Confirmed that it works, i was missing the faction key in the area and layer, also, for some reason, when using any number but 0 on the faction selection screen it would give a VME with index out of bounds, fixed by putting my factions on order 0 same as US. You are awesome sir, thank you so much, this has been driving me mad for 2 days now
#enfusion_scenario
1 messages · Page 19 of 1
Zero on the faction selection? Screen shot please if you can. Glad it work.
Sorry, 0 on the faction order setting in the SCR_Faction. In FactionManagerEditor (and by default i think the order number go: 0, 1000, 2000, 3000.) If you set to a different number, by default RHS for example was stet to a unix timestamp i believe. You get this VME:
Fixed by setting the order in the custom factions to 0
This happens only on the faction selection screen (so if the faction is not playable it doesnt seem to be an issue
SCENARIO FRAMEWORK FEEDBACK
https://feedback.bistudio.com/T194737
Restore layer to default fails to restore the task. Task manager REFUSES to create task.
Scenario Framework Sample Task "SF-Sample-RepeatedTask.ent" fails to restore task as well.
WORLD : UpdateEntities
WORLD : FixedFrame
SCRIPT (E): ScriptInvoker::Invoke: Incompatible parameter '0', expected 'IEntity', got 'void' (method 'OnActivate')
SCRIPT (E): ScenarioFramework: Creating of task failed! Task manager refused to create it.
SCRIPT (E): ScenarioFramework: Creating of task failed! Task manager refused to create it.
Restore Layer to Default Fails to restore the task. The task manager refuses to create the task.
Is there a comprehensive tutorial that explains how to create the simplest of scenarios. I want to recreate one of my simple missions from Operation Flashpoint: 1 squad of players attacks enemy position, kills all enemies, objective gets completed, game ends in victory. But I have no clue how to create AI squads, give them waypoints, give the squads names to run checks if all squad members are dead in order to trigger objective/task completion and eventually game ending with victory. Don't know how to create briefing and tasks either.
I was thinking to launch a new series on "How to create a scenario" step by step in scenario framework. I've covered enough of the wiki now.
That would be great. The workbench is so confusing, has nothing to do with the previous mission editors, and creating the simplest of scenarios is very difficult for a beginner in Enfusion.
Look for something tomorrow
Guys, please tell me how to make the bases (control points) on the map open in a certain order of capture (I'm fiddling with radio and radii, but I can't do it in the order I want), thanks in advance
Here you go, boss.... This will get you going.
In this video we show main parts of the Enfusion Workbench Resource Manager and World Editor. We created our sub-folders, created our sub-scene of the Arland World, and saved our world.
Thank you, boss. I also found this: https://github.com/Herbiie/Arma-Reforger---ScenarioFrameworkTutorialBasic/wiki/2)-Arma-Reforger-Mission-Making-%E2%80%90-Scenario-Framework-(Basic)-%7C-Creating-the-Mission
What is the date on that? One of the issue of videos and items is age. Make sure you are using up-to-date information. Every major update IE 1.3, 1.4, 1.5 changes the system so information is not completely valid.
says June 15 2024
ok Buyer Beware.
@proven anvil After watching your video on the spawn closest object on list action I have been trying to set it up with AI instead of the player character, but I’m struggling. Is there a getter I’m overlooking?
Howdy. Let me look at it. Should be doable.
Guys, help please with a question - what is control captured order list in Conflict Scenarion mod - is a Transmitting Range like SCR_CoverageRadioComponent from Base/Point or Transmitting Range in building Radio Tower in cuptured point?
I am working on a map and was wondering if there is a way to increase the view distance from the base? Everything I have researched has come up with nothing.
It should be transmitting range that’s default set at like 2000 or 3000
I am trying to figure out how 2 things in Combat Ops Everon are done: How and where is the QRF wearing KLMK suits spawned and what triggers it. And also how is the radio speech from HQ to the dead squad played? I don't know where to look for. I loaded the Combat Ops Everon world and searched for QRF but only found a few groups of generic soldiers and some waypoints.
@woven elbow I looked at this and the issue is the getter for the spawn closest object. It's really the lack of a getter that can be used for ChimeraCharacter. I've tried to come up with one but haven't found a solution.
You need the trigger plugin to be set to specific_classname and ChimeraCharacter. But there isn't a getter that "gets" the chimeracharacter.
https://youtu.be/mdoAQPKJDqM?si=kqQou9xChmjyLael
There could 2 ways they are generating QRF. The original method of layers and slots. Or with the QRF dispatcher entity. I know in CO Arland they used both.
The sound is setup in the QRFDispatcher.
Scenario Framework | QRF Dispatcher
Show how to use QRF Dispatcher.
How do I find this in the Combat Ops Everon scenario? What am I supposed to load?
I loaded the world
Watch the video it will show you.
But I don't find a config, only a scrip file.
Search QRFDispacherAction.conf? Sorry they misspelled Dispacher in the name of the file. Search QRF .conf should find it.
Thanks, now I found it. I only typed "qrfd" and went to scripts.
Where can I find the sound files being played?
I can change this amount?
The "SOUND_REQUEST_QRF_USSR" and "SOUND_CONFIRM_QRF_USSR"
Oh I found it, but is it possible to listen to the final effect from the .acp?
yeah you can change it. Here is a screen shot where i modified the transmitting range in order to extend its range to other bases.
it is 30,000
Thanks, im trying to change this parametr at point + trying change it to the Radio Tower wich build afther base capture, but anyway - base have connection all time only to the other base at 2 km distance and do not take base more than 2k distance. Maybe issue some Global options to this?
NVM, I just need to select the appropriate node and press space.
Thanks for confirming!
oh for bases you you can change the same thing for encapsulating other bases. If you zoom out you will see the dome and it has to cover atleast where the command tent will spawn.
Yeap, its im trying to do to, but still working only for > and < 2km
can you share a screenshot?
Yeap, this to base is no mast take сonnection, but - whan i cup right base - left will open to cupturing
But, if i take distance between them from 1,8 km, to 2.1+km - all will normal work (connection not be)
I would try a mod with whitelisting to assist.
Do you need the source code or will it be enough to open it in the work shop?
Thanks a lot! @chrome rampart
yo, did you ever figure this out? hitting the same thing at the moment after creating predefined groups as part of a factionmanager override
Hello everyone! Please tell me what exactly needs to be done to display the server image in the game server list? I connected all the images on the map, but the server list still displays without an image.
You added the .edds image to the mission header?
Yes, all three images are added and they are the same 2048x1024.
I add only PNG images, and they are already converted to edds.
One thing to try is change the size the file to 1920x1080 and import as jpg.
Next, if you haven't already use the same directory structure as the game for the images in mission header.
You can quickly copy the directory structure by right clicking on the folder in Arma Reforger and select "Transfer to MyScenarioName"
Thank you very much for not remaining indifferent, not passing by and giving good advice. Today I will try to do according to your tips and then I will write. Once again, thank you very much!🙏🙏🙏
No problem, that's what we're here for. Thanks for the kind words.
