#enfusion_scenario
1 messages · Page 17 of 1
So I think with that one, you just edit the resource component, generators to the storage range you want. I believe.
If the conflictMilitaryBase.et spawns the Headquarters_S_US prefab you should be able to override the HQ prefab, and edit the values there.
Try it both ways and see what happens.
Don't know how conflict handles which base spawns. I guess it's who controls the point.
Can anyone help me fix this?
What did you change before this VME started to occur? Undo whatever you did. VME normally occur because of a change made.
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?
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.
How do I revert an overrode object back its original?
Is there anyway to revert the whole world file back to a previous version?
you just delete it from the mod's folder
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.
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?
I'd look into that line 460 from the SCR_InfoDisplay.c script to see what it is exactly
might give some insight
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.
Yes I figured it out I overrided the SupplyStack and increased its capacity to 5000. However after I did this it gave me a blank screen the next time I loaded in I couldn’t see any of my work. Still haven’t figured out the fix but that was like the only thing I changed before it happened.
For us, I overrided the the HQs, then took the storage supply prefab and overridded that. I edited the supply storage and changed max value to 10k then went back to the overridden Hq and deleted the original supplies prefab and took our overriden one and placed it similar. We loaded her up and it works. But tell me how the original prefab still spawns adding additional supplies..
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.
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?
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?
Doesn't "restore layer to default" reset it all?
Yes.
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
Can you point me in the right direction?
Yeah but I can't use RLTD when spawning the vehicle via vehicle depot which is how I'm doing it in my mod. Also RLTD deletes the carcass as well and I'd like it to stay instead of making the vehicle disappear as soon as it's destroyed
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
So what spawn point does the comBox use? I think you aren't looking deep enough into it. HINT HINT
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
are you modifying the RHS version of conflict? Or the BI version and adding the mod?
Modifying the RHS version. However it seems they never worked in the first place?
Wait one. Even though I am not a conflict guy let me check something. \
Is this what you are using and editing?
You're not a Conflict guy? May i ask, is it possible to build a gamemode from scratch in the workbench like what used to be done in Arma 3? I have over 6000hrs in that game and just got reforger and I'm trying to wrap my head around the drastic changes to the back end
Absolutely
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
ok. Well not sure why it's not working. Just at the basic level with no edits should work, and should be MSV vs USMC.
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?
First drop everything you knew about Arma 3 and Mission Editor. Trust me...
Sure Dm me @nocturne wolf
Oh okay I'll keep digging then!
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
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
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
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.
Yeah that's what i've been complaining about above. lol
apparently it's broken
it's a shame
Yeah dumb. LEts all go put in bug reports about it
Even tried deleting the entity and restoring to default and nothing
it doesn't work
where do you put such reports?
I just made an account
Just upvote or add information to that one that I made
alright!
For the Show PopUp Notification action is it possible to use a custom PopupUI.layout?
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. 😄
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
Look at the settings in ambient patrol spawnpoint component for the vanilla supply depots in the world editor.
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
I don't know if I'm interpreting it right but I reason that I can add a component to the placed SupplyCache_xxxx_campaign_x. And in that list I found the ambient partol component thingy. Am I understanding correctly that the simple thing of just adding that component the AI will magicly appear at that spot? If so I'm a happy lazy camper. 😄
And thanks for the anwser. All new to this.
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?
It does refill on a timed basis, but I don't remember if it's every ten minutes or more like twenty.
More specifically, look at the waypoint that should be on the supply depot (not the small supply caches). That should be a child of the spawnpoint I was referring to.
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.
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.
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.
I was using this (and others) as a reference tbh but didnt quite sort my use case due to Character vs SlotAI
For clarity (and mainly if others come looking)
Character
- Did have an action, couldn't use the SF user event due to it not being part of SF
SlotAI
- No action at all despite copying action from charac
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.
No it's not a part of any prefab you just have to load up the vanilla map and see how they did it. They are located at the supply depots. The AI spawn at an ambient patrol spawn point component that is placed somewhere outside of the depot. They travel to the waypoint that is placed on the depot. So if you find the waypoint and look at that in the world, it should be a child of the spawn point.
aha.. I had my head deep ion the sand 😄
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.
I think the AmbientVehicleSpawnpoint will respawn a destroyed vehicle if you set a RespawnPeriod.
Has anything changed between 1.3 to 1.4 with regards to AI patrols for SF?
This is my setup
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.
If you copy and paste then they just need renaming anything you want really,Also worth noting for urself or anyone else moving forward with Ai patrols in SF that each SlotAi prefab be it a single or a group must have there own cyclewaypoint but they can all use the same waypoints or layer of waypoints
Do you think its possible to make the Factions, password lockedß
Thank you sir! I will take a look at it ASAP! total noob tho, appareciate the help.
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?
Is there anyone that does commissions on here?
If you find anyone, report them as it's not allowed and can get you banned.
oh wow, i didnt know that.
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
think about it the other way round your looking for say for example for an entity on destroyedevent to increment- counter by -1 pointing towards said counter then on that logic counter when it reaches desired counts you can have your action to do whatever you want next-RLTD,end mission trigger next task etc etc so your using the same logiccounter here
Not sure I follow. Can you explain with a bit more detail? thank you!!!
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
Help Requests | Adding Mods to Your Scenario
alright thanks. basically I want to spawn more AI when a certain number of AI have died.
Thank you so much!
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?
ok cool i see so your action from your counter will be spawnobjects pointing to said layer of Ai u have👍
Lol I'm working with this issue as well. Getting markers to be non-scaling / static world-size is not so simple
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
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?
