaign remnant supply depot that creates the green map indicator... I might be looking in the wong place as well haha Sorry again to probably ask obvious questions.

severe hollow
#

anyone knows a way to disable the task state pop up notification without disabling the PopupUI.layout??? I've been trying to find a solution to this for weeks.

outer ermine
lavish breach
#

Found that no AI spawned on supply/roadblock with my just adding the Ambient PArtol Spawner component. But it worked om my relay towers. The so far halfway solution then was to add another component SCU_Faction-something) and then AI spawned. Abit akwardly clipping into the object, but still they spawned. So there is progress haha atleast somewhat.

wild trellis
lavish breach
#

aha.. I had my head deep ion the sand 😄

stark glen
#

Im working on a scenario and would like to have vehicles automatically respawn in after being used. Kinda like those helis that respawn in king of the hill. Does anyone know what i need for that? is there a tutorial cause i cant find it.

wild trellis
warm crow
#

Has anything changed between 1.3 to 1.4 with regards to AI patrols for SF?

#

This is my setup

warm crow
#

Solution: Renamed my layers from the custom names and set as just layer1, layer2 etc Unsure if it was just bugging out or it doesn't like custom layer names.

hollow snow
storm quartz
#

Do you think its possible to make the Factions, password lockedß

stark glen
severe hollow
#

How to make a logic counter that "counts" every time an enemy dies using only one trigger? I can add a trigger that does something when a character dies, but would like to use that only trigger with a logic counter that activates when a set number of deaths is reached. Is this possible or do I have to rely on multiple triggers?

stark glen
#

Is there anyone that does commissions on here?

wild trellis
stark glen
#

my bad. I jus cant find what i need. Everything i look up about scenarios is just filled with fucking GameMaster tutorials instead of scenario...

#

'how to add mods to your arma reforger scenario' results in 5000 tutorials about gamemaster

hollow snow
severe hollow
hollow snow
#

throw a logic conuter in the world so each time someone dies do u want the logic counter to count to a certain number right? when it does your action on that counter when it reaches say 5 will be whatever you want it to be,i was using ondestroyedevent as the obvoius example.same as say a destroy task if u had 2 btrs to blow up each one on destroyed will increment counter by 1 and when it reaches 2 its task complete .your end action will be from the logic counter,so subject to what u want to acheive u may be able to take the trigger out of equation

severe hollow
stark glen
severe hollow
#

Does anyone know if it’s possible to draw or place pencil lines in Workbench? I'm trying to define an Area of Operations, but scripted circle overlays are turning out to be too complex and unstable. Pencil lines seem like a good alternative since they don’t scale with map zoom, but I’m not sure how to add them directly onto the map through the World Editor. Any insights on how to do that?

hollow snow
steel field
severe hollow
# steel field Lol I'm working with this issue as well. Getting markers to be non-scaling / sta...

Yeah 😭 The ARMAFIELD mod comes with some scripts that makes an overlay on the map scale along with map zoom so it's visually always the same size, but I'm looking for a solution that doesn't require scripting if possible. I just need to add a semi transparent circle on the map to represent the Area of operations. I managed to do it using scripts but can't get it to stay the same size when zooming in or out

lavish breach
#

Hmmm, it seems somehow that in my scenario the supply Storage at base buildings are about x10 bigger than vanilla.
I've checked the buildings and the GameMode_Campaign.et I've even tried setting values back to vanilla but it dosen't help.
Anyone got a clue on whats is going on?

Bonus: I've been asked if it's possible to remove the WCS XP price for certain vechicles. Is there an easy fix for this? Or is the only option to make override on each vehicle?

steel field
warm crow
hollow snow
agile leaf
#

having issue changing the starting supplies ammont i have made the changes in the world editor to the main base but its not applying in game instead both main bases are just capped at 6k

sacred bluff
#

Any one have any idea why my conflict scenario just doesnt listen to my settings for HQ resource gain and max storage?

chrome rampart
agile leaf
#

changing it in the world editor

#

doesnt seem to work

#

nor does it in the mission config

sacred bluff
#

same, idk what the issue is either. Im trying to go though the mods I have and seeing if they have something that overides its but no luck so far... Also radio bags are busted for me. The respawn timer is like 2000 IRL days lol

agile leaf
#

im running WCS it proberly the only mod i can think of that is overiding it

sacred bluff
#

same, but I looked through the files and nothing really

agile leaf
#

good to know saved me a task

lavish breach
sacred bluff
#

its honestly a shame that this shit is this complicated

agile leaf
#

i think it might be the Config.json for the server

#

i had this in my config
"m_iStartingHQSupplies": 10000,
"m_iMinimumBaseSupplies": 300,
"m_iMaximumBaseSupplies": 500000,

#

and i just noticed on a reboot that the base is now receiving 600 sup per 10min or W/E i set it to

lavish breach
#

Thanks. I'll have my server admin take a look at it. 🙂

sacred bluff
agile leaf
#

I just removed it to see if it did anything to let the mission override it but it didn't work

sacred bluff
#

rip

agile leaf
#

Yeah

#

Give me 1 Min to blank me config n I'll send in here maybe it might help someone fix it

chrome rampart
#

Go to mission header section

agile leaf
chrome rampart
#

To find out what commands you can use for a scenario create a empty mission header in workbench. Open it in a text editor. NOT ALL COMMANDS ARE USABLE

SCR_MissionHeaderCombatOps {
 World "{A58CA561AEDA675E}Worlds/Eden/Eden_SFW.ent"
 m_sName "Scenario Name Here"
 m_sAuthor "Author Name Here"
 m_sPath "Mission Path Here"
 m_sDescription "Decription Here"
 m_sDetails "Details Here"
 m_eEditableGameFlags 6
 m_eDefaultGameFlags 6
 m_bIsSavingEnabled 1
 m_sSaveFileName "SaveFileNameHere"
 m_sBriefingConfig "{3581C8807966C000}Sample.conf"
 m_bOverrideScenarioTimeAndWeather 1
 m_iStartingMinutes 15
 m_bRandomStartingDaytime 1
 m_bRandomStartingWeather 1
 m_bRandomWeatherChanges 1
 m_bMapMarkerEnableDeleteByAnyone 1
 m_iMaxNumberOfTasks 100
 m_aTaskTypesAvailable {
  SCR_ScenarioFrameworkTaskType "{6554E1DBD90626EF}" {
   m_eTypeOfTask DELIVER
  }
  SCR_ScenarioFrameworkTaskType "{6554E1DBDA97FFA8}" {
   m_eTypeOfTask DESTROY
  }
  SCR_ScenarioFrameworkTaskType "{6554E1DBDA58E831}" {
   m_eTypeOfTask DEFEND
  }
  SCR_ScenarioFrameworkTaskType "{6554E1DBDA1EDDDC}" {
   m_eTypeOfTask KILL
  }
  SCR_ScenarioFrameworkTaskType "{6554E1DBD4863528}" {
   m_eTypeOfTask CLEAR_AREA
  }
  SCR_ScenarioFrameworkTaskType "{6554E1DB2A77E433}" {
   m_eTypeOfTask DEFAULT
  }
 }
 m_aDebugAreas {
  SCR_ScenarioFrameworkDebugArea "{6554E1DB20B8DD34}" {
   m_sForcedArea "Forces Area"
   m_sForcedLayerTask "Forced Task"
   m_sForcedSlotTask "Forced Slot Task"
  }
 }
 m_iDynamicDespawn 1
 m_iUpdateRate 4
 m_aFactionAliases {
  SCR_ScenarioFrameworkFactionAliasConfig "{6554E1DB0B7199EE}" {
   m_sAlias "REDFOR"
   m_sFactionKey "USSR"
  }
 }
}
agile leaf
#

although i dont think this is the fix for the issue

chrome rampart
#

So whats the problem? @agile leaf

agile leaf
#

2 or 3 of us having the issue

chrome rampart
agile leaf
#

speaking for myself i have done it in world edit using the SCR_CampaignSuppliesComponent and in SCR_GameModeCampaign

chrome rampart
agile leaf
#

SCR_CampaignSuppliesComponent this is attached to The MainBaseHQ
SCR_GameModeCampaign this is in the default lyers

agile leaf
#

im bit new to this

chrome rampart
#

ok. What values are to trying achieve?

agile leaf
#

i whould like the HQ to hold at least 500k and start with at least 10k and +600 per 10 min tick i think it is

chrome rampart
#

ok wait one.

sacred bluff
#

This, plus the mission.config is what I've been editing

chrome rampart
#

ok. There are a couple different ways to approach this. Upfront I don't do gamemode_campaign so I don't know all the ins and outs of it with supplies.
But that said I might get you going in the right direction.
First supply values, and how much you can have/store are based on the Storage_Supplies of the Headquarters composition.

#

So override the "headquarters_S_US" for example, then edit the prefab.

#

Adjust the values the each supplystack represents.

#

Make one them 500k.

sacred bluff
#

idk why I didnt think to edit the damn prefab....

chrome rampart
#

For the consumption of supplies not sure where that is taking place right now.

#

shit doh! It's in the Storage_Supplies_US_02

#

and SupplyStack components.

#

Consumers catagory

sacred bluff
#

so that adjust how much per tick??

chrome rampart
#

Really up to you. I think start with the fill value. Then test it and figure out what works best.

sacred bluff
#

well wait now that I'm thinking about it, wouldn't this effect capture points? seeing they're the same thing just with "Can be a HQ" unchecked?

lavish breach
chrome rampart
#

If you are coming over from A3 and mission editor, unlearn everything you know. This is a completely different beast in a good way. I love it, glad they went this route and gave us all the tools.

