#enfusion_scenario
1 messages · Page 18 of 1
Only if u use mods tho
Someone has knowledge with the Counter Groups from Gramps I dont know why its not working if someone could help that would be awesome
anyone know why this happens? Shows naked on deployment screen but when you spawn in character is not naked
what loadout manager are you using?
It looks like the position of the counter spawn is in the middle of the point. This will cause the script to fail. The script uses the distance between the spawn and the point to find a random point to spawn them. If the distance is zero, it will fail to spawn them in.
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.
.
Yea I put Counter 1 now there to just make sure maybe I need to place it much more further away
Didnt worked out tho
Conflict/campaign
Other faction has no problem
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
*Despite the Vehicles config for the faction being in place
Help Requests | Add Modded Vehicle to Depot
Thanks mate - Amazingly useful as always!
@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?
Yeah, thats addding vehicles to the list already defined - I need to ask it to reference another config file altogether, is that even doable?
sure it is. But might require some heavy lifting due to all the tie-ins across components.
Would be easier to edit to game config.
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.
Miscellaneous | Kill Entity Action Demo (Remote Detonator)
Demonstration video of a kill entity action using a remote detonator.
awesome
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. ?
Is this a modded world or game world? Did the mod creator setup up the navmeshes correctly? Or did items get added to the world after the original navmesh created?
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.
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.
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.
The mission you create should be set to depend on the mods the assets you use come from.
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.
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.
@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 ?
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
I haven't used it yet but I believe faction alias can do that.
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework#Faction_Aliases
Thanks ! I will check the link and play around a bit.
Cheers 🍻
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
Does anyone know the max amount of objects a sub-scene on Everon can have ?
Not playing with GM & most objects are static objects.
I don't think there's a max amount. Whatever your system can handle I guess lol
Does a grass hider exist yet?
Not even sure how it would be handled in Reforger, but in A3 they were invaluable as placeable objects
Ah think ive found what im after - Clutter Occluder
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
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
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
Cool. I'll try to recreate to confirm. Feedback ticket ?
i will crate sample in Framwork World
Framework world?
Tutorial world..
Just to clarify.... So you have them set to a faction other than US? USSR. Correct?
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.
i just had to change my variable
The default has always been US as far as I know.
But only if you layered inside a LayerTask. Outside a LayerTask, the FactionKey will not touched
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
Maybe try #1113877580714614944 for anything related to his mod
Thanks man ! I will check this
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
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.
what about using the SCR_FactionAliasComponent added to the faction manager. Also setting Friendly Factions Ids
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?
You have to copy and paste each category of the multilist, I.E. Weapons, Ammunitions.
@chrome rampart That is the steps im taking - Unfortunately, this is the result :
I right click on the multilist "Weapons" and copy that (IE RHS items catalog) then right click on multilist "Weapons" for the US items catalog and paste.
And items I want to remove just highlight and press delete.
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
Find the sound component that is generating and uncheck the enabled box.
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 ?
- What kind of sound are you talking about? IDK what it is you mean.
- When exactly does it happen?
- Is only AI or AI and Players?
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.
Ok, let me see if I can find it as I go about. I'll let you know.
Yeah, thats what im doing in the video I posted - But it doesnt pull the prefabs across, it only displays them as NO PREFAB 😦
that's very weird I don't remember any sounds like these when AI spawns in SF. 🤔
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.
Give me a few I'll do up a video.
Any idea if it's possible to add an arsenal to a vehicle?
I figured it's probably just adding components but I'm unsure which ones
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
Yea I see that. The problem is the way pronto handling the multilist for the mod. If you notice RHS maintains the same naming convention as the game entity catalog for their entity catalog.
Ok I got it. 1 sec
@surreal parcel https://youtu.be/DFJ58HHyvsg
Give it time to process
Help Request | Custom Entity Catalog
NEXT! Yes and No. Adding a full blown arsenal I don't think so. But items to the trunk yes by overriding or duplicating the vehicle prefab. And.....
Add MultiSlotConfiguation
@chrome rampart Mate! This is immeasurably helpful! Youve just saved me a whole heap of time and stress! Thank you 🙂
you can slot an arsenal box somewhere. you can also make the box smaller if you want so that it's not visible. that's how I've done it
Legend - Just to add more questions, do you know if it's possible to add an action to an object to refresh a loadout from the prefab?
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.
To do that just edit the vehicle prefab and go to SlotManagerComponent
add a new slot
you can manually place the arsenal box wherever you want by changing the offset and angles
it's more of a workaround rather than the correct implementation I guess but I'm good with whatever works lol
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
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
Hadn't realised how much we used the feature until you can't do it!
true!
by chance anyone knows where these markers/icons are stored in the workbench? and if it's possible to add more or change them?
Has anyone used conflict style bases that are captured (without score) in capture and hold game mode?
@gritty vortex this something you've done before?
nope
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
@cloud obsidian @earnest verge is there a straightforward approach here?
I just want to set up capturable bases (like conflict bases) in capture and hold
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
in my experience System Failure errors happen when you do something that is not supported by the logic of the game. For example, if you edit a prefab and enable the destruction component when it was originally disabled, it will give you a system failure when you try to play on a server. and like this there are many many examples
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
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 😦
I agree!
once I spent all day trying to figure out why I was getting a system failure error, turns out it was because I was using one of the orange prefabs instead of the blue ones. but I had hundreds of prefabs plus I didn't even know what to look for. it was a pain in the ass lol
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:
-
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)
-
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.
-
Something that calls SCR_FastTravelComponent.ToggleMapDestinationSelection. In Combat ops, this is the unfolded map object with SCR_FastTravelAction.
Going to steal this and post it on my discord. I'll do a video of it as well. Good info, Thanks.
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?
I'm about to head to work, no time to walk you through it rn. But maybe someone in my thread can help: #1113877580714614944
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?
Never mind I solved it. Gamemode was missing SCR_CommandingManagerComponent
Whaaat. I've been struggling with this like forever lol and you figured it out in minutes. great! thanks for the info
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)
Btw, @severe hollow , did you manage to get "play sound on entity" to work?
Not really, but I stopped trying after a bit. I'll let you know if I figure it out!
Alright!
Just trying this now, where do you actually find the option to change the SCR in step 1?
in your game mode manager, look for SCR_MapConfigComponent
If you are using Scenario Framework then the manager is GameModeSF
If you don't already have your own map config, then duplicate MapFullscreen.conf. Then right click SCR_MapCampaignUI to change class. Then add your new .conf to the gamemode component.