I would be really surprised if you could do this without any scripting.
I am running 1 cycle waypoint for two squads and it works fine.
Oh damm nice one it does indeed go like that now mabye from 1.3 onwards i had everything set up so only had to go around taking the cycle out of the layer upon 1.3 not set up a patrol since thats cool keeps things more tidy happy days👍🏻
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
Any one have any idea why my conflict scenario just doesnt listen to my settings for HQ resource gain and max storage?
I think this is worth sharing....
https://youtu.be/zP92u5NBZ84?si=H7jIIJxTPaCjpVFu
Samples | IED Defuse
Production grade IED defuse composition. Fixed the trigger issue exploding the IED at the end of time.
i have same issue
changing it in the world editor
doesnt seem to work
nor does it in the mission config
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
im running WCS it proberly the only mod i can think of that is overiding it
same, but I looked through the files and nothing really
good to know saved me a task
Same issue, same mod. Same suspision. But I don't understand how that could be.
its honestly a shame that this shit is this complicated
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
Thanks. I'll have my server admin take a look at it. 🙂
where the fuck do you put it in the json? lol cause I didnt even know this is a fucking server command too
I just removed it to see if it did anything to let the mission override it but it didn't work
rip
Yeah
Give me 1 Min to blank me config n I'll send in here maybe it might help someone fix it
cheers saved me looking for that again
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"
}
}
}
although i dont think this is the fix for the issue
So whats the problem? @agile leaf
this
2 or 3 of us having the issue
ok. What are you editing to change the settings?
speaking for myself i have done it in world edit using the SCR_CampaignSuppliesComponent and in SCR_GameModeCampaign
ok. So you are editing the scripts not the prefabs?
SCR_CampaignSuppliesComponent this is attached to The MainBaseHQ
SCR_GameModeCampaign this is in the default lyers
x2
possibly
im bit new to this
ok. What values are to trying achieve?
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
ok wait one.
This, plus the mission.config is what I've been editing
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.
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
so that adjust how much per tick??
Really up to you. I think start with the fill value. Then test it and figure out what works best.
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?
Thanks man. I'll have a go at this. Funny how 3 ppl had isssues with the same thing in a short amount of time. 🙂 I think the working from world editor is the culprit.
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.
Hmm this is how my bases look. Might be different since I'm fixing up a conflict scenario.
Unfortunately, I'm NOT a campaign mode guy. BUT there are plenty who are and can help.
go to go....later.
i think i understand
No probleem, thanks anyways 🙂
didnt work for me
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
did u get it working
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...
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
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).
I am getting somewhere close with it but it's got late for me now if I get mine spot on in the morning I'll drop it in here or DM you a video on how I got it right
awsome
I still cant figure it out lol
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
some of them are documented here https://community.bistudio.com/wiki/Arma_Reforger:Server_Config#missionHeader
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?
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
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"
What did you do if you could share please? Im having the same problem in both setting the tickrate/starting amount/max amount and showing it.
I lied… so the method I figured out does show that I have X amount of supplies. But in reality they are fake. You can’t take them out of anywhere or spawn anything cause it acts like you don’t actually have any
Damn, i mainly need it to make HQs have near infinite supplyI guess I'll just put a supply depot near them.
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
Is it possible to set a Spawn Point that only has a set number of spawns available?
@honest nova @lavish breach @agile leaf I fucking figured it out
ooh?
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
Was how I did it ino the first place. My issue is that The max HQ supplies storage is 6000 no matter what I do. Even tried setting the starting supplies of the MOB HQ back to 600. Even the normal bases HQs have 6000 not 600. But it's a small thing, and the scenario is very playable even with the issue.
I may see if I can figure that out after I get back from running a errand. But I mean really all that means is players have to build more arsenals. Which in my opinion looks a lot cooler when HQ's are built up like actual HQ's
how u doit
for this i think u have to edit the prefab it self to allow the container to hold more as they can only hold 6k
are these logs normal for a trigger that is "on trigger activation"?
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
you have to make sure you reset all of the settings for the HQ's and ONLY edit the areas in the pic i sent
yes. You have "once" unchecked, so the trigger is trying to spawn the object it already spawned. Check the "once" box, and then run again. The errors will disappear.
Thanks. "Once" it's actually checked.
yeah it seems if u set them to high they just ignore there vaules
seems to be anything above 6000
ive managed to sort it i think
using the SCR_ResourceContainerVirtual
Yeah, I'm personally gonna just leave that alone. Cause the moment you build a arsenal the max storage goes up
same but it still applies in reguards to placeing a arsenal
not deployable in my world
wdym?
are you placing it with GM or physically building them
building
hmmm, how are you launching the scenario?
in world edit atm
as in do you have play from camera position checked?
ok
typical test server i have script conflict lol gimme 5 10
kool mods fixed WCS core having a moment
okay it increses the ammont teams can store that dont bother us
do yall have radio bags working?
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
im using WCS ones
i think this is under ArsenalLoadoutSaveBlacklists config
hmmm, so it actually seems to be working by default (not letting me save other factions stuff), but for whatever reason it says saving disabled but its not and it still lets you save lol
and maybe I forgot to add in the WCS ones? so Ill check that and see
ok so bare with me, but I dont see any WCS radio bags lol
Radio_ANPRC77
is the us 1
Radio_R107M USSR
god the issues im having with these supplies its done me in today
I gave up on the radios for now lol
This is what I get happening now haha
so that cause you dont have enough storage, so its just shitting it on the ground lol
anyone know if there is a way to maintain custom area/layer names when copy pasting entities from one map to another?