#

Once you get the hang of it, it works pretty good. Nothing is holding anyone back other than lack of knowledge.

lavish breach
#

Hmm this is how my bases look. Might be different since I'm fixing up a conflict scenario.

chrome rampart
#

Unfortunately, I'm NOT a campaign mode guy. BUT there are plenty who are and can help.

#

go to go....later.

lavish breach
#

No probleem, thanks anyways 🙂

agile leaf
#

didnt work for me

agile leaf
#

okay i might of did something wrong it worked lil to well

#

i now have start 19k and max 590k so something worked tick of 600

agile leaf
stark glen
#

I hope creating custom modes will be easier in arma 4 cause this shit is rediculous lol... I wanted to customize an existing faction... holy crap why is it sooo much work just to give people a different starting gun when they pick a class...

agile leaf
#

I think GM tools has a good load out creator that you can do in game
and then saves local and u can port it to server

lavish breach
# agile leaf did u get it working

Nope, even tried setting everything to default. Still 6000 storage on all bases. Not really a big scenario breaking issue. But our thought is no passive income on FOBs(that works) in order to put more value on supply running from supply points and the MOB. Biggest issue with the 6000 supply storage at the bases is that the usage of extra armouries for extra storage space is void.

I've managed to figure out other stuff and gotten help with a couple of other hiccups. But now the 6000 supply limit and figuring out a way to remove XP payments for vehicles in wcs is what remains(haven't looked deep qt this yet).

agile leaf
sacred bluff
#

I still cant figure it out lol

sacred bluff
#

I've gotten somewhere actually with a different method. Just trying to fix X ammount of supplies per tickrate

#

Actually I've seemed to have fixed x ammount of supplies per tickrate, it just doesnt display the ammount on the map properly for whatever reason it just says +10 even though its going up by 500

severe hollow
#

Question: if a trigger is set to activate when an entity leaves the trigger, does that mean every time a player leaves or do all players have to leave?

chrome rampart
severe hollow
# chrome rampart Isn't that determined by the required percent? 1.0 = 100%

Not sure, but my players reported it was triggering every time someone left the area, which wasn't the intended behavior. I've switched it to "activate on empty" to see if that resolves it. That does mean I now need yet another trigger to spawn the "activate on empty" trigger once players are actually present, otherwise, it activates immediately at game start lol

severe hollow
#

When triggers are set to "On Trigger Activation" are they still consuming resources? or do they not exist in the system until spawned?

#

and well the same question goes to any entity that is set to "on trigger activation"

honest nova
sacred bluff
honest nova
sacred bluff
#

I tried that and I don’t think the supplies will bleed into the normal HQ shit. Thus not allowing you to spawn things

#

I really think the arma devs just need to come explain this shit or make some better documentation. Cause the tools are extremely nice. But they aren’t very beginner friendly and there’s almost no tutorials out there

severe hollow
#

Is it possible to set a Spawn Point that only has a set number of spawns available?

sacred bluff
#

@honest nova @lavish breach @agile leaf I fucking figured it out

lavish breach
#

ooh?

sacred bluff
#

Revert any changes you've made to your HQ's and ONLY edit this section. If you dont build a arsenal (at least for me) it didnt appear to work but as soon as it had more storage it started working

lavish breach
sacred bluff
agile leaf
severe hollow
#

are these logs normal for a trigger that is "on trigger activation"?

agile leaf
#

okay so i have managed to get supplies to say 500k and 10k but when u spawn in to build there is nothing there LOL

sacred bluff
chrome rampart
severe hollow
agile leaf
#

seems to be anything above 6000

#

ive managed to sort it i think

#

using the SCR_ResourceContainerVirtual

sacred bluff
agile leaf
#

i only have this applied to the HQ

#

does not effect small HQ/BASE

sacred bluff
agile leaf
sacred bluff
agile leaf
#

its not doing it in my world

#

i just put down like 10 of them

sacred bluff
#

are you placing it with GM or physically building them

agile leaf
#

building

sacred bluff
#

hmmm, how are you launching the scenario?

agile leaf
#

in world edit atm

sacred bluff
#

as in do you have play from camera position checked?

agile leaf
#

im puting on the test server

#

to double chek

sacred bluff
#

ok

agile leaf
#

typical test server i have script conflict lol gimme 5 10

#

kool mods fixed WCS core having a moment

agile leaf
sacred bluff
agile leaf
#

can properly change tht

#

yep

sacred bluff
# agile leaf yep

fml... cause I cant get them to work properly. For whatever reason the respawner timer is like 2000 irl days

#

also dont know how to change it where arsenal saving only lets you save your factions items by default instead of having to turn it back on

agile leaf
sacred bluff
#

and maybe I forgot to add in the WCS ones? so Ill check that and see

sacred bluff
agile leaf
#

Radio_ANPRC77

#

is the us 1

#

Radio_R107M USSR

#

god the issues im having with these supplies its done me in today

agile leaf
#

finally got it all working

#

what a headache

sacred bluff
#

I gave up on the radios for now lol

honest nova
sacred bluff
soft crown
#

anyone know if there is a way to maintain custom area/layer names when copy pasting entities from one map to another?

true void
#

Good evening all
I am trying to put together a scenario and have no clue what I’m doing
Is somebody willing to help out?

severe hollow
soft crown
quiet plover
#

Is anyone able to point me towards the right area for listing buildable objects?

I've got a server running WCS mods and would like to add the smaller sandbags etc. back into the construction truck / building menu from command tents

agile leaf
quiet plover
#

I shall take a look, thank you 🙂

storm quartz
#

"Since the latest update, I've encountered an issue with the Entity Catalog specifically affecting the Russian faction.
I'm unable to add new vehicles or other assets to the Russian arsenal.
Modded vehicles that previously worked cannot be placed in the vehicle station when playing as the Russian side.
the NATO faction's Entity Catalog is functioning correctly, and I can add and place items without any issues.
I already create the factionmanager new, or repalced the configs but nothing works

sacred bluff
# true void Good evening all I am trying to put together a scenario and have no clue what I’...

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
severe hollow
#

Is there any way to use the a deployed radio as a spawn point in SF? with the features like ticket system for spawning?

#

the radio has this SCR_RestrictedDeployableSpawnPointComponent but I don't know how to use it or if it can be applied to a normal spawn point

hoary axle
#

Is it possible to deactivate ScenarioFrameworkArea on start? I want to have few Areas as containers deactivated by default and then randomly choose one by name and activate manually using script on game start

severe hollow
hoary axle
#

In trigger but on which? I want to set active=false by default and from script do like GetAreByName().Activate()

Something like this

chrome rampart
hollow snow
#

Area on activation now thats great happy days i hadnt stumbled across that either. Also ive bumped into couple console players on combat ops well xbox and they were unable to expand task objectives but of course more feedback than that needed mabye they missing something il ask around more

chrome rampart
true void
#

Is anybody available to help me out?

severe hollow
eternal bronze
#

hey i renamed my scenerio mod but im still seeing the old version will that go away on its own, On the workshop?

soft crown
# severe hollow Is there any way to use the a deployed radio as a spawn point in SF? with the fe...

being able to deploy the radio as a spawn point seems to work out of the box for me in the current version of SF. There is a component you can add to gamemode to configure stuff globally SCR_PlayerSpawnpointManagerComponent where you can set if radio spawns are enabled and what system to use (supplies or tickets), i think i had to add this in an older version of SF to get it working. Maybe they changed it on the latest versions to work out of the box. Either way the respawn settings in that component don't seem to work and get overridden by the radio prefab settings in that SCR_RestrictedDeployableSpawnPointComponent you highlighted. I was able to get the ticket spawning system working by overriding the prefab from the faction's entitycatalogue (Radio_ANPRC77.et in this case) and changing the settings at the prefab level

severe hollow
severe hollow
chrome rampart
# eternal bronze hey i renamed my scenerio mod but im still seeing the old version will that go a...

Check GUI ID of the renamed mod and the mod on the workshop. You will have to remove the old one. You might need to use an alternate method.

https://youtu.be/XtxRr2wpytM?si=R9b9tg2lHhMrCz2u

Miscellaneous | Remove a mod from the workshop
Using Arma Reforger Editor this video covers how to remove a video from the workshop even if you don't have the original source files.

▶ Play video
vale pendant
#

Is there a way to move objects around a terrain dependency? I am creating a scenario on a map and want to set up a base in a town but there are some objects I am in a dire need of moving around that are bound to the map. Any help?

chrome rampart
severe hollow
warm cape
#

Hey, can someone tell me, how to edit Arland or Everon? I tried everything, but nothing worked. [MilOps]Creator stated to copy all entities, but Enfusion seems also to not want to do that?

#

like at this point it seems that bi really does not want me to edit any of their maps

chrome rampart
#

Have to run an errand, when I get back I'll do one up.

warm cape
#

@chrome rampart thx ❤️

severe hollow
#

Where do I configure a specific item to be excluded from garbage collection?

#

I mean, outside of SF

severe hollow
severe hollow
#

@chrome rampart do you know why I can't deploy radio backpacks in SF? I remember I used to be able (on a different scenario) but in my current one I can't. when I hit "deploy" nothing happens. I appreciate any help

soft crown
eternal bronze
chrome rampart
eternal bronze
#

one mod i renamed

chrome rampart
#

Hmmmm. First be careful. You could corrupt things.
You could remove both mods from the workshop, then republish the one mod. @eternal bronze

#

No harm in removing to your unlocked work.

eternal bronze
#

ill give it a shot.

