#enfusion_scenario

1 messages · Page 18 of 1

wicked thicket
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Ok thanks

lethal tiger
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Only if u use mods tho

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Someone has knowledge with the Counter Groups from Gramps I dont know why its not working if someone could help that would be awesome

mild mural
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anyone know why this happens? Shows naked on deployment screen but when you spawn in character is not naked

chrome rampart
wild trellis
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So if your point is 250m from the point, it will pick a random point on that 250m radius circle to spawn them in. Once spawned in they should automatically head to the defend waypoint at the capture point.

polar nova
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.

lethal tiger
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Didnt worked out tho

mild mural
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Other faction has no problem

surreal parcel
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Can vehicle service compositions have the listed vehicles edited? I have a prefab and the factionaffiliationcomponent points towards my custom faction, and my faction members are able to interact with it - But it only shows the vanilla vehicles

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*Despite the Vehicles config for the faction being in place

surreal parcel
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Thanks mate - Amazingly useful as always!

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@chrome rampart So this covers adding vehicles to these prefabs by editing the US Vehicle Config

But I need to it call on a custom faction config - Ideally im looking for the component that handles where its calling the vehicles from? Or is it always 'locked' to the base game factions?

chrome rampart
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not sure if that is what you need.

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Adds modded vehicles like M2 and M1 tanks

surreal parcel
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Yeah, thats addding vehicles to the list already defined - I need to ask it to reference another config file altogether, is that even doable?

chrome rampart
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Would be easier to edit to game config.

chrome rampart
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I want to share this demonstration video of using the "Kill Entity" action using a remote detonator. I normally don't post demo's here but wanted to show the power of the scenario framework and create stuff like this, all with no scripts. A follow-on video will be shortly showing all the details on how to do it.

https://youtu.be/gA0TR0GCt_0

Miscellaneous | Kill Entity Action Demo (Remote Detonator)

Demonstration video of a kill entity action using a remote detonator.

▶ Play video
eternal bronze
#

im not expecting a solution but does anyone have any idea why ai cant seem to navigate a map? they keep getting stuck on walls, fences, etc. ?

chrome rampart
eternal bronze
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Modded world. not sure, i messaged the creator so i guess ill see what he says. im guessing its something to do with navmeshes not being set up correctly like you are saying.

honest orbit
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Is there much difference between creating a scenario through Enfusion Workbench compared to Game Master?

I am curious how mods/modded assets work when creating a scenario through the workbench. If I use a particular mods assets in a scenario, for example placing an Intel piece with a custom briefing on it, will users need to also download that asset mod in order to play the scenario? I know that dependency mods are required to be installed and active when joining servers that use mods but I am wondering if there's a way to reduce the amount of dependencies by creating the scenario in Enfusion first and then using that edited scenario as a base for missions in game master. The idea being that the briefing and any other assets I place will be a 'part of the map' rather than an extra asset added on and taking up GM budget. I have experience with basic mission editing in Arma but when it comes to modding and making more complicated scenarios, scripting, etc I am clueless.

Also if anybody knows, do already active AI placed in the editor count towards the GM budget when playing that scenario? For example I placed a unit in a created sublayer world, saved it and then 'played' it through Enfusion and noticed that I could not control or select those units in any way, I could only spawn and control new units. I'd like to know if I could place AI around a base with predetermined orders (guards, sentries etc) and they would be there at that base every time the scenario is loaded.

I feel like I'm doing it the hacky way where every aspect of the mission is being done in real time via Game Master. GM feels very accessible and Enfusion is daunting. I am willing to learn how to make scenarios in Enfusion but I need some pointers if anybody can help it would be great! Thanks.

gritty vortex
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In Game Master you can save the state of the world and how your stuff is placed. This is not a scenario.

In Workbench you create mods. Those mods can contain scenarios.

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The mission you create should be set to depend on the mods the assets you use come from.

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The issue you had with selecting placed entities probably stems from the placeable entities being there for placing by GM. There are other tools to spawn AI like in the Scenario Framework and there are some people here that can help with setting that up.

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The learning curve is pretty high but I would say GM is like, 1% as capable in creating missions (through the save system) as Workbench is.

void marlin
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@chrome rampart

Thanks for the SF videos and tutorials, it is much appreciated by me.

Is there a way to spawn two different factions using one slotAI so for example pick between US or USSR ?

trail temple
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I’m currently trying to set up a counter-attack using the ‘PVE Counter Attacker’ mod, but after placing all the objects, the capture point doesn’t seem to work and can’t be captured properly. Does anyone know how to fix this issue or suggest another way to create a counter-attack

void marlin
sand peak
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Does anyone know if there is already a 3 way conflict scenario ? i would like to make one if possible and i am searching for a bit of references

void marlin
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Does anyone know the max amount of objects a sub-scene on Everon can have ?

Not playing with GM & most objects are static objects.

severe hollow
surreal parcel
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Does a grass hider exist yet?

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Not even sure how it would be handled in Reforger, but in A3 they were invaluable as placeable objects

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Ah think ive found what im after - Clutter Occluder

severe hollow
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Hello any idea how to show a hint only to player(s) inside a trigger, not everyone? i've tried a few different ways and no success so far

charred wasp
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Guys... since the Update from today 1.4.0.48 some SlotAi Groups spawning as US, but Group and all Characters are set to USSR. Worked the last 6 month

chrome rampart
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I'll check my stuff..

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Haven't seen it yet

charred wasp
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im trying since 2 Hours and the issue is layer related. If you set a a Layer to Trigger_Activation and moving this into a LayerTask, the spawned Group is US. But if you move the layer outside the LayerTask or Set the activation to INIT it will work

chrome rampart
charred wasp
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i will crate sample in Framwork World

chrome rampart
charred wasp
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Tutorial world..

chrome rampart
charred wasp
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Nope its a regular USSR Group. But i found the issue. "SCR_ScenarioFrameworkLayerTask" Line 408 will set the "m_sFactionKey" to default "US" if not set. If you now use your own SlotBase or SlotAI, it will be override.

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i just had to change my variable

chrome rampart
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The default has always been US as far as I know.

charred wasp
frank raptor
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Hi guys, how are u ?
I search the files for changes the number of capture points ( for linearconflict of gramps it's only 3) do you know where is it 😅 if someone have the name of the files

severe hollow
frank raptor
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Thanks man ! I will check this

distant basalt
# sand peak Does anyone know if there is already a 3 way conflict scenario ? i would like to...

I don't think so, I looked into modding conflict to allow additional belligerents and there are over 9000 places conflict logic does static checks for the blu/opfor factions specified in game mode config instead of treating faction manager as source of truth. I had some success in getting a third faction to spawn with a HQ and be able to capture points but there would be a ton more work to update all the different conflict mechanics to check for additional factions

distant basalt
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If BI could refactor Conflict to entirely replace usage of blufor/opfor faction keys with checks against the faction manager say a new attribute isBelligerent or something being equivalent to matching one of those faction keys then vanilla Conflict game mode could support as many different belligerent factions as you add to faction manager.

chrome rampart
surreal parcel
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When creating an Inventory config for a faction - if I copy and paste from another entity catalog it sometimes will paste the category header but all the prefabs show as NO PREFAB and the category name displays with !! next to it

Does anybody know what causes this?

chrome rampart
surreal parcel
chrome rampart
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And items I want to remove just highlight and press delete.

void marlin
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Is there a way to disable the AI unit spawning sounds ?

Those faint clicks whenever a group or unit is spawned is breaking my immersion since I can hear those sounds and then know AI have been spawned

chrome rampart
void marlin
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for the life of me I cant find this, been through all the components in characters, groups, my SF gamemode, can you show where this may be ?

chrome rampart
void marlin
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Best way to describe it is the exact same sound the game makes when you run your cursor over a button. it only happens with my factions in GM or being spawned in SF.

chrome rampart
surreal parcel
severe hollow
void marlin
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I must have done something ! it is only with my factions, let me figure this out and if I find a solution I will post it, also I think I'm in the wrong section for this issue.

chrome rampart
oblique hawk
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Any idea if it's possible to add an arsenal to a vehicle?

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I figured it's probably just adding components but I'm unsure which ones

surreal parcel
# chrome rampart Give me a few I'll do up a video.

Thanks 🙂 Just to be clear though, everything in my video above the list has already been copied and pasted from another multi-list

I do know how to do it, its just not working for certain multi-lists

chrome rampart
chrome rampart
surreal parcel
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@chrome rampart Mate! This is immeasurably helpful! Youve just saved me a whole heap of time and stress! Thank you 🙂

severe hollow
oblique hawk
severe hollow
# oblique hawk Can you elaborate?

For example I needed a command truck with access to the arsenal and I simply slotted an arsenal box in the truck. In this case you can't see it from the outside, but you can still interact with it.

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To do that just edit the vehicle prefab and go to SlotManagerComponent

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add a new slot

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you can manually place the arsenal box wherever you want by changing the offset and angles

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it's more of a workaround rather than the correct implementation I guess but I'm good with whatever works lol

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not sure if you can use this but add it to your prefab folder and see if you can open it in your project just as reference if needed

oblique hawk
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What a completely bonkers solution 😆 But hey you're right it works, will build a custom arsenal prefab and use that. Building a scenario for my community and honestly trying to consider logistics without a way of simplying loading a crate into a helicopter and getting it from A to B like we are used to in A3

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Hadn't realised how much we used the feature until you can't do it!

severe hollow
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by chance anyone knows where these markers/icons are stored in the workbench? and if it's possible to add more or change them?

hoary bloom
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Has anyone used conflict style bases that are captured (without score) in capture and hold game mode?

hoary bloom
gritty vortex
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nope

hoary bloom
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damn, thought there would have been a crossover entity I could use but not sure if im tired and missing it or if it's just not possible

hoary bloom
surreal parcel
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BI Devs - Please can we have some clarification on what exactly causesgroup=1, reason=1 errors? I.e. 'REPLICATION' / 'SYSTEM FAILURE' messages

It keeps coming up and doesnt seem to be documented anywhere

severe hollow
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Best you can do is keep track of all the changes you make so you know what to change back. or use one of those version control softwares

surreal parcel
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Thanks for that mate, good to get a bit of insight into it

The problem is the logging is so minimal when it comes to these errors that for a particulatly complicated scenario it could take days if not weeks to try and find the culprit 😦

severe hollow
void sparrow
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Putting it here for people searching for it, and don't want to uncover it like myself:
To enable fast travel like in Combat Ops, you need to do three things:

  1. Your MapFullscreen.conf (set in Gamemode entity -> SCR_MapConfigComponent) must have SCR_MapUIElementContainer rather than SCR_MapCampaignUI to always show spawnpoint on the map. (SCR_MapCampaignUI is a Conflict specific class, and will block displaying spawn point if gamemode is not conflict)

  2. Your spawn points need to be the Editable versions, not the normal prefabs. E_SpawnPoint_US rather than SpawnPoint_US. Specifically, it is the "Visible On Map" attribute that must be enabled in the SCR_MapDescriptorComponent, which they are by default in editable versions.

  3. Something that calls SCR_FastTravelComponent.ToggleMapDestinationSelection. In Combat ops, this is the unfolded map object with SCR_FastTravelAction.

chrome rampart
trail temple
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I tried to set up a counter attack using ConflictPVERemixedVanilla2.0, but the AI doesn’t spawn, so the counter attack never starts.
Could anyone please let me know if there’s something I might be missing in my custom capture point, or if you know how to properly set up a counter attack with ConflictPVERemixedVanilla2.0?

wild trellis
rustic hearth
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Hello. Im experiencing something strange with my scenario. All of a sudden, the player can no longer recruit AI even if the player is a group leader. Anyone experienced anything like this?