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.
How can I activate the ranks in SF? I've added the SCR_CharacterRankComponent, but nothing happened. any help appreciated
I think you add xphandler component to game mode
thanks I'll try that!
Anyone know why supply depots wont show up on the map, I have added the supply remnant marker already
nvm
How can I disable the killing in disguise stuff in a custom conflict Szenario ?
I haven't made a conflict scenario, but I see what look like those settings in SCR_PerceivedFactionManagerComponent on the gamemode.
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
Did you figure it out? I'd like to know how as well!
Does anybody know how the game calls the order of predefined groups when displaying them in the role selection menu?
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.```
But in-game it will display randomly for some reason
like so
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.
I don't think that's how it works. 1st are playing on a dedicated server? And 2nd how did you set up the load / save system and for what game mode?
Look at the gamemode for combat ops arland or everon and the saveload component. It is limited right now.
Anyone have a idea how i can change the Spawn Logic at the Respawn System Component?
Right click it, change class
Thank you
It is singleplayer. I have set up the SaveLoadComponent. And I can see that it creates a file with my custom struct, so I know it works. But it for some reason does not create a file with the scenario name. And when I look ingame, it can not find a previous session for the scenario.
I've setup the saveloadcomponent. see above. Idk know else I am missing.
Not sure. in my case it works just fine but I play on a rented server. The only other thing I did was activating saving in the mission header but not sure if it applies if you are playing SP
I did activate that option. Well I notice that a lot of the save/load code is in .c script. So I can at least dig into it if no one knows.
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
So far have been using more groups with fewer characters in each
You might have uncovered a bug. The AI should retain position when de-spawned. So it should go with reason that killed AI would remain killed until garbage collected. The remaining AI would spawn on saved position.
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
slot or slotAI?
Sorry, SlotAI

@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.
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
Welp thats a problem....
That's annoying then 😄
If I kill an entire group then they do not respawn though so I guess it's just a slightly-neverrending battle now
SlotAI maintains an array m_aAIPrefabsForRemoval, which it adds to when an agent is "removed", which I assume means killed. It will then remove agents from the group based on this array when spawning.
Which is all to say, I think it is actually supposed to remember killed group members.
(Haven't tested this. Just looking at code)
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.
So you have a squad of 8, kill two leave area come back and get all 8 again.
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"```
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
There are plenty of examples on the workshop now.
https://reforger.armaplatform.com/workshop?sort=newest&search=marker
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?
Is this a custom conflict mode? a scriptedchat entity must be present to access GM when in local host mode or dedicated server. GM is not accessible in from SP in game.
It’s the prefab of conflict.
So are you making a conflict scenario yourself?
And so I need to add a scripted chat entity for global chat?
And no I’m using the vanilla Prefab of conflict and the game mode set up. I mean the only tweaking I’ve done is making more control points needed for capture.
Looks like it has CampaignMPChatEntity already.
This is for operation repulse not op dingo.
@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.
I thought you were checking out the map, my bad.
So the prefab that needs added is scripted chat entity? And that’ll give GM capabilities and global chat?
Yes. Or CampaignMPChatEntity as well. This is used in gamemode_campaign from my understanding.
I’ll check these out. You mind if I send you a friend request?
A search for chatentity will reveal available one.
Some of my AI keeps spawning under some objects even when the ''spawn point'' is above it, any ideas?
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
That's a huge task. Start small, gain skill and go slowly build up
I am starting to realize that. I am currently learning how to build simple scenarios.
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?
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
Ever after 30s
General Enfusion issue, for AI to spawn reliably they need to spawn on terrain, if you try spawning them on top of buildings or rocks they will spawn inside it on the ground underneath. Workaround I use is to spawn them on terrain nearby and give them a waypoint to defend on top of whatever non terrain mesh I want them on
select the spawn point, in the flags for the generic entity, check the box next to "Relative to Y."
I will try that, I was near sure this did not work. Will let u know, thank you 🍻
Does anyone know why the command trucks aren't working in a custom conflict, all configuration should be correct. What am I missing?
You can check this box if SF.
Are you using mods in your scenario? Could be caused by a mod not functioning correctly. Try running a default BI scenario to eliminate the server side of things.
Hello, it's there a possibility to remove name tag show for civilian ?
Disable the tag component on the civilian base character
Thanks ! 🤟
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 ?
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
Waypoints do not move.
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
no worky 😦
not exactly sure what u mean
🤷♂️ worked for me!
do u put them into same category/layer?
I don't use scenario framework, maybe it doesn't work there. I'm using ambient patrol spawn points for the ambient patrol system.
same here, based on ur remix 2.0
Got different points on water working fine, but two other points r no working lol
Maybe it's a weird thing where you just need to restart workbench to get it to work? Idk
worth a try 
btw, that is a point that u use on ur eastern sea relay, I just added extra spawn points with MG teams
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.
The lighthouse and main building works fine, just them ''slabs'' r no worky XD
maybe try raising the point above the surface a little bit so that they fall on to the surface?
Yeah tried that, also with defend point and without. Just gonna have to leave as is lol
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
Yeah, exactly what I have done and no luck XD Hardly to do with navmesh?
no, but speaking of, I did do a custom regeneration for that area otherwise they would walk right off the roof to their deaths.
So there's no way to add captured bases like from conflict, in to capture and hold game mode?
Without an insane amount of work as far as I can see
is there mod for link discord to arma Menu
Its not an Navmesh issue.. spawn position will check for FreeTerrainPosition and Formation position. An Object will not count as Terrain.
Makes sense, anyway I still haven't figured out so just gonna leave it.
had the same issue, so i modded the spawn handling to search for free floor position. This will also check Objects
Is this part of the reaper or a separate mod?
part of... i added a ton of features to the regular framework
added cars take no damage its normally?
only by crash damage
Check the DamageManager?
i dont know there is an activated but too many configs inside
can anybody help me with this ? i added Vehicle but its bullet proof
What about the multis?
if you check the Engine-HZ - Kinetic Multi should be 2 - 4
I don't want to be presumptuous but want to share this info so if people are searching here they might find it. I'll start posting as I create them.
Action: Move into Compartment
https://youtu.be/CzRX9oRAIj0
Actions | Move Into Compartment
We cover the action "Move Into Compartment".
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.
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?
Is it more complicated than adding TRAIT_SPAWNPOINT to an overridden vehicle prefab in EditableVehicleComponent or should it be that simple?