#

as always very much appreciate your help.

severe hollow
gaunt acorn
#

How do you change what the base that spawns for a conflict base? I've looked at the conflictmilitarybase.et and i dont see where it pulls the information to decide what to spawn when it first loads map or when its capped. Someone else asked in terrain thread, and im curious as well. I've looked at several items and cant find how to do it. And it would be it would be to "duplicate" it. To where not all conflict bases are affected, only some that are specifically placed to be that way.

sullen girder
#

Hi! Any idea why my AI units don't move in GM scenario? If i put them to vehicle all ok, vehicles moving. I use same Navmeshes in conflict mission and all working fine. SCR_AIWorld settings same as GM_Arland.

warm cape
#

@chrome rampart thank you very much for your support, i were now able to edit eden so thx ^^

noble mortar
#

any one can help me, would greatly appreciate, is there a way to rename and resize groups people are joining in as? I want to rename the alpha 1-1 teams on the US side

chrome rampart
noble mortar
#

So realistically i would have to make a new group to sort that?

delicate badger
#

Hey, im having issue with my conflict scenario. I can't connect my MOB to other caps no matter how i increase the transmitting range

#

any ideas why?

surreal parcel
#

Seems R34P3R was able to get AI to fly/land/transport players in their mission "Exemption" no idea how! Seems like a miracle 😮

eternal bronze
severe hollow
#

How can I set up two separate vehicle depots, each with different available vehicles? Right now I’m using Vehicles_EntityCatalog_US.conf to control what appears, but I need one depot to show certain vehicles and the other to show a different selection. How do I configure that?

chrome rampart
eternal bronze
#

like in combat ops they have discoverable spawn locations like safehouses?

chrome rampart
#

@eternal bronze So I think you are talking about the hideouts.

#

@eternal bronze Looks like a standard area with some layers and slots. Not sure what the white circle is. Some kind of loiter point or service point.

eternal bronze
#

slotplayertrigger possibly im gonna pull it up and try to mimic it when i get to it. what about intel missions any vids cant seem to get the intel to leave the players inventory when reaching the delivery location.

soft crown
#

anyone know if there's a way in the scenario framework to activate a trigger when all entities of a certain prefab type are destroyed? prefab count only seems to work when going from 0 to a higher number unless i'm doing something wrong

soft crown
steel field
#

Scripted solution though

severe hollow
chrome rampart
quiet plover
quasi galleon
#

sorry if this is spammy, I didn't see the scenario channel. 😛 I'll keep my scenario requests here instead.

delicate badger
quiet plover
#

No problem:)

silk sigil
chrome rampart
chrome rampart
#

@quasi galleon Here is my SF Wiki mod Welcome Screen settings. I am not using the right column in this case

quasi galleon
eternal bronze
chrome rampart
eternal bronze
#

is slotpic and slotdelivery required to have their own layers inside of layertaskdeliver?

chrome rampart
clear wasp
#

Hi, everyone. I'm trying to remove some objects from Everon map, specifically in Moděva clothing store. I made a subscene of EmptyEden.ent to my new project and then copied all the entities from Eden.ent onto that world. Now I can move these objects around and the changed position does take effect when I load that addon in the game. However, when I right-click in Editor and go to Delete > In Map ("In Prefab" is greyed out), I get a "You can't delete nested entities of a prefab instance in map. Do you want to delete these entities from prefab?" message. If I remove them like this, they reappear next time I load the world. I've duplicated the parent prefab containing those objects to my new project, with exactly the same folder structure (/Prefabs/Structures/Commercial/Shops/ShopHouse_E_2l01/Furniture/ShopHouse_E_2l01t_furniture_clothesstore_01.et), I just don't know how to remove those objects/entities from there. Can someone point me in the right direction?

EDIT: I realized I should use Override option instead of Duplicate when copying over the prefabs to my project. Even so, I can't get it to work. I modify the prefab now in my project using the world editor, removing the objects I want. I make sure to save everything. I load Eden.ent and see that the objects are now gone. However, once I close and reopen Enfusion Workbench, the objects have reappeared

quiet plover
#

Good morning all, just a quick one, does anyone here know how I can get the zombie faction from the Bacon Ravage mod to capture bases? I've figured out how to set bases to Zombie-owned, but cannot see hoe to allow them to capture bases

#

I've got ignore non playable attackers and defenders switched off, which should allow them to cap / contribute to defence, but still they don't do anything when playing a large group within the capping radius

chrome rampart
clear wasp
#

Do you know how I would go about making a hole in the floor? There's some blocked attics like in House_Prefab_2l01_v2.et. I'd like to make them accessible to players by placing a ladder in the hallway, but of course, first I need there to be a hatch. Would that require me to use something like Blender and is it complicated?

chrome rampart
clear wasp
thorn skiff
#

Hey guys, just wondering if there is a possible way to enable a HQ/MOB to work on the HMAS Adelade?

hollow snow
quasi galleon
#

any idea how to change the name of spawn points? All of my points show as 'US Point'. I've played around with adding 'map' components but I can't seem to get anywhere.

open python
#

Every time i try and load a modded mission i made back in april, my game crashes.
any ideas?
as much as i'd love to provide more information, it's all i really have to give.

toxic temple
#

Hello everyone, please tell me how to create a PVE scenario in Arma Reforger Tools, or is there any guide that I can use to learn how to create a PVE script. I use a translator, it may not translate well.

quasi galleon
chrome rampart
# toxic temple Hello everyone, please tell me how to create a PVE scenario in Arma Reforger Too...
chrome rampart
slate whale
#

Hello everyone,

I’m reaching out for your help because I’ve been stuck for 4 days. I’m working on a Conflict scenario on a modded map (so it’s set as the main scene and locked), and I keep getting the same error when I try to test it: SCR_MarkerManagerComponent.

I’ve checked that it’s properly enabled and pointing to a config path from the base tool,
but nothing works — I keep getting the same error.

Please, I really need your help!

open python
chrome rampart
# open python Yes

then that is the most likely cause as to why it doesn't run. There have been updates to the game. I would investigate the mods to ensure they are not causing a problem.

chrome rampart
#

SCENARIO FRAMEWORK FEATURE REQUEST:
LayerPlayerTrigger and LayerTrigger
The ability to use layers as triggers the same as slotplayertrigger and slottrigger.

severe hollow
#

Any idea why this is happening? The trigger fires repeatedly, even though "Once" is enabled.

#

also "activation countdown timer" doesn't seem to work here

chrome rampart
severe hollow
#

i was using trigger domination apparently activation countdown timer doesn't work with that

haughty tide
#

Hey, does anyone know how to increase the rate of supplies in the config files/admin tools? I've been searching for a while and I'm still not coming up with an answer, any help would be appreciated 🙂

limber bane
#

^ I have the same question I wanna increase the mob supply rate

haughty tide
#

Not yet, unfortunately

limber bane
haughty tide
limber bane
chrome rampart
#

FEEDBACK:
VME occurring since last update. I'll characterize a little better and file a feedback ticket.

#

3 of the most worthless posts known to man.

hoary axle
#

Hello. I have AreaClear to set task to kill all enemies in area. But after finish I want to call script method created by me (just call a custom script). How can I do this? I'm using SlotClearArea from ScenarioFramework

severe hollow
hoary axle
severe hollow
# hoary axle You mean create my own action in script which will call my script inside of it. ...

I'm not deeply versed in scripting, so you're better off asking in #enfusion_scripting for better guidance.

That said, I did get it working once...

Just create your own action class by extending SCR_ScenarioFrameworkActionBase, add the [BaseContainerProps(), SCR_ContainerActionTitle()] annotations, and place the script in any subfolder under Scripts -> Game. The Scenario Framework UI will automatically detect and list it in the dropdown.

Still you should ask in the scripting channel

hoary axle
#

Thanks

slate comet
#

How does one make custom factions?

quiet plover
#

How to make custom groups with ambient spawning?

#

I.e. add a custom group to an ambient spawn - Sorry if asked before

wild trellis
#

That requires some scripting, you have to add a new custom type to the enum/list of group types. Then you can select it for your custom group in the entity catalog.

#

Look at the _NotSpawned groups in the vanilla fia faction in vanilla conflict.

quiet plover
#

Gramps to the rescue!!!

#

sooo, do those notspawned groups act in the same way as ambient patrols?? Always wondered what they did

wild trellis
#

Yes, I believe the vanilla behavior for all the spawnpoint entities are to spawn in on match start, then when players get close they will actually spawn in and activate.

quiet plover
#

Hm

#

So i'm testing now and they don't seme to spawn in

wild trellis
#

A player has to be nearby, not just the gm camera. You also can't get too close or they won't spawn in.

quiet plover
#

I'm using gm to move my character closer bit by bit

#

MAybe I'm missing something

wild trellis
#

Correct faction? Is your game mode using the ambient patrol system?

quiet plover
#

Yeah so all the ones already in from conflict default work, the ones I've made using the default settings wor, it's just my custom group when made as a _Not spawned group, don't spawn in

wild trellis
#

you added your custom group to the entity catalog under not spawned and selected the enum you added via script?

quiet plover
#

I haven't done that last part

#

I'm hopeless with scripting stiff however couldn't I just override the default prefabs? Shame it would be limited to 3 group types

hoary axle
#

How to despawn\deactivate Area\Layer?
For example I have area or layer, with 5 SlotAI. And want to despawn\deactivate them from map to improve performance
Dynamic despawn by range doesnt help. Idea to despawn\deactivate all childrens from map manually. Is it possible?

wild trellis
quiet plover
#

Ooo okay I will try this out, does it matter where I put the script or is the scripts folder correct?

quiet plover
#

So have tried this but nothing changes, it still only has the following options in the drop-down:

#

And this is what the entity catalogue looks like again only the 5 standard options doesn't let me use the custom group type?

wild trellis
quiet plover
#

Ahhh I did think it might have something to do with things, I shall report back!!

mellow spindle
#

this may seem far fetch but i was wondering if anybody could teach me how to make a modded map into a conflict map

mild ocean
#

Hey, can i get some help?