Hello everyone
I don't know if the following bug has already been covered
On version 1.4.0.55
If the world is in a nested folder and has the same name as this folder, then the world will not be able to load
For example:
ArmaReforgerWorkbench\addons\Worlds\Arland\Arland.ent
, then it will not load and the workbench will crash.
The project can be returned by changing the name of the world entity
No idea, just started working one day. Figured it was a bug
So you created a scenario with a sub-scene and called your sub-scene "Arland.ent"? Is that correct?
You are allowed to create the same name. I think your issue is a violation due to using the "arland.ent" name. Arland.ent is already a world and you can't name a sub-scene world the same. Duplication.
Ah dang, thanks for replying anyway. Back to the drawing board i go
pls I need help
I edit a scenario in arma tools and saved after i publish i cant see my world actually inside the game when hosting the server and selecting worlds
Hallo
i already have the files can someone pls help me im new in editing
is a basically just a world with some control point that i set. is a PVE game mode
i think i did something wrong when publishing but i dont know
Whats the mod name that was published on the workshop?
No help (((
i will publish again and send here tks sir
As far as I can see, in other projects it works without this structure. The main thing is to specify the path to the file. Edds from JPEG didn't help either. I think it's not the JPEG or the structure that's the problem. It's something else...
PvE Em Vin Drin Dop
can someone help me out and see why Iam not being able to select the map and play with all the points its a PVE
I have it up and running on my server if you need to test. It seems to work but I didn't get to deep into it.
pretty good looking world. Have to investigate for MilOps scenario.
yes Yes thank you how did you manage to open it?
somehow when I open the map is entire blank
but when i enter in your server then its working
pls can you teach me ? do i have to host as an independent server or im able to host from my machine I will appreciate if you teach me
First, you shouldn't create a dedicated server on the same machine that you play the game on. You can locally host on your PC but that is very different from a dedicated server. It depends on what your end goals are. Small group of friends? then maybe a local host through the game. Large MilSim community then a dedicated server might be the best way to go.
What I do is have a 2nd PC that is a mini-PC, has no dedicated graphics card, keyboard or mouse and is relatively cheap. It has a good processor, drive and memory. The other option is to pay a hosting company a monthly fee. For what I paid for the mini-pc it has paid for itself in no hosting fees. And I've hosted quite a few players.
I am not really in the game to do individual training or teaching. I just don't have the bandwidth for that. Here are couple videos that should get you going. There are plenty of resources as well on this subject.
Miscellaneous | ARMA Reforger Dedicated Server Installation Part 1
In this video we show how to install SteamCMD, and install the ARMA Reforger Dedicated Server.
Miscellaneous | ARMA Reforger Dedicated Server Installation Part 2
This is part 2 of installing a dedicated server. We will complete the process, and at the end of this, you should be able to have a dedicated server up and running.
Of course feel free to ask if you get stuck.
First time making a edit to a scenario, i made the edit and it works fine, i replaced my edited world with the original as seen in the first picture, but in the server browser my scenario does not have a name, where do i add the name, i was thinking it would use the name displayed in the config on the first picture
please help me! 
Maybe it's too long?
I would also suggest maybe it is too long.
Hello. Do you know what problem? If i place conflict safe zone, when character re-entry in zone its activate. I cant back on my own main.\
when i test my game after I added it to the workshop, i dont see my arsenal the guns and the clothes
how can I add ? its empty
please help
how can I add ?
please help
@chrome rampart can I dm you?
In Conflict game mode, can you make the HQ location for each faction to be fixed instead of randomising every start. Thank
Did you add them to the scenario, PvE Em Vin Drin Dop?
sure
Already did it since from beginning and my arsenal still empty. Already have US MOB AND USSR MOB bro. Not working but tks fir the comment.
If I add The arsenal? yeah sure! Not working! This print is just after I built the arsenal! not working!
@chrome rampart
Solved. Entity catalog in faction manager was set to none instead of items.
I would like to thank you for helping me you're very smart guy and very supportive tks!
IF YOUR ARSENAL DONT SHOW NOTHING INSIDE DO THIS OK. Solution: Entity catalog in faction manager was set to none instead of items. PROBLEM SOLVED BY: @chrome rampart Thank you so much!!!
Hey, is it possible to extract a default reforger scenario into Arma Reforger Tools?
I wanted to have a look at how certain things were set up.
Yes absolutely.
Do you have a resource or could explain to me how?
Here are a few...
https://youtu.be/dVcBTp5qqNY
Enfusion Workbench | Copy and Paste Across Worlds
In this video I show you how to copy and paste objects across the same world using copy and paste on same position.
Help Requests | Copying world to an empty world
Show how to copy a world to an empty world and edit.
Thank you very much!
You can open any scenario in world editor and look at it's components and how it was created. This is how I got started.
Well one of the issues i had was that I cannot find (when searching in reforger tools) the scenario files.
(Trying to find the Elimination Scenario)
What version are you working in?
Latest one on steam, I am farely new to it
ok. 1.4.x
all the scenarios are located here.
If I want to find the world based on a particular scenario, open the mission header .conf file and look at the World field.
the elimination scenario is under SP folder
{D423C86C19943D4D}worlds/SP/SP01/SP01_Regina_v2.ent
Sorry if the question has been asked and answered a hundred of times... I'm looking for a way to neutralize all budget limits (no GM, with Reforger Tools/World Editor).
To be more specific, I wish to neutralize vehicle repairing budget limits.
Do you have a solution to remove the fog? I can’t find it
Camera settings, Far plane : just set a very high value
love u
Afternoon.
Is it possible to make 6 character loadouts for a scenario that players can choose from but once that loadout has been taken it is disabled?
For example a team of 6 players that have their dedicated class, TL, Medic, Sniper, Engineer, MG, Rocket man (AT) ?.
Does anyone know how to create a pve conflict mod without bases and only a spawn and capture points
Kind of. I've done something like in Military Operations 1 scenario. It doesn't disable the loadout when selected. It makes the player use this loadout once he choses it. The only way to change loadout is to leave the server and come back in. Or use the arsenal and completely change it.
I am sure a script would be able to disable a loadout.
Look at the .layouts for those screens that control that action. I believe its the RespawnMenu.layout.
So start and play as normal, then determine the .layout file that controls that panel and then override and edit it to remove the portion where you select a new loadout.
If the player saves his loadout then it updates and only that loadout is used.
I will look it this, it is an idea for my Single Player scenario to become a 6 player scenario.
I think I may make it simple for me that players get to make their own loadouts and play style for a more of a RPG style.
Thanks for the info @chrome rampart
Any good tutorials for setting up a scenario?
Fresh off the press
In this video we show main parts of the Enfusion Workbench Resource Manager and World Editor. We created our sub-folders, created our sub-scene of the Arland World, and saved our world.
For the scenario framework
Thank you good sir 🫡
Is there anyone here that may help our community as most of the admin team have come from other communities but little to no knowledge of building scenarios but we want to learn but wed like to try and get a scenario built fairly quickly. If anyone could help we would appreciate it. Im available via DMs if anyone would like to reach put to me. Thank you.