Nevermind I figured this one out - You can just nest the spawnpoint into the prefab you are overriding
Onto my next question - Hope somebody can help with this as I cant find an answer anywhere!
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?
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
Is there any straightforward way to rotate mob ownership between factions on mission end in capture and hold?
In conflict I know there is
In CAH I only see whatever prefabs you place down as being faction specific
Append Briefing Text and Append Briefing Text Based on Task
How do I make the Conflict Escalation gamemode appear so I can place it on a map?
You add the mod as a dependency and then just drag/drop on the map?
Not only does it not let me drag it, it also doesn't show up here
Where I enable and disable suplly in the WB ?
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)
Load up a vanilla mode first and look at what prefabs are in the world. Follow a guide for making a conflict mode, TPM I think has one if you YouTube search and then replicate.
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)
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.
The Welcome Screen
Welcome Screen | Basics
Basics of installing, editing and using the welcome screen.
you have to create a sub-scene of a world to place objects in them.
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.
The prefabs are called checkpoint and there are a few different sizes. Game mode set up will only add the needed managers but you need to come up with everything else like compositions etc. If you want to use the vanilla conflict just open the conflict map and create a subscene
Good to know, always tought that came with the setup!
I'll investigate!
Of course i could just use the conflict map and create a subscene, but wheres the fun in that? 😛
Thank you for hinting me in the right direction!
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
[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.
You DO NOT have to watch the videos in order. The playlists are organized to the contents listing on the left side of the page.
Each playlist contains 5 sections for better channel formatting. This channel is for those using the scenario framework with Arma Reforger Tools to create scenarios and other items. Enjoy the channel, hope it helps in ...
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.
What do you mean by layer? As in within the enfusion editor?
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 😅
Where i can find working EditorModeEntity where i can find actionContext for change some elements
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?
did you do a keyword search in the enfusion resouce manager?
Actions are normally handled by the actionmanagercomponent for the prefab.
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 ?
You can hide actions a few ways. Remove the action context for the action. Get the index ID number of the action and use the SF action to change action visibility.
I didn't know animations had player interactions on them.
Thanks for the tips.
Maybe I'm using the wrong prefab or my method is wrong ?
I'm placing PatrolPoint_loiter in the default layer of my scenario and choosing which animation to play so AI will use them and make the mission more immersive, they are being used by AI, I just want to hide the action for players.
is this bad practice ? I have over 200 loiter points 🤔
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.
- Override the prefab
2). Remove the "Parent Context List" under the Addition Actions for each action.
You such a legend, Thanks. 💪
I will check it out when I get back on the PC.
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
only issue is i think i would need to pull over a lot of stuff from conflict and thats not guaranteed to just work
What game mode is your scenario?
SCR_BaseGameMode, pretty sure we just used the gamemode setup plugin with the SF config
Ok so gamemodeSF then.
I've never looked into this, may be an interesting exercise. 🤔
You may be able to use triggers to spawn a marker depending on the number of each faction within the trigger area. Or a custom script would do it for sure.
It an interesting problem. I'm going to play with it.
i have a version setup using the SlotMarker entity but the markers are too limited in functionality
What functionality are you looking for?
for it to function just like a conflict military base marker lol but yeah ill most likely have to do that myself
Yep.
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?
Or maybe someone know from which mode I have this error?
That is a mod. Reach out to the mod owner maybe?
Yes, but which mode?) I have a lot.
Which mode has FPM folder?
🤣
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
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
Whenever a task moves to the 0,0,0 position and turns red indicates an error in the task. Where is the error? IDK not enough data.
didnt see any errors when the task was created just a print saying that the task was created and only once
Take a look at the hierarchy maybe you are trying to nest an area in another area which can lead to task errors
yeah pretty sure this was it thank you
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!**
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
maybe overwrite the prefab to your Project and the change it in the files of it
Are you using wcs as dependency?
And yeah override and then I object details type edit and it'll be in that component
which wcs mod, i not using all the wcs mods
Are you using conflict game mode?
yes
Ooo okay I can give that a go, I have also found an alt. method - went into the truck building provider component and just completely removed the budgets to evaluate, which has fixed it!
Are you testing in GM mode? Try delete char and spawn in Russian and test
Seems like a faction issue, make sure prefab is not being overriden
no in the basic faction where i choose to spawn as a russian and the test it
Okay so it's probably the prefab then. Are you using the ussr base model. Or using different faction and changing the key?
the basic prefab for ussr
It has the campaign building component attached?
letme check
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
okay i have all of this
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
okay
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
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.
Not sure if I follow. Are you working with SF?
You have a layer and inside that layer you have a SlotAI with your AI group, an Slot with your vehicle and a Slot Waypoint with your waypoint?
This could be the "timing issue" with SF. Try delaying the spawning of the AI with a wait and execute. Or try this... put the items order by naming, AWaypoint, BVehicle and CGroup.
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)
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.
Wow.. delayed the Ai by 8 seconds... now its working
WOW is right. Never had to do that much. Normally 1 to 5 seconds.
LoL... they only stat driving while im watching with GM, if im on another location, they do nothing
Yea add "Action AI" and "Disable LOD" to fix that.
On the SlotAI ?
I think they do start driving when not in workbench. In game it works.
Yes on SlotAI
Now it works. Ty mate
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?
- Is the mod working with the latest version of the game?
- Have you reached out to the mod owner and ask him about?
- It might be better to ask in #enfusion_terrain
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?
I don't think so
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
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 
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
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.
You must add a scriptedchat entity to login as admin and then have access to GM.
I'm a beginner and I would like to know how to do it, would you mind explaining to me please
Search in resource browser for "scripted chat". Drag and drop the prefab into the sub-scene you created.
Just like any other manager.
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
It worked thank you very much and how do you add weapons to the arsenal
How to remove and add items to the arsenal and across factions.
THANKS
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)
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 😦
Seems like my issue was having a restore layer in OnTaskFailed, even when the mission is not failed but finished. Related to this vanilla issue here #enfusion_scenario message
do you know of a workaround for this issue until the devs fix it? Seems to still be an issue
ah, I see this message now #enfusion_scenario message
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
No change in the ticket as well. "Awaiting internal testing". Not sure what is the status. Hopefully it will be fixed next update or experimental release. I know this was not an issue before when "restore layer to default" action came out.
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);
}
}
Try spawning the AI first and the task a second later using wait and execute.