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?
I just copy and paste the layers directly from the addons folder. It keeps structure, names, etc exactly as it was in the other world
exactly what i was looking for thank you
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
just a guess but you can properly modify the existing prefabs for the building u want to use so duplicate them and then in there properties you can more then likely add them to the construction truck this is just a guess I'm probably way off or maybe it a step in the right direction
I shall take a look, thank you 🙂
"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
Did you create a feedback ticket?
https://feedback.bistudio.com/project/view/66/
not yet
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...
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
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
Set the area to "On Trigger Activation"?
I thought Areas had to be OnInIt but just tried it and it works
In trigger but on which? I want to set active=false by default and from script do like GetAreByName().Activate()
Something like this
Great! That didn't use to work.
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
Actually I just tested this and you can't spawn an Area set to "On_Trigger_Activation". See the video. Please post your work to show it working, either the world layer or a video of it.
https://youtu.be/P9bjsKMli0s
Help Requests | Spawn Area with On_Trigger_Activation
This does not work. Please post a video of how you do it.
Is anybody available to help me out?
hm maybe I made a mistake? I'll double check. I could swear it worked. I'll report back.
hey i renamed my scenerio mod but im still seeing the old version will that go away on its own, On the workshop?
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
Thanks. What I meant was whether it's possible to use just the spawn point from the backpack radios without the deployable or backpack logic as a standalone component in other entities. Basically, I wanted to create temporary or limited-use spawn points tied to tickets for my scenario. I actually got it working, but I had to script it myself.
Thanks for mentioning the SCR_PlayerSpawnpointManagerComponent though I didn't know that. I will add it to my game mode. thanks!
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.
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.
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?
Create a scenario with the empty world, IF it exists. Open the full world and copy all entities. Open your empty world and paste same position. This would give you a fully editable world. But I've never seen a modded world with an empty world. Everon and Arland have it if you want to test.
Maybe ask in the #enfusion_terrain channel. They are SME's in that stuff.
hey man for some reason deployable radios aren't working for me. They used to work in other SF scenarios but now they don't for some reason. other than SCR_PlayerSpawnpointManagerComponent is there anything else I should check out? When I try to deploy them nothing happens 🤔
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
Give me a minute I'll do a video.
Have to run an errand, when I get back I'll do one up.
@chrome rampart thx ❤️
Where do I configure a specific item to be excluded from garbage collection?
I mean, outside of SF
Here y'all go....
https://youtu.be/bnxnSWdp3sc
Help Requests | Copying world to an empty world
Show how to copy a world to an empty world and edit.
thanks most videos deal with the ChimeraSystemConfig which affect all items but I'm looking for a way to only exclude a specific item. I've scripted a component to see if that works. thanks!
@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
maybe a dumb/obvious question but do you still have SCR_PlayerSpawnpointManagerComponent in your gamemode? if yes is "Deployable spawn point enabled" checked on?
they share all of the same data same mod id and everything, does that mean anything or do i still have to delete the old one? i figured the workshop might just be holding onto the cache until it updates or something but i could obviously be very wrong..
No the workshop is instant. So as soon as you publish or remove it does it.
Do you have 2 separate mods? Or one mod you renamed?
one mod i renamed
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.
Yes! i think it's a mod conflict with the Seize & Secure mod. I think it messes with the radios
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.
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.
@chrome rampart thank you very much for your support, i were now able to edit eden so thx ^^
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
That is all done with the faction manager. Predefined Groups and call signs.
So realistically i would have to make a new group to sort that?
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?
Seems R34P3R was able to get AI to fly/land/transport players in their mission "Exemption" no idea how! Seems like a miracle 😮
hey do you have anything on safe houses and or discoverable spawn points?
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?
Not sure I get what you are asking for. Tell me more detail please.
like in combat ops they have discoverable spawn locations like safehouses?
ok. I'd have to look at it. Never got into CO:Everon.
@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.
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.
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
nvm, got it working with basic SPECIFIC_PREFAB_NAME instead of prefab count and checking "activate on empty"
made some serious progress here finally:
Scripted solution though
hooow? care to share? lol
FYI... You can search the channel with the search field
Is your MOB set to "Is source" under the radio component bit?
sorry if this is spammy, I didn't see the scenario channel. 😛 I'll keep my scenario requests here instead.
it wasn't thx
No problem:)
set your mob's radio to "be source"
Did you change to MenuSpawnLogic?
@quasi galleon Here is my SF Wiki mod Welcome Screen settings. I am not using the right column in this case
This was 100% my issue. Thanks Chief!
do you have anything on just a basic intel mission setup or how i can just get the intel to dissapear when i reach the slotdeliver. I was watching your tutorial and trying things but not sure its what im looking for.
Just put on the slot deliver plugin for "entity enter", wait and execute, delete from inventory action, and the prefab for the intel folder
is slotpic and slotdelivery required to have their own layers inside of layertaskdeliver?
Components | Layer Tasks Part 7
Demonstration of the Layer Task Deliver.
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
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
you could try and just disable the MeshObject of the items you want to remove. I decided to install new ikea cabinets in my kitchen.
Thanks, that did it
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?
IDK. Depends how they construct the houses with attic access. The components are there, just a matter of moving them around. This channel is really not the place for that discussion. Maybe here https://discord.com/channels/105462288051380224/976159912679850004 @clear wasp
Aha, thanks for the reply. I didn't see those channels because I was in the wrong role
Hey guys, just wondering if there is a possible way to enable a HQ/MOB to work on the HMAS Adelade?
it may be best to leave that one alone for a while i know some have found it with problems relating to the floor and snapping to ground there but i havent checked that out for couple updates at least but its a popular wanted feature imo off shore military assets-good luck👍
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.