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Never mind I solved it. Gamemode was missing SCR_CommandingManagerComponent

severe hollow
rustic hearth
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However, if you are spawning AI via the scenario framework, make sure that you use SlotAI and not just the regular Slot. Otherwise they will not follow your order (or do anything AI related at all)

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Btw, @severe hollow , did you manage to get "play sound on entity" to work?

severe hollow
quiet plover
severe hollow
void sparrow
chrome rampart
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Has anyone been using "Faction Aliases"? Are they working? I am trying to use them to spawn FIA or USSR groups. They only spawn USSR. I've followed the sample and wiki.

severe hollow
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How can I activate the ranks in SF? I've added the SCR_CharacterRankComponent, but nothing happened. any help appreciated

chrome rampart
severe hollow
warped delta
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Anyone know why supply depots wont show up on the map, I have added the supply remnant marker already

warped delta
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nvm

sand peak
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How can I disable the killing in disguise stuff in a custom conflict Szenario ?

void sparrow
sand peak
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Okay ill look later. Atleast i know you can disable it as Gamemaster in the settings. So ive looked for some Szenario details but its seems i was looking in the wrong direction

severe hollow
surreal parcel
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Does anybody know how the game calls the order of predefined groups when displaying them in the role selection menu?

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The order of the predefined groups in the conf. file for the faction has it top > bottom

Alpha 1-1
Alpha 1-2
Alpha 1-3
Alpha 1-4
Sierra 1-1
etc.```
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But in-game it will display randomly for some reason

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like so

void sparrow
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Can anyone help me with save/load system? I have enabled saving in the mission header. After exiting and saving the scenario there is no way for me to continue it from the scenario menu. The "Recent" column is empty. I can though see that a session file with random name gets created in some folder with the correct data. But none with the scenario name.

severe hollow
chrome rampart
storm quartz
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Anyone have a idea how i can change the Spawn Logic at the Respawn System Component?

severe hollow
storm quartz
void sparrow
void sparrow
severe hollow
void sparrow
quiet plover
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Good morning 🙂 anyone got ideas on ways to balance AI Groups (spawned with slots), within a dynamic despawn area? By balance I mean, if you kill a few members of a group, leave the area and come back in, all members seem to respawn

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So far have been using more groups with fewer characters in each

chrome rampart
quiet plover
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Oh no I hope not, so just a super basic Area>Layer>Slot (spawns group. Area on dynamic despawn - will keep the dead bodies but will still respawn the entire group when re-entering the Area after dying for example

quiet plover
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Sorry, SlotAI

chrome rampart
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@quiet plover So next time, observe if the AI are moving off the original spawn, then de-spawning, the when they respawn are they at their original position, or retained the de-spawned position.

quiet plover
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I did do a little playing about with it and from what I can see, they'll generally follow their waypoint. When player leaves the area, they despawn and all of the original characters in the group spawn back in on original position - They don't re-spawn wherever they where at when they despawned

chrome rampart
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Welp thats a problem....

quiet plover
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That's annoying then 😄

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If I kill an entire group then they do not respawn though so I guess it's just a slightly-neverrending battle now

void sparrow
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(Haven't tested this. Just looking at code)

void marlin
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I also get the full squad respawning when player leaves the area and doesn't remember the killed units although the squad does spawn from the despawn point that works correctly for me.

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So you have a squad of 8, kill two leave area come back and get all 8 again.

void sparrow
# void sparrow I did activate that option. Well I notice that a lot of the save/load code is in...

Alright I give up. In workbench it does not work because it uses different header to save (https://feedback.bistudio.com/T193361)

In normal game though I have no clue. Idk how to debug it.
It does spam this a lot (courses01.conf being my missionheader). Don't know if it is related.

20:57:26.039 RESOURCES (E): MissionHeader::ReadMissionHeader cannot load the resource 'Missions/courses01.conf'!
20:57:26.039 RESOURCES    : GetResourceObject @"{02D116DCB865F31F}Missions/courses01.conf"```
native charm
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Hi there guys awhile back I managed to get dynamic moving map markers such as the the ones in conflict game mode that a squad leader could see also I edited a line in a script to true i have to be honest I wasn’t really sure how I managed to enable this and I can’t remember if there is anybody out there that knows how to set dynamic moving map unit markers to visible for the squad leader with out writing custom scripts can you please let me know cheers

chrome rampart
worthy cape
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Could someone please help me figure out on my conflict mode why I can’t access GM? And also why Global chat isn’t working or present?

chrome rampart
chrome rampart
worthy cape
chrome rampart
worthy cape
chrome rampart
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@worthy cape Not sure what your referencing.

But yes you must have a scripted chat entity component present in the game world to access GM from local host. Additionally scripted chat must be present to login as admin on a dedicated server.

worthy cape
chrome rampart
worthy cape
chrome rampart
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A search for chatentity will reveal available one.

steep lichen
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Some of my AI keeps spawning under some objects even when the ''spawn point'' is above it, any ideas?

upper trail
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I have never made arma mods but I am familiar with C# and I have been playing arma for about 8 years. I would like to make my own Antistasi/Overthrow type gamemode. Does anyone have some tips on getting started? Thanks

kindred rose
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That's a huge task. Start small, gain skill and go slowly build up

upper trail
wary acorn
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I'm having problems with my scenario mod that when I enter the server after a few seconds I fall from the server giving Replication and System Failure errors but I don't know where to get logs to see what's wrong or has anyone here had this problem?

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Whenever I went down from the server and came back in the same period of time in a few seconds I went down from the server and my colleagues too

distant basalt
wild trellis
steep lichen
magic ledge
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Does anyone know why the command trucks aren't working in a custom conflict, all configuration should be correct. What am I missing?

chrome rampart
chrome rampart
muted scroll
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Hello, it's there a possibility to remove name tag show for civilian ?

wild trellis
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Disable the tag component on the civilian base character

muted scroll
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Thanks ! 🤟

muted scroll
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Hi, I’d like to add an addAction to a civilian to make him flee with SF.

I was thinking of creating a system where, when the action is triggered, it starts a layer with several waypoints around the civilian using forceMove. But I’m wondering: if the civilian moves, will the waypoints follow him? Or will they stay in place and not move with him ?

surreal parcel
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Is there a way in which were able to set permanent Game Master settings for a server/scenario?

I know some settings are defined for mods in the Scenario header - But some others, such as RHS Settings dont seem to appear there

gaunt acorn
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I used to know this, but I forget. How do I change what type of charactor I spawn as default when testing my map? Im 99% sure its in the faciton manager, but can't seem to find it

steep lichen
wild trellis
steep lichen
wild trellis
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I don't use scenario framework, maybe it doesn't work there. I'm using ambient patrol spawn points for the ambient patrol system.

steep lichen
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Got different points on water working fine, but two other points r no working lol

wild trellis
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Maybe it's a weird thing where you just need to restart workbench to get it to work? Idk

steep lichen
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btw, that is a point that u use on ur eastern sea relay, I just added extra spawn points with MG teams

wild trellis
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I thought that looked familiar lol! But yeah thats exactly what I use for the guys that spawn in/on the building out there, otherwise they end up in the water.

steep lichen
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The lighthouse and main building works fine, just them ''slabs'' r no worky XD

wild trellis
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maybe try raising the point above the surface a little bit so that they fall on to the surface?

steep lichen
wild trellis
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maybe its something to do with the defend waypoints? I dont use any out there, I just spawn them in and they do their thing. Nowhere to go really! hahah

steep lichen
wild trellis
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no, but speaking of, I did do a custom regeneration for that area otherwise they would walk right off the roof to their deaths.

hoary bloom
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So there's no way to add captured bases like from conflict, in to capture and hold game mode?

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Without an insane amount of work as far as I can see

lean scroll
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is there mod for link discord to arma Menu

charred wasp
steep lichen
charred wasp
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had the same issue, so i modded the spawn handling to search for free floor position. This will also check Objects

steep lichen
charred wasp
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part of... i added a ton of features to the regular framework

lean scroll
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added cars take no damage its normally?
only by crash damage

charred wasp
lean scroll
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can anybody help me with this ? i added Vehicle but its bullet proof

charred wasp
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What about the multis?

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if you check the Engine-HZ - Kinetic Multi should be 2 - 4

chrome rampart
half dagger
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How does the 'ConflictMilitaryBase.et' entity translate to a HQ tent? I'm trying to change the entities that it references to custom prefabs but I don't know where or what resource to change.

severe hollow
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Can anyone help please... If I make duplicates of Vehicles_EntityCatalg_US.conf how can I choose which one to use with a duplicate(s) of VehicleMaintenance_US.et?

surreal parcel
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Is it more complicated than adding TRAIT_SPAWNPOINT to an overridden vehicle prefab in EditableVehicleComponent or should it be that simple?

surreal parcel
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Nevermind I figured this one out - You can just nest the spawnpoint into the prefab you are overriding

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Onto my next question - Hope somebody can help with this as I cant find an answer anywhere!

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Is there a way to set the Gamemaster by slot rather than by logging in or voting? Similar to how we used to assign Zeus to particular slots in A3?

marble umbra
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Hi is there a bug currently with saving scenarios trough gamemaster or am i doing something wrong, each time i enter game master trough the main game to create a mission (with mods) and save, it saves but i never see the scenario in load missions

hoary bloom
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Is there any straightforward way to rotate mob ownership between factions on mission end in capture and hold?
In conflict I know there is

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In CAH I only see whatever prefabs you place down as being faction specific

coarse olive
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How do I make the Conflict Escalation gamemode appear so I can place it on a map?

severe hollow
coarse olive
wary acorn
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Where I enable and disable suplly in the WB ?

coarse olive
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I managed to enable the conflict_escalation mode, but when I try to test it, this appears and I can't place the required items (the map is not mine)

hoary bloom
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The game mode is likely campaign game mode and is a prefab entity, not a config file.
I'm not sure about escalation if that's a mod or something, but if you added the mod as a dependency in workbench you need to close workbebch and open it again for it to appear (also on startup adding it as a folder bottom left)

lament warren
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o7

Currently working with the Conflict scenario generated via "Plugins -> Game Mode Setup"

All works fine!

But im a little confused on a few certain aspects of HQ's and CP's.

Is there any way for me to define where the command tent and the starting vehicles spawn in the ConflictMilitaryBase prefab?

There's a few HQ positions i like where vehicles are stuck in fences, or sometimes buildings.

And i'd absolutely like to pre-define the spawns for the tent and vehicle, so that i can rotate it properly as well.

So far i haven't found anything useful in that regard.

chrome rampart
chrome rampart
lament warren
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How are roadblocks handled in the official conflict scenario?

After using the generated preset via "Plugins -> Game Mode Setup" and getting everything up and running i dont have any roadblocks, can't find the prefab either.

severe hollow
lament warren
south badger
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Good evening troops. Can anybody recommend any vids/playlists that will show how to make a survival pvpve scenario from scratch? I need to slim down my dependencies moving forward and I'm a nerd for the process

void marlin
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[MilOps] Creator's YouTube is a great way to start.

https://youtube.com/@blackheart_six?si=grsHzE-lmMlE5TB-

I followed his tutorials to great success plus he has a sample mission on the workshop.

covert zealot
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Does anyone know how to make a layer for a server? I’m not the server owner but he’s like the only one on that knows how and when I google it I don’t seem to get the right search results. We have a “shoothouse” for training made w these plywood walls and sometimes people accidentally delete the whole shoothouse because it’s all one entity, but if I try to rebuild I place walls one at a time and it lags w more walls and doors I place.

quiet plover
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What do you mean by layer? As in within the enfusion editor?

covert zealot
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Not sure, I got redirected here. I’m just a server member I don’t believe I have access to the enfusion editor. I have access to game master rights if I get voted in not even admin. We just have the issue where only one person on the server knows how to restore the shoot house so I was trying to figure it out for myself but I feel like I’m grasping at straws 😅

wicked thicket
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Where i can find working EditorModeEntity where i can find actionContext for change some elements

south badger
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Hows it going troops? I already have a survival mod, piggybacked from another with permission ofcourse. I'm on a journey trying to make a new one from scratch on a different map. It will be PvPvE with any luck. Anyone know any content instructing this process?

chrome rampart
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Actions are normally handled by the actionmanagercomponent for the prefab.

void marlin
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Is there way to create an observation point/loiter point with the smoking,sit,loiter animations for AI only or remove/hide the action for players ?

chrome rampart
void marlin
chrome rampart
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I am not sure about memory usage and performance interaction. Just never looked into it.
Bad practice? I don't know. I guess you could overload the scenario if you put too many.
FYI... Clicking on the gear wheel by the "filter components", you can show memory size of components in bytes.