Considering that the first clear area task is working I suppose you have it correctly set up. So it could be a timing issue
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
Yeah this was my thinking although not sure why it's only just started happening
Have you got "is source" ticked?
Where would that be ticked at?
It'll be one of the components for the conflictmilitarybase can't remember which exactly but will be to do with radio, ranges etc.
How can I set up a user action on an item (explosive charge) that deletes an object once picked up?
Don't quite understand your question.
- Item is a demo charge (C4 block)?
- Want to add a user action to the demo charge.
- What are you picking up?
- What are you deleting?
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 🙃
How can you create an area trigger with damage? For example, as spawn protection.
Try using "Terminate layer" action instead of deleting entity.
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 👍
Like you take no damage in an area or?
I'm sure I've seen spawn protection bits whilst in the workbench no idea how they work but can check it out later
Yes, and so that the other faction takes damage.
Sorry mate - Should I be terminating the layer containing the demoblock, or the one containing the trigger please? 🙂
terminate the layer containing the demo block.
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 .
Is there no damage function for triggers?
How can I add a script to the trigger myself?
Maybe check how containment areas work (not sure if this is the actual name of the prefab) but they work similar to what you want
Hmm, I can't find anything.
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.
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
I was more referring to how I actually activate a script. Like these SCR_scripts in your image. 😅
Hmm not sure I understand. to create a script you have to create SCRIPTS folder in you mode and a GAME subfolder. Then right click and click "Script" to create a script. then you can start coding. If you already have a working component you have to attach it to your prefab by clicking "Add Component" in the object properties
yes, But why don't I see them in the search? 🤔
Oh cause that one is not a component
No? What is it? 😄
have you looked at mods that implement things similar to what you want? like this one: https://reforger.armaplatform.com/workshop/6271134D85ED0DDA-ConflictSafezone
might be the easiest approach
why does this only spawn 1 layer?
Little confused here.
- You have it set to "RANDOM_ONE" so it's only going to spawn one layer.
i see tyty
wait one checking something.
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.
slowly catching up
lol
But then that is kind of redundant.
That's glacial slow dude.
i see, this wont work for how i want it set up then, thanks for the help though
Is anyone else having issues logging into GM on the new commander game mode 😭
Feedback ticket
https://feedback.bistudio.com/T193698
Action AI "Set Character Stance" doesn't seem to work.
https://youtu.be/yPIGCltxcIo
Action AI | Set Character Stance
Attempted to set character stance. Unsuccessful. Do not use at this time.
BI Feedback ticket will be done.
Is there a component for deletion in minutes? 🤔
What game mode and what do you wanna delete?
Morning, any idea how the new TaskSystem in EXP. working? There are no more SupportEntitys or a Taskmanager. Can i just delete it?
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.
Why is my conflict mode duplicating capture points? And when I go to some of them it kicks me off the server
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.
Arma Reforger Experimental 1.5 | Task UI
Investigate the new task UI for scenario framework.
in 1.4 you could set the icon without the _M modifier
so, just Task_Build for example
My own game mode. I want to make a zone disappear after 10 minutes. That's why I'm asking if there is a component that can do that. So far, I've only seen ones that are designed for days or hours.
Are you using Scenario Framework?
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
Where can I find the Wait & Execute function? In SCR_ScenraioFrameworkSlotbase?
It’s an action you can add, no need to use script for it. But if wanting to write a custom script for it, then look at SCR_ScenarioFrameworkActionWaitAndExecute and copy what it does, I believe
I found it under “OnInit,” but which subsequent actions should I select?
Should be one like “restore layer to default”
I’m not at my PC otherwise I’d provide more specifics
I think it works. Thank you. Is there a wiki about the SCR_modules and their description?
If meaning scenario framework and its different things, then here I believe https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework
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 ?
As a noob, I would say you give the object an “object to spawn” with the content “SpawnPoint_US.et”.
Is it possible to make the E_editor zones visible? 🤔 I was actually inside the effect itself and took a look.
Can someone help me on this
What do you mean? Like in the world editor?
So that every player can see the outline in the game.
Hm no I don't think that's possible but once I was able to see the area of a spawn point so there must be a way actually
Yes, you can set the area so that you can see it. So you have to create an extra model for it. I miss the Arma 3 3D markers. 😄
In my Invade and Annex scenario there's a bug where the spawn point can be seen in the helicopter. I don't know how it happened but it's there and I didn't create an extra model. I'll take a look later!
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?
The system has been totally reworked. If you used any vanilla parts of the old task system, it will likely be commented out and not a thing anymore in 1.5. I had a mod in 1.4 based on tasks, and I've already spent a full day trying to update my mod to the new system. Still not completely fixed yet.
Probably a 95% chance your mod will not work in 1.5 if based on 1.4 task system.
Are there any other changes?
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
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.
Portable respawn point? The radio back pack.
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.
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.
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.
Do you have before-after of the world layer file? Would like to see the exact changes to the scenario setup in the .layer format
I don't. But you should be able to create that yourself with your own scenario easy enough. And I don't keep all my stuff in one world layer either.
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
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
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 🙂
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?
The vehicles available for a faction to spawn are defined through Configs/EntityCatalog/US/Vehicles_EntityCatalog_US.conf in the case of the US faction
If you want to limit the vehicles available to a certain faction - You can override this file, provided youre playing as the US faction and amend accordingly
What happens if I create a brand new faction, how would I approach this Vehicle_EntityCatalog file?
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
That's the goal 🙂
I am building 5-6 faction map, but I am simplifying set ups to more civilian vehicles, I don't want BTRs and such. I also want more of simple buildings, removing overpowered builds across the map, as it's very large too. I don't want people building all over the map
Thanks a lot, man!
I don't think you can really remove buildings from the map unless you have the source files
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You misunderstood, I meant buildable ones 🙂
Compositions.conf and freeroambuilding.conf something similar to these
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
Thank you 🙂
Real when I started there wasn't even the boot camps 😅
😂 It's still the wild west out here, but better than it used to be! Together, well all figure this stuff out! 💀
Great thing you guys paved the roads and experience for new guys to come in.
I am only about a month in, but I am already helping other people from things I learned. It's great that people made all those videos
Indeed-indeed, this Discord is essential
Arma lives on modding
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
Enfusion is VERY intuitive in so many ways, and people are very helpful here
By the way, do you know by chance how to implement patches without using RHS mod?
I had RHS as dependency, but I barely use any of the content, and I want to minimize dependencies.