@dense plinth
I'm having some issues with loading the new world I made for my server,
https://reforger.armaplatform.com/workshop/661B2EB60936D523/scenarios
In the mod I registered and Imported the configuration file
Despite the scenarioId parameter is set to load {80302ECE6901D1D2}Missions/EdenRebuilt_Scenario_Island.conf
The server keeps on failing to load it
RESOURCES : GetResourceObject @"{80302ECE6901D1D2}Missions/EdenRebuilt_Scenario_Island.conf"
RESOURCES (E): MissionHeader::ReadMissionHeader cannot load the resource 'Missions/EdenRebuilt_Scenario_Island.conf'!
<-- It reverts to the default previous version world below -->
WORLD : Entities load @"{8EE7343CADB6BFCF}Worlds/EdenRebuilt.ent"
WORLD : Entity layer load @"Worlds/EdenRebuilt_Layers/BaseNATO.layer"
WORLD : Entity layer load @"Worlds/EdenRebuilt_Layers/BasesDefinitions.layer"
WORLD : Entity layer load @"Worlds/EdenRebuilt_Layers/General.layer"
WORLD : Entity layer load @"Worlds/EdenRebuilt_Layers/HQDefinitions.layer"
Does anyone have a troubleshooting guide or some missing step?
send the whole file of logs to hopefully figure out what's wrong.
Also, did you change the vanilla set of images in the config file? cause I think that can lead to errors
Not changing them can lead to errors I mean
running into an odd issue with 1.5 experimental... My task title and description are set in the layer task, the slot info is empty so it's not overriding, but the title will not set in-game, it defaults to what's in the screenshot.
Logs are registering it's title and description, but it's not showing the title in-game: SCRIPT : ScenarioFramework: -> LayerTask: SlotTask OldWood_VehicleSteal_SlotGroupKill_Easy - generating task Vehicle Steal. Description: A vehicle full of armed units has gotten themselves stranded, go kill them and take their supplies!
Thanks for your reply
yes I also changed the pictures, but it never gave any issues with the other scenario case, afaik
Set up everything in the layer task.
Look at the task enums in the layer.
Introduction to Task System under experimental version. I cover the new categories/attributes in preparation to go over each individual tasks.
managed to fix it, the config file was pointing to the wrong et map file
Hi hope this is the right place for this ! Does anyone know how to create an AI tracker team that moves to the players last know position in 60 second intervals ? in arma 3 it was getpos ...... domove on loop with a pause before the domove command ! Any ideas would be grate thanks in advance !
I’m testing the Syraq scenario (https://reforger.armaplatform.com/workshop/61E2E852D531AA7B-Syraq
) and created a custom sub-scenario on top of it.
During testing I noticed that infantry bots don’t move correctly:
- they tend to get stuck near walls,
- sometimes they just spin or look around but never actually walk.
Here’s what I did so far:
- Generated a new NavMesh (.nmn) with the Navmesh Tool (project “Soldiers”), full map area.
- Linked the new file to the SCR_AIWorld entity in the world (NavmeshWorldComponent → Navmesh File).
- Verified the NavMesh shows up correctly (blue areas visible in “Result” mode).
Despite this, the AI still doesn’t navigate properly on the map. Vehicles behave better, but infantry gets stuck very often.
Has anyone run into the same issue with Syraq or similar custom terrains?
Is there something specific I need to configure in the sub-scenario or in the prefab colliders to make the NavMesh actually affect the bots?
Thanks in advance for any advice!
I'm currently working on a mod like that.
Would anyone know how to add ground to everon on top of the base map? I am trying to build a land bridge for vehicles but cannot figure out how to get the ground manipulation tool to work as it is greyed out.
Editing vanilla maps isn't intended, that's why it is "greyed out".
I have seen it done previously and I just want to make a flat spot built up or add a land bridge. But not sure how it was done
Hi, whenever I am overriding the gamemode_campaign prefab and changing something basic like disabling the punishment of disguised players , the loading to faction menu breaks and the flow is blocked.
Anyone knows how to fix it or what cause it?
(The next button is not clickable therfore can't continue to the game)
It was done in a way that wasn't intended. Why those mods haven't been banned yet is beyond me.
I'm trying to build a GM scenario layer for a map that is in the workshop and only has conflict game mode.
When trying to do the scanning, it gives me this:
But I can't seem to delete those listed files since they're part of the original mod.
Whats the original mod?
Hon Dao Chet Island (https://reforger.armaplatform.com/workshop/60ACB2ED02208151-HonDaoChetIsland)
There is also a GM version of this map called Hon Dao Chet Vanilla (https://reforger.armaplatform.com/workshop/60AC7D87880FDA4E-HONDAOCHETVanilla), but the GM catalogue is empty so it's not possible to spawn any assets save for a handful.
So I am looking at the top mod. Why the owner put a game mode built into the terrain IDK. They shouldn't put any game modes into the base terrain. They should build the game mode separate from the terrain. Just like BI does it, no game modes in the worlds.
You have to reach out to the mod owner and ask them to remove the game mode.
I'll look at vanilla mod as well in case they did something different.
that was decent map, only played it for a week or so. I wish we had more battles towards the center of the map. it had a huge airfield area. I was getting drunk challenging people to come play chicken with me in fuel trucks. Also a pretty big cave system was too scared to go in with 5 GI wispering underneath me.
Hi guys,is there a way to disable the rank requirement for building in conflict and spawn vehicles/ helis?
Hello 🙂 Anyone know how to change this image whilst spawning in?
Set up a customised default loadout, but the image attached is still showing the original from before I made the changes
Which image? The background or the character?
Ah sorry meant the character
Leave the Loadout Image blank.
Thanks!!
Disable the XP Handler Component inside Game Mode Campaign
Hello everyone, quick question.
Do you have a video for the new layer system in 1.5? Because now everything has changed since it no longer works with the HQ radios?
So all the capture points will have to be set up as tasks?
So you need to create a task layer, and then it’s the commander who chooses the positions to take in order to reach that objective?
Hello everyone. I'm trying to modify respawn behaviour. I have a mod that enables an Spectator mode. I want to launch the spectator mode for a player when is killed. How can I do it? Thanks!
Interesting. Looks like BI made an adhoc island solely for their first mission's opening cinematics lol
Where did you find that?
I opened up the story's first scenario world and then default layer. I then focused on one of the entities labled cinimatics
I'm interested in how they managed to automatically load the next scenario after the debriefing screen.
Just cracking open 1.6. I see the story .ent's.
Wow! Great stuff. I wonder if we can load different worlds Arland>Cain>Eden
Right here...
The mission file is SCR_MissionHeaderSequence
hello, is it possible to get a slot to randomly select an object instead of getting a layer to randomly select a slot?? basically a prefab that would randomly select a gun from a list that i could assign to one slot? thanks in advance
I don't think I understand. You want a slot that can spawn a prefab randomly from a list?
yeah so instead of me having 20 slots with a gun on each that a layer would randomly choose one, i would have 1 slot that would randomly select a gun for me
Yes. You can make a .conf with guns you want to randomize. I did it with random compositions. Same principle.
https://youtu.be/cuYCdwlG70c
Tutorial on how to create random compositions for the scenario framework.