To remove the actions so players don't see them.

  1. Override the prefab
    2). Remove the "Parent Context List" under the Addition Actions for each action.
void marlin
inner crane
#

does anyone know how i would go about implementing map markers on bases (area) like in conflict
being able to see if any amenities are there is nice but i mainly just want a marker that shows which faction controls the base

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only issue is i think i would need to pull over a lot of stuff from conflict and thats not guaranteed to just work

chrome rampart
inner crane
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SCR_BaseGameMode, pretty sure we just used the gamemode setup plugin with the SF config

chrome rampart
inner crane
#

i have a version setup using the SlotMarker entity but the markers are too limited in functionality

chrome rampart
inner crane
hoary axle
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SCRIPT (E): Virtual Machine Exception
Reason: NULL pointer to instance
Class: 'FPM_MapMarkerPlayer'
Entity id:4611686018427389156
Function: 'SetFaction'
Stack trace:
Scripts/Game/FPM/Map/Markers/Objects/FPM_MapMarkerPlayer.c:144 Function SetFaction
Scripts/Game/FPM/Map/Markers/Config/FPM_MapMarkerEntryPlayer.c:246 Function OnPlayerFactionChanged
Scripts/Game/GameMode/FactionManager/SCR_FactionManager.c:127 Function OnPlayerFactionSet_S
Scripts/Game/GameMode/FactionManager/SCR_FactionManager.c:670 Function UpdatePlayerFaction_S
Scripts/Game/Respawn/Factions/SCR_PlayerFactionAffiliationComponent.c:234 Function SetFaction_S
Scripts/Game/Respawn/Factions/SCR_PlayerFactionAffiliationComponent.c:205 Function Rpc_RequestFaction_S
Scripts/Game/Respawn/Factions/SCR_PlayerFactionAffiliationComponent.c:177 Function RequestFaction
Scripts/Game/GameMode/FactionManager/SCR_FactionManager.c:717 Function OnPlayerDisconnected
Scripts/Game/FPM/GameMode/FactionManager/SCR_FactionManager.c:13 Function OnPlayerDisconnected
Scripts/Game/GameMode/SCR_BaseGameMode.c:916 Function OnPlayerDisconnected

WHat could be a problem?

hoary axle
#

Or maybe someone know from which mode I have this error?

chrome rampart
hoary axle
chrome rampart
#

🤣

hoary axle
#

SCRIPT (E): Virtual Machine Exception
Reason: NULL pointer to instance
Class: 'SCR_ReconnectComponent'
Function: 'OnPostInit'
Stack trace:
Scripts/Game/GameMode/Components/WCS_ReconnectComponent.c:35 Function OnPostInit
Scripts/Game/FPM/GameMode/Components/SCR_ReconnectComponent.c:28 Function OnPostInit

Found other log. Looks like related to WCS mods

inner crane
#

would anyone know why when i start a task on a dedicated server i get two extra tasks that appear in the bottom left of the map for no reason?
this issue does not happen on the workbench so im very confused here

chrome rampart
inner crane
severe hollow
inner crane
storm quartz
#

I cant enter any of the vehicle stations on the Russian side, but on other Factions i can and it keep saying
** SCRIPT (E): 'SCR_ResupplySelfSupportStationAction': should check if Item is in storage but no storage manager found so this step will be ignored!**

quiet plover
#

Quick SF question if anyone's able to help - How can I remove the rank lock for buildings like MG Nests etc.?

#

I've got a car set up with building action like the construction truck - But am getting rank locks even though ranks aren't enabled afaik

storm quartz
hoary bloom
hoary bloom
storm quartz
hoary bloom
#

Are you using conflict game mode?

storm quartz
quiet plover
hoary bloom
#

Seems like a faction issue, make sure prefab is not being overriden

storm quartz
#

no in the basic faction where i choose to spawn as a russian and the test it

hoary bloom
#

Okay so it's probably the prefab then. Are you using the ussr base model. Or using different faction and changing the key?

storm quartz
#

the basic prefab for ussr

hoary bloom
#

It has the campaign building component attached?

storm quartz
#

letme check

hoary bloom
#

Make sure you have campaign faction manager entity in the world. With ussr key set. Make sure the vehicle prefab has factionaffiliation component with ussr key set + campaign building component attached as I believe that's what allows the interaction

#

Also I guess make sure it's in the area of a ussr base or outside the area of a base altogether to check

storm quartz
#

okay i have all of this

hoary bloom
#

When you open the prefab in editor, top right it will show the hierarchy of the prefab. It'll be drop down with 1.arma reforger then 2. Mod etc if another mod is overriding the prefab and you're using the base, your prefab in world will be overriden

storm quartz
#

okay

final umbra
#

How would you go about adding Music / ambient noise to scenario i tried to use MusicManager and use the Music_campagin.acp file but didnt work think i need a trigger for it to play but have no idea how it works

charred wasp
#

Hey. strange things going on. i have a LayerBase whith Vehicle, AiGroup and Waypoint. if i spawn the Layer on INIT, the Vehicle/Group is moving to the Waypoint. But if i spawn the layer with TRIGGER_ACRIVATION, the Waypoint will be set, but the Group does not move.

severe hollow
chrome rampart
#

Area

  • Layer 1
    • GetInNearest Waypoint
    • Slot Vehicle
    • SlotAI Group (point to cycle waypoint)
    • Layer 2 (All waypoints)
      • Slotwaypoint Move
      • Slotwaypoint Move
      • Layer 2A (Cycle Waypoints)
        • slotwaypoint cycle for group 1 (point to Layer 2)
        • slotwaypoint cycle for group 2 (If more than one group)
chrome rampart
#

I've been getting an AIGroup VME lately when using with waypoints. Happening with vehicles. And I got it with dismounted patrols as well. That was my "ah ha" moment and worked it out. I've worked out it is related to nesting.

charred wasp
chrome rampart
charred wasp
chrome rampart
charred wasp
#

On the SlotAI ?

chrome rampart
#

I think they do start driving when not in workbench. In game it works.

#

Yes on SlotAI

devout rose
#

I had made my little first map used gulfcoast buildings mod for most of the structures and when I try to publish it it says the mod has a problem with workshop am I cooked chat?

chrome rampart
kindred escarp
#

Hi, quite new to scenario making and still trying to figure some stuff out but is there anyway to prevent my patrol group from stopping at each way point?

iron canopy
#

Using Scenario Framework, what would be the best way to clean up a task upon finishing or upon failing, but as well to keep it available to be spawned and tasked again? Is it possible?

Seemingly, deleting the entities present, to clean it up, through an action in the task deletes it completely until world reload, unless I'm doing something wrong

iron canopy
# iron canopy Using Scenario Framework, what would be the best way to clean up a task upon fin...

I believe I've solved it for the most part. Using the DeleteEntity action, then the GetSpawnedEntity getter to get the spawned entities for my task instead of deleting the entire task entity.

But for some reason, when I go to spawn the task again, somehow the activation type changes and therefore it won't spawn? From debugging, it says it sets to SAME_AS_PARENT when it's supposed to be ON_TRIGGER_ACTIVATION by default. I have nothing set saying for it to change thonk

iron canopy
# iron canopy I believe I've solved it for the most part. Using the `DeleteEntity` action, the...

Restoring it to default was the answer I needed overall, butttttttt getting a stack overflow error on the vanilla class SCR_FactionManager when restoring layer to default, anybody else ran into this?
Error:

SCRIPT    (E): Virtual Machine Exception

Reason: Stack overflow

Class:      'SCR_FactionManager'
Entity name:'FactionManager' id:2305843009213694050