Is there a way to add a patch to a uniform or a shirt without RHS?
I use Zelik's Extended Uniforms mod as one of the dependencies
I always start people on patches too 🔥 terrain is a bit tricky sometimes, getting them to install qgis and all that
Not unless another mod has a patch model for you to use and it's APL or similar licence
Yeah im afraid its the only system (I know of) that implements patches in the way you might want to see them used
You could, of course, build one from the ground up - But I guess nobody has tried this for a good reason! 😬
I think I first started with map, and then did uniforms, but I am unusual 😄
I don't mind difficult tasks, as long as I enjoy them.
Thank you on patches, nonetheless
I know of another work-around on how to get it done, but it requires some experimenting
My first foray into animations and voice over
AR Experimental 1.5 | Animation and Voice Over Introduction
First look at animation and voiceover in scenario framework. More to follow as I explore this area.
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 🙂
FEEDBACK
Scenario Framework experimental v1.5
- AI do not continue with waypoints.
https://feedback.bistudio.com/T193792
https://youtu.be/Pfa1bIEilgA
Arma Reforger Experimental 1.5 | BI Feedback Ticket
Dynamic Despawn AI stops moving to waypoint on respawn.
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.
@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 ?
Yes. You must point the AI to the cycle waypoint first. Depending on your organization of hierarchy whether you add additional layers or waypoints.
Miscellaneous | Dismounted Patrol
YET Another Dismounted Patrol video. We are able to roll back to original setup with the release of v1.3.0.130. Minor changes to setup.
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.
Are you working in 1.4 or 1.5 exp version?
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
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.
Have you tried it in 1.5?
Not yet. I will tomorrow, when I get home.
Just a word of warning.... It is experimental and there are some bugs right now.
Solid copy ! Thanks for the tip and especially your YT videos.
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
Does it have the white circles around the pumps?
Yes
whats the name of the composition?
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.
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
You need supportstationmanagercomponent
But, Conflict needs to be created
Throw down any gamemanger, and play from camera to test
or generic entity and add component to it.
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?
Blackheart comes from 3rd Brigade, 2nd Armored Division (FWD), Garlstedt, West Germany. @velvet cloud
Got you, I figured, but it was a wild guess of course
Did you mod Arma 3 in the past too, considering all the tutorials on Reforger?
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
😂
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
Yea it's pretty good now. Wasn't always so helpful. Alot of snarky people on the forums before discord was around.
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
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?
try searching zone restrict
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...
Most things are possible in enfusion just have to play around and figure out how to do it, I'm sure that your idea is possible, it may be a bit of work to figure out.
Sorry if this is not the exact answer you looking for.
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.
will try this weekend thx!
Blackheart will probably know for definite but as far as I inie the two game modes don't mix well
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
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 ?
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 !
- 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
- 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,
- 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.
bro's how do i stop this from appearing in my server log for an escapists port
FEEDBACK:
https://feedback.bistudio.com/T193864
Problem: Order of Operation in the spawning is causing major issues in the framework.
https://youtu.be/hQdIYRNja-E
BI Feedback | Order of Operation
Major issue with order of operation and spawning slotAI first. Slot AI should spawn last so all components they require are spawned in and present.
Its gonna be fixed in a couple of days 🖖
Oh super thanks a lot !
Np man
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
You might be able to do a PvEvP with scenario framework. I've been thinking about this and if you use a faction manager like USSRvsUS and make both factions playable. You could have USSR tasks and US tasks using faction affliation. Even 3 factions with a faction manager setup with 3 factions, 2 playable, one non-playable.
is there a mod that allows you to play all three factions in conflict
Does anyone know how to make fog preset for weather?
I have tried many things and still can't get it to work
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?
Have you tried plugin "on spawnpoint used" with action "move into compartment"?
assuming you use scenario framework
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
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
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!!!
Has anyone been able to use the "Play Sound on Entity" action successfully?
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
Never had a problem with it myself. Maybe you could share some screen shots to see how you have it set up? There must be something wrong
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
sorry for the late response, only seeing this now
still happening
seems to just be the task that doesnt start though, everything else works as expected
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?
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)
Is there a way to remove pre-existing terrain buildings?
you have to chain the tasks using the "Spawn Objects" action on the "On Task Finish" propery of the first task. The first task needs to be OnInIt but the following tasks need to be On Trigger Activation so that you can activate the next one when the current mission completes
well shit....
thats literally exactly what we're currently doing
Do the tasks need to be on the same area or they can be on diferent areas?
they can be anywhere since you are spawning them by the layer name. just remember tasks are composed of two parts, a layer task and a slot task
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
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)
Let me take a moment I get overwhelmed easily. lol I need to analyze the whole thing
so I see you have only two tasks? you want to chain them?
or what are you trying to accomplish?
we already have everything "working" but it behaves inconsistently/breaks unexpectedly for seemingly no reason
we're on like day 3 down this rabbit hole and we still havent found any light 
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
Alright lol. What is Clear_SlotTrigger_A1 for?
we use a custom xp reward script, uses that to give xp after the task
i made a custom action to award xp since the SF gamemode doesnt have anything like that
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
alright so the issue is that sometimes it spawns the second task as it should and sometimes it doesnt? and yes no problem I'll try to help but might not be as quick when replying. I might send you a PM later if that's okay
its not strictly the second task, its happened on several different areas and tasks and yeah for sure on your own time PMs are fine
~~okay so we just restarted our server and the on_init task didnt even start this time ~~ nvm we broke it
working prototype of a supply drop request using the radio in Scenario Framework!
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.
To remove wheels go to the slotManagerComponent of the prefab and uncheck "enabled" for which wheel you want removed.
To add bullet holes search for "Arma Reforger Modify Vehicle". You have to create a new .edds file for the body with added bullet holes in the right spot. Poor mans version. Short of creating a completely new model with new textures.
Thank you very much!
And shout out to your tutorials man, awesome work and really a lot of help!
I have a question, as I am literally looking for a way for a vehicle to respawn at a location on a timer, did you script this mod, or did you use some prefab as the basis for this?
Raspawn Delay and First Spawn look very much like what I would like to add
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
try SCR_VehicleSpawner
I appreciate it 🙂
If your using SF, you can do a wait and execute with action "restore layer".
the problem is that if you are using the vehicle when the restore layer happens you die
lol
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.
I found the problem, it turned out that CE does not work with ACE, if suddenly someone has the opportunity and desire, please write a compatibility mod between CE and ACE)
sure I'll get right on that.