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.
use the spawn point plugin.
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.
Legend. I see now that you are the one behind those tutorial vids I've been using. Thanks a million, man.
Start Here....
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework_Setup_Tutorial
Then Here.
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework
And here for additional help.
https://youtube.com/@blackheart_six?si=pYFrgR-kq7463Tzb
This should get you started.
do you have mods attached to scenario?
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!
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.
SCENARIO FRAMEWORK FEATURE REQUEST:
LayerPlayerTrigger and LayerTrigger
The ability to use layers as triggers the same as slotplayertrigger and slottrigger.
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
Activation Countdown Timer = 0
Notification Enabled = False
Player Activation Notification Title = null
yeah for the screenshots they aren't activated
i was using trigger domination apparently activation countdown timer doesn't work with that
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 🙂
^ I have the same question I wanna increase the mob supply rate
did you find a fix?
Not yet, unfortunately
I think i figured it out
Did you really?
Yea
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.
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
you could create an action by extending SCR_ScenarioFrameworkActionBase and then you can call it using "On task finish" in Scenario Framework
You mean create my own action in script which will call my script inside of it. When use this action from dropdown. Good point.
This new action(script file) Should be placed in Scripts folder, as others? Then UI of ScenarioFramework will automatically add it to list of actions, or I need to register it somewhere?
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
Thanks
How does one make custom factions?
How to make custom groups with ambient spawning?
I.e. add a custom group to an ambient spawn - Sorry if asked before
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.
Gramps to the rescue!!!
sooo, do those notspawned groups act in the same way as ambient patrols?? Always wondered what they did
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.
A player has to be nearby, not just the gm camera. You also can't get too close or they won't spawn in.
Correct faction? Is your game mode using the ambient patrol system?
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
you added your custom group to the entity catalog under not spawned and selected the enum you added via script?
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
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?
Its probably the most simple script you can do. ```c
modded enum SCR_EGroupType
{
YOUR_FIRST_CUSTOM_GROUP_NAME,
YOUR_SECOND_CUSTOM_GROUP_NAME,
YOUR_THIRD_CUSTOM_GROUP_NAME
};
Ooo okay I will try this out, does it matter where I put the script or is the scripts folder correct?
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?
Yes it does matter where you put it, that's probably why you're not seeing it. Search for SCR_EGroupType in the script editor to find the file that's in. Then place your override file in the same location and validate scripts. Then you should see it.
Ahhh I did think it might have something to do with things, I shall report back!!
this may seem far fetch but i was wondering if anybody could teach me how to make a modded map into a conflict map
Hey, can i get some help?
As in adding a conflict scenario to a custom map?
I definitely need help making a patch for existing scenario for a custom map.
The damn thing keeps spawning me in the water
yea
@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
aight
AFAIK it should create all the managers needed (apart from the two mentioned above) 🙂
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
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
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
aight thx
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?
BI Feedback | Task shows failed after Restore Layer to Default
Whenever you restore a layer with tasks in them the task will show "Objective Failed" even after you complete it.
I really hope they fix this. Had to get rid of task notifications because of this
Yea I spent all day trying to work around it. Gave up. Is what it is for now. Moving on.
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.)
I haven't looked into it, but you should be able to do all that. Nothing stopping anyone from modding the popups.
Yeah. I guess what I mean is that you can't choose a different layout for pop up notifications you can only use the one that comes with the game files. It grabs the same layout for tasks notifications and for show pop up notification action.
Would be nice to be able to choose which layout file you want to use each time for show pop up notification
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
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?
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.
Does anyone know how to change the cooldown time on the vehicle depots? Hopefully it's not per vehicle.
I think it's in the actual vehicle prefabs in the editable entity component, but I'm still unsure how it works.
Maybe you could simply override the editable vehicle entity component or whatever it's called if you want the same values for all.
Thanks @wild trellis Appreciate it. I look into it. Per vehicle is fugly at best.
Yeah it was better when everything was in the entity catalog configs
I'm not even sure that would work, but worth a try to make short work!
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.
So looks like Scenario Framework is being deprecated eh
IDK about that. It's underappreciated for sure. 🤣 .
Every update things break. Normal.
Ya i've been updating our mod to all 1.4+ stuff so it doesnt break every single update
had to remove SF
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
I think it is per vehicle. You can find the cooldown opition inside every vehicle prefab.
add storage
I couldn't find a way to do it before. I had to script it and even then it didn't work as expected
but in my case I actually wanted to set different cooldowns for each vehicle
Hello can someone help me to x3 the Bots on my Server ?
Previously when I tried editing the cool down in the editable vehicle component, anything besides 1 seemed to lock the vehicle permanently. So now I wonder if it's just a bool and the rest must be done via scripting? 
fr fr?
Yea I saw the cooldown on the vehicle and it is set to "1". That is what leads me to believe the cooldown on the vehicle is not the same as the timer on the build mode editor.
That's what chatgpt said.
Edit: yeah its wrong and says differently now. my bad
Hello looking for someone to create a PVE mode for takistan
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?
Search callsigns.conf and find the one for the faction you want.
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
ok whew. all good thanks for double checking.
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
You in game master?
If you're in gm what happens if you move your character within a few hundred metres of the AI? Should then spawn the actual characters in / make them appear
🙂
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?
that was it. thank you.