Function: 'GetLocalPlayerFaction'
Stack trace:
scripts/Game/GameMode/FactionManager/SCR_FactionManager.c:192 Function GetLocalPlayerFaction
scripts/Game/GameMode/FactionManager/SCR_FactionManager.c:208 Function SGetLocalPlayerFaction
scripts/Game/ScenarioFramework/SCR_ScenarioFrameworkSystem.c:1403 Function RpcDo_PopUpMessage
scripts/Game/ScenarioFramework/SCR_ScenarioFrameworkSystem.c:1389 Function PopUpMessage
scripts/Game/ScenarioFramework/Actions/SCR_ScenarioFrameworkActionShowPopupNotification.c:67 Function OnActivate
scripts/Game/ScenarioFramework/Components/SCR_ScenarioFrameworkSlotTask.c:66 Function OnTaskStateChanged
scripts/Game/ScenarioFramework/Tasks/SCR_ScenarioFrameworkTask.c:49 Function OnStateChanged
scripts/Game/Tasks/SCR_BaseTask.c:1073 Function SetState
scripts/Game/Tasks/SCR_BaseTask.c:773 Function Cancel
scripts/Game/Tasks/SupportEntities/SCR_BaseTaskSupportEntity.c:172 Function RPC_CancelTask
scripts/Game/Tasks/SupportEntities/SCR_BaseTaskSupportEntity.c:157 Function CancelTask
scripts/Game/ScenarioFramework/Components/SCR_ScenarioFrameworkLayerTask.c:132 Function RestoreToDefault
scripts/Game/ScenarioFramework/Actions/SCR_ScenarioFrameworkActionRestoreLayerToDefault.c:33 Function OnActivate
scripts/Game/ScenarioFramework/Components/SCR_ScenarioFrameworkSlotTask.c:66 Function OnTaskStateChanged
scripts/Game/ScenarioFramework/Tasks/SCR_ScenarioFrameworkTask.c:49 Function OnStateChanged
scripts/Game/Tasks/SCR_BaseTask.c:1073 Function SetState
scripts/Game/Tasks/SCR_BaseTask.c:773 Function Cancel
``` Repeating the same stack trace from `RPC_CancelTask` and below
fervent hare
#

Hi I created a pvp conflict scenario but when I add it to my server it is possible to connect in game master if anyone has the solution.

chrome rampart
fervent hare
chrome rampart
#

Just like any other manager.

chrome rampart
# fervent hare and ?

Thats it! When you join your server you will be able to login as admin and have access to GM.

#

Scriptchat entity is what allows you to enter commands in the chat. Like #login

fervent hare
fervent hare
quiet plover
#

Anyone have any idea why I have a dynamic despawn area set up which works fine within the Workbench, but then whilst playing on-server, will not dynamically despawn things? (Still spawns them in just doesn't get ridda when you leave)

quiet plover
#

Also not sure if someone's experienced an issue with clear area objectives "insta-completing" lately? Got a layertaskcleararea etc. Set up as per BlackHeartSix's video, worked fine before but now when the task spawns in it just instantly completes even with AI spawning inside the SlotClear radius

#

There is one of those objectives that spawns in oninit and that one works fine, but the ones that are being spawned in using "on task complete" from the previous are now just completing straight away 😦

iron canopy
#

do you know of a workaround for this issue until the devs fix it? Seems to still be an issue

marble umbra
#

Hey, i have a problem with my scenario i created for my map, i am not able to create saves, load saves and just save custom game master scenarios in any ways

#

whilst i can in both vanilla, everon and arlan

#

i get a open my mission in progress and reset scenario, whilst its a feature that never appears on my game master scenario

chrome rampart
iron canopy
# chrome rampart No change in the ticket as well. "Awaiting internal testing". Not sure what is t...

after some digging and lots of debugging, in SCR_ScenarioFrameworkLayerTask::RestoreToDefault(), they are calling the support entity to cancel the task, which then changes the SCR_TaskState to CANCELLED. And in SCR_ScenarioFrameworkTask::OnStateChanged(), if the new state is the cancelled state, it shows that popup message and also sets that it's cancelled in the slot task, which then activates the OnTaskFailed actions.

That's why my issue is appearing at least, because I have it restoring in OnTaskFailed and in OnTaskFinished, but since restore always calls to cancel the task, it always calls it failing too.

I would think a temporary fix till it's addressed in vanilla would be to just add a check for if the task is finished or not, and from testing it seems to be fine. Like so:

modded class SCR_ScenarioFrameworkLayerTask
{
    // Fix for failing upon finishing bug in vanilla
    override void RestoreToDefault(bool includeChildren = false, bool reinitAfterRestoration = false, bool affectRandomization = true)
    {
        foreach (SCR_ScenarioFrameworkActionBase activationAction : m_aTriggerActionsOnFinish)
        {
            activationAction.m_iNumberOfActivations = 0;
        }
        
        m_SlotTask = null;
        
        if (m_SupportEntity && m_Task.GetTaskState() != SCR_TaskState.FINISHED)
            m_SupportEntity.CancelTask(m_Task.GetTaskID());
        
        m_Task = null;
        m_SupportEntity = null;
        SetLayerTaskState(SCR_TaskState.OPENED);
        m_bTaskResolvedBeforeLoad = false;
        
        super.RestoreToDefault(includeChildren, reinitAfterRestoration, affectRandomization);
    }
}
severe hollow
#

Considering that the first clear area task is working I suppose you have it correctly set up. So it could be a timing issue

lean scroll
#

My first time creating a conflict scenario and even after putting a radio tower down there is still no signal at the base meaning communications don’t work and players aren’t able to capture surrounding bases. Any idea what it could be?

#

I made sure the radio ranges were covering each others base in the workbench. yet this still happens

quiet plover
quiet plover
lean scroll
quiet plover
#

It'll be one of the components for the conflictmilitarybase can't remember which exactly but will be to do with radio, ranges etc.

quiet plover
#

How can I set up a user action on an item (explosive charge) that deletes an object once picked up?

chrome rampart
quiet plover
#

Made a little progress on this earlier - Basically I'm attempting to use a slot to spawn in a demo charge. There is also a trigger around this charge, and when a player enters it will wait and execute a kill entity action on the demo charge, which then explodes and players are pink mist.

But I did want to make it so if you spot the charge, you can rush to "disable" it, and once this is done via a user action you're safe and charge will not explode

#

I think it's pretty much a SUPER basic IED a tiny bit like yours

#

So far I've got:

A custom demo block prefab with the actions manager edited, it now only has the "pick up" action, renamed to display as disarm explosive.

Trigger - Waits and executes the kill action on the charge.

Slot that spawns the charge - I've set this up so that when the user action described above is completed, it just deletes the demo block entirely so no explosion

#

That works kinda well although I am getting an error in the console as even though the demo block itself gets deleted, the wait and execute kill entity on the trigger keeps going, just has nothing to kill as already been deleted

#

Sorry I'm terrible at explaining things 🙃

valid prism
#

How can you create an area trigger with damage? For example, as spawn protection.

chrome rampart
quiet plover
#

Ooooo that sounds like a plan I'll have a go after work 🙂 maybe I can get a zero error set up for once! Thanks Blackheart 👍

quiet plover
#

I'm sure I've seen spawn protection bits whilst in the workbench no idea how they work but can check it out later

valid prism
quiet plover
chrome rampart
quiet plover
#

Hmm sorry so that doesn't seem to work.... Demo block doesn't get removed so you end up picking the demo block up, running off and then exploding a few seconds later 😄

#

This is the error I was getting using the first method I found:

WORLD : UpdateEntities
WORLD : FixedFrame
SCRIPT (E): ScenarioFramework Action: Entity not found for Action SCR_ScenarioFrameworkActionKillEntity<0x000002698198F690> attached on .

valid prism
#

Is there no damage function for triggers?

How can I add a script to the trigger myself?

severe hollow
severe hollow
valid prism
# severe hollow

That looks good 🙂 but how do I load the scripts correctly? When I try to add them as components, I can't find them, and there's no damage setting in the zone settings.

severe hollow
# valid prism That looks good 🙂 but how do I load the scripts correctly? When I try to add th...

I have very limited knowledge when it comes to scripting but when I've created components I've just looked at how other components are done and go from there. for example I made this script that prevents items from being collected by the garbage system:

[ComponentEditorProps(category: "GameScripted/Utility", description: "Prevents this entity from being handled by the Garbage System.")]
class SCR_PreventGarbageCollectionComponentClass : ScriptComponentClass {}

class SCR_PreventGarbageCollectionComponent : ScriptComponent
{
//------------------------------------------------------------------------------------------------
override void OnPostInit(IEntity owner)
{
super.OnPostInit(owner);

    SCR_GarbageSystem garbageSystem = SCR_GarbageSystem.GetByEntityWorld(owner);
    if (!garbageSystem)
        return;

    garbageSystem.UpdateBlacklist(owner, true);
}

}

and it worked. Buuuut for scripting related stuff you should go to #enfusion_scripting as this discord is for scenario things only

valid prism
severe hollow
valid prism
severe hollow
valid prism
severe hollow
inner crane
#

why does this only spawn 1 layer?

chrome rampart
inner crane
#

i see tyty

chrome rampart
chrome rampart
# inner crane i see tyty

You can use 'enabled repeated respawn" on layers and sub layers. But you must set the settings on both. You don't have to enable on the slot entities then.

severe hollow
#

slowly catching up meowawww lol

chrome rampart
#

But then that is kind of redundant.

chrome rampart
inner crane
normal pine
#

Is anyone else having issues logging into GM on the new commander game mode 😭

chrome rampart
valid prism
#

Is there a component for deletion in minutes? 🤔

severe hollow
charred wasp
#

Morning, any idea how the new TaskSystem in EXP. working? There are no more SupportEntitys or a Taskmanager. Can i just delete it?

storm ingot
# charred wasp Morning, any idea how the new TaskSystem in EXP. working? There are no more Supp...

Morning! The new TaskSystem in the EXP branch no longer uses SupportEntity or TaskManager, as those have been deprecated and replaced with a more modular approach. You can safely delete them, but you'll need to refactor your code to align with the new system, which likely involves handling tasks directly through components or new task definitions. Be sure to check the latest EXP documentation or sample scripts for the updated implementation.

lean scroll
#

Why is my conflict mode duplicating capture points? And when I go to some of them it kicks me off the server

chrome rampart
#

Given the changes to the task system, does it break the current tasks? Or is it a matter of just removing the task manager.
If it breaks the 1.4 tasks, can or will a converter plugin be done like when we went from 1.0 to 1.1 with waypoints?

For me, I am creating a new, but many may not, and will be disheartened if they have to rebuild all their tasks.

chrome rampart
charred wasp
#

so, just Task_Build for example

valid prism
iron canopy
valid prism
iron canopy
# valid prism oh yes

If you have your zone assigned to a layer, then you can use the Wait & Execute action on creation of it. Set your timing in seconds (10 minutes being 600 seconds), then do whatever action you want to make the zone disappear. Can do restore action and keep reinit unchecked, then you can spawn it back at another time if necessary

valid prism
iron canopy
valid prism
iron canopy
#

I’m not at my PC otherwise I’d provide more specifics

valid prism
iron canopy
compact cliff
#

Hi guys
I'm working on a custom mission. I'm trying to set up a respawn point linked to an item carried by a player (similar to Combat Ops).
Can anyone point me in the right direction ?

valid prism
#

Is it possible to make the E_editor zones visible? 🤔 I was actually inside the effect itself and took a look.

severe hollow
valid prism
severe hollow
valid prism
severe hollow
iron canopy
#

For those who have looked around at the 1.5 task system, you think it'd be worth to go ahead and go back to redo my WIP project with the 1.5 task system even with 1.5 being months away?

wild trellis
#

Probably a 95% chance your mod will not work in 1.5 if based on 1.4 task system.

valid prism
#

Are there any other changes?

quiet plover
#

I mean I'm guessing it's going to be mainly tasks that break for mods/scenarios so it might not be so bad if we can just copy everything but the tasks then do a little tweaking

chrome rampart
chrome rampart
#

TO PORT A SCENARIO FRAMEWORK GAME MODE SCENARIO TO ARMA REFORGER EXPERIMENTAL V1.5 (VANILLA/NO MODS)
1) Make a copy of your scenario or backup in version 1.4. **
2) Open your scenario in
version 1.4. **
3) Delete ALL your managers in version 1.4.
4) Open your scenario in version 1.5.
5) Run the Game Mode Setup plugin.
6) Setup your managers as before.
7) Test your scenario in world editor.

Tested without error on my Military Operations 1 for Eden world.

chrome rampart
valid prism
#

But I don't really understand the approach. Why change something like this now, when Reforger was released so long ago? I would expect something like this in the early access phase.

chrome rampart
#

Arma Reforger was released as a testing program for the new Enfusion engine. That program is not complete as you can see from the road map. Although Arma Reforger is out of Early Release on steam, the engine is still being developed, and changes should be expected. I would expect brake/fix cycle to continue all the way to Arma 4 and maybe a little beyond. Arma 4 should be the most stable release to date given the work on Arma Reforger. Which is the whole point of this program.