@chrome rampart brilliant thank you, ill have a look now
You can do that, or alternatively you can use this mod: https://reforger.armaplatform.com/workshop/6674F99CBD105D88-EE_PrefabRandomizer
Just quickly made it for you. You can configure the prefab and then spawn it using a slot or just drop it into the world and configure it there.
Hi, i'm working on a conflict mission and i'm moving one of the blocked items from the map to one of my layers so that i can move it to another location.
So far, no problems but when i save it and reload the mission, the object i moved to edit has reappeared in the map entities that are blocked again, apart from the one i edited
Is there any way to edit the object without it reappearing as blocked when you reload the mission?
Or better yet if you wanna keep it in Scenario Framework I've added a new type of slot that you can use instead of the normal slot. this one is called "Slot_Randomizer". The only difference is that this one has a prefab list at the bottom of the "Asset" section where you can add as many prefabs as you want and the system will spawn one at random
oh nice thanks for that, ill check them all out, see what works best for me, thanks again
Hello brothers, does anyone have clear instructions on how to change the HQ base supply regen rate in conflict? It's currently +10 as default to my understanding
Does anyone know whats up with my connection issues here? I am running WCS-Core in order to individualize whitelising for the bases for an AAS style, They wont interconnect
Action Cheat Sheets v1.6.0.26
That is a lot of actions
Interesting changes in v1.6
- persistence component added.
- saveload component removed.
I haven't done much in the way of testing and trying so not sure of impact.
This may be the wrong place but does anyone know the proper way to make GM Placeable?
Arkensor has been saying this for a while, the persistent will be better than EPF.
I wish they would have left the old saving system in place until the new system is actually working
I actually agree with this.
I'm really reluctant to move away from what I have going on, the amount of hours I trying to get things to be persistent and now it might all go out the window...
didn't Arkensor also say that it would be really easy to port to the new system? also well, since it's now a vanilla supported feature makes sense that the old modded way will become outdated and not supported anymore
I really hope so ! 🙏
yeah! also spending 100s of hours modding something in workbench only for a major update to break everything is the name of the game here 😭
I know the pain.
For me it is the waiting for the Authors of the dependency mods to sort/fix their mods so I can fix mine after a major update.
That is why I'm trying to have the least amount of dependent mods as possible.
But hey we can't complain, the updates have to happen.
Hence the reason I always build vanilla and add mods externally. Unless it's a world that has to be attached. Much better off. Mod makers come and go.
Additionally don't forget, the game isn't done. Still some major updates and engine work to be done.
Anyones reforger tools failing to open today?
Get these errors. Don't recall them before, but seems to open fine.
New system is already in experimental but not working yet, and the old system is already gone (and also not working)
Oh then that sucks. I remember Arksensor said the old system was still in place but would be replaced as soon as 1.6 hit stable in workbench I mean
yeah he said it would start working in a future experimental update, I assume 1.6. As of now, if the server crashes all progress is lost just like a couple years ago.
yo guys there a problem in my scenario in 1 moment all units just start refusing to move and looking like this
check your navmesh?
Mods attached?
Did a mod get updated and break the scenario?
Check your SCR_AIWorld for correct navmesh configs. Delete all mods and redownload for started.
which one of navmesh is correct? :D
Which world are you using?
The navmesh that was created for WestZagoria then. Do a search for .nmn files.
https://youtu.be/YgvwFsp4_PY?si=U_RX8A1jxnHYy4w5
Go to minute:second 5:15 to see about SCR_AIWorld
Manager Setups (except GameMode)
This video shows how I setup my managers including using a different faction and loadout manager. Also covered is setting up the SCR_AIWorld and navmesh which is needed for AI.
oh well still didnt fixed the problem checked everything
Hello, I want to make a base in Everon for my clan, I would like to use it with game master, so far I have created it, but I want us to always appear in the base I assigned, how do I do it? thank you.
DEFAULT (W): Chat not available - missing ChatEntity. Only printing this message once. There're possibly more nodes with this requirement.
Hello guys, i get this error
i made my first scenario but the chat dosent work.
how can i add the missing entity?
Is there a way to make AI go and look for the player ?
Instead of the standard defend waypoint which doesn't allow the AI to move outside of the waypoint area, what other waypoint can I use ?
I have increase the waypoint size to 100m but they still just wonder around aimlessly in the defend area, even if I'm within in the 100m area.
Actively looking for the player is not possible without custom scripts. I'd say your best bet is using a search and destroy waypoint since it's an aggressive waypoint instead of the defend waypoint which is passive. they won't "look" for you but at least they'll move around more around the area. Make sure you set it to -1 (infinite) since it's a timed waypoint but I think is 10min by default.
Thanks for the info, I will get it a try.
I'm also using CRX and another AI mod, which make them a little better than default.
Hope the AI get better over time.
Drag and drop scriptedchat into the world
And where can i find it
By searching for "scripted chat" in the resource browser.
If you are having issues use the Game Mode Setup plugin in the world editor. it will autogenerate all the needed managers for the game mode you want
Is it possible to limit the count/number of player-constructed entities of a given type within a base/capture point in a Conflict scenario?
I don't think it's possible in vanilla and that's precisely why I made this mod:
https://reforger.armaplatform.com/workshop/662E390317E11470-EE_PrefabLimit
But if it's possible someone will chime in. I couldn't find a way before.
Hello everyone, the radio don't work on my scenario. Conflict / Arma Reforger
they are... realizing...
what
hello fellow scenario creator, i jsut encounter a little bug with my new conflcit scenario when we try to spawn it seems to have 2 prefab trying to load
have you ever encounter such a thing ?
Edit: find that it was the variation compent thanks Gramps i saw your message ^^
Good Day Armarists, where in the prefabs can one find the Ural Troop Transport Truck?
Thanks it works
ArmaReforger>Prefabs>Vehicles>Wheeled>Ural4320.
Also, if you can find an example of any entity in a world instance, you can select it, right click, and select "Locate in Prefab Library" or us the "L" shortcut.
@lapis flower Thanks for the advice! My issue is that I cant find a variant that can transport troops. I even tried editing the cargo component but I could not find anything. The only variant that comes close is filled with supply crates in the cargo space...I have encountered reenforcements arriving by truck many times, could it really be that this is a mod item?
Would anyone know how to get a standard-ish scenario framework, scenario, to be game-master compatible? Able to place objects and do some game master things, but still getting the "this scenario isn't prepared for use with game master" and also, when I place a faction move objective, it adds a spawnpoint instead?
Standard transport truck can transport troops if that's what you mean?
But wouldnt the Truck model need to have an empty cargo bay to load troops? All prefab variants that I can find have either a closed canopy or are filled with boxes.
Ya think they just show like that but if you play scenario shouldn't spawn them in with supplies in the back - Pretty sure you can still sit in seats with supplies too just looks weird
Hi,
{ECC61978EDCC2B5A}Missions/23_Campaign.conf (Conflict - Everon)
👆 The original Everon Is it also a mod that I can find in the workshop?
I really need "addon.gproj" and be able to edit.
Is this possible?
What do you want to edit?
Thats vanilla
I'd like to move, add, and/or remove control points (bases).