This boolean controls whether cooldowns are enabled for the prefab. The cooldown duration is determined by the conflict rank. If you need to manage cooldowns for individual vehicles, you’ll have to implement a custom script solution
That's kinda what I figured, thanks for confirming! 😎
Found it!
To change the cooldown time on the depot:
Oh niiiice! 😎
Do you know if this work even without ranks? When I was messing around with it I remember 105s was the default with no rank. I'll experiment
No rank is renegade which equals 1000. Private is 105.
whats the difference between nametagfriendies and nametagsingle config file?
One is plural and other is singular? 🤣 idk tbh
so what's the right settings to let players see all the AI teammate nametags regardless of distance/LOD
What file extension determines all graphic user interfaces across the game? Popups, Hints, Task Notices, Nametags, etc etc?
Dug this up. Forgot I had it.
https://youtu.be/HasrootgqAI?si=FTnD7T0aDm18H5f6
Using Arma Reforger Tools and the Enfusion Workbench, I show how to customize the name tag.
Arma Reforger Editor | Using Enfusion Workbench I customize the default name tag by adding a rank icon.
Might be something in there.
How do I use AmbientVehicleSpawnpoint_FIA I just place it in the world and thats it or do I also need to add AIWaypoints
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.
fixed thanks
A fix is a fix
Yeah pretty much but make sure to set up the allowed / blacklisted vehicle types in there or you'll have helicopters and stuff spawning all over the place 🙂
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?
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.
Hi everyone, I have an issue with the buttons in the tools — everything is set to Windows. Can someone help me???"
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.
how to fix ai from going invinsible
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
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
anyone could tell me how to change required rank for the arsenal in mp conflict? I tried editing many files but no success...
As in remove the rank requirements for weapons?
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...
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
I just looked at livingarea but couldn't find anything that would say something about rank
Unless it's something in the entity catalogue
they dont appear
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?
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
Being shot in the face is a very reliable way of telling that they're working!!
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
umm it wont let me leave the game
like close it
while in the map
the one i made
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
disregard i managed to figure it out
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?
Pay them more money.
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?
can someone help me on how to create spawn points for players and zombies?
Anyone know what i need to add to be able to use the chat in my scenario?
@hasty yachtCampaignMPChat_Entity_1
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?
nevermind I fixed it with a script
can someone show me how to set up a zombie spawner?
Hello?
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?
What do you mean? As in Bacon Ravage spawn points within reforger tools?
@quiet plover ya or if there is a better way i need some serious help i dont know how to make this work
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
are you making a server too?
do you know how to get the premade loot spawns from zaks loot spawner mod?
No idea in that one sorry 😦
or loot spawns on the map at all?
Nope when we did it was just bc we wanted to shoot zombies lol didn't really set it up much tbh
ok
Sorry couldn't be of much help!! If the mod has a World could always try seeing how it works in there
ya
For loot I always use Trainwreck Looting. You loot by searching closets, boxes etc inside houses and buildings. Very cool.
Is there anyone here who could DM me and help me figure out what im doing wrong with my conflict mode?
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 ?
Great Job by @quasi galleon!
https://reforger.armaplatform.com/workshop/659E4CE9D7D26B88-SenarioFrameworkAutoRespawn
Where can I change the time to capture a base ?
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
For which game mode? gamemode_campaign? gamemodeSF? gamemode_editor?
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 🙂
noice
Game Master is a special mode that is really a dynamic real time game mode. Not sure about adding wp as part of pre-action scenario.
Under conflict military base prefab in the seizing component should be min and max capture time
Somehow my Living Quarter got removed from the Building Tap while changing US_campaign
or we do I find the settings for that
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
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
anyone know how i can add a spawnpoint? im making a custom terrain and i want to add a custom scenario on top
You probably can. find the prefab and edit it. it has to be something like Head Quarters blah blah. the prefab is made with multiple other prefabs it's possible you can just replace the tent one for a different one
What sort of spawnpoint? Basic should literally just be search for spawn and it'll be there
You're just the bestest
@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)
What game mode?
i think its gamemaster atm, but i was hoping to change that to something closer to a tug-of-war mode
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
As I said in the other channel, for no/limited respawn missions with pre-set slots and spectator, you would use the Reforger Lobby mod, not the BI created Scenario Framework.
Official manual: https://docs.google.com/document/d/195pljq59WzDxrqkkZrm2CbvJ1KLXizS5nARbUrA9wjs/edit?tab=t.0
More detailed unofficial guide: https://docs.google.com/document/d/1yRKSkQ0XSYyxI8OqAjnzKEY8OA1gKogqq4VydXl47OY/
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
Missions are worlds shipped as part of mods (pak files).
You can download mods and open them in the Workbench.
No, you will have to use the existing radio system.
With frequencies ? Cause the LOBBY VOICE CHAT from Reforger Lobby Mod looks very bad for milsim.
This only applies during the briefing phase. Ingame, you have radio channels/frequencies as usual.
Hmmmm I'm not sure I'm afraid, haven't had that happen before tbh
i appreciate ur time regardless - im gonna dig around and figure it out at some point one way or another
@pure trout My advice to you is forget everything you've done in Arma 3.
is this mod a modified version of Scenario Framework? so everything else remains the same? like, hierarchy, layertasks, etc?
It is unrelated to the scenario framework.
alright thanks
Absolutely not 🙂
If I am unable to build the same gameplay, I will just leave the game that I will consider as useless for my way of gaming.
But I hope that Enfusion will allow me to create the type of games I want ^^
What he means is that previous knowlegde from A3 won't help you in Enfusion because they are very different things. You can probably do everything you want and more in Enfusion but you have to forget everything you've learned in A3
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?