Hello. Does anyone know if it's possible to play a cutscene in arma reforger scenario?
You mean like this? @rustic hearth
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?
make a new proj with map as dependency.
Just the map, not the map with GM mode etx
?
Thx btw. Gonna try that when i get off work
GM is attached to the terrain mod no?
I think we need to be careful with terminology here.
EditorMode might be attached to the world. But a GameMode_Editor does not, which is a GM scenario.
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
I would ask over in #enfusion_terrain since you talking about creating a new world just to be sure.
Thx fam. Imma seperate everytthing first and try again. Appreciate you taking the time to respond!
FEEDBACK v1.5.0.18 Submission
https://feedback.bistudio.com/T194006
Problem: Running the Gamemode Setup Plugin for scenario framework installs the game mode for game master.
https://youtu.be/BVezsIh35yY
BI Feedback Ticket for Game Mode Setup Plugin for ScenarioFramework.conf installs Game Master game mode.
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...
Hmm not sure if that's possible since the spawnpoint is not part of the hierarchy nor is an entity spawned in the world. Is this for single player or multiplayer?
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.
You could test the behavior using a trigger instead of on spawn point used. Of course the vehicle would have to be static not moving but should be good for testing purposes. If it works maybe a script can be created
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.
Nooooo I was literally thinking that earlier 🙁
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
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
WORKAROUND:
- Click on the "Reset to Default" arrow.
- Template will change to "GameMaster.conf".
- Select ".." button.
- Choose the "ScenarioFramework.conf".
- Proceed as normal.
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.
Anyone know what changed in 1.5 that prevents AI from capturing bases? (in conflict)
found it! In the SCR_CampaignSeizingComponent:OnQueryFinished() ```cs
// FIA is not allowed
if (faction == SCR_GameModeCampaign.GetInstance().GetFactionByEnum(SCR_ECampaignFaction.INDFOR))
continue;
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
I'm not sure the best channel for that, maybe #reforger_workbench or #enfusion_generic ? Not at all related to scenarios though.
Someone know how to easily we can transfer RHS uniforms in other faction arsenal without "you look like an enemy" label.
Hey, any way to avoid this effect on dark scenarios? The players show up bright
I’m looking for someone to make a scenario for me
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
get me a triple whopper and a strawberry shake then just maybe... ill consider it
are you sure your camera isnt attached to any entities?
other than that idk try restarting
it shouldnt be
That might be a move
What do you need and how much are you paying 
Money isn’t a problem if you could dm me I can explain
Actually money is definitely a problem. Anyone who takes you up on that could get themselves banned. That would fall under commercial use of the tools.
Understandable I was moreless saying I’ll pay w.e.
Thank you, been trying to find an answer, no one seems to know
Is there a way to switch a fireplace to lit when a player enters an area in Scenario Framework ?
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??
I think theres a mod for that, maybe called 'stay alive?'
Should be able to trigger it.
Stay Alive Forever is the one.
Also Trainwreck Health System I think
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
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 viaSCR_TerrainHelper.SnapToTerrain. - We tried:
- Overriding
SpawnBuilding()to skip snapping, - Overriding
OnAllBasesInitialized()to spawn it ourselves without snap, - 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:
- Is the “snap to terrain” flag to disable on the HQ prefab’s root
SCR_EditableEntityComponent, onSCR_CampaignBuildingCompositionComponent, or somewhere else (service delegate, composition root, etc.)? - 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?
- Is there any runtime system (navmesh rebuild, composition helper, service delegate, etc.) that re-applies snapping after spawn and needs to be neutralized?
- 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?
- If not data-only, is there an API on
SCR_EditableEntityComponent(or elsewhere) to disable snapping at runtime (e.g., something likeSnapToTerrainOnSpawn=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! 👍
I'll have to go back and look, I haven't done this in a few months. I'll get back to you when I do.
Its not working with ace!!!!
Interesting, it has been quite a while since I used that mod 🤷♂️
Does anyone know how to use the "Play sound on entity" action?
Yes the entity needs to have a sound component with the sound file you want to play
Thaanks Elizalde 😄 so uhhhh, how do I actually stop the sound? I've now just got a non stop siren going on once it's triggered 😭😭
Have you messed with the settings on the sound file? Make sure "looped" is not checked.
if your in the trigger and it is not checked "once" won't it keep triggering?
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
How does the single player in Arma Reforger do it?
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.
Are you testing in workbench? Or in actual game?
Actual game
Yea I did. Should have another glance at it.
just checked the gamemode, there is no saveload component in the SP01 game.
hmm, then maybe all I need to do is to remove the component from my mission. I mean, I use the SP game mode
trust and verify as my favorite president use to say....
I've never really played the SP mission. There is no save I can see.
Combat Ops says "save and exit"
Huh what, there is or was one for me when I was looking at SP01
I launched through the "Play" tile in the game. V1.4
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
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
@severe hollow I think you were asking for this.... sorry it took so long. Hopefully you can still use it.
https://youtu.be/ZmobhXhXhWQ
How to randomly select one of three tasks, then randomly select one of the other 2 tasks and then select the last task.
Oh yes I couldn't figure this out before. Thank you!!!
I was thinking if it is possible for AI to turn on fireplaces using SmartAction AI ?
There is a SA for fireplaces. I don't know what it does, haven't used it.
it does nothing, but I could be implementing it wrong. I'm Going to try a few things.
I'll look at it as well
Ummmm I think the "SA_fireplace.bt" does not have anything to do with a "Fireplace" 🔥 . It is to move an AI to a firing position to shoot.
I think you are correct.
iv been messing around with different things and still no luck, maybe it will be implemented by BI in the future.
There is a .bt called ActivityPerformAction. That might do it if setup correctly.
Have you asked over in #enfusion_ai?
Maybe a simple trigger when the AI walks into it, it turns on the fire.
No I havent, will do soon.
I think a trigger will work.
thanks for the help
I've been looking into this action. I just don't know if it is working. And if it is, what to enter in the fields. I've tried six ways to Sunday and can't figure it out.
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
You could have an unlit one with no user actions and have the effect thing spawn on top of it?
Hi guys ,any one here know how to change pve conflict opfor faction for the AI!
@void marlin
should work with anything that has a component that uses or inherits from SCR_BaseInteractiveLightComponent
You absolute Legend !!! 🍻
Thanks
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?
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!