quiet plover
mild ocean
#

I definitely need help making a patch for existing scenario for a custom map.
The damn thing keeps spawning me in the water

quiet plover
#

@mellow spindle I'd probably say get your sub-scene and use plugins > game mode setup

#

That's what I tend to use and it works pretty well

#

Just remember to add radio manager and MP chat entity as don't think they're added as standard

mellow spindle
#

aight

quiet plover
#

AFAIK it should create all the managers needed (apart from the two mentioned above) 🙂

mellow spindle
#

Yeah I got those managers but I don’t really know what to do with them

#

I’m new to this

#

I know ones the points the will be placed on the map

quiet plover
#

You should be able to just leave them as is whilst you're learning things - main things will be noted automatically:

  • Need to have at least two "conflictmilitarybase" set to can be HQ.
  • Need to have at least one faction set as non-playable (so should be FIA by default)
    -Need to set up navmesh stuff in SCR AI World
mellow spindle
#

yeah

#

do you know where i can find guide

#

or something close to it

quiet plover
#

So for conflict scenarios I'd suggest watching the guides by Sven Martin on YouTube - relatively up to date, short videos and easy enough to follow

mellow spindle
#

aight thx

severe hollow
#

Hey all! I'm having an issue. Time of day isn’t syncing correctly across clients. The scenario is set to 10 p.m. for example, and AI behavior reflects that since they’re launching flares lol but for many players, including myself, the environment appears fully lit, as if it were daytime. Half the player base sees night, the other half sees daylight

#

What can be causing this?

chrome rampart
severe hollow
chrome rampart
#

Yea I spent all day trying to work around it. Gave up. Is what it is for now. Moving on.

severe hollow
#

Something that would be nice too is if they allowed us to choose which layout to use for pop up notifications. Like we could duplicate the normal one and have different formats (different sizes, colors, etc.)

chrome rampart
severe hollow
#

It would also be a workaround for the tasks failing when restoring layer to default if we could turn off pop up notifications (which disable task notifications entirely) but we could do it manually using the show pop up notification action. Is currently impossible because one layout controls both things if that makes sense

lean scroll
#

How to have a player auto-accept a mission? eg a task is completed, then the next task starts and is auto-accepted...instead of the player having to hit j for objectives and click accept?

severe hollow
#

Need help with Map Descriptor Component. Every time I try to use it, I get a red square or cross instead of the intended marker. Can't get it to work properly.

chrome rampart
#

Does anyone know how to change the cooldown time on the vehicle depots? Hopefully it's not per vehicle.

wild trellis
#

Maybe you could simply override the editable vehicle entity component or whatever it's called if you want the same values for all.

chrome rampart
#

Thanks @wild trellis Appreciate it. I look into it. Per vehicle is fugly at best.

wild trellis
#

Yeah it was better when everything was in the entity catalog configs

chrome rampart
#

Never really thought of override the .ct

#

Yea totally agree about that.

wild trellis
chrome rampart
#

It's this cooldown I am referencing. I don't think that is on a vehicle. It's set to 105 seconds. It related to an action.

indigo marlin
#

So looks like Scenario Framework is being deprecated eh

chrome rampart
#

IDK about that. It's underappreciated for sure. 🤣 .
Every update things break. Normal.

indigo marlin
#

Ya i've been updating our mod to all 1.4+ stuff so it doesnt break every single update

#

had to remove SF

hushed quarry
#

hey guys, im struggeling with the supplys in conflict mode. how and where can i setup the starting supplys for the MOB? if i set it up in GameMode_Campain around 10k i get alot of crates/boxes around the main base tent. How can i set it up so the Supplys store inside the MOB not physically

silk sigil
severe hollow
#

but in my case I actually wanted to set different cooldowns for each vehicle

lethal tiger
#

Hello can someone help me to x3 the Bots on my Server ?

wild trellis
chrome rampart
indigo marlin
tulip fog
#

Hello looking for someone to create a PVE mode for takistan

quiet plover
#

Hello all 🙂 Quick one, I'm getting A LOT of the following when testing a scenario:

SCRIPT (W): All available callsigns are taken for faction '#AR-Faction_USSR', so a random duplicate is assigned instead. If this happenes a lot then more callsigns should be added for this faction!

Please could someone let me know where I actuall add these extra callsigns in?

indigo marlin
dawn dagger
#

im trying to make a realyradio a control point/win condition but the name of the relay radio stays black on the 2d map. any works around

lean scroll
dawn dagger
#

has anyone had this problem before? it's the conflict military base, it spawns AI and after a couple of seconds the AI become invisible. they only despawn when the base is captured.

#

trying to disable their spawn via disabling the ambient patrol spawnpoint will cause the scenario to crash after few seconds of starting it

quiet plover
#

You in game master?

quiet plover
#

🙂

#

Anyone know if its possible to add clear tasks into a conflict scenario? So that you could have main bases to capture and little outposts to clear as well?

dawn dagger
#

that was it. thank you.

waxen fossil
wild trellis
chrome rampart
#

Found it!
To change the cooldown time on the depot:

wild trellis
severe hollow
chrome rampart
silk sigil
#

whats the difference between nametagfriendies and nametagsingle config file?

chrome rampart
#

One is plural and other is singular? 🤣 idk tbh

silk sigil
chrome rampart
#

Might be something in there.

lethal tiger
#

How do I use AmbientVehicleSpawnpoint_FIA I just place it in the world and thats it or do I also need to add AIWaypoints

mellow spindle
#

can someone help me fix this

#

please and thank you

severe hollow
# mellow spindle can someone help me fix this

Add an ambient patrol to your scenario and you won't get the virtual machine exception error anymore. I don't know why it happens tho so I can't really tell you how to properly fix it.

quiet plover
worn silo
#

When setting up a spawn point im trying to get a custom loadout to spawn on each player. I tried to make my own and put it in place for each player loadout slot as a test and it works when starting but when i die it resets to the basic non custom rifleman Loadout, is there a way to make only 1 loadout that does not change on death?

worn silo
#

NVM found out problem for people that got stuck, When duplicating "Campaign_US_Player.et" each player come with a variant that has to be disabled.

stuck hill
#

Hi everyone, I have an issue with the buttons in the tools — everything is set to Windows. Can someone help me???"

chrome rampart
#

Feature Request:
Scenario Framework Action: Change User Action Visibility
Request: Make it so you can use just one action per getter but be able to list multiple Action IDs you want to set to visible or not.
Reason: I am using multiple "Change User Action Visibility" actions for the same object to turn on or off visibility for multiple actions on the object.
For example, turning off Action ID 3 and 4 for the same item.

mellow spindle
#

how to fix ai from going invinsible

mellow spindle
#

or moving

#

they like to walk away before they go invisible

#

I just want them to defend the point and not move

#

Well I mean move but on the point only

#

And possible visible cause ghost soldiers are gonna be hard to kill

quiet plover
#

Those guys should spawn in once a player is within XYZ radius of them don't know the exact number though

#

They should just sit there defending / following waypoints and then the characters load in when players get nearer

cosmic sand
#

anyone could tell me how to change required rank for the arsenal in mp conflict? I tried editing many files but no success...

quiet plover
#

As in remove the rank requirements for weapons?

cosmic sand
#

as in required rank to place arsenal for build

#

minimum rank of Corporal to place arsenal

#

by default you can place arsenal as private which we don't want...

quiet plover
#

Ooooo I'm not sure if I'm honest, sorry - maybe you could look at some of the other prefabs and see how they work, then just Mirror that technique for your arsenal?

#

Pretty sure living quarters are rank locked

cosmic sand
#

I just looked at livingarea but couldn't find anything that would say something about rank

quiet plover
#

Unless it's something in the entity catalogue

quiet plover
#

Uh oh

#

That's strange I've never had that before

#

So even if you stick yourself next to them in GM they don't load in?

mellow spindle
#

figure it out

#

just made them defend and wait

#

they stay there and defend plus they dont move unti they percept an enemy i know cause they just shot me

quiet plover
#

Being shot in the face is a very reliable way of telling that they're working!!

mellow spindle
#

well they were there now they just disapeared

#

like still in the same test

#

nvm i take that back they just trained

#

mf were blending with the bushes

mellow spindle
#

so yeah they work

#

also how to add supply depots

#

nvm i wont add any

mellow spindle
#

umm it wont let me leave the game

#

like close it

#

while in the map

#

the one i made

sterile pier
#

im just gonna assume this is where i post this but whenever i try to test my GM scenario for my map this happens

#

it doesnt ever load the screen just sits at that

sterile pier
#

disregard i managed to figure it out

quiet plover
#

Good morning 🙂 anyone here know how to set up more reliable counter attacks for conflict?