The "AI Skill Default" selector in a characters SCR_AICombatComponent affects its aiming accuracy.
The "Skill" parameter in a groups SCR_AIConfigComponent does not currently seem to do anything.
Ah perfect then, thank you!!
"skill" effects the combat skill things, mostly the aim. And "perception" effects react speed, >1.5 preception scale factor will bring you a "PVP" like AI.
Ooooo this is what I'm going for!!
I recommand >=70 skill and >=1.5 perception
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)
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?
20% eh? You are lucky. I get 0%.
put in a feedback ticket please.
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
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?
I can see this file is generated:
/*
Do not modify, this script is generated
*/
/*!
\addtogroup Components
{
*/
How to change how it gets generated?
Oh I can see there are some SRC files. What is the soruce of this genned file?
Don't you think these questions would be better asked here #enfusion_scripting ?
Show pop up notification?
Yes
I mean you can use show pop notification action instead of the hint
Lol
Will try 🙂
Thanks
Its not fully the same(
I need something in hint style, where I can put a lot of text and manage time to show, to give players time to read task description on screen without opening map
There's no other way sadly!
If you are okay using mods you could use Bacon's Intel folder (not sure the actual name) but basically it's a red folder you can place as a physical object in the world and players can interact with it to read it
Will check
But what is the mode name? Cant find Bacon's Intel
Let me check. I used it a lot back in 1.2 let's hope it's not been discontinued
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.
Thanks
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
I tried to play with .layout, but cant understand how to show from script layout to all players. Guides in youtube or in devhub is not super clear
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?
hmm not sure this is the best place to ask. maybe try #enfusion_ai
Never knew there was one, thanks muchly
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 !
The Rookie starts that way. Check out that singleplayer scenario.
Yeah, I had a quick look but couldn’t figure it out… I’ll take another look at it. But if anyone knows how to do it and wouldn’t mind explaining, that would be really appreciated ! Thank you nonetheless for your recommendation. 😉
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.
Generally speaking anything you make can be ripped open so I wouldnt worry about that just collect evidence and report
Waiting for over three weeks for a reply from takedowns does not give me much hope
I have some ideas on how you could create a serverside scenario but it requires scripting
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?
You changed your question.... if you want to help with scripting go here.... #enfusion_scripting
Shit I'm sorry!
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 ?
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
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?
i fixed it but now i have another problem that im trying to login in as a GM but i cant do nothing
when creating a scenario from scratch always use the Game Mode Setup plugin. it will create all of the necessary managers you need for your specific game mode
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
do you have the scripted chat entity manager?
https://feedback.bistudio.com/T192793
LayerTaskDefend.et is missing the task prefab "TaskDefend.et". This is suppose to be present for the task to work.
i just found out that i have no freaking chat 😄
i love you
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.
WOW if that is all it takes....
im facing other issues rn 😄 im about to give up i have my scenario + i changed factions and sometimes theres no scopes sometimes helmets 😄
So, if this is a terrain you created or are creating then I would suggest you ask #enfusion_terrain as it sounds like you might be missing some stuff.
Okay thank you
What equipment is assigned to what faction is handled by the entity catalogs. For example you can add USSR to US faction by copying the multi-list categories (IE Weapons) from one category to the other.
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
👋
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
The preview image doesn't show...
I use jpg and place it in a images folder in the scenario.
Okay i will try
Okay thx i will do it soon !
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?
this happened after adding a mod, i removed the mod but still crashes
When does the crash happen? Starting your scenario from the project launcher?
It crashes when trying to spawn into my world
i can open it and place things around the world but as soon as i try to spawn and run around it closes
It started after you added a mod, correct?
Removed the mod, and it still happens, so most likely remnants of the mod there.
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:
-
Created the scenario on arland game master single player
-
"Saved As"
3.Publish
-
"take a screenshot for the thumbnail"
-
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
You can only publish to the workshop from Arma Reforger Tools Enfusion Workbench - Resource Manager software.
Which requires a PC, Arma Reforger Game from Steam.
The whoosie whats it? Is that in the steam tools?
@chrome rampart appreciate your help
Correct, how do I find and remove the remnants of the mod I removed? Is there a place it's most likely stored?
On PC you can simply press save in GM then press load on server and it works (no publishing). But on console it's been a spinning loading icon for... as long as I remember.
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)??
First start with the addon.gprog file and check to make sure the dependency was removed. Then depending on the mod and what gamemode you are using what entities and components are effected.
TBH, the easiest way to me would be create a new project and copy the world layers over one at a time using windows file explorer.
I believe it's in the gain tick rate of the Supply Stack
IDK about the markers
Mhm. Thank you tho, I appreciate it.
Will deffo give it a look after work, I did find my world layers and copied them to desktop I assume it's just a case of drag dropping into a new project? Thank for the help. Much appreciated.
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 😉
correct. Once you create a new sub-scene of the world and save it you can copy and paste the layers in the world.
Here is my hierarchy for vehicle patrols.
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.
it's how i have make this with all your input and i have read how you have make in your Kunar mission.
But dont work too...
maybe cycle patrol are broken since last BI update 🤷♂️
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
I copied the patrol sample from the SF samples and dismounted works fine with this hierarchy. Pointing the cycle back to layer 2. They keep walking around in circles multiple times.
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?
- I am on arland.
- There is an additional layer about the patrol1 layer.
Need to check work on SF Wiki mod and test there.
hay how can i change the base loadouts for conflict?
change the loadout manager and create your own.
gotcha and can i add rhs character prefabs with out loading the mod as a dependency ? thank you!
no.