Thank you! It was WCS...I also noticed this after looking through the config more, I removed the Auto Label for CIV and added a label for US/USSR. Just wanted to confirm you were spot on. Why on earth would they change something like that? maybe a mistake?
for clarity, here's where i changed it
Glad you got it sorted - They change a fair amount of stuff for their servers which includes removing living quarters afaik
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?
Is there a way to place where starting vehicles go or is it always just random
Not sure if I understand your question. It's whatever the scenario designer designed it.
Starting vehicles are defined in the faction manager and are automatically spawned in campaign mode
I think I saw something about that in scripts
im also noticing that the enemy HQ is now visible on the map. Anyone know where to change this? Guessing it's also something WCS mods are doing but not sure where to override
i didnt see anything relevant in the https://enfusionengine.com/api/redirect?to=enfusion://ResourceManager/~WCS_Core:Prefabs/Compositions/Slotted/SlotFlatSmall/Headquarters_S_US_WCS.et or https://enfusionengine.com/api/redirect?to=enfusion://ResourceManager/~WCS_Core:PrefabsEditable/Auto/Compositions/Slotted/SlotFlatSmall/E_Headquarters_S_US_WCS.et files when i tried overriding those. Maybe its something in the World itself, like a property of the Starting Positions?
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 🙏
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
Hello
Does anyone know how to place a vehicle (helicopter) with an engine that is already running ?
Make a trigger or an area.
On init or trigger activation look for a script called something toggleengine.
Almost exactly like the pic below.
If you need a more clear way to do this let me know.
@lean scroll #creators_recruiting following the required template from the pinned messages of that channel
Are you using the scenario framework game mode?
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
Is it alright to use PrefabsEditable instead of Prefabs, just for some prefabs?
Not really. Always use the blue prefabs.
Okay, thanks
Introduction to Task System under experimental version. I cover the new categories/attributes in preparation to go over each individual tasks.
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...
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.
fixed it. deleted previous saves
Feedback
Layer Task Defend
https://feedback.bistudio.com/T194321
Problems with the defend task with version 1.5 and in general logic of how a defense would be.
is your setup layout customized or is that the way it will be in 1.5?
That task is copied from samples in SF.
sorry I mean your screen layout, like how Hierarchy and Object Properties are on the left in your video
🤣 That is customized layout.
Alright lol
DM'ed you
What's the yellow circle next to this cap point where I can't spawn?
it means the base doesnt have a radio connection that reaches back to your main base
try building a radio tower there or give the base more radio range
Im using wcs_core -- it was the first point not whitelisting the MOB
thanks!
ah yeah you gotta whitelist both directions if you're using our system
thank you for the help! I swear i tried disabling that Visible on map parameter in the DescriptorComponent but I'm going to try again just to double check. This issue is still driving me crazy, can't figure out why enemy HQ is visible on the map.
oh I see
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?
@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.
Awesome ! Nice one getting it to work and letting people know how to do it.
🍻
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?
Visibility of a rendered object associated with the entity (usually the 3d model)
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
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
Try temporarily removing them and see it it fixes the problem
disabling the SCR_CampaignMilitaryBaseMapDescriptorComponent in the StartingPosition entities causes crash on game start 😕
Scenario Framework Actions (updated v1.5.0.28)
nice
New action in scenario framework experimental version 1.5 called "Destruction". Allows you to remove buildings from an existing world!
New action available in the scenario framework call destruction. Allows you to remove buildings from existing world.
Is that only in scenario framework? O.o
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.
IDK Gramps all the underlying code. It's most likely usable in other modes.
Very odd. Can you screen shot the hierarchy of the managers? is this a custom world or game world? Is the AIWorld setup?
solved next 1.5.0!
Awesome stuff! Feedback tickets work! Thanks, I appreciate it!
How can I make is so that when I press the leave faction button, it doesnt kill my character but just makes them disappear?
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.
Does anyone know if there is a assassination/ takedown mod?
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?
You made a sub-scene of the world?
ok. And you are placing the prefab on the terrain?
When placed it I did ctrl shift + arrow down like the youtuber said so it would be on the terrain
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
Ill show you what i mean
Your a hero, thanks!
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?
How-To create randomized compositions for slots.
Tutorial on how to create random compositions for the scenario framework.
AFAIK that's correct 👍
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
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
can't you just use the game mode setup plugin and just copy paste the bases and add your factions?
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?
you cant' have two different game modes. you already have game mode campaign but you used the game mode setup plugin to set up a game master mode
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
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
Yes if you want a conflict mode just use the CampaignGameMode and delete any other game mode managers you have in the scenario
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
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...
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?
Help please with this crash in momet of spawn
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
maybe another mod is overriding that config?
yeah that's definitely another mod doing that. that flag is not vanilla
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?
No if Blackheart_six advice above didn't work I still think another mod is overriding the name at least. you probably have more than one faction managers in your mods so I'd start looking there
I think that's too much trouble for what you need, because it really is as simple as changing the names as BH6 said above
Somehow it worked. I think I was searching too much for 'Soviet Army' to replace... thanks!
Was struggling for hours with this ❤️ 🤣
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 😛
Well if you are playing campaign mode you can just choose USSR from the spawn screen no?
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
Go to yout game mode campaign in the world editor and in the proporties search for SCR_RespawnSystemComponent
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
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 😂
ok then make sure you have play from camera position unchecked?
Forced Faction.. would that work? temporarily?
Aah I try
Works thanks! 🙏
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)
I think this is a bug. I've been getting that too. eventually I just created a script to stop that but a fast solution is to just add an ambient patrol to your scenario. just put it anywhere you want that won't bother you. I used to place them in the water (they will never render) and this will fix the issue
Gives me this whenr pressing 'debug'
AmbientPatrolSpawnpoint.base
AmbientPatrolSpawnpoint.USSR
AmbientPatrolSpawnpoint.US
Those ones? Just put them somewhere far in the water?
yes just one of those
except base, use one of the factions
Is it possible to create a safezone around your MOB within the current world editor or you need an external mod for that?
hmm I don't think you can do that in vanilla, but yeah there are a few mods that do it
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
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
It’s modded. I was looking in the workshop but there is not much but I will experiment with those few. Couldn’t find it in enfusion it self.
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?
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.
Override and edit this prefab {E8DD27917B43F8BD}Prefabs/Editor/Modes/EditorModeBuilding.et
Go to SCR_CampaignBuildingPlacingEditorComponent in the prefab's properties and delete the Helipad(s)
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.
let me know if it works!