Arma 1/2/3 it was expected to be bad out the gate and you knew to wait for updates.

As with any BI product, BI strives to make it better and continuously improves the product.

As for the new task system, it is much improved.

compact cliff
# chrome rampart Portable respawn point? The radio back pack.

Thanks man. Unfortunatly, this doesn't work out of the box (SCR_PlayerSpawnpointManagerComponent missing from game mode manager and probably a few other invisble things). My need is very basic, so I just added a spawn point prefab as a child of a vehicle. This very basic solution seems to do the job.

void sparrow
chrome rampart
surreal parcel
#

Does anybody know the prefab name for the buildable command post & encampment? Would like to override the prefab to something custom

#

but cant seem to find the right prefab in the base files

#

Ah got it! Its called headquarters in the game files

For anybody searching for something similar, the buildable compositions are listed (and can be amended) by overriding (or duplicating depending on your use case) Compositions_FreeRoamBuilding.conf

storm quartz
#

How to setup a 3 factions scenario, cause i have USSR US and FIA to playable and 3 Conflict Military base´s set to HQ but FIA´s doesn´t Work

velvet cloud
# normal pine Is anyone else having issues logging into GM on the new commander game mode 😭

Hey, brotha, I have a question, do you know how to create limitations to what players can build on a custom map and what vehicles they can order with supplies?

Basically, I don't want them building certain buildings or calling certain vehicles, as I want it to be more on a civilian like sandbox, rather than super military based as it is now in Vanilla

Or maybe someone else can chime in

Thank you 🙂

velvet cloud
# surreal parcel Ah got it! Its called headquarters in the game files For anybody searching for...

You might have answered my question indirectly 😄

Is there such a thing for vehicles as well, as I don't want players ordering certain vehicles.

But, also I wanted to limit the faction specific vehicles. Maybe you can tell me how to limit certain vehicles for certain factions

Thank you!

P.S. would that be scenario specific situation that must be downloaded separately or is it cooked into the map creation, not requiring scenario download?

surreal parcel
velvet cloud
surreal parcel
#

For a new faction, you would have to create a similar file (can duplicate the US one) and then define it in the factions 'main' config - You can duplicate Configs/Factions/US.conf to see how this is done in the base game

In all honesty though, creating a faction from scratch might be the most complicated thing one can do in these tools 😂

Your questions for help with this would be best placed in #enfusion_configuration

velvet cloud
normal pine
#

I don't think you can really remove buildings from the map unless you have the source files

velvet cloud
normal pine
#

Compositions.conf and freeroambuilding.conf something similar to these

velvet cloud
#

Thank you for the link, I have it saved in my favorites already, along with another gentlemen that made a tutorial on it, I am very glad I am modding 2 years after game released, and not during first year

normal pine
surreal parcel
velvet cloud
velvet cloud
#

Arma lives on modding

surreal parcel
#

It seems you're well past this point now but I have a friend who is just starting to learn the tools and I genuinley think the way in is to do

  • A patch mod (I.e. duplicate an RHS patch and retexture it)
  • Then move on to a terrain and make a basic island (following the Atlas V2 guide)

By the time theyve done those two things theyll have learned enough to understand the basics of the workbench

velvet cloud
velvet cloud
normal pine
normal pine
surreal parcel
velvet cloud
#

Thank you on patches, nonetheless
I know of another work-around on how to get it done, but it requires some experimenting

chrome rampart
velvet cloud
#

I can probably attach a patch using same logic, as I did with this, with the vehicle it didn't work as I wanted, because physics were inconsistent, but I had managed to have physics interact with attached object, on clothing it can be done as well

#

You have to mod the uniform itself, and this avoids having a patch system, but I thought maybe there was an easier way 🙂

chrome rampart
chrome rampart
#

FEEDBACK
Scenario Framework experimental v1.5

  • VME using getIn and getNearest slotwaypoints.
    Workaround
  • Make sure you have the slot.et and slotAI.et with the vehicle/AI you are getting into above the slotWaypoint.et in the hierarchy. There is a possibility the slotwaypoint will spawn before the slot and slotAI and give a VME.
void marlin
#

@chrome rampart Just a question did you select cycle waypoint on the SlotAI instead of the default defend ?

#

My AI won't continue patorlling unless I select cycle, is this normal ?

chrome rampart
void marlin
#

I have two Cycles for the AI, one in Slot AI and another in the waypoint layer, if I dont do this they wont move/continue after despawn.

chrome rampart
#

NM. 1.4

#

sorry i see the version now.

#

Well you found a work around to the problem and thats good.

#

I haven't seen the issue in 1.4, but in 1.5.

#

I'll check it out on both

void marlin
#

I'm worried I will have to change my waypoint structure after 1.5 I have a lot of areas and waypoints and it is a laborious task.

void marlin
#

Not yet. I will tomorrow, when I get home.

chrome rampart
#

Just a word of warning.... It is experimental and there are some bugs right now.

void marlin
#

Solid copy ! Thanks for the tip and especially your YT videos.

velvet cloud
#

I got a question, does anyone know why Fuel Station does not work for refueling when I place it on terrain, is it because I have not created Game Mode using the plugin, or is it because of some other issue with my map?

I used Fuel Station from Compositions, but it just gives me zero refuel prompts when placed on map and rolling up with a vehicle or dropping jerry rigs on wooden platform for refueling

chrome rampart
chrome rampart
#

Look at the tankpistol of a finished map. I just dragged and dropped one into arland. No problem with getting fuel.

#

You need SupportStationMangerComponenet in the game mode for them to work.

velvet cloud
#

I am pretty certain Game Mode needs to be active, otherwise a lot of stuff just doesn't work, if you are testing Arland it's already prebaked into it

chrome rampart
#

You need supportstationmanagercomponent

velvet cloud
#

But, Conflict needs to be created

chrome rampart
#

Throw down any gamemanger, and play from camera to test

#

or generic entity and add component to it.

velvet cloud
#

By the way, I wondered, what is your screen name comes from, is it a reference to something specific or did you just come up with it?

#

Is it military related?

chrome rampart
#

Blackheart comes from 3rd Brigade, 2nd Armored Division (FWD), Garlstedt, West Germany. @velvet cloud

velvet cloud
#

Got you, I figured, but it was a wild guess of course

chrome rampart
#

Blackheart Brigade.

#

Now I wasn't the six element though. LOL

velvet cloud
#

Did you mod Arma 3 in the past too, considering all the tutorials on Reforger?

chrome rampart
#

I did create a few mods there. Just starting to get comfortable with SQF, and BI HAD to released god damn Reforger and make me have to learn ALL over again.

#

LOL

#

😂

velvet cloud
#

I used to mod Stalker 2, going through .cfg files, with zero help or support, and also surrounded by one of the most hateful communities in gaming history.

Before any tools released

#

Arma community is a Light in comparison

#

People actually respond and help

chrome rampart
#

Yea it's pretty good now. Wasn't always so helpful. Alot of snarky people on the forums before discord was around.

velvet cloud
#

Yeah, Discord is good, and people actually just help each other, there is an occasional bad apple, but they seem to be weeded out by the community quick

I really like how people are conducting themselves in these forums here

quiet plover
#

Not sure if this is a simple question or a tricky one, how do I go about creating invisible walls that players can't pass through?

verbal jasper
#

Hey guys, I'm wondering if in the enfusion there is a way to create a simpler version of Combat Ops but with 2 teams competing for objectives like defend vs clear area, protect vs eliminate targets...

void marlin
chrome rampart
velvet cloud
# chrome rampart Use gamemode SF with a campaign faction manager. That might do it.

I got a question, me and @void marlin were talking about programming AI to spawn and despawn, and he mentioned Scenario Framework, can I still use the Scenario Framework while running Conflict game mode?

I am trying to make AI more life like, and to make it spawn from further distances, as they can spawn on top of you on the timer right now.

Do you have any good tutorials on how to make AI stay perpetually on the map in the moving state without partially disappearing when you leave the area?

Another thing @HVK IND mentioned is you can have them re-appear when you get close enough instead of perpetually staying on the map.

I can see 2 scenarios, I want certain AI to move constantly, creating battles between factions, and some to be residing somewhere in the woods as a patrol unit that reappears when you get close. But, it would be super neat to have both scenarios present.

But, I don't know how to make either scenario, I don't quite understand how default setting for Patrol AI works, do they despawn as soon as you leave the area, and reappear from the point of "disappearance" once again when you arrive close to them?

I am really trying to solve the overhead issue, so for midrange system FPS is not dipping super hard when they first spawn in, and stuff feels natural in terms of interactions.

verbal jasper
quiet plover
#

For scenario framework best thing I've found for test would be using dynamic despawn on areas with AI in

#

For repsawning AI in campaign mode can use ambientpatrols (i think they have a respawn period) not sure about groups just placed into the world

#

And in scenariobframework can probably use restore layer to default, although not sure hoe you'd do this with groups as "on destroy event" only works for single characters afaik

delicate nest
#

Hi guys, I am trying to configure a conflict scenario.
On Novka map (very well designed), I want to disable a radio that is embodied with the map, is there any way to do that ?

delicate nest
#

Since the radio is a locked entity embodied into the modmap, I was looking for a script to do what I need.
But being a beginner, I might need a hint or two to succeed !

chrome rampart
# velvet cloud I got a question, me and <@691250164089880618> were talking about programming AI...
  1. can I still use the Scenario Framework while running Conflict game mode?
  • You can Frankenstein it but there will be unexpected results. I recommend you determine what you want in regard to type of game, PvP, PvEvP, or PvE, FFA, CTI. Then pick the game mode you need to achieve that.
    PvP: gamemode_campaign
    PvE: gamemode_SF

https://community.bistudio.com/wiki/Arma_Reforger:General_Game_Mode_Setup

  1. Do you have any good tutorials on how to make AI stay perpetually on the map in the moving state without partially disappearing when you leave the area?
  • If you want the AI to stay in the world, just spawn them in at the beginning and don't use dynamic despawn. Area/Layer contain all the slotAI's. BUT there will be performance and AI budget (GM) issues if you put too many in the world.

Another thing @HVK IND mentioned is you can have them re-appear when you get close enough instead of perpetually staying on the map.

I can see 2 scenarios, I want certain AI to move constantly, creating battles between factions, and some to be residing somewhere in the woods as a patrol unit that reappears when you get close. But, it would be super neat to have both scenarios present.

But, I don't know how to make either scenario, I don't quite understand how default setting for Patrol AI works,

  1. do they despawn as soon as you leave the area, and reappear from the point of "disappearance" once again when you arrive close to them?
  • The dynamic spawn/despawn system uses distance and time to determine when the AI will despawn/respawn in. You set the distance based on radius of the Area/Layer and time delay is set in the gamemodeSFcomponent (4 seconds default).

There are several videos covering AI and dynamic de-spawning. Just search the channel not YouTube.

timid dagger
#

bro's how do i stop this from appearing in my server log for an escapists port

chrome rampart
real locust
delicate nest
real locust
#

Np man

velvet cloud
# chrome rampart 1. can I still use the Scenario Framework while running Conflict game mode? - ...

I appreciate the breakdown and I will definitely check out your channel's tutorials, but since you mentioned what I am trying to achieve it is a PVE/PVP scenario, what would be my route then?
Essentially, I am creating a Conflict scenario, based on what I understand it should be in order to have real players fighting for objectives and AI fighting real players in the middle of it.

Am I understanding it correctly to create Conflict? Since you mentioned "PvP: gamemode_campaign"

Last question is what would you suggest, dynamic despawn, or having them stay on the map?

I am looking to add rogue patrols ambushing certain roads and woods, I am asking more in terms of optimization and frame drops as well, especially since I am sure you looked at both scenarios now to see what is better.

I get a stutter when a single fire team spawns in, and then smooth as butter

chrome rampart
wide cedar
#

is there a mod that allows you to play all three factions in conflict

velvet cloud
#

Does anyone know how to make fog preset for weather?
I have tried many things and still can't get it to work

quiet plover