Use loadoutmanager_base.et
Patrol Layer that works.
I try when i come back home. Thanks 😉
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
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.
Does anyone know how to disable global supply usage via the workbench please?
You're the best!!! Right under my nose the whole time
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.
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 😂🤦🏽♂️
When you say "in enfusion" what do you mean?
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
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?
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
Not bacon talking bout me 😂 reply to my msg meat
It’s four and yes they on the project launcher aswell these dependencies came from the workshop it’s almost as if the launcher rewrote false codes before I saved it and now can’t find them because they don’t exist
🤔
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?
@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
Do you have a use case for this?
@chrome rampart that worked, I appreciate it.
at the moment its not any mods that are disable they all still in the workshop im not sure if im missing something however once i saved and closed out of the project it wont let me reopen it
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.
Find the spawns for them and turn them off?
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?
In my own experience you CAN just drag and drop stuff into the world outside a slot/Layer but of course you will lose a lot of SF functionality. You won't be able to add actions, triggers, etc.
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?
I'm not sure if everything can be dragged and dropped though. I've added some ambient patrols and they spawn in but I don't think they actually move. I'd say just stay with the Area/Layer/Slot thing if you want everything to work as it should. But hey you can experiment
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
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?
You have to add them to the build mode.
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?
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
Override the vehicle entity catalog and either disable them or uncheck edit and build mode boxes
Thank you!!! 🙏🏼👍🏼
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?
When ive used those they work tue same way as standard ambient patrols
@quiet ploveri dont know how those work either
So if you test the game with one of those down it should spawn the group when your character goes near it
You open the Combat Ops Everon scenario in the world editor and search hideout, then look how it was done.
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
I did also try copy and pasting the entire hideout area into my scenario, which doesn't work either 😦
When using wcs core my supply depots wont regenerate, anyone know how to fix it?
thats my issue is it isnt working
Is it giving you anything in the logs?
were are the logs?
@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
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)
probably game mode entity not setup like it should be, compare with working missions
Can probably sort that in a few mins with game mode setup plugin @half raptor just to test it
@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
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 ?
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?
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
Scenario framework doesn't support ambient patrols like Conflict/Campaign mode does.
It really depends what you want to achieve. SF has a lot more options for PVE type of stuff
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. ??
You can organize your "world layers" any way you like. It really is an individual decision. As long as you maintain the structure of SF components you can move them around the "world layers" as you see fit.
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?
Ah okay cool, and I'm assuming so long as an area has no despawn settings etc and is basically just for organisation purposes, does it matter where a layer nested under the area is, on the map?
Sorry, was actually trying not to pester you any more than I already have 😂😂
In regard to SF Areas, Layers and Slots, correct. When a SF area is being used as a container, SF layers can be anywhere. I put all my SF Areas at map center when not used as a geographical area.
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!
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? 🙂
I've been trying for a while but didn't really come up with any solution to this. it was something that was possible a few updates ago but they've removed that feature for some reason. However yesterday I was playing Combat Ops Everon (a slightly modded version) and noticed the deployment spawnpoint was visible at all times so I will check that out soon.
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
you mean for the play sound action?
I THINK it was for tasks and things sure I saw it either as a plugin or a "on task finish"
For example
Oh not really sure then. I usually just make my own sounds and use those on task finish. I like to create cool military voices with AI lol
I've never used that feature! hopefully someone else will chime in
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.
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..
- "I loaded different PvE modes out there on the Workshop, they worked."
- Does it work with the WCS_Rostov scenario-Ids? https://reforger.armaplatform.com/workshop/617CBAD67DCDCBF8-WCS_Rostov/scenarios
- Check items placed in your world. Remove them and check again. Especially items related to arsenal, vehicle, ... logic.
Yes, I can load the other WCS_scenarios. It just won't load mine :/
Kk, I'll try that 🙂
In your addons.json, do you manually include your dependencies? Maybe just load yours, as the WCS_*-Stuff should be loaded automatically, if listed as your addon-dependency.
Holy crap it worked!
I removed all layers besides the game mode, bases, capture points, and AI and it worked!
Its some kind of layer is my guess, will need to further investigate, but thanks!!!!!!!!!
@frank ginkgo
You have no idea how grateful I am 🥹
I did so many troubleshoots, and your help was truly, well, helpful 🙂
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 🥲
is it okay to directly copy a world and its layers from the project path and rename they to create a new one?
Yes
Depends on the license really. If the license allows it, you can simply add the mod as a dependency of your mod and edit their world.
sorry for my pool English. I mean directly copy the ent file and layers, e.g. from my old project.
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.
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.
yes its fine, you can rename the ent file + folder and it will work as long as they match and the folder name has _layers
Anyone know if it's possible to trigger a mine detonation using a trigger in SF?
thank you Cybermatt. My teammates all enjoy your PVP servers and high quality RU/NATO weapons.
Cybermatt
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?
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👍
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?
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...
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
sometimes I get this error in the logs but it really has nothing to do with my stuff or it doesn't seem to affect in anyway
I've also got this message when trying to set an Area on trigger activation which is not correct, areas need to be oninit
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
just a thought make duplication of that intelfolder call it intelfolder2 or anything now u can try second intel task with different prefab,worth a shot
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
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
I miss the days of picking weapons/equipment in the briefing screen
The Reforger Lobby mod works this way, the vanilla game is not designed that way.
If you want to make scenarios with predefined ORBATs, that's pretty much your only option (unless you want to script your own solution).
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
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
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. 🙂
Do you have snap to terrain selected?