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
Nothing, it still lets me build the helipad from the tent.
:S
its work!!!
thxxxxx
Cool!
Dear people, the question is - my icons on the map are breaking on my server, how can I solve this?
I have the same at one of the factions MOB. Also the yellow square.
And how to fix it?
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.
You have it all points or just one?
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
That's what we're doing now
I'll let you know as soon as I can decide
Found a solution already?
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?
Nope, we still haven't found it - we plan to try to solve this situation again tomorrow
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
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
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 😛
I install the main utilities through the plugin -> install utilities, and then specify the conflict mode. Thus, he puts the necessary SCR files for me to work
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
The initial preset of equipment is configured in the FactionManager in the fractions section, and the arsenal of factions itself is edited there
It could be just an engine thing.
I published my project.. and played it trough Arma Reforger and the bug doesn't exist anymore.
Icon showing like normal. Not the yellow square anymore.
Maybe worth doing a publish and host locally and check that out.
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?
I have it on the server in any case, I think it's a bug of the mod itself
No, it doesn't help me - in any case, there are no icons on the map
What's in the editor itself, what's on the server - the problem remains the same
Seems I can't add fielddressing, morphine and stuff to the arsenal (clothing).
Any tips?
override arsenal prefab. There are categories of items allowed in the arsenal on the prefab.
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'?
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
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
That works but it's not scenario-specific. If the mod with the override is there, with another scenario loaded, it won't have helis either :/
okay maybe go to the game mode manager in your world and find this.
Unless you are running game mode SF / Editor in which case you need to do a bit more work
That's the most reasonable way to do it, but it breaks if I don't have the same config there as in "Editor Mode", which is not scenario-specific
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
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?
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
Edit the call signs in the faction manager or override and edit the callsign .conf file.
As for players changing group name would likely need to edit the .layout, or actions for that. Or create a scripting solution. I've never attempted it, so can't give specifics.
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
Scenario Framework Feedback Ticket
https://feedback.bistudio.com/T194665
Issue: Action Move AI Into Vehicle
Issues with action to move AI into vehicle.
And I am going to edit company, platoons or squad names?
Yes. Make them whatever you want. I use alphanumeric military format.
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?
did you try restarting the workbench
Never mind, it was just my mistake — I misplaced the game mode manager.
Not sure why it's doing this sorry! Will test when I get round to rebuilding my Conflict mode
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?
Server Admin Tools mod
I'll check it out, thanks!
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
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? 😛
Delete all the managers, run the game mode setup plugin and test.
Edit the addon.gproj file in a text editor or code editor. Remove all the dependencies except the arma reforger dependencies. Make sure you make a backup before editing. If your using a custom world and this is the root cause, you might be screwed.
Thats how I got that there but will do captain
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
Deleted and reran it and its still doing thsi
this*
Post a pic of the Hierarchy. Something doesn't look right.
on the base map everything works fine
but somethings fucky
also I just got a massive error
Whats in the top default layer?
there you go...
it didnt fix it lol
you have a bunch of double loaded managers.
ahhhh
gotcha
also is there a way for me to whitelist the bases so I can chain them together aas style
IDK about that. Thats a campaign mode thing.
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
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?
Kind of, sort of. Depends on the situation.
Your scenario uses Mod A.
Mod A has 2 dependencies.
- Mod B
- Mod C
To create your scenario, in your project launcher you must add Mod A, B and C to the launcher. Which means all the mods are on your PC then.
On a dedicated server, the server.json file only requires your scenario and Mod A. It will download all the dependencies for Mod A.
Does anyone know how to make it so that bases can only connect to specified bases in conflict?
Weird on the Workshop it says the mod only has two dependencies.
And one of thos mod has one dependencie again. And not anymore then that. Also the dependencies doesn't have any more dependencies.
When I open those few in a new project it works fine.
When I put them in my big project.. it just keeps asking for all kind of mod and dependencies.
Up to 20 that I need to download
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 😩
Hi Blackheart, I found this 'Ai in Vehicle' on your channel where you didn't use SF. Did you ever do a follow up video on how you did it?
https://www.youtube.com/watch?v=XMXBafTKoxg
Miscellaneous | AI in Vehicle
Start of getting AI in vehicles.
Extend radio signal from MOB just enough to reach one base, and then that base has enough radio to reach the next and so on and so forth?
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?
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.
That was not what I was referring to, the whitelisting obj is from wcs core
Hey Harley, no I didn't go any further with it because 1) SF now has an action to move AI into a vehicle compartment 2) When I did that video, I still couldn't get them to move to waypoint.
Override all the characters and edit prefab. Start with the base_loadout character and set the basics. Then customize each position as needed.
Thanks mate, yes I saw your BI feedback video after I sent the message. I had a go at it in Experimental and it was working nicely for me. Do you know if it's possible to save the crewed vehicle as a prefab or do all the slot names get screwed up? I was hoping to use them in a AiSpawnerGroup.
Not sure but yes the name changes when copied. There may be a way to work around it and save it as a prefab. It would need to be trail and error tested. Of course I am sure there is a way to do it with a script. I am just not there yet with scripting.
Does anyone know what mods cause real bad brightness on some scenarios?
Isn't that cause by a bad probe? It's like all washed out right?
Its exacerbated by daylight as well
The maps on their own dont do this but I want to know if any lighting mods are known to cause this
Might be best to ask #enfusion_terrain . It's either environmental probe or light probe.
IDK man.
how do I even make a game master scenario I can’t figure it out
open a new world and just use the game setup plugin. choose game master and it will do everything for you
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
Are the custom factions listed in the faction manager?
Have you tried using "FactionAliases" component added to the faction manager?
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
Have you ever made it work with something like usmc from RHS?
I personally have not tried it. I can test it out. Let me check it out, I'll get back to you.
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
Lets try this again...
- Create a subscene in arland w/ RHS added.
- Copy this zip file to the world via windows file explorer and extract.
- Contains all managers and 1 clear task, tested.
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.
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.
Thanks yeah I was able to do that but how would I put the scenario up on the mod to use it for like actual servers
And I’m not sure this should go here or not but I also need help with the navmesh
There's a couple of things you need to do, mainly setup the mission file and then publish to the workshop for it to be usable on a server
Well it’s published just like I need the scenario Id
Which I don’t know how to get or make
You'll find that in the workshop page next to the info tab
As for the navmeshes Pianoman has a good video on making navmeshes. Look for pianoman on yt
Thanks