#

Quick question 🙂 I have a mod that's basically a prefab vehicle with a spawnpoint placed behind it - Is it possible to have players actually spawn in the vehicle rather than outside of it?

chrome rampart
#

assuming you use scenario framework

quiet plover
#

No I haven't! Sorry, did you mean "on spawnpoint used"? Guessing if that would work I can have a go and follow your video you made RE the compartment bits?

#

Not sure how you'd handle this in terms of multiple players though so might have to do a little playing with this

velvet cloud
#

Hey, guys, do you know how to make camp fire (the interactable prefab) heal you when approaching it lit?

I am not sure if it needs to be done through scripting or through simple branch/class creation in object properties.

I thought of 2 ways to heal, 1 from morphine like effect, and 2 like an ambulance would heal you.
Not sure how to approach this

quiet plover
#

Hello! If using SF, you might be able to have this set up with slots that spawn in campfire and the healing radius from ambulances/medical tents. Don't see why you couldn't have the slot spawn in "on user action" when a player lights the campfire, and then perhaps restore it to default or similar when someone turns the fire off.

#

Not sure if there's a heal action or anything like it as I haven't really looked into this type of thing but it's a cool concept!!!

severe hollow
#

Has anyone been able to use the "Play Sound on Entity" action successfully?

inner crane
#

has anyone had inconsistent behaviour when using the spawn object action on a dedicated server?
rn we're using that to progress through a linear campaign type system and sometimes when we spawn/activate the layer holding the task it doesnt start

this can happen between tasks in one area or between tasks in different areas and we dont know the cause or why exactly it happens
i really have no idea what to do anymore

#

the action itself should be getting ran since other actions responsible for stuff like awarding xp and updating map markers still run

severe hollow
velvet cloud
#

Is there a way to lower Residual Ambient Sky Intensity below -12 ?
The night sky is still very bright, I am trying to get it closer to ground color, considering there is no external light source, as moon is removed

Maybe there is another way

inner crane
#

still happening hmmyes seems to just be the task that doesnt start though, everything else works as expected

storm quartz
#

The Vehicle respawns after it takes damage, but it should spawn a completely new vehicle after it is destroyed. Anyone have a fix for it?

inner crane
#

could anyone tell me the "best"/most preferred way of making a linear set of tasks?
just going to start from scratch then add and test until it breaks again (hopefully we can skip that part but im not hopeful)

sterile dune
#

Is there a way to remove pre-existing terrain buildings?

severe hollow
inner crane
#

thats literally exactly what we're currently doing

hot ermine
severe hollow
hot ermine
#

yeah we use diferente areas all inint and the linear tasks spawn the next with trigger activation, when we test it ourselfs we can complete the progression without problem but when players play it it breaks at some point

inner crane
#

did you watch that video i sent @severe hollow ?

#

i dont think we've done anything wrong

#

and it has a habit of breaking around the 3rd-4th "objective" (currently an area containing two tasks)

severe hollow
severe hollow
#

or what are you trying to accomplish?

inner crane
#

we're on like day 3 down this rabbit hole and we still havent found any light hmmyes

#

but think of it this way
1 objective in the workbench is an area containing two tasks that are chained

#

then each objective is chained

severe hollow
hot ermine
inner crane
#

the trigger gets all the people who are there for the xp action basically

#

thank you for looking into this btw literally any ideas will be looked into, im running out

severe hollow
inner crane
#

~~okay so we just restarted our server and the on_init task didnt even start this time ~~ nvm we broke it

severe hollow
still hare
#

Hi!

Does anyone know how I could modify a vehicle so it spawns with a "damaged" look?

I'm working on a mission that has one objective where you need to investigate an ambushed patrol, that's where I'd like to add a couple bulletmarks, a lost wheel and maybe some dust? (I'm fine with being able to do only one of these)

My current setup is:

Area -> Layer -> Slot -> Vehicle Prefab (duplicated to my project directory)

All help is much appreciated!!!

Thanks in advance.

chrome rampart
still hare
velvet cloud
storm quartz
#

I did use the option tha bohemia give us with the vehicle spawner, it respawns after it is destroyed after a time that you can change but this is bugged on me i dont know if this work for you

velvet cloud
#

I appreciate it 🙂

chrome rampart
severe hollow
#

lol

sharp raft
#

Hello, does anyone know what the problem might be in the scenarios on this build (screenshots)?
Characters and bots don't spawn and simply disappear from the map and the list of objects, and when they spawn in conflict mode, the camera appears in the sea and prevents them from moving.

sharp raft
chrome rampart
rustic hearth
#

Hello. Does anyone know if it's possible to play a cutscene in arma reforger scenario?

upper bramble
stark glen
#

Hello, i made a map, added GM mode. Now I wanna make a gamemode for it. Do i make a new project with the map as dependency or can i add it to the GM version of the map?

chrome rampart
stark glen
#

?

#

Thx btw. Gonna try that when i get off work

#

GM is attached to the terrain mod no?

chrome rampart
stark glen
#

What if i upload the map without GM attached. And then use that as a dependency for the mode?

#

I tried some stuff yesterday but it never shows up as 2 scenarios in 1 download. Only shows GM. So you probably right.

#

GM mode works online. The gamemode works in enfusion. But it just didnt show up. Imma try seperating it all and trying it that way.

#

Thank you

chrome rampart
stark glen
chrome rampart
quiet plover
#

Afternoon! Thanks to Blackheart for this advice, however, I was wondering if anyone knows how I could use the "on spawnpoint used" plugin for this considering the vehicle is a custom prefab with the spawnpoint nested under it. I know how to do this when it's just a slot spawning a spawnpoint, bit less certain when it's a slot spawning the vehicle prefab, which contains the spawnpoint nested underneath...

severe hollow
quiet plover
#

Generally multiplayer with up to 4 people, but not sure if it would be suitable as I don't know how you could get the "move into compartment" to not do that if a players already in said compartment.

severe hollow
#

Also what if (just thinking out loud..) you dup a spawnpoint prefab and name it Spawn Point Vehicle, and you add a vehicle prefab on it. That way it's still a spawnpoint prefab so you can use the plugin spawnpoint on it

#

Not sure if this would work at all lol

#

NVM it doesn't work. It's possible to do it but the spawnpoint doesn't move along with the vehicle so it's not good.

quiet plover
#

Nooooo I was literally thinking that earlier 🙁

quiet plover
#

Anyone got an ideas as to why this fills up my console when I'm using a vehcleservicepoint for helicopters, but not for standard cars or trucks?
SCRIPT (E): Virtual Machine Exception

Reason: NULL pointer to instance. Variable 'm_AreaTrigger'

Class: 'SCR_CampaignBuildingPlacingObstructionEditorComponent'
Function: 'CheckEntityPosition'
Stack trace:
scripts/Game/Editor/Components/Editor/SCR_CampaignBuildingPlacingObstructionEditorComponent.c:409 Function CheckEntityPosition
scripts/Game/Editor/Components/Editor/SCR_CampaignBuildingPlacingObstructionEditorComponent.c:330 Function CanCreate
scripts/Game/Editor/Components/Editor/SCR_CampaignBuildingPlacingEditorComponent.c:338 Function CanCreateEntity
scripts/Game/Editor/UI/Components/Common/SCR_PreviewEntityEditorUIComponent.c:696 Function ProcessInput
scripts/Game/Editor/UI/Components/Common/SCR_PlacingEditorUIComponent.c:211 Function OnMenuUpdate
scripts/Game/UI/Menu/MenuRootBase.c:198 Function OnMenuUpdate

upper bramble
#

If you'd like to know how I scripted the trigger to play that cutscene I've posted it on the scripting channel #enfusion_scripting message

chrome rampart
severe hollow
#

SUGGESTION:

It would be great if trigger areas, which are currently spherical, had a setting to show the area on the map with a color of our choosing. I think it would help a lot to let players know the playable/objective area in game.

wild trellis
#

Anyone know what changed in 1.5 that prevents AI from capturing bases? (in conflict)

wild trellis
#

found it! In the SCR_CampaignSeizingComponent:OnQueryFinished() ```cs
// FIA is not allowed
if (faction == SCR_GameModeCampaign.GetInstance().GetFactionByEnum(SCR_ECampaignFaction.INDFOR))
continue;

velvet cloud
#

Hey, guys, how do you make an attachment compatible for other weapons as a snap on, meaning, you have some scopes that you can drop on the weapon and it will take it, while other weapons it does not.

Which class tree do I need to look at in order to make an attachment of sorts to fit on other weapons, no necessarily the scope, but in general
I can custom make a rifle, but as soon as you remove that attachment you can't reattach it back, due to compatibility

wild trellis
sharp raft
#

Someone know how to easily we can transfer RHS uniforms in other faction arsenal without "you look like an enemy" label.

little stirrup
#

Hey, any way to avoid this effect on dark scenarios? The players show up bright

unique cairn
#

I’m looking for someone to make a scenario for me

alpine thicket
#

what causes me not to be able to fly around my new map in gm mode
i can only fly around a small square about 1/3 of the map

inner crane
inner crane
#

other than that idk try restarting

alpine thicket
#

it shouldnt be

severe hollow
unique cairn
wild trellis
unique cairn
velvet cloud
void marlin
#

Is there a way to switch a fireplace to lit when a player enters an area in Scenario Framework ?

novel wind
#

Hi, guys ineed help, im using Ace medical system for my srrver, and i want that all the players they don’t die iwant them to just get injured and not get killed even if they got shot on the head, how can i do that??

wild trellis
chrome rampart
severe hollow
wild trellis
#

Personally Ive only used it in conjunction with ACE, the author is on the ACE team as well so I figured they'd go great together. Only downside is if you play alone, aint nobody comin to get you up lol rip

muted scroll
#

Hi!
We’re trying to stop Conflict HQ tents from snapping to terrain.

Context:

  • Base prefab: ConflictMilitaryBase.et
  • The HQ is spawned by SCR_CampaignMilitaryBaseComponent::SpawnBuilding(...), which calls a snap via SCR_TerrainHelper.SnapToTerrain.
  • We tried:
  1. Overriding SpawnBuilding() to skip snapping,
  2. Overriding OnAllBasesInitialized() to spawn it ourselves without snap,
  3. Re-applying the original transform several times after spawn.
    But the tent still ends up snapped to ground, as if another component re-snaps it later.

You mentioned: “you can disable snap-to-terrain in the editor on one of the components, but you have to do the same for the objects that belong to it.”
Could you clarify exactly which component(s) and which setting to uncheck in the editor for the Conflict HQ?

Specific questions:

  1. Is the “snap to terrain” flag to disable on the HQ prefab’s root SCR_EditableEntityComponent, on SCR_CampaignBuildingCompositionComponent, or somewhere else (service delegate, composition root, etc.)?
  2. Do we also need to disable that flag on all child entities of the HQ composition? If yes, is there a global/propagate option to avoid doing it manually on every child?
  3. Is there any runtime system (navmesh rebuild, composition helper, service delegate, etc.) that re-applies snapping after spawn and needs to be neutralized?
  4. If the correct approach is data-only, could you share the exact HQ prefab path to edit and the exact property name to uncheck in the editor UI?
  5. If not data-only, is there an API on SCR_EditableEntityComponent (or elsewhere) to disable snapping at runtime (e.g., something like SnapToTerrainOnSpawn=false) on the root and its children?

Goal: keep the HQ tent at its original height/transform (so it can sit above object) without being re-aligned to terrain.
Thanks for any pointers or a step-by-step in the editor! 👍

keen vessel
wild trellis
#

Interesting, it has been quite a while since I used that mod 🤷‍♂️

quiet plover
#

Does anyone know how to use the "Play sound on entity" action?

severe hollow
quiet plover
severe hollow
chrome rampart
rustic hearth
#

Hello!

I'm creating a singleplayer mission and trying to make save game work.

I managed to make the "Save and Exit" button appear, but once I'm in the menu, there is no option to "resume" the mission. Have any one else experienced this and managed to find a solution?

Thanks! //William

chrome rampart
rustic hearth
#

I don't know. I believe I've done it just like they did. I did use their missions for reference, but still can't make it work. I must be doing something wrong.

chrome rampart
#

Are you testing in workbench? Or in actual game?

rustic hearth
#

Actual game

chrome rampart
#

ok.

#

Sorry for the questions, but did you look at the saveload component?

rustic hearth
#

Yea I did. Should have another glance at it.

chrome rampart
rustic hearth
#

hmm, then maybe all I need to do is to remove the component from my mission. I mean, I use the SP game mode

chrome rampart
#

I've never really played the SP mission. There is no save I can see.

#

Combat Ops says "save and exit"

rustic hearth
#

Huh what, there is or was one for me when I was looking at SP01

chrome rampart
rustic hearth
#

hold my beer

#

Hmm, same here. I swear, this mission had a "save and exit" like 1 or 2 months ago.

#

The tutorial has it

quiet plover