@distant inlet Yes, it goes straight to the ocean
uncheck that snap to terrain
ahhhh
ok hold left alt and click the helicopter then roll up your mouse tell me what happens
Nothing, I'm in game in the heli spawn menu if that helps.
It's going through the aircraft carrier lol
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.
i was able to get the helipad on the front center of the acc, is your helipad uptop or in the water?
In the water, it is sitting right on top of the water through the acc
try place it here
i haven't seen this! this looks awesome I'll give it a try!
Can Scenario Framework scenarios be saved to persist even on server restarts like campaign mode can?
I think so but I'm not sure
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
Alright I will look into it
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
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
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 😂
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
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
I agree with you hadn't thought of that.
I think a good way of handling could be "storing" the vehicle in some kind of vehicle depot? that way is not physically spawned but players can request it anytime. Would be nice for my mode where players need to loot and find stuff. if they could find and save vehicles it would be amazing lol
ah ok makes sense sure for what your doing 👍🏻 i see so why not check out those life scenarios or even better Overthrow as those scenarios you have a persistant car and with your own key right? or own garage as you say mate, thats where i would look for inspiration- Scenario Persistant framework is it? that could be your answer there somewhere
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
Hi all. Does anyone know a setting in the enfusion engine that prevents enemies from caputing a base?
disable the seizing component of this base
I am making a scenario where i want to make the first 3 bases next to the MOB ''save bases'' for either side.
if i disable those components noone can capture the base right?
yeah, you can set them with specific factionkey
the withdraw is you need a static US/USSR HQ rather than random pick by gamemode
oh damn. no idea what u talking about. followed TPM his video. so kinda new to all this
which option ?
u talking about this ?
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.
Yeah i kinda don't want to make Main bases fixed
then I suppose some coding is needed.
what are those restrict zone mods u talking about ?
i was hoping i could make it happen on my own with the WCS whitelist feature. But it wont let me
tbh, I have not use it before
anyone else who has experience with the WCS whitelisting feature?
In SF if I set different faction key on Move tasks does that assign independently to each faction?
Good Morning 🙂 Anyone know how the fast travel maps work? They're in combat ops just as placed prefabs....
For anyone who's wondering this is resolved by changing the map options in the game mode manager
Load wcs core as a dependency
care to share?
I'll update this when I finish work but its a component in the Gamemodesf and is a .conf file that you can change 🙂
@severe hollow here you go - Copied that over from campaign game mode (I think) either that or it was from vanilla Combat Ops 🙂
Oh cool. And now spawn points show up in the map at all times? 😮
Not the same zoom but you see it either way!!
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
I did this. i tried to make bases not capturable by not linking it back to some bases. But apparently whitelisting bases needs to always go both ways.
Can anyone tell me which one i need? or does it not matter. and what is the differents?
loadout manager i think, this is for scenario framework tho
Does anyone know how i can get supply caches to regenerate supplies faster when they are empty?
The supply component on the cache prefab can be configured to regenerate at different rates. If you want it to specifically change after being emptied you'll probably need to script it
Where can i can change those rates?
And do you know how i can make the supply icon on the map smaller?
is it this?
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
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.
If this is conflict game mode, then yes I believe both bases are required. I do a pve mode and set the ussr mob to use the faction affiliation component to permanently set the faction, then I also jack up the radio distance super high to cover the whole map.
Ah, the perfect man for a response to this question. I did indeed change the faction affiliation component to USSR. I am setting up a scenario for PVE conflict. Is it only registering the base as a us base in reforger tools, but might be different when actually uploaded to workshop and played?
Radio transmission range is also maxed out
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
Not worried about the clipping. This is supposed to be a USSR MOB and not playable by US forces in a PVE scenario, but it is still populating as a US MOB every now and then
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.
There is probably some scripting you will need to do to get it working correctly. You could always use my scenario as a dependency if you want it to be us vs ussr and take advantage of the counter attacks, vehicle patrols, and artillery attacks I've scripted in.
I did add yours. I didn’t realize I could do all that until just a little bit ago. Fixed the MOB with your scripting. Just trying to understand the AI spawns and counters now, cause all mine broke. I’m still new to this
Aint gonna lie... Your scripts make life so easy.
Quick question though, cant seem to find which entity in your scripts are enemy counters. Are they all just in the AI layer?
the counters are children of the bases
Yep, found that shortly after i asked
artillery attacks are also
so what is the difference between folder and layer?
Organizational purpose is my best guess
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
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?"
Does anyone know where i can change the building times for specific buildings?
I think that uses something called relative to y or something like that. Should just be a checkbox.
If it's not checked it spawns them on the ground
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?
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?
Go to the create tab, and search "vehicle". You can use a vehicle spawner entity.
Another option is use the sub-components of the helipad and place them nested in a generic entity at deck height.
Would you happen to know where the checkbox is that controls whether an object spawns on the ground or at a set height?
When you click on a spawnpoint, thats a GenericEntity. Under that is a section named "General" with a category named "Flags." Under flags, check the "Relative Y" box.
Thank you so much! I’ve been trying to figure this out for almost four hours.
Anyone worked with rotating active capture points? Like rotating KoTH
eg trying to set a capture point as "live" for a certain time
Anyone knows what I need to configure to fix the spawn icon?
I have a single CIV faction, and use Spawnpoint_CIV.et
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
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?
How to remove and add items to the arsenal and across factions.
Thank you!
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
I was told ambient patrols are preloaded but not really rendered until you get close, so that's why the budget fills up but apparently, they are not hugely impacting the performance. but not sure if it's true