Add and/or remove buildings, bunkers,
and more.
Something interesting in Everon Vanilla is its random MOBs
You can open the Eden.et scenario and copy all entities. Then open Empty Eden.et and paste all entities there and save the world. Then open the Everon campaign scenario y copy all entities, then paste them on the new Everon map you saved. That way you have full control over everything. Whether that's okay to do I don't know to be honest.
Where do I find "Everon campaign scenario" (.gproj)?
I don't see it in the addons folder 👆
I got an official word that's ok almost two years ago now.
It's not a mod, is from the game files. You'll find it under Worlds - MP I think. in workbench
Ah nice.
@severe hollow Yes !!!! 💯
This is what I was looking for
Thank you very much for your collaboration.
How do I get my Supply Depots to show up on the map?
Found it, now I just need to figure out changing the supply regen rate 😭
I'm trying to make bases invisible on the map for in a a conflict scenario. Can anyone help?
as in the tent or showing up on a map?
On map
Did you ever find the fix to this? i can't remember what caused it last time but i'm having that issue again
Check the virtual entity in the prefab called Storage_Supplies_Containers_X and enable and modify the tick rate and count you want it to have, in seconds. I searched for almost a week before I figured it out 🙂 This is the entity that allows the storage containers to refill, as it's not on the containers themselves.
I think this is controlled by the parent entity SCR_CampaignMilitaryBaseComponent in the Unsorted property on "show map icon" but I have not tested it.
There is a bit of overlap in your goal here, I think. Eden/Everon and the map structures (buildings, for example) are editable, but not without some major work, like re-meshing for the AI to understand the world and navigate it.
On the other hand, repositioning bases and other entities added TO the world file (like sandbag bunkers, roadblocks, etc) are easily moved, edited, and deleted when you make your copy of the world entity and open it in the World Editor.
Hope that helps.
Thanks!
Storage supplies container X? is that under my supply depots?
I understand,
It's very simple.
I just want to edit, copy, or move sandbag bunkers, roadblocks, etc.
Thanks mate.
I have already tried but they persist in showing up on the map, I have also tried to deactivate the component but it doesn't work, a friend told me that you need to modify the script, but unfortunately I don't know how to work with that.
Understood. I was hoping it was easy, but I bet it's a nested process with more than just a one base switch. I just ran into something similar trying to disable some bases based on their group entity and I don't think it worked either. The scripting part is still beyond my skill level too. Still learning here!
I do know it is possible, as one of the make Arma not war finalists, iron beard made a mod called conflict escalation, where bases don't appear until they are within a certain radio range or other condition, and they are also randomized so they change each game instance. It's pretty darn cool. Going to have to dig into that awesome little trick
To clarify what I meant was the X in that phrase was just a placeholder for whatever the supply container entity default name is. The example I was using was an FIA controlled Supply point, yours might vary. The key takeaway is that it's a virtual entity next to the supply container entities themselves. It's what generates the supplies and then the nearby containers pick it up on generation
Thank you friend I'll go check it out
I didn't have campaignsupplydepot.et in my hierarchy
That's what I was missing
Oh, and not every Supply cash has them. Some of the ones in houses or garages for example are just one time use. But many of them either have a very quick refresh rate like the ones marked on the map with the green boxes, or have a very slow refresh rate like the containers around MB Levie or the hospital, where the containers are full, but they only refresh every hour
Yea I've gone through, added what was needed component wise and modified my refresh rates
I don't know but it works
Amazing
IronBeard's work is very interesting.
I can get it working with random Control Points
In the next few days, I'll also try to see if I can request random MOBs.
I'm using conflict core plus, a great mod that allows you to build bases within the radio range in conflict in my case we have a fix main base for both faction e the rest it will build from the players
It means They are the players who build this type of base? 👇
I believe the difference is that the Remnants composition also includes an AI spawner, unlike the included Storage_Supplies_Container composition.
Not as a control point but as a small base , to be clear not the one with the pink writing but the black one
I solved it by modifying the UI and for the graphlines I modified the script
hey everyone. i just need assistance with a small problem. i created a conflict scenario, but it wont allow me to go into gamemaster mode when i want to log in to it on my server. any advice?
add the scripted chat entity manager
ok is there anything i need to add with the script manager?
assuming you have all the other managers that should do the trick. try it and see if it works!
i take it that its the second one i need to add?
search it like this {F69BC912AC8236F9}Prefabs/MP/ScriptedChatEntity.et
got it thanx. so i just need to save and test on server now
hello all, so i have been experimenting with loads of different gamemodes for a survival dayz roleplay server on reforger, on my understanding a life roleplay server has a lot of custom script built in, so I'm using the everon life mod and the enfusion data/persistence frameworks mods as my foundation build on worthy islands map.
I have messed with GM mode and SF mode to which i find has components i dont need.
Looking at everon life prefabs for MP it has a roleplay gamemode and as prefab, and spawnpoint...
My question is... would it be best to use? that prefab and duplicate it to my mod or should i set up a SCR_BaseGameMode and add the components from the everon life prefab as i noticed it only has the EPF components needed for persistence.
What is my best option...
Set up scr_basegamemode and add the epf components or
Set up the everonlife prefab roleplay gamemode and add the componets needed manully ?
Is it possible to trigger a trigger based on supplies in a vehicle? 🙂
Not currently
What do you want to trigger? Or just in general?
So like the deliver weapons in vehicles, but for actual supplies... thought it might be cool!
Hi, does anyone know what I am missing if radio communication is not working when creating a new scenario?
anyone know how to spawn units into the AmbientVehicleSpawns ? For example, I want some of the FIA vehicle spawns to spawn with crew inside them, and specify a order loop for them.
i might have found a way, but not sure. found this discussion which seems to be related, so going to try this route. #enfusion_scenario message
this is what im trying, i have a AmbientVehicleSpawnpoint for FIA that should only spawn FIA Tanks (Included Editable Entity Labels are VEHICLE_TANK and FACTION_FIA), then I put a Group_FIA_FireTeam_NotSpawned prefab under it. This should spawn the units in the tank when they actually spawn in-game, right?