# chrome rampart if your in the trigger and it is not checked "once" won't it keep triggering?

Sorry, yeah so basically loop isn't selected and once is selected on the action - what I have now is siren prefabs placed in the world directly. On top of those I have pen prefabs with sound components spawning via slot, these spawn in, sound plays via an action, sirens play and on activation will delete themselves after 60 seconds - I get the feeling it's a very messy way of doing things

chrome rampart
severe hollow
void marlin
#

I was thinking if it is possible for AI to turn on fireplaces using SmartAction AI ?

chrome rampart
void marlin
#

it does nothing, but I could be implementing it wrong. I'm Going to try a few things.

chrome rampart
void marlin
chrome rampart
#

Maybe a simple trigger when the AI walks into it, it turns on the fire.

void marlin
#

No I havent, will do soon.

I think a trigger will work.

thanks for the help

chrome rampart
void marlin
#

I do appreciate that help. argh oh well, I will just have to think of a hack to get this right maybe, delete entity and spawn a new one. since the fire place is placed by me and not a locked world item

quiet plover
novel wind
#

Hi guys ,any one here know how to change pve conflict opfor faction for the AI!

inner crane
#

should work with anything that has a component that uses or inherits from SCR_BaseInteractiveLightComponent

void marlin
#

You absolute Legend !!! 🍻

Thanks

compact oracle
#

hey all, i have an odd issue im trying to track down. Recently the Living Quarters, both Small and Large, have disappeared from the build menu. I'm running a custom modification of the Conflict game mode, but I've not modified this part. I even checked the https://enfusionengine.com/api/redirect?to=enfusion://ResourceManager/~RHS_Core:Configs/Editor/PlaceableEntities/Compositions/Compositions_FreeRoamBuilding.conf file and i still see those objects listed in there. My guess is that a mod updated and changed this, but I have no idea which mod. RHS is the only mod im running that seems to override that conf, but from what I can tell it only adds new objects to that list, not remove them. Any ideas how I can figure out what's causing the living quarters to not show up in the build menu?

quiet plover
#

Only thing I can think of is for WCS Mods - They work by changing faction on the loving quarters to CIV, so need to be switched back to US/USSR to be available again, might not be how your mod works but might be an idea!

compact oracle
#

for clarity, here's where i changed it

quiet plover
#

Glad you got it sorted - They change a fair amount of stuff for their servers which includes removing living quarters afaik

fluid cargo
#

Hello, I'm customizing the map for my own server, I placed a FIA Supply point and enabled the Supply generation, despite that, the resources are not getting regenerated inside the FIA Supply containers, am I missing something?

visual canyon
#

Is there a way to place where starting vehicles go or is it always just random

chrome rampart
visual canyon
wild trellis
#

I think I saw something about that in scripts

compact oracle
#

i see this option in the StartingPos Entities, but does that make it visible for enemy factions as well or just the friendly faction?

#

theres also this option, but whats the difference between the two? 🤔 if anyone knows please let me know 🙏

fluid cargo
#

I'm not sure, but I believe DescriptorComponent is the actual Icon showing on the map

#

since it looks like it has the same properties as the FIA supply cache green markers

blissful holly
#

Hello
Does anyone know how to place a vehicle (helicopter) with an engine that is already running ?

void marlin
#

If you need a more clear way to do this let me know.

brisk sundial
#

@lean scroll #creators_recruiting following the required template from the pinned messages of that channel

chrome rampart
severe hollow
#

Leaving this here in case anyone find it useful.

I created a new scenario framework action: SCR_ScenarioFrameworkActionTimer

This custom Scenario Framework Action Timer is a utility script that lets mission makers add a simple countdown timer into a scenario. When activated, it starts counting down from a defined duration and displays that timer on the player’s HUD with a custom title above it.

Once the countdown reaches zero, the action automatically stops and can trigger any number of follow-up actions that you configure, such as completing tasks, spawning enemies, or ending the mission. In short, it’s a flexible, standalone action you can drop into any scenario to create timed objectives or scripted events.

Workshop link: https://reforger.armaplatform.com/workshop/66296575A08B183F-EE_ScenarioFrameworkTimer

Arma Reforger

Adds a new Scenario Framework Action: Timer

storm quartz
#

Is it alright to use PrefabsEditable instead of Prefabs, just for some prefabs?

severe hollow
storm quartz
#

Okay, thanks

chrome rampart
tranquil vine
#

Hey lads

#

I seem to be having an issue where my server scenario is loading stuff from previous saves?

#

I have scenario saves disabled though...

severe hollow
#

anyone knows which component handles the announcer voice when a base is captured by a faction? I used to hear it but now it's gone. not sure if I did something wrong.

tranquil vine
chrome rampart
severe hollow
chrome rampart
severe hollow
chrome rampart
severe hollow
lean scroll
#

DM'ed you

visual canyon
#

What's the yellow circle next to this cap point where I can't spawn?

waxen fossil
#

try building a radio tower there or give the base more radio range

visual canyon
#

thanks!

waxen fossil
#

ah yeah you gotta whitelist both directions if you're using our system

compact oracle
fluid cargo
#

oh I see

modern hatch
#

Hello, is there any way to add a yellowish fog simulating suspended dust to the map?
I added fog and changed the color option that it allows me, but it does nothing.
Imagen
I want to add a touch of desert sand or a yellowish post-processing to this map.

#

or how can I leave a persistent fog on the map?

#

I put the fog prefab and the game looks like this.

#

I want to have a persistent fog, how can I do it?

blissful holly
# void marlin Make a trigger or an area. On init or trigger activation look for a script call...

@void marlin @chrome rampart, Hi, I couldn't make it work this way (I don't know why - it works great for ground vehicles, but not for helicopters. Maybe they have simulation disabled initially, because when spawning they can hang in the air and not fall to the ground).
But I found a component from SP01 "SCR_HelicopterCinematicFlyComponent" written by the developers and it works with SP01 MI-8 heli.
This component also works with regular helicopters if you change the engine start time. Also, you can change the force multiplier in HelicopterCinematicFlyComponent to a very small value to move the helicopter when it spawns. Then it will be able to start the engine.
Basically, you need to apply force to helicopters when they spawn so that they fall to the ground and their simulation turns on.
Anyway, the solution is found. Thanks everyone.

void marlin
compact oracle
# compact oracle im also noticing that the enemy HQ is now visible on the map. Anyone know where...

still trying to figure out this issue, if anyone is able to help, im super grateful! The object thats visible to enemy team is the ConflictMilitaryBase marker in-game where the HQ spawns on the starting position. If I go into GameMaster, i can actually move this object, and i can set the Faction, but theres no option in-game to change visibility to other team.

Could it possibly be one of these entities under the StartingPositions (StartingPos01, etc.), like the AmbientPatrolSpawnpoint_FIA_163455 or the SCR_CampaignSpawnPointGroup_38? I'm at a total loss here and have tried everything i can think of 😩

#

anyone know what this Visible Flag does? is it talking about visibility on the map or in player's view? Could this be causing this issue?

digital creek
compact oracle
#

Thank you!

#

This is the issue im talking about, visible in this screenshot you can see the BLUFOR HQ, despite being on OPFOR faction, same thing happens vice-versa

digital creek
#

Would be some other issue

#

Maybe faction or gamemode setup related, no idea

compact oracle
#

hmm okay will check that area out. I have a hunch that it is the WCS mods causing it, since they also broke some things with Living Quarters not being visible in Build Menu (which I figured out how to fix), but this issue is persistent and havnt figured it out yet.

#

unfortunately just removing all WCS mods is not really an option, or more of a last resort

digital creek
#

Try temporarily removing them and see it it fixes the problem

compact oracle
#

disabling the SCR_CampaignMilitaryBaseMapDescriptorComponent in the StartingPosition entities causes crash on game start 😕

chrome rampart
#

Scenario Framework Actions (updated v1.5.0.28)

chrome rampart
wild trellis
#

Is that only in scenario framework? O.o

slate oyster
#

Hey guys! i seem to be having an issue with Publishing, i can play the scenario in the editor just fine, everything's works as intended, but then i publish it and suddenly my character can no longer activate anything, cant open doors, or get in vehicles. any idea as to why in the testing mode this worked just fine but when published it's broken..? Any suggestions would be appreciated.

chrome rampart
chrome rampart
chrome rampart
native cloak
#

How can I make is so that when I press the leave faction button, it doesnt kill my character but just makes them disappear?

severe hollow
# native cloak How can I make is so that when I press the leave faction button, it doesnt kill ...

You can't. The system is built so that your current character is removed and a new one is spawned on the other team. That’s why it looks like you “die” when you swap sides. It’s done this way because things like your gear, spawn location, team markers, and even how the AI sees you are all tied to the respawn process. Without going through that cycle, the game wouldn’t update properly.

split flower
#

Does anyone know if there is a assassination/ takedown mod?

lean scroll
#

Hi,

When I use the World Editior and I make a base.. I can't type or fill anything in at CampaignMilitaryComponent, CampaignSuppliesComponent, FactionAffiliateComponent in main base I just made.
The Youtuber I am watching can type and select things. I can only bold and unbold things by clicking on it, no spaces to type or fill in quantity of supplies in the tool?
What is going wrong?

chrome rampart
lean scroll
#

Yes

#

'Subscene of the current world'

chrome rampart
#

ok. And you are placing the prefab on the terrain?

lean scroll
#

When placed it I did ctrl shift + arrow down like the youtuber said so it would be on the terrain

chrome rampart
#

Could it be you just need to drag the right side of the view window to the left? In the faction affilation pic it looks like the check box is far right

lean scroll
chrome rampart
#

Ill show you what i mean

lean scroll
#

Your a hero, thanks!

chrome rampart
#

LOL!

#

Computers verified, Problems solved.

#

Cool

lean scroll
#

If you makes bases and select 'is control point' is that one of the 'pink' points then? That you must hold to win?
And when you disabled 'is control point' it's just a 'black named' point that just for use to spawn things and for radioconnection?

If I understand good?

chrome rampart
lean scroll
#

I have made some mainbases, punts and stuff but I don't see them on the map when I open it. Doesn't that goes automatically?

#

Or is there a different manager for that?

#

Map just empty (modded map)

#

this is put on

lean scroll
#

Also seems I can't cap the points but I put the capping feature on (seize)

#

It's PvP (US > VC).
I want points to be uncapped at start so I made them 'FIA'

#

But it's a non playable faction without AI / HQ

severe hollow
lean scroll
#

When scanning it gives this result:

#

Do I need to remove one here?

#

I chose gamemode campaign when starting when putting managers and stuff down so I think I should remove SCR_GameModeEditor?

severe hollow
severe hollow
# lean scroll

No you don't need to touch any of those. those are just the scripts. I suggest you watch a video on how to set up a conflict mode (if that's what you want?) I remember there were a few good ones on youtube

lean scroll
#

I used a Youtube tutorial / lesson video that I followed and did exactly what the guy did. He said when you put down 'campaignmode' thats conflict? 😛

#

I think I didn't touch the game mode setup thingie before tho

#

Can't I change it anymore now? I did a lot of work on it already got like a full map, points everything

severe hollow
lean scroll
#

Gamemode_Campaign1
SCR_EditorSettingsEntity1

And this are the only ones I can find on 'gamemode' and 'manager'

#

I put it on 'conflict' with the game setup plugin and clicked next and next and I think it worked. It's probably conflict now

#

Thanks

lean scroll
#

Trying to upload to the workshop but I just keep getting this (I changed edds thumbnails and so on, have config, missionheadercampaign and so on).

BACKEND (E): [RestApi] ID:[360] TYPE:[EBREQ_WORKSHOP_CreateAssetUpload] Error Code:404 - Not Found, apiCode="remoteRequestFailed", uid="1756415047648-254931", message="Remote request failed"
DEFAULT (E): Uploading failed! Reason: "Remote request failed"
BACKEND (E): [RestApi] ID:[361] TYPE:[EBREQ_WORKSHOP_CancelAssetUpload] Error Code:400 - Bad Request, apiCode="ResourceNotFoundError", uid="1756415055402-433666", message="assetVersionUpload 6638B927059DF4D8 1.0.0 not found"

BACKEND (E): [RestApi] ID:[476] TYPE:[EBREQ_WORKSHOP_CancelAssetUpload] Error Code:404 - Not Found, apiCode="NotFound", uid="1756415352837-815157", message="Not Found"

#

Weird had 0,1mb, 0,4mb and 2,2mb asked if I wanted to upload that size.

#

Linking with new account worked...

lean scroll