#

Afaik if you have a squad nearby it will send them an order to push in, but not sure how to set up counted spawns, or maybe instead of that at least keep the surrounding squads in their area until needed

#

Any ideas?

quiet plover
#

Now you see I tried that and they just beat me up and left for the nearest defend waypoint

#

Trying to work out how they work in other mods but I think it's scripting stuff?

half raptor
#

can someone help me on how to create spawn points for players and zombies?

hasty yacht
#

Anyone know what i need to add to be able to use the chat in my scenario?

half raptor
#

@hasty yachtCampaignMPChat_Entity_1

severe hollow
#

I have a plugin trigger that activates when a player dies and ends the game. The issue is that it also fires when a player is kicked from the game for any reason which a common occurrence in this game. This breaks the logic, since we can't control or predict when players get randomly disconnected. Is there a way to prevent the trigger from firing when a player leaves the game rather than actually dying?

severe hollow
#

nevermind I fixed it with a script

half raptor
#

can someone show me how to set up a zombie spawner?

half raptor
#

Hello?

limber bane
#

so i made a conflict scenario of kunar and there is no radio communication between teammates is there a prefab or component i am missing?

quiet plover
half raptor
#

@quiet plover ya or if there is a better way i need some serious help i dont know how to make this work

quiet plover
#

So when I put them onto a map I was just using the ambient patrol spawns rather than the actual spawners. Should be under bacon ravage, then the long string of letters and numbers, prefabs, system I think and then find the ambient patrol spawns

#

They just spawn in a group of zombies when you go nearish to it and pretty sure there were some settings you can tweak

half raptor
#

are you making a server too?

quiet plover
#

I just ran it on oke with some friends

#

But was pretty reliable for performance etc

half raptor
#

do you know how to get the premade loot spawns from zaks loot spawner mod?

quiet plover
#

No idea in that one sorry 😦

half raptor
#

or loot spawns on the map at all?

quiet plover
#

Nope when we did it was just bc we wanted to shoot zombies lol didn't really set it up much tbh

half raptor
#

ok

quiet plover
#

Sorry couldn't be of much help!! If the mod has a World could always try seeing how it works in there

half raptor
#

ok

#

i put down a zombie ambient spawner but nothing spawned

quiet plover
#

So when you test it nothing is spawning in nearby?

#

Like when you go near it

half raptor
#

ya

severe hollow
worthy cape
#

Is there anyone here who could DM me and help me figure out what im doing wrong with my conflict mode?

lethal tiger
#

How do I place a btr team or how do I even get them to sit into the btr

#

Do I place a AmbientPatrolSpawnpoint in the Vehicle Spawnpoint ?

chrome rampart
lethal tiger
#

Where can I change the time to capture a base ?

surreal parcel
#

Could anybody point me to a good tutorial for setting up triggers in Enfusion?

ideally Id like to learn how to set triggers for the following

  • When player in certain location, triggers overlay text
  • When player in certain locaton, triggers teleport
chrome rampart
surreal parcel
#

Hey @chrome rampart - Thanks for reading

This is for use with GM (Editor) - Just havent setup triggers before

So far I have got a PlayerPresentTriggerEntity placed and have attached an OnActivate script to it - Just not sure where to go from here script wise, was hoping it may have been documented somewhere already 🙂

chrome rampart
quiet plover
lethal tiger
#

Somehow my Living Quarter got removed from the Building Tap while changing US_campaign

lethal tiger
#

or we do I find the settings for that

hoary axle
#

Hello. How to add lamp on the map with on by default on map? want to have On status without ability to disable independent of time. To have light 24/7

quiet plover
#

Does anybody know if its possible to override the default conflict military base prefab tent? Was wondering if its possible to swap the default tent out for a different prefab?

#

I.e. a modded prefab containing the building whiteboard, medical box etc. Just without a big tent around them

cosmic plume
#

anyone know how i can add a spawnpoint? im making a custom terrain and i want to add a custom scenario on top

severe hollow
quiet plover
cosmic plume
#

@quiet plover i tried dropping several spawns but none work (assuming its broke during testing, spawn at camera works fine but otherwise i spawn into a white void)

cosmic plume
pure trout
#

Hello, I am looking for bringing A3 gameplay to Reforger: it is all about no-repwan TvT missions.

#

For example, I did my own mission toolkit in SQF in A3. Among the required features:

  • 100% custom loadouts and vehicles cargos on predefined units (no script but into the SQM to avoid networking troubles)
  • no-respawn but spectator script as soon as you are dead
  • warm-up period at mission start-up to let people connect but preventing them using vehicles and moving away from their spawn location. Warm-up can be stopped if both side leaders do an ACE menu action.
  • Once all players are dead in one faction or time's over, I open a custom UI score-board showing alive players + compute objectives points from a home-made SQF objectives framework
digital creek
pure trout
#

Do you guys confirm that it is all possible?

#

Is there any mission than can be downloaded somewhere and imported into Reforger Lobby for example?

#

An equivalent of PBO

digital creek
#

Missions are worlds shipped as part of mods (pak files).
You can download mods and open them in the Workbench.

pure trout
#

Thanks a lot for all of this advice.

#

Is there a TFAR/ACRE2 alternative?

digital creek
pure trout
#

With frequencies ? Cause the LOBBY VOICE CHAT from Reforger Lobby Mod looks very bad for milsim.

digital creek
quiet plover
cosmic plume
#

i appreciate ur time regardless - im gonna dig around and figure it out at some point one way or another

chrome rampart
#

@pure trout My advice to you is forget everything you've done in Arma 3.

severe hollow
digital creek
severe hollow
pure trout
severe hollow
quiet plover
#

Little quickie for you guys, does anyone know if there is any difference between the "AI default skill" found under "SCR AI Combat" and the AI skill setting within a group?

#

Not sure hoe they work I.e. does the group setting count as a multiplier for the group as a whole, so you could have cylon on top of 100% skill?

digital creek
quiet plover
#

Ah perfect then, thank you!!

silk sigil
quiet plover
#

Ooooo this is what I'm going for!!

silk sigil
#

I recommand >=70 skill and >=1.5 perception

oblique hawk
#

Can anyone provide me some insight into respawns with ReforgerLobby? I just want players to respawn at base after a given duration without having to pick a spawn point, with a follow up question, will this be testable in the workbench, or only when the mission is launched in multiplayer? Just to make sure I'm not trying to test the untestable!

#

(A link to a document is also fine if you have one to hand, having trouble tracking it down)

hoary axle
#

What is the problem with Hint? On Task\Layer init I'm using SCR_ScenarioFrameworkActionShowHint, but it works only simetimes, I will say in 20% from all calls. Sometimes not for all players. Why?

chrome rampart
#

20% eh? You are lucky. I get 0%.

chrome rampart
hoary axle
#

Any ideas how I can show hint? as default Hint is not working, maybe some other UI elements or system to show text for each player for some period of time

tacit agate
#

I'd like to restrict platoon net on conflict to only squad leads in a mod


modded class VoNComponent
{
    //------------------------------------------------------------------------------------------------
    override bool CanTransmit(EVoNGroup group, int channelIndex)
    {
        // First, run the original game's checks. If they fail, we don't need to do anything else.
        if (!super.CanTransmit(group, channelIndex))
            return false;

        // Get the character entity this component is attached to.
        IEntity owner = GetOwner();
        if (!owner)
            return false;

        // The rule must be enforced by the server. Clients will return true to allow UI feedback to work.
        // The server has the final say and will drop the packet if the check fails.
        RplComponent rpl = RplComponent.Cast(owner.FindComponent(RplComponent));
        if (rpl &&!rpl.IsMaster())
            return true;

        // Get the PlayerManager to access player data.
        PlayerManager playerManager = GetGame().GetPlayerManager();
        if (!playerManager)
            return false;

        // Get the ID of the player controlling this character.
        int playerId = playerManager.GetPlayerIdFromControlledEntity(owner);

        // If not controlled by a player (e.g., AI), allow transmission.
        if (playerId == 0)
            return true;

        // The core logic: check if the player has the SQUAD_LEADER role.
        if (playerManager.HasPlayerRole(playerId, EPlayerRole.SQUAD_LEADER))
        {
            // Player is a squad leader, allow transmission.
            return true;
        }
        else
        {
            // Player is not a squad leader, block transmission. 
            return false;
        }
    }
};```
#

^currently getting the error: SCRIPT : Reloading game scripts
SCRIPT : Script validation
SCRIPT (E): @"scripts/Game/Components/VoNComponent_Modded.c,3": Engine class 'VoNComponent' cannot be modded.
SCRIPT (E): Can't compile "Game" script module!

scripts/Game/Components/VoNComponent_Modded.c(3): Engine class 'VoNComponent' cannot be modded.
PROFILING : Script validation took: 360.607600 ms
PROFILING : Reloading game scripts took: 630.152200 ms

Is this component truly immutable? Are there any workarounds?

tacit agate
tacit agate
chrome rampart
hoary axle
severe hollow
# hoary axle Yes

I mean you can use show pop notification action instead of the hint

#

Lol

hoary axle
#

Thanks

hoary axle
severe hollow
hoary axle
#

Will check

hoary axle
severe hollow
severe hollow
# hoary axle I hope

i can't find it either. maybe he stopped working on it. I remember Game Master Enhanced also had an editable intel folder but not sure if it worked quite the same. might be worth looking into it! let's hope he didn't remove it too lol

#

GME indeed has an intel folder but you'll have to do the testing to see if it works as inteded. I'd do it myself but I have to run right now.

hoary axle
#

Thanks

chrome rampart
#

You could try and take popup .layout UI and make it popup hint by copying the widgets from the hint to the popup. Duplicate and copy over.

#

Or make one from scratch @hoary axle

hoary axle
quiet plover
#

Why hello there

#

Does anyone know how AI works when it comes to decisions and secondary weapons? For example, the standard AT bloke will generally shoot at you with his rifle, but if you drive up to him in a vehicle, will switch to his RPG and aimbot you into oblivion

#

But then I have created my own AI guy with an RPG secondary and M16 primary - he will happily shoot you with the pew pew but absolutely refuses to switch to his RPG and use that, any ideas?

severe hollow
quiet plover
#

Never knew there was one, thanks muchly

lapis junco
#

Hi everyone,

I'm working on a coop scenario and I’d like players to spawn at mission start already inside one or two vehicles. Some of them would be assigned as crew members (driver, gunner, ...), while others would be passengers.

Is there a setting, script, or module that could help set this up easily ? 🤔 I’m assuming it might involve some scripting, but I’d love any tips or guidance you might have.