I dont think that will work unless you are using my scenario as a dependency. I did some scripting in my mod to make this work. ConflictPVERemixedVanilla2.0 I currently have working versions for 1.4 and 1.6 experimental. I also have written a walkthrough in my own discord, LMK if you'd like an invite there. There might be other stuff you dont want however, especially if youre doing a PVP scenario.
thanks! and you're right, it didnt work >_< Ive seen your mod ConflictPVERemixedVanilla2.0 and love the stuff you've done, but im trying to implement this into a mainly PvPvE gamemode (pretty much vanilla conflict with a bunch of map edits). Invite would be dope! maybe i can find more info to help in there
i had tried using your mod before and it worked great, even had some tank patrols working, but it broke some other stuff in the Conflict game mode, and so im trying to avoid more dependencies and trying to implement the vehicle patrol part into my own mod
can i use this Group Vehicles for making them spawn inside the vehicle? and the Waypoints for making them goto Waypoints once in the vehicle?
i also noticed this Behavior Tree, should I change that to GetInNearestVehicle.bt ? im so lost lol
I got it working, kinda. This is my approach (thanks to Yuri LP's mod, BCS Vehicle Patrol - Test):
$grp SCR_AIWaypoint : "{22A875E30470BD4F}Prefabs/AI/Waypoints/AIWaypoint_Patrol.et" {
WP_Team001_Patrol001 {
coords 4602.277 17.644 10613.322
}
WP_Team001_Patrol002 {
coords 4784.076 26.393 10649.486
}
WP_Team001_Patrol003 {
coords 4497.83 7.654 11005.32
}
}
AIWaypointCycle WP_Team001_Cycle : "{35BD6541CBB8AC08}Prefabs/AI/Waypoints/AIWaypoint_Cycle.et" {
coords 4463.977 3.131 11043.122
angleX -4.44
angleY 0.348
angleZ -4.481
RerunCounter 0
CycleWaypoints {
"WP_Team001_Patrol001" "WP_Team001_Patrol002" "WP_Team001_Patrol003"
}
}
SCR_AIGroup FIA_Team001 : "{6E725D44CA973C24}Prefabs/Groups/INDFOR/Group_FIA_SentryTeam.et" {
components {
SCR_AIConfigComponent "{512CC1759AE69D6D}" {
m_bForceStayInVehicle 1
}
}
coords 4468.969 3.602 11042.253
angleX 6.949
angleY 132.632
angleZ 0.342
DynamicsimLastlodDistance 50000
m_aUnitPrefabSlots {
"{677B515F119222C2}Prefabs/Characters/Factions/INDFOR/FIA/Character_FIA_SL.et" "{84B40583F4D1B7A3}Prefabs/Characters/Factions/INDFOR/FIA/Character_FIA_Rifleman.et" "{84B40583F4D1B7A3}Prefabs/Characters/Factions/INDFOR/FIA/Character_FIA_Rifleman.et"
}
m_aStaticWaypoints {
"WP_Team001_GetInNear001" "WP_Team001_Cycle"
}
m_aStaticVehicles {
"FIA_T72B_Team001"
}
}
SCR_BoardingTimedWaypoint WP_Team001_GetInNear001 : "{B049D4C74FBC0C4D}Prefabs/AI/Waypoints/AIWaypoint_GetInNearest.et" {
coords 4460.397 3.468 11046.104
CompletionRadius 10
}
Tank FIA_T72B_Team001 : "{D9EB40D7AD0966EC}Prefabs/Vehicles/Tracked/T-72B/T72B_FIA.et" {
components {
SCR_FuelConsumptionComponent "{512CC5B0F07DA8F9}" {
Enabled 0
}
ChimeraAIVehicleControlComponent "{61C2E46781A66E82}" {
components {
AICarMovementComponent "{61C2E46796C28D80}" {
"Max Speed" 60
CruiseVehicleSpeedKmh 20
}
}
}
}
coords 4463.622 2.839 11046.881
angleX 6.288
angleY 130.812
angleZ -0.46
}```
The only problem is that this isnt ideal, because the units are spawned in at the start of the match, whether player is nearby or not. Would prefer to implement this in the same way the AmbientVehicleSpawns and AmbientPatrolSpawns work, where they only spawn in when a player gets close
if anyone knows a way to do this (without using other mod dependencies), let me know!
Hello everyone! I'm seeing differences between vehicle spawns in-game on the server and in Workbench when using GameMod. In Workbench, everything works as intended, i.e., correctly, but in-game, when a vehicle spawns, it vanishes into thin air. It doesn't fall into the ground; it just disappears. Can you help me figure out what's wrong?
I dont have the time for a full response right now, but that is vanilla when they all spawn in at the start. I also scripted my scenario to use the older method of using player vicinity instead. The system I set up is quite complicated with custom group types and adding variables to the ambient patrol components with scripting etc.
@dark yew
I treid to use you vin drin dop vanmesh mod fix for my vin drin dop server. The AI still wont move. any help?
it works in single player scenarios
I lied, I just had to change the scenario ID to yours, and put it at the bottom of my JSON. THANK YOU @dark yew
Glad to hear it!
i will try and look through your code in your PVE mod and see if I can understand it.
Hello, I need urgent help with this problem. I've been looking for a solution for a day and a half, but I can't find one. What happens is that when I configure the supplies in GameMode_Campaign, these supply boxes appear, and I think it's because that base doesn't support more than 600 supplies. I've looked through all the settings and don't know how to increase this amount. I'm attaching two images, one of how it looks once the server has started and then the map that shows the supplies I actually put in that base.
is it possible to utilize Scenario Framework for this? and can I implement SF without having to re-create the whole scenario from scratch?
im not an expert, but you probably need to override the prefab for that structure in your own mod, and add more supply storage to it there. Im not sure exactly where, but thats my best guess
I've never messed with scenario framework. That came out after I started my scenario, so unfortunately I have no clue.
I think you’re asking if SF works well for PvEvP? Yes. It may require rework though
Could be replication is missing? Just off the top of my head.
Sorry I’m out of country so guessing for most part
It's entirely possible. It's even likely. I just don't understand why everything works perfectly in game mode but not on the server. If these symptoms are possible without replication, then that's definitely my option. Now I just need to figure out how to restore replication. Yes, I remember you're traveling right now. In any case, thank you so much for your help and the videos you're making for the community.
Thanks! Im trying to get dynamic spawned vehicle patrols working. Where they only spawn in when a player gets close. Do you know how to add this to conflict using SF?
if you are doing everything with SF you shouldn't have any replication issues since the game mode itself and its managers, prefabs etc are all correctly replicated from the get go.
That’s why I’m leaning towards replication. You can test by adding a non replication entity test on server. and add the replication component to it and retest
You would need to create a custom gamemode and test. I use gamemodesf exclusively and don’t mixed them.
Can anyone help me with this error?
I'd also like to know what exactly I can add for the test. And what would qualify as a non-replication entity? I apologize for misunderstanding your words. It's my fault, but I'll be grateful for the education.
https://reforger.armaplatform.com/news/modding-update-october-7-2025 for anyone interested in how the new task system works for 1.6
Finally the docs! I've pretty much got it figured out on my own though, was asking for that as soon as 1.5 came to exp. Glad to see it eventually was released!
A prefab that doesn’t have a replication component added to it. Or disable the replication component on a prefab the does have it. This for testing and seeing how replication component works.
Hello, I am looking for a way to modify this percentage in order to limit construction on the (FOB/MOB) points in my scenario. I would like to reduce the construction possibility by half.
Thank you in advance.
Hello everyone, quick question
I placed my supply points on my layer, but the icon doesn’t show up on the map. I don’t understand why.