#

Is it possible to change the name of a faction in the replay screen?
I changed the USSR faction to a Asian one with other flag, icon, codenames for places, callsigns, but I cant find that?

keen mirage
lean scroll
# chrome rampart

Thanks, I saw that but it shows USSR_UC / USSR
But in the redeploy screen the name says: 'Soviet Army' so I am looking for that

severe hollow
severe hollow
# lean scroll

yeah that's definitely another mod doing that. that flag is not vanilla

lean scroll
#

I changed the flag myself in the USSR thing in the Faction Manager 😛

#

I am just trying to change the name Soviet Army now but I cant find it anywere

#

Also not in config

#

Or should I make a faction from scratch?

severe hollow
severe hollow
lean scroll
#

Somehow it worked. I think I was searching too much for 'Soviet Army' to replace... thanks!
Was struggling for hours with this ❤️ 🤣

lean scroll
#

Stupid question.. is it possible to switch sides when in game mode? Testing in World Editor? I only spawn as US. I googled it but couldn't really found anything. I need to publish 30 times a day now to test stuff to play as the other team 😛

severe hollow
lean scroll
#

I can't find any spawnscreen. I always spawn as US right away when I press game mode.

#

When I press esc most of the time it takes me back to edit.
Sometimes I got the in-game screen but it only said respawn

#

When published and host locally in Arma Reforger you get to choose the factions

severe hollow
#

right there where it says SCR_MenuSpawnLogic in mine yours would say something different. right click on it and make sure you are using SCR_MenuSpawnLogic too

lean scroll
#

Says the same. In-game it works fine. Just not in the world editor. Just automatically spawns me as a US soldier.
I was struggling again 15 min why my helipad wasnt working then I figured out as US the action probably just doenst work for me to request 😂

severe hollow
# lean scroll

ok then make sure you have play from camera position unchecked?

lean scroll
#

Forced Faction.. would that work? temporarily?

lean scroll
#

Aah I try

#

Works thanks! 🙏

lean scroll
#

I keep getting this crash when I use the in-game mode after spawning. It keeps coming back as soon as I press ignore

#

(I use no AI in-game)

severe hollow
lean scroll
#

Gives me this whenr pressing 'debug'

#

AmbientPatrolSpawnpoint.base
AmbientPatrolSpawnpoint.USSR
AmbientPatrolSpawnpoint.US

Those ones? Just put them somewhere far in the water?

severe hollow
#

except base, use one of the factions

lean scroll
#

Is it possible to create a safezone around your MOB within the current world editor or you need an external mod for that?

severe hollow
hollow vector
#

Hello everyone, I have such a problem! I have PVE Conflict Liner Conflict - I changed the game faction from the USA to the Soviet Union, because of which in Arsen "Soviet Union" there is no "Arsenal", it is in the FIA ​​- And the FIA ​​Arsenal is in the Soviets! How to fix this? I dug through the entire Internet, I can not understand what the problem is! And also when players build Arsenal, the FIA ​​Arsenal is built instead of the USSR

chrome rampart
#

The way I play as another faction in workbench is play from camera position, start game master, delete myself, the create player and pick the character I want. @lean scroll

lean scroll
keen mirage
#

Some one have a problem with Tool crash aftre u try so span in MOB witch generated by the scrip GM managers pack in conflict config?

modern hatch
#

Hello, is there any way to block the construction of a helipad? Since I have made a map focused on infantry and I only want vehicles, not helicopters. Thank you.

severe hollow
modern hatch
#

Wow, I'm going to try it right now, if I were a lion, I would have eaten it, I've looked at it a thousand times.

keen mirage
# keen mirage Help please with this crash in momet of spawn

Problem solved: crash of tool was cuz in map do not have object "SCR_CameraManager", how i gess - in moment spawn from UI to charatcter - SCR_PlayerController searching some a camera to take on for spawning, and if SCR_Cam is havent of the map - Tools is crashing

modern hatch
#

:S

#

its work!!!

#

thxxxxx

severe hollow
grave basalt
#

Dear people, the question is - my icons on the map are breaking on my server, how can I solve this?

lean scroll
grave basalt
lean scroll
#

No clue. I only have it at one MOB from one faction. Not a priority for me at the moment to fix.
To busy with other things. I will look in to it later. But I just started working with Enfusion. My first project.
So I am not really experienced with it yet.

I guess something is overriding with eachother or factions or customized factions or something? That makes it bugged? I have no clue.
I only have it one side tho at one MOB.
I didn't test yet making new points, or give the MOB to another faction see if its still bugged and so on.

lean scroll
#

I would suggest trying to remake the point.. and otherwhise enable a new faction and put the faction affiliations of the point to them, see if it changes anything?
Then it will probably be easier to find the problem

grave basalt
#

I'll let you know as soon as I can decide

lean scroll
#

Is there a way to change the amount of supplies that get automatically generated at captured points (non HQ)?
I believe it goes up 1 supply per connection, up to max. 5 and for bigger points max. 10 or 15?

Is there a multiplier setting somewhere?

grave basalt
lean scroll
#

I will start at it tommorow too most likely. I am almost done with the bigger things. If I find out I'll let you now

grave basalt
#

But in general, there is one idea - you can try to specify the Faction Key and connect the asset of weapons / equipment, and then just set your parameters in the fraction

lean scroll
#

Is there a way for players to change their characters at base?
I am looking for a sign or anything in the resourse browser but I cant find it 😛

grave basalt
lean scroll
#

I think I did the same at the beginning at least game mode > scan > and I think the engine did the most it self. I just cant find the characters change thing I am not sure if it's vanilla in game or a third party mod?
I never really used it myself in servers. Maybe its mod only im not sure I couldnt find it at least

grave basalt
lean scroll
#

Maybe worth doing a publish and host locally and check that out.

modern hatch
#

Hello guys, we have created a conflict mode on the NIZLA map and we are having a problem with the fov, it is blocked for all players, do you know anything?

grave basalt
grave basalt
#

What's in the editor itself, what's on the server - the problem remains the same

lean scroll
#

Seems I can't add fielddressing, morphine and stuff to the arsenal (clothing).
Any tips?

wild trellis
lean scroll
#

I will take a look at it, thanks!

I couldn't find full transport / supplytrucks btw for the starthing vehicles.
Do you need to make them yourselfs with the transport truck base and then the 'cargo.et'?

little stirrup
#

Hey, I’m trying to limit helicopters in a single scenario. I don’t want them to be spawnable. Do you know how could I approach that? Only for a single scenario

severe hollow
#

Or if you only want to remove the helos and not the helipads you can override the Vehicles_EntityCatalog of whatever faction and just disable the helos there

little stirrup
severe hollow
#

Unless you are running game mode SF / Editor in which case you need to do a bit more work

little stirrup
rough delta
#

dear modders is it possible to make a custom GameMode like Conflict but in one direction

i dont know where to start

#

and cap point are only once cappable

twilit current
#

Hi,

is it possible to lock specific Items to roles with the upcoming major update like MG gunners have only access to the MG´s and which prefab is it or where can i find it to make my own?

naive palm
#

Hey guys, need help...I have made predefined groups in my faction for my server, but people can rename those in game or when they left that team, the name of the predefined group and its description dissaphered...And also I have still callsign Atlas Red 1 etc. which I would like to delete or change...because in the radio settings its not showing the name of the group, but callsign from ArmA, which is Atlas Red...and I dont know how to change it.
Ping me with anwers, thank you

chrome rampart
bitter verge
#

anyone help, every time i deploy a vic or placement from depots or tents the camera will lock rite on the edge of the white circle and wont let me move around to then be able to place things correctly 🤷‍♂️ seems to only do this a certain map im using tested on others and all is normal @thick kraken

chrome rampart
naive palm
chrome rampart
trail temple
#

While working on Conflict in the Bergamo map, I encountered an error like the one shown in the image. Does anyone know how to fix this?

severe hollow
trail temple
thick kraken
lean scroll
#

Is there a way to send messages in the chat automatically?
Let's say every 10 minutes or so?
I couldn't find anything for it, also not trough Battlemetrics. Can't find raw commands.
Is it script only? Are scripts like that avalaible somewhere?

wild trellis
#

Server Admin Tools mod

lean scroll
#

I'll check it out, thanks!

young moon
#

hey guys can anyone help me? I have some issues with my game file being broken and I cant figure out what is causing it, base game map it works fine but when I built a scenario I am getting some jank. Video is what I am talking about:

#

Its Stuck perpetually loading

lean scroll
#

I added a new mod to my project (as dependencie I guess) and closed it.. and later try'd to open it again.
Now it keeps saying I need dependencies to open it.. and if I download those mods, it asks for more and keeps asking for more.
Is there a way to get rid of those mods from the project? So I can open it again? Or am I screwed? 😛

chrome rampart
chrome rampart
young moon
lean scroll
#

It says the mod it self is an indepencie

#

So when I try to open that mod it says cannot locate independencie with this mod ID
but thats literally the mod it self lol

young moon
#

this*

chrome rampart
young moon
#

on the base map everything works fine

#

but somethings fucky

#

also I just got a massive error

chrome rampart
#

Whats in the top default layer?

young moon
#

wayminut

#

I see another campain loadout manager

chrome rampart
#

there you go...

young moon
chrome rampart
#

you have a bunch of double loaded managers.

young moon
#

gotcha

#

also is there a way for me to whitelist the bases so I can chain them together aas style

chrome rampart
#

IDK about that. Thats a campaign mode thing.

young moon
#

I mean I know there is but I cant find the part of it in the radio section on bases

#

I only wanna whitelist radio freq so that bases can only connect to certain ones

lean scroll
#

I got my problem fixxed.
If I understand correct.. if you add a mod, let's say a vehicle.
There are only two mod's in the project for the vehicle and downloaded on the server.
But that mod needs 20 different dependencies..

Then those dependencies don't have to be in your project or on your server?
You just need them on your PC? So if you open the project or somebody wants to play on your server they just need to download those 20 dependencies too but thats just client side?

chrome rampart
young moon
#

Does anyone know how to make it so that bases can only connect to specified bases in conflict?

lean scroll
#

Never mind I am just a complete idiot who accidentally put one in there that was the wrong one and kept needing dependencies on dependencies 😩

elfin crypt
severe hollow
blissful holly
#

Hello
Maybe someone knows how to simplify the customization of the character's loadout when creating scenarios. Through loadoutManagerComponent it is not done quickly
Maybe somehow it is possible to use some mod, like bacon Loadout Editor or another to create them?

onyx mango
#

does anyone know why my guys are spawning on player backpacks and loading in naked? I have all the options I can think of enabled in the managers.

young moon
chrome rampart
chrome rampart
elfin crypt
chrome rampart
leaden trellis
#

Does anyone know what mods cause real bad brightness on some scenarios?

chrome rampart
leaden trellis
leaden trellis
chrome rampart
#

Might be best to ask #enfusion_terrain . It's either environmental probe or light probe.

#

IDK man.

broken saddle
#

how do I even make a game master scenario I can’t figure it out

severe hollow
leaden tendon
#

Hey everyone, I'm having an issue with SF and cuatom factions. From my research and what I've been told by others, the SF task creation logic doesn't recognize custom factions, only the default factions. My question is, has anyone found a way to make it work with custom factions and without doing default factions overwrites (this seems to be the solution that everyone I ask comes to, but it kind of breaks my use case). Any help would be appreciated

chrome rampart
leaden tendon
#

Yes, so, In my faction manager, i have faction aliases set up for a blufor faction. But what I always end up getting (unless US faction is playable) is that task creation failed - no playable factions

leaden tendon
chrome rampart
leaden tendon
#

Allright thanks! When I get the chance I'll post a screenshot of my setup for more context. But basically everything works as expected except for task assignment

chrome rampart
#

Key was adding factionalias component to the faction manager and create an alias called "NATO".
Add faction alias key to all the tasks where needed.

leaden tendon
#

Holy crap, so I'm probably doing something wrong in my setup. Thanks a lot! I'll give it a try as soon as I get home.

broken saddle
#

And I’m not sure this should go here or not but I also need help with the navmesh

leaden tendon
broken saddle
#

Which I don’t know how to get or make

leaden tendon
#

As for the navmeshes Pianoman has a good video on making navmeshes. Look for pianoman on yt

broken saddle
#

Thanks