Thanks in advance !

lean scroll
lapis junco
steep lichen
#

Is there a way that we can "lock/protect" layers on our scenarios we create? Reason I'm asking is those pesky thieves that just duplicate layers and reupload scenarios as their own.

gritty vortex
#

Generally speaking anything you make can be ripped open so I wouldnt worry about that just collect evidence and report

steep lichen
gritty vortex
#

I have some ideas on how you could create a serverside scenario but it requires scripting

fervent shell
#

Hello folks, I was told to get here with this question. I'm new as a duckling born yesterday when it comes to scripting etc. Would like to ask where to start gaining knowledge about scripting and tools etc. Any recommendations on sources?

chrome rampart
fervent shell
#

Shit I'm sorry!

lethal tiger
#

Hello, I overrided US_Campaign changed the Flag etc for the US, now my Living Quarter got removed from the Buildings Tab, someone knows why, also I have like 3x the same buildings to build inside the tab ?

lethal tiger
lethal tiger
#

Okay I got the Living Quarter back in but I dont see how to get the duplications out

#

it has to do something with the wcs core

slim turret
#

yo i got this error MissionHeader::ReadMissionHeader cannot load the resource 'Missions/borjomiconflictgamemode.conf'!

but thing is gamemode is working perfectly in tools what can i do?

slim turret
#

i fixed it but now i have another problem that im trying to login in as a GM but i cant do nothing

severe hollow
slim turret
#

i used it i found GM or admin tools in settings dont remember what its called its enabled but i cant login as a admin

#

changed my passwords few times im not using spaces or numers only letters

severe hollow
chrome rampart
slim turret
thin void
slim turret
hollow wren
#

Need some help here. Might be the wrong form but I load my world up to test on Arma itself and I spawn underneath and when I try to go into GM mode it doesn’t. But when I load my test world in tools in GM mode everything loads perfectly. Zero bugs. And I spawn correctly. Some help would be much appreciated.

chrome rampart
slim turret
#

im facing other issues rn 😄 im about to give up i have my scenario + i changed factions and sometimes theres no scopes sometimes helmets 😄

chrome rampart
chrome rampart
# thin void

Not sure what you're asking. Did someone rip your work?

chrome rampart
slim turret
#

so i need to change it from server files? like if im using WCS addons i should find some json files ? and change it? because rn USSR is " Russia " US is Georgia

gleaming bronze
#

👋

#

evening y'all. Anyone successfully modified Conflict with different command tents and ammo depots and whatnot?

#

not sure what i'm doing wrong but I created an override, changed the ammo depot by removing the metal cover model (just to see if it works) and it came back when i ran the mission

thin void
chrome rampart
chrome rampart
thin void
worn silo
#

When launching my Scenario in the tools it just closes and brings in a error the reason in the crash log is "Reason: Access violation. Illegal read by 0x7ff7cbabb4e8 at 0x21b25a81a00" How can i fix this?

worn silo
#

this happened after adding a mod, i removed the mod but still crashes

chrome rampart
worn silo
#

i can open it and place things around the world but as soon as i try to spawn and run around it closes

chrome rampart
lean scroll
#

Hey Scenario Peeps, I cant figure this out for the life of me, would love some help.

Is it possible to SAVE and UPLOAD the scenario to the workshop on console?

Steps I took:

  1. Created the scenario on arland game master single player

  2. "Saved As"

3.Publish

  1. "take a screenshot for the thumbnail"

  2. Game crashes instantly

Also:

I tried to save, then load it in my own private server that I own as well, and when I go to "Load" it endlessly cycles a yellow loading icon.

What I'm attempting: I often build very elabaorate GM scenarios all the time, and I always end up cleaning it up after. I though to myself, "Wow, I waste a ton of my time setting these up and i can never play them over again" But ive heard of people being able to just boot up scenarios and play, so maybe I'm doing something wrong OR i have a hunch that only PC users can upload scenarios.

I dont know anything about scenarios aside from what I've researched here and online but it's hard to find a good thorough answer. If anyone could help explain I would really appreciate it. I only have a shitty laptop to use, so a decent PC is out of my abilities/accessability at the moment.

Edit for clarity;

I AM USING NO MODS. I did use game master copy paste to create the scenario, but removed it again and saved the file without it.

My usages are as follows:

Props: Wont show the amount, but I know it's definitely high.

Ai, zero

Vehicles, 73%

I made a giant aircraft carrier, so I'm wondering, maybe too many objects in one spot??

Its made of several overlapping items, like shipping containers, concrete piers, roads, etc

chrome rampart
lean scroll
#

@chrome rampart appreciate your help

lean scroll
#

EVIL!

#

ugh fml, why is arma such a rabbithole

#

thank you kind sir

worn silo
gritty vortex
winged needle
#

Anyone familiar with configs and scenarios how to adjust supply cache respawn times? Also what setting it is to mark the depots on the map for the scenario(the green ones)??

chrome rampart
chrome rampart
#

IDK about the markers

winged needle
#

Mhm. Thank you tho, I appreciate it.

worn silo
muted scroll
#

Hi, i have a problem with vehicle patrol.
after they finish the first waypoint Cycle the vehicle are stuck.

I dont know why... If you can help me, thanks in advance 😉

chrome rampart
chrome rampart
#

Then I set the driver to this...

#

Then I add to the cycle WP....

#

Make sure you give them fullfuel, and they don't consume any.

muted scroll
#

maybe cycle patrol are broken since last BI update 🤷‍♂️

chrome rampart
#

Maybe the cycle is broken or needs be in a different place. I can test on my end

#

Lol

#

Wouldn’t be unusual after updates

chrome rampart
#

I'll try and add a 2nd patrol and see what happens.
Follow up:
Added a 2nd dismounted patrol. No issues.
Converted 2nd dismounted patrol to mounted and added waypoint to get in vehicle. No issues. Patrol continued to cycle.

So what changed?

  1. I am on arland.
  2. There is an additional layer about the patrol1 layer.

Need to check work on SF Wiki mod and test there.

limber bane
#

hay how can i change the base loadouts for conflict?

chrome rampart
limber bane
chrome rampart
#

Use loadoutmanager_base.et

chrome rampart
muted scroll
orchid tundra
#

Hi, could someone explain me how to make a functional spawnpoint if what I want is to do a roleplay, because I based it on the way the EveronLife mod uses it and it doesn't work for me because when i join the server i'll appear in the ocean, and when i get in gamemaster mode i wont be able to 'teleport player' because there's no player

terse parrot
#

Hey guys, can you recommend a map that has a desert like Takistan but also has a sea? I need it to set up a mission.

quiet plover
#

Does anyone know how to disable global supply usage via the workbench please?

quiet plover
#

You're the best!!! Right under my nose the whole time

chrome rampart
#

Scenario Framework Request:
What: Add a timer similar to the wait and execute timer to the Activation Conditions using the activation condition logic.
Why: To be able to delay activation of components and apply a logic to them.
Examples:
Delay the activation of a layer between 30 and 60 seconds.
Delay the activation of a slot either 30 or 60 seconds.
Thank You.

spare python
#

Hello is there anyone willing to get in a vc or dm me for some help with my scenario just wasted an entire 24hrs getting everything I wanted placed and now I can’t reload the project because the dependencies can’t be found even though there in enfusion 😂🤦🏽‍♂️

chrome rampart
spare python
#

Everything I need is here however because I added a them into the project file under dependencies then saved it, it no longer wants to load the project saying the same dependencies can’t be can’t be found

#

@chrome rampart

chrome rampart
#

How many dependencies are you talking? Double check you added all of them to the project launcher AND to addon.gproj? @spare python

#

The second issue could be did you verify all the dependencies are valid and work in Arma Reforger?

lime siren
#

i have a issue where a addidional mission is spawned, however this only happends on dedicated servers.
in enfusion workbench there is no task for this. also if i host this localy this will not show up.
also the red squares dont show up on workbench or localy hostet, just on dedicated servers

anybody know what i can check?
also tried on 2 different dedicated servers

spare python
spare python
chrome rampart
#

🤔

abstract hazel
#

New to workbench so forgive me if I missed something obvious. Making a Zombie Conflict scenario using Bacon Zombies, ConflictPVE and ZombiesPVE. Right out of the gate it spawns zombies as it should, but there are still a couple of squads of regular AI soldiers that spawn. How do I go about disabling the ai so it's just Zombies?

hollow snow
#

@spare python It may be possible to remove the GUID/MOD from the gproj's dependency list with a text editor? No experience with this myself remember reading that when some mods were removed/Banned a while back

severe hollow
winged needle
#

@chrome rampart that worked, I appreciate it.

spare python
primal plank
#

go to the gproj file in the addons folder and open in notepad. see if anything changed in there with the dependencies. It might just have one " " and its getting hung up. Worth a shot. I had this problem where it couldn't find my mod as a dependency and I never figured it out, just started over. I think I renamed the project and it did not like that.

quiet plover
quiet plover
#

Afternoon, for scenario framework does everything HAVE to be in a slot, layer, area, etc. Or are you able to use a mix of techniques?