In the game manager, there’s a distance setting that determines when the item becomes visible based on its distance from a point, and you need to check if this prefab is properly present
Posted in wrong channel before
Morning - Anyone know how I could have a slot that spawns a DEPLOYED radio backpack in?
hey guys I put a faction down im trying to play but when going to the command tent to build stuff, they have no active buildings they can build? What's the file to fix this and or how do I fix this? i'll cashapp someone if they can help me
just shwoing this on the build menu when in the command tent really lame
are you using a custom faction??
of course
I was able to edit the loadout / everything else just not able to adjust the buildings in the build menu for the command center.
still offering $ to anyone who helps me fix this, I have an event I need to run
It actually only shows one building I can build and it's some mortors
I honestly don't know if there is a better way (I am sure there is...) but one workaround could be to override the EditorModeBuilding ({E8DD27917B43F8BD}Prefabs/Editor/Modes/EditorModeBuilding.et) and then in SCR_CampaignBuildingPlacingEditorComponent you'll find all the available prefabs for building, but the issue is they are only US or USSR. You could duplicate the ones you want and edit them... so duplicate the prefab, go to SCR_EditableEntityComponent and change the default faction (FACTION_US/USSR) to your own custom one and then just add that prefab to the list.
Although there must be a better way, because this could be time consuming if you want all of the prefabs available in building mode!
Maybe someone else will chime in with a better solution. good luck
about to try this, Idc if I use prefabs from the other units at this point i just need people to be able to place them down, give me one second and DM me your cashapp.
or w/e you use, thank you i've been stuck on this for 13 hours now
so if this works i'll be over the moon
It's against the rules to monetize with anything related to the tools as far as I know, but thanks. I hope it works.
Thanks again man, where do you see the SCR_EditableEnityComponent?
I just don't see anywhere to change the faction, would it be the access key area?
this 2nd screenshot didn't pop up for me when I found the SCR_EditableEnity
it's under visualization, in the labels
expand UI Info
Whats up guys, I have a question regarding CombatOps scenario type, I am trying to make as resistance faction my own faction, but I dont know, how to do it. I was looking for tutorials and everything, but regarding CombatOps I didnt find anything helpful, any help?
Okey, I have managed to put my faction into combat ops and managed to make respawn, but I still dont know, how to switch tasks for my faction, because they are not for my faction, any help with this?
Good, I have found out how to add tasks for my unit, now trying to solve, why my faction cant use bulding points and truck to build stuff, any help? 🙂
Hello everyone,
I need help with the conflict I created. Basically, when the radio station is spawned from the command tent, the signal strengthens until it reaches every point on the map. How can I avoid this?
Thanks.
YAAAASS!!! Finally Learnt how to make a "Custom" trigger to trigger Spawns 🙂 mr @chrome rampart videos helped to get started on the simpler triggers. See my vid if you wanna know... 🙂 video still uploading 😉
https://youtu.be/Rsz9myJwSK0
Using Scenario Framework
JUST Learnt how to utilize External customizable Triggers to Spawn Stuff..
Just have to remember that you only can trigger activate Layers...
Strange behavior of prefabs.
Sometimes it keeps adding me strange things, like floating trash, sometimes my house prefab just dissappears (in workbench too. To have it appeared again i have to move this object or restart tools).
I suppose that it's impossible to set a custom inside environment (furniture etc) within reforger objects. Just checked my building I've been working on for the last two days, and it's missed my custom furniture placements =(((((
Hello Reforger Tools users. I'm trying to make a circle (light red) on the map with Tools, but I haven't been able to do it. It would be about 600 meters in diameter. It would be a safe zone marker for players on the other side. Does anyone know how to do it? (DrawCircle()) https://community.bistudio.com/wikidata/external-data/arma-reforger/ArmaReforgerScriptAPIPublic/interfaceSCR__Shape.html
Hello, I would like to know how to make it so that I have the radio channel associated with each base, and that it changes at the start of the game. Thank you for your answers .
use my mod EE_AreaMarkers for that 👌
Hello, on the Everon map, how can I remove existing buildings? They appear blocked.
Hey what's Up ?
When designing a mission/scenario, is there a big difference between PC and Console ?
I'm on PC and the mission runs fine in my opinion on PC, but a few people are having issues on console, The scenario in question is a SF game mode where the whole world is populated by multiple areas that spawn the AI, AI population never goes above 35% of what default GM can handle.
Possible issues:
Console has a size limit on the amount of mods they can have.
Some of my custom made items may not have console controller support.
Any tips or info would be appreciated.
whats the ram usage like for the console players? could be cutting it close if theyre on series S
@chrome rampart Mind if i ask.... How do i setup so i can get a KillTask of an Entire group? That is not Solo characters.. Or making it several solo characters but all have to be killed for Task to Finish.. saw this. https://www.youtube.com/watch?v=f2cI_qi9pZA But i don't have the same UI of the LayerTask etc that you have for some reason.. Think SF Vers 1...
Cover the layer task kill using the new task system in v1.5.
Unfortunately I am out until October 31. I’ve never did a group kill task so not sure without testing it. In 1.4 it is one slot kill. In 1.6 you can create multiple children tasks under a parent task. But not sure about killing a group vs character.
Thanks for the Reply bud 🙂
Might be able to use a logic counter on standard slotAI's similar to the multiple target destroy task he did?
Once I get back to my pc I can look at v1.6 kill task.
For some reason I couldn't update scenario framework From 1.0 what I figured... Maybe 1.1 can help with doing this . Do I need to remove any reference of scenario framework for it to update?
How do I check this ? 🤔 run task manager while I'm playing and check usage ?
the symptoms
freezing, stuttering, texture pop-in/out, load times, general instability, input lag
the type of issue you are having can help you reduce the number of possibilties
First Test of combining Tasks On Each other.
Bugs a bit with UI but otherwise easy to learn.
#Scenario framework
Hello, can anyone help me?
How do I delete structures from an existing mod's map? I wanted to be able to edit the KunarProvince map?????????????????????
is there any way to spawn individual characters, similar to how AmbientPatrolSpawnpoint works, where i can have it spawn in one unit from a predefined list of characters? e.g. spawn a single sniper soldier ontop of a watchtower or building
Only the maker and publisher of a map can edit it, the edit features will be locked for other users who download it as a mod.
That’s only possible if the map’s creator made an “Empty Kunar” scenario version available, which as far as I know, they didn’t. But I honestly don't know.
or better yet, how can I Add Garrison to a structure in Workbench like you can in GM when you right-click on a structure that is an Interactive Entity and click Add Garrison (Spawn units to garrison the building)?
there actually is a way to do this, i did it with the Anizay map at least for some of the cars and vehicles. You have to create a new mod, with the map as the dependency, create a new Sub-world of that Map in the World Editor, right click on the entity on the map, Open Prefab, then Create Variant in your mod, then Edit Prefab, and just disable the MeshObject and RigidBody, then Save. This seemed to work for me, but idk may not work for other objects. See my previous comments here: #1084880134605127753 message
i think you must also be using your own Scenario ID from your mod as well, that's using your World .ent file with those edits saved in it
@severe hollow Thanks for the reply. I'm looking into this mod. I'd also like to learn how to use Tools better.
How can I set up a trigger or otherwise to activate at night time, without a player needing to be in it as well? Would I need to change trigger conditions to OR, or just have a trigger that covers the entire map 🤔
Look how the street Lamps are set up I'm pretty sure they only glow at night time. Maybe u can look how they set it up
Anyone willing to help me understand how to create a custom arsenal
What do you need help with ?