#

For example if I wanted to have my main objectives in areas, layers, slots, but then have my general ambient vehicle spawns and ambient patrols just sitting in a main layer, would that be okay or would it break stuff?

severe hollow
quiet plover
#

So I'm guessing it's a matter of: Stick to SF for main objectives or things I want control over, and add whatever in if it's a more generic part of the world

#

A) I'm new to SF so am sort of craving some familiar territory and B) Surely it's not worth adding a bazillion layers just for some random AI patrol in the middle of nowhere?

severe hollow
quiet plover
#

Right does anyone know how to add a waypoint to a SlotKill spawned character? I've done it how I normally would, but the character just spawned directly on the waypoint rather than on his own slot and then walking to it

#

Ignore me, figured it out

placid geyser
#

I've made a "config" file (intended to run "ontop" of any scenarios I make so its standardised equipment throughout) its added the stuff we want to the arsenals etc, added in vehicles to entitylist and they're viewable in GM mode but they aren't showing in the depots as spawnable assets? any ideas?

chrome rampart
ancient sonnet
#

Hello, does anyone know how to remove certain mod vehicles from the spawn menu in-game. I've tried to manually add them into the campaign faction manager and then disabling them from there but they still seem to be in the in-game spawn menu for small vehicles or for vehicles in general. Does anyone know a work around for this?

half raptor
#

how do i set this up it doesn't do anything on its own

#

@gritty vortex

#

can you or someone chat with me in voice or discord call and help me? im so confused on this stuff

chrome rampart
ancient sonnet
quiet plover
#

Good morning!! Anyone know how to get a capturable base in scenario framework? Bit clueless with this one, or something like the hideouts from combat ops everon?

quiet plover
half raptor
#

@quiet ploveri dont know how those work either

quiet plover
#

So if you test the game with one of those down it should spawn the group when your character goes near it

chrome rampart
quiet plover
#

Hey! Yes so I have done that as far as I can tell: area, layer, slot with spawnpoint, slot for trigger to say "hideout discovered" but still this doesn't work, no map marker and no "hideout discovered" message, opening of spawn point etc.

#

So am really stuck on why this isn't working

quiet plover
uncut socket
#

When using wcs core my supply depots wont regenerate, anyone know how to fix it?

half raptor
quiet plover
#

Is it giving you anything in the logs?

half raptor
half raptor
#

@quiet plover This is how i have it setup but it doesnt do anything when i click play and i waited around it for 5min too

quiet plover
#

Log console

#

Under the resource library

#

Hmmmm not too sure though as I had mine set up exactly like that and had no issues

#

Only thing I can think of is the game mode you're running but no idea if it is actually that

#

@gritty vortex may be able to help, sorry (and sorry for the tag)

gritty vortex
#

probably game mode entity not setup like it should be, compare with working missions

quiet plover
#

Can probably sort that in a few mins with game mode setup plugin @half raptor just to test it

half raptor
#

@quiet ploverone more question if you dont mind

#

@gritty vortexi did the setup and it still didn't work lol i need someone to sit down with me and id screen share or something to help with this process.

#

this is from the invictusdayz world were are these spawn points or how do i make them because back on my world i cant search for them

#

this is the only thing in my world

manic beacon
#

Hi does anyone here knows how to tweak the "Budget" prices for game master in a workshop made scenario, i can see there is difference between scenarions where you can basically build almost infinite amount of props and objects while in other scenarios it is not possible
where do i find the "price" for each entity ?

quiet plover
#

Probably a part of that mod then but I can't say how it works without checking - do you have that mod on your other world?

half raptor
#

my game mode setup is Scenarioframework should i change it to conflit for my ambientpatrolspawnpoint issue?

#

can someone just help me i cant for the life of me figure this crap out

severe hollow
quiet plover
#

Hello again! Quick SF question - what is the best method for organising layers and areas etc.? Currently I have got my world set up with areas at different points, each with their own layers etc.

#

Now if I wanted to move say all of my layer tasks into one area, would this be possible? So could have things split into layer tasks, general AI spawns, general prefab spawns, etc. ??

chrome rampart
spare python
#

Hello thanks for all the help I’m right at the cusp of where I want to be my only problem is the FÍA spawn all over the map, instead of Fía I want them to be the Rhs models or Russians for pve how do I go about changing them so they spawn the correct entities not fía?

quiet plover
#

Sorry, was actually trying not to pester you any more than I already have 😂😂

chrome rampart
quiet plover
#

Well that's a relief then, I will do this for now just for the sake of my eyes as I am not using any dynamic despair settings or similar

#

For performance I have got task layers set to spawn in after other tasks are completed which will hopefully help!

quiet plover
#

Anyone got any idea how to get spawnpoints to show on the player map at all times, rather than using a map marker and a spawn point that only shows in respawn map/menu?

#

And sorry also where to find voiceline strings? 🙂

severe hollow
quiet plover
#

Yeah it's weird tbh I'm currently just putting a marker on the exact position as the spawn but it's just bugging me so bad

severe hollow
quiet plover
#

For example

severe hollow
severe hollow
# quiet plover

I've never used that feature! hopefully someone else will chime in

quiet plover
#

I was just out of interest really

#

No clue what it does

chrome rampart
#

Not sure either on voice lines. I poked around but haven't really dug into them. Maybe next scenario I'll look harder at them.

dense rain
#

I'm having an issue loading my scenario and need help...

I created a new PvE mode for ROSTOV. Whenever I boot it on my server, it loads, however, I keep getting this error (see attached image). Me and my players can join in, but we get kicked and given that error code.

Dependencies are -

  • WCS_Rostov
  • WCS_Core
  • ConflictPVERemixedVanilla2.0
  • Game Master FX

Troubleshoots I've done -

  • I did a mod's wipe (client and server side), nothing.
  • I tried loading it with just the dependency mods, nothing else.
  • I loaded different PvE modes out there on the Workshop, they worked.
  • I looked for override files from those PvE modes, and there was nothing.

I can however load the scenario via LOCAL HOST from inside the game, and it works, but otherwise no one can join if loaded on dedicated server..

frank ginkgo
dense rain
frank ginkgo
dense rain
#

@frank ginkgo

You have no idea how grateful I am 🥹

I did so many troubleshoots, and your help was truly, well, helpful 🙂

craggy imp
#

So i made a sub scene of the world of Arland

I then copied over Arlands Conflict set up, with all the layers from the original

I adjusted my mission file so it is my world, my description etc.

The server still Loads Original Arland but it also loads my Map

I know that because I had to assign factions for spawns… getting really tried of this, it loads my mission fine for Offline /GM but server won’t load it fully

#

And yes everything is set for that mission on the server 🥲

silk sigil
#

is it okay to directly copy a world and its layers from the project path and rename they to create a new one?

wild trellis
silk sigil
wild trellis
#

IDK, Ive never done it that way. Ive only done the thing where you create a sub scene and paste the layers to the sub scene.

silk sigil
#

because when I work on a new mission e.g. a mini version of a conflict mission (part of it's bases and spawnpoints), the open-copy-open-paste would be somewhat inefficient.

waxen fossil
quiet plover
#

Anyone know if it's possible to trigger a mine detonation using a trigger in SF?

silk sigil
gritty vortex
#

Cybermatt

quiet plover
#

Another SF question if anyone's about!! Why am I getting the follow code repeatedly within the console?

WORLD : UpdateEntities
WORLD : PostFrame
SCRIPT (E): Can't spawn object Layer_Fighting - the slot has 0 activation type set instead of 1

The layer above is set to on trigger activation, and this does all spawn in correctly when entering trigger radius, but am getting this message contantly once trigger activates?

#

Does this mean that if I have:

Layer: ON_TRIGGER_ACTIVATION
Slot:Same as parent

I'd need to change the slot to on trigger activation too?

hollow snow
# quiet plover Does this mean that if I have: Layer: ON_TRIGGER_ACTIVATION Slot:Same as paren...

no i think mabye your trigger here is calling the activation on said layer again and again so try have ur trigger to activate only once(check the box),i like the slottrigger as can use on tasklayers so is only active when task is active-for your question on mine activation set up a slot in a layer- object to spawn on slot -type TNT in there and find something u like and then same thing activate that layer with your trigger to simulate that explosion u want,hope this helps and will be clear and make sense once u done it once you will be on your way👍

quiet plover
#

Ohhhh thats amazing, and yes it does make sense RE setting to just single activation

#

Sorry, one more if you can help - I have two Intel tasks in my world currently, however, for some reason once you complete one of them, you cannot complete the other.... so for example you take the first folder to the slotdelivery, which completes the task fine, but then when you go and get the next folder from a separate task and return to the slottrigger, nothing happens- any ideas?

hollow snow
# quiet plover Sorry, one more if you can help - I have two Intel tasks in my world currently, ...

ah ok so u have done it on a slottrigger/delivery activated by specific prefab being the intel folder thats fine i think u can set that up x2 with seperate layers and a trigger,for some inspiration im going to point you towards having a look at combatopsEden loadup that world from within tools have a look at how the intel task is done with the slotpick,Also makes sense to have more than one intelfolder in your gameworld for insurance against client crashes and other probs. also ive found out levelled buildings! Intel Folder gone...

quiet plover
#

Yeah it's really weird don't know what I'm doing wrong - I have the two layertaskdeliver's with their slotpicks nested underneath them.

Then I have a single slotdelivery set up to target both of the layertasks mentioned above

#

So do you know why it doesn't let you complete the second task, after delivering the first one? Genuinely stumped on this and can't see anything in the console to suggest something has gone wrong 😕

#

I was going to try just using a slot trigger in place of the slotdelivery but that did break the tasks - pick up the folder, but then don't get any prompt to deliver it anywhere

severe hollow
#

I've also got this message when trying to set an Area on trigger activation which is not correct, areas need to be oninit

quiet plover
#

Yeah I managed to resolve the error issue, thank you for the heads up with areas! Just need to work out the Intel problem now

hollow snow
quiet plover
#

Yeah I was thinking perhaps it could be to do with the name of the prefab being the exact same

#

I'll have a play with it later

gleaming bronze
#

is there really no way in reforger to just put character entities into a world nad have a player spawn into them???? is spawning and picking a loadout the legit ONLY way things were envisioned?

#

this was the easiest thing in previous engines

brave plover
#

I miss the days of picking weapons/equipment in the briefing screen

digital creek
#

If you want to make scenarios with predefined ORBATs, that's pretty much your only option (unless you want to script your own solution).

sterile pier
#

I'm having a problem with my map, it has been uploaded to the workshop but will not load. Every time i try to load it i get the following error message

#

i assume this is a scenario issue that has to do with my map but i am unsure

uncut yoke
#

Anyone know how to put down a vehicle spawner in the world editor?

I’m trying to place a helipad on a ship, however when I go to build the helicopter it says I can only place it on the ocean instead of on the ship

distant inlet
#

Hi, I spent a good bit of time cooking up a new map. I'm looking for any one willing to lead me in the right direction to get a simple PVE US vs USSR to work on my map. I've made many attempts to get PVE working and many issues. I have spent a lot of time doing this without help but I'm sitting here with a finished map and just want to deliver it to the community with a simple PVE play through. Thanks in advance for any assistance or guidance. 🙂

distant inlet
uncut yoke
#

@distant inlet Yes, it goes straight to the ocean

distant inlet
#

uncheck that snap to terrain

uncut yoke
distant inlet
#

ahhhh

#

ok hold left alt and click the helicopter then roll up your mouse tell me what happens

uncut yoke
#

Nothing, I'm in game in the heli spawn menu if that helps.

#

It's going through the aircraft carrier lol

distant inlet
#

did you place that helipad yourself? Its been a few months since i attempted to do that on my map. give me a few min im gonna load it up and see what i did.

uncut yoke
#

Yes

#

it may have something to do with the building area.

distant inlet
#

i was able to get the helipad on the front center of the acc, is your helipad uptop or in the water?

uncut yoke
#

In the water, it is sitting right on top of the water through the acc

distant inlet
#

try place it here

gleaming bronze
severe hollow
#

Can Scenario Framework scenarios be saved to persist even on server restarts like campaign mode can?

digital creek
#

You can definitely create saves (you can e. g. see that with Combat Ops) but I'm not sure what kinds of things are saved

quiet plover
#

Has anyone figured out what stops spawnpoints from appearing on the map in SF? I have worked out how to change the symbol and name of the marker, however, this will still only show in the redeploy map rather than the in game one!!!

#

I've basically copied them from combat ops as those ones do work, but still nothing showing

hollow snow
# quiet plover Has anyone figured out what stops spawnpoints from appearing on the map in SF? I...

In Combat ops i feel it wouldnt make sense to have alot or all of the spawnpoints cluttering up the map on a perm basis only thru the deploy or respawn menu.However for players ingame map to show them perm you could simply use an area -layer =Slotmarker. use a point of interest or a subtle little blue dot with a description have it set oninit or when the spawn point in this case(combat ops) the safe houses are unlocked or found

quiet plover
#

Yeah that's the best I've managed to far - we basically have a few players who get a little OCD about hoe the markers show, me included lol

#

I was planning on just taking combat ops everon and swapping the faction to US, this was more of a task than I can deal with so back to mini scenarios 😂

severe hollow
#

Any idea how to make it so vehicles persist upon server restarts? I managed to save progress on Scenario Framework but vehicles get deleted on restart

hollow snow
# severe hollow Any idea how to make it so vehicles persist upon server restarts? I managed to s...

not to much idea tbh but it makes sense to me that only vics placed in SF in a slot or ambient vicspawn system should be saved this includes a slotdestroy vic as thats very important to any active tasks in progress for vics placed by players and or gm/admin would probably have to write that in mabye thru an admin tools but really imo i wouldnt want that "Never hold players hands for them"😁 and what if you was using a modded vic and that modupdate comes or breaks between saves would that be an issue? mabye there is a mod is it like gm placed vics saved or something? but better to keep the scenarios budget clean upon restarts i think also there is some issues with the whole save game with consoles i understand outside of playing on a server that is from what people have said so the save game topic is a wip understandable in a developing game everything else before it has to be right 1st

severe hollow
hollow snow
surreal parcel
#

Anybody experienced the Target Indicators not working on a dedicated server? I.e. the popup target that is marked as 'is indicator' not showing hit markers when on a dedi server

inland garden
#

Hi all. Does anyone know a setting in the enfusion engine that prevents enemies from caputing a base?

silk sigil
inland garden
#

if i disable those components noone can capture the base right?

silk sigil
#

yeah, you can set them with specific factionkey

#

the withdraw is you need a static US/USSR HQ rather than random pick by gamemode

inland garden
#

oh damn. no idea what u talking about. followed TPM his video. so kinda new to all this

#

which option ?

#

u talking about this ?

silk sigil
#

with these settings, the base is always US base and can not be seized by enemy

#

if you just simply don't want enemy players to enter this zone and capture these bases near MOB, you can also use restrict zone mods like what you find in CIE/WCS servers.

inland garden
#

Yeah i kinda don't want to make Main bases fixed

silk sigil
inland garden
#

what are those restrict zone mods u talking about ?

silk sigil
inland garden
#

i was hoping i could make it happen on my own with the WCS whitelist feature. But it wont let me

inland garden
#

anyone else who has experience with the WCS whitelisting feature?

tidal plover
#

In SF if I set different faction key on Move tasks does that assign independently to each faction?

quiet plover
#

Good Morning 🙂 Anyone know how the fast travel maps work? They're in combat ops just as placed prefabs....

quiet plover
normal pine
quiet plover
#

I'll update this when I finish work but its a component in the Gamemodesf and is a .conf file that you can change 🙂

quiet plover
#

@severe hollow here you go - Copied that over from campaign game mode (I think) either that or it was from vanilla Combat Ops 🙂

severe hollow
quiet plover
#

Not the same zoom but you see it either way!!

wary acorn
#

Some one knows a video or link in Bohemia wiki showing how to make a preset loadout for the players when get in the server, in the spawn screen like Rifleman, Machine gunner, sniper... ? For my GM missions, and if is possible for any scenario, I will use in diferente maps

#

I tryed to find in the Bohemia wiki but I didnt

inland garden
#

Can anyone tell me which one i need? or does it not matter. and what is the differents?

normal pine
#

ive only made aas scenario with it, im not sure

#

i copied how they did serhiivka

normal pine
inland garden
#

Does anyone know how i can get supply caches to regenerate supplies faster when they are empty?

distant basalt
inland garden
inland garden
hasty lark
#

When creating a PVE scenario, are both US and USSR Main Operating Bases requied to be present for the game to work? I try only having US MOB down, game breaks, never shows a spawn point. I place both US and USSR MOBs, and the game works but every now and then it'll activate the USSR mob to be the spawn point for US. Trying to find the solution to this so the US MOB is the same and doesnt change every new game

trail temple
#

Does anyone know how to fix the issue where the enemy spawns as FIA faction instead of the intended one?

#

I changed all AmbientPatrolSpawnpoints to USSR.

wild trellis
hasty lark
#

Radio transmission range is also maxed out

quiet plover
#

Might be to dp with the map, had the exact same thing with trying to place items on a modded map, but would snap to terrain under the floor instead of the floor itself

hasty lark
orchid glacier
#

Hey all, Currently setting up a frequency matrix. Does anyone know how to Set up the Platoon channel? I've taken a look into the FactionManager_Editor SCR_GroupPreset. But i cant seem to spot the Platoon channel. Does anyone know where its hiding?

#

Also if its the Faction Radio Frequency I wonder if there is any way to make a few different ones.

wild trellis
hasty lark
hasty lark
hasty lark
wild trellis
hasty lark
wild trellis
#

artillery attacks are also

silk sigil
#

so what is the difference between folder and layer?

gritty vortex
#

Organizational purpose is my best guess

lethal tiger
#

Good morning does someone why my Gamemaster on the Server on my own Scenario doesnt work what managers I need to use ?

Like: CampaignMPChatEntity? RadioManager?

#

Okay I added it now lets see

#

Yep that fixed it

trail temple
#

I'm trying to place an AI soldier on the second floor of a building in Arma Reforger's World Editor. I positioned the AI on the second floor in the editor, but when I run the game, it always spawns on the ground floor instead. Does anyone know how to make the AI actually spawn on the second floor?"

inland garden
#

Does anyone know where i can change the building times for specific buildings?

wild trellis
#

If it's not checked it spawns them on the ground

hasty lark
#

Cant seem to get the loadoutmanager to work. Tried each one and none of them actually put the vanilla loadouts in the start screen, so you cant spawn. Any insight?

molten fjord
#

I’ve created a conflict scenario but everytime I go into the actual game, the capture points show on map but there are no objectives to be able to capture them?

chrome rampart
trail temple
wild trellis
trail temple
hoary bloom
#

Anyone worked with rotating active capture points? Like rotating KoTH

hoary bloom
#

eg trying to set a capture point as "live" for a certain time

void sparrow
#

Anyone knows what I need to configure to fix the spawn icon?
I have a single CIV faction, and use Spawnpoint_CIV.et

trail temple
#

Is there a video or guide showing how to enable the counter‑attack waves in Conflict PvE when a base is captured in Arma Reforger

dapper escarp
#

Hey there! Can someone help me figure out how to fix this issue?
I'm setting up a server with my own custom scenario. I've added RHS and the Beacon Loadout Editor. I've taken gear from both US and AFRF factions, but when I try to access the US arsenal (or any arsenal), I get the message 'US ARMY items only'.
How can I disable this restriction so that players can save their loadouts anywhere, no matter what items they have in their inventory?

dapper escarp
polar nova
#

alright so i have a tricky deal to figure out and so far none of my current modding ex. is helping me out. im trying to start up some custom scenarios for a milsim group im over seeing that we can load into pub server with gamemaster. before looking into rental servers. the problem im having is reforger itself is not "seeing" the scenario files i have saved although i can go to them and they are in the correct location reforger is still not showing the save file in gamemaster so i can load them in. im stuck literally at the beginning of the process. help would be appreciated

wicked thicket
#

Why on the game start spawning all bot's for all ambient patrol spawn point?

severe hollow