It is pretty easy depending on what you want to do.
I tried to understand it and copy and paste most of it but I gave up after a few tries because I’m more working on a map than anything right now.
Trying to create my own custom arsenal that uses dependencies. Just trying to restrict what’s in it so the guys who use it can only select what I’ve put in it
Look at SCR_ArsenalComponent within the arsenalBox. make sure to make the items faction specific items
Optional:
Then in the InventoryItems_Catalog you can choose which item is Ranked.
Gotcha. Not now but if I have any hiccups this week you care if I shoot you a DM?
Yeah it won't be a problem.
Thanks. Shot you a friend request
Pro-tip from a non-professional
In version 1.6 scenario framework there is an action to remove buildings from the world
New action available in the scenario framework call destruction. Allows you to remove buildings from existing world.
So with that I am sure a entity will exist maybe or can be scripted or triggered 🤷
Oo can use that for destroy tasks..
Yeah but buildings just abruptly despawn
Couldn't get the destructible script to work on a non destructible building.
Sounds correct.
Is there a way to make an own destructible building of the prefabs that is not setup for it?
Yes
Just Managed 🙂

Pro-tip from a non-professional… search dst for prefabs with destructible models
yup. 🙂
You could trigger an explosion to destroy the building for destroy task
yea. Starting to learn to use trigger alot more now.. to trigger basically anything.. just the creative mind to come alive now 🙂
ehm.... How do you know which Scenario Framework version you have on your mod? nothing happens when i press the update button of it, no save button illuminating so no save "possible"..
The version of the sf is determined by the game version.
because i've seen this.. and it states even on BI page this will update the SF (scripts and possibilities i guess?)
oh.... How.. Do i remove the Task Popup coming up every other second.. just want it once.. can't find it again..
Arrrrrgh….. DO NOT use that plugin! That plugin was for conversion from 1.0 to 1.1 for the new waypoint system.
They should remove it from the menu at the very least.
Oh..Ook? Nothing seems "broken" from the various types of waypoint i've used..
using the stable workbench ofc...
The task popup notification is a bug when you enter play mode and escape back. Every time you play and exit the notification will popup. So 10x = 10 popup. Either open the world or press shift-r and reload the game scripts. @nimble panther
It is fixed in v1.6
ah yea.. that worked xD thinking i've done something wrong xD
what are systems config in 1.6 exp?
Open the config file attached in combatops scenarios
Thanks. What are combstops scenarios?... lol
Anyone have a tutorial oder a guid for the triggers in Arma Reforger?
@chrome rampart have made alot of them, and for me probably been to most useful 🙂
https://www.youtube.com/@blackheart_six
Then another tip is to load a SF world with the Samples.. They're quite useful also 🙂
Then i have some incomprehensive Map Update where i'm learning SF.... not structured xD
YouTube
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 ...
Thanks
get a problem while working with reforgerlobby its does not shows units even if all factions keys is good anyone know how to fix it?
Hi there, I'm currently facing an issue with my EPF_SpawnPoint. Even though I place it correctly and ensure it's grounded on the terrain, my character still spawns randomly in the water. Do you have any ideas on what might be causing this bug or how to fix it? I initially tested this on a Workshop map, and then on the Arland map, but the problem persists in both cases.
both reforger lobby and EPF are mods so you will have better luck asking the creators directly or in the #1049297536617291827 dedicated thread for that mod, if it exists.
Thanks for u're message
new to making scenarios, but kept getting this
That's a bug. To patch it just add an ambient patrol to the world anywhere
uh where from?
and ah i see
ohh got it
cheers aye fixed and one last thing, when i publish and load it on my server am just sittin in the water
says this in console on server SPAWN (E): Cannot handle connected player (connectionID=0): no game mode is present!
evn tho there is a plain gamemode in there
Use the Game mode setup plugin
It's easier and sure fire
am also new to enfusion so not sure where that is
In the world editor there's a tab called plugins
Make sure you complete the other setup steps to replace your respawn system component with the EPF one
cheers aye and it said it fixed it and added new things but still sittin in water on the server
but works fine in the editor
Do you have a spawnpoint?
yeee
2
1 for us and 1 for ussr everything u think u would need is all there
but when i publish and add it on the server it just spawns me in water
not sure if it matters but don't use spawnpoint_SP. that's probably meant for single player. use the spawnpoint_US
also make sure you have the navmeshes correctly set up. I'd advice you to watch a video on how to make a scenario
Is there a way in vanilla to have a spawn point area be defined by a polyline area or something similar? Essentially, to have players spawn anywhere within that polyline area
All I see is random spawn radius in the SCR_SpawnPoint entity
Or maybe even have a "parent" spawn point with "child" spawn points that you could potentially spawn at as well, all under the "parent" spawn point
Discovered the answer is the second option, with having a SCR_SpawnPoint entity parent with SpawnPosition entity children, and having Use Nearby Spawn Positions checked in the SCR_SpawnPoint parent.
I'm doing this is in 1.6 Experimental fyi, may or may not exist in previous updates
Any idea why my scenario started doing this when loading my world ?
I'm not entirely sure I’ve included all the necessary components to build a functional gamemode
It is the position of the camera. Select any entity in the world and move camera to its position (ctrl f or f, can’t remember). Then play from camera position. Escape out to world editor and exit the world editor and resource manager sw.
Unfortunately this didn’t work for me or I just did it incorrectly
if you are using a modded map make sure the map mod is actually loaded as a dependency
it is, not sure what the issue is unfortunately
I send you a private message
Hey guys, we've recently run into an odd issue where our conflictmilitarybases won't register settings we give them properly. Like supply max counts or to ignore non play-able defenders. What could be the reason for that?
This may be linked, we are at the same time also experiencing a weird issue ever since swapping map/scenario where some people (mostly console) see the all the header title strings instead of the actual name. Screenshot for ref
This doesn't seem to be happening for majority, but still a higher count to ignore
Hello, just a quickie - Is there a better way to use "Ondestroyevent", for more than one AI character? AFAIK this doesn't work on groups, how could I have a respawning group in SF without hundreds of separate "groups" (single characters) in game?
Try action entity damage or look at the AI health states as possible work arounds.
Boy it sucks not having my PC.
Hello everyone, I have a quick question. In my conflict mode, when a player builds an antenna inside a base, the antenna lets them capture every point on the map. How can I prevent that, and make it so that the connection only works within the radius of the bases
Sounds like your antenna has been modified to cover the entire map, or you're on a very small map
I'll look into this, thanks! Just wanted something in place to avoid all AI being culled by players and then being an empty map 🙂
To avoid that you can restored layer to default when play leaves trigger area and trigger them when player enters. Or dynamic spawn/despawn activates.
Yo What's Up ?
I have a problem with my scenario where console players aren't spawning correctly and spawning in the default map location which is the ocean.
But PC players don't have this problem ?
I assume this is a spawnpoint issue or some limitation on console.
Any tips or help would be appreciated.
Hi does anyone know how to get the ai to join your group without having to use the command wheel interface, basically i want to start my mission allready in a group ! thanks in advance ! P S i am trying to get this to work in World Editor
Try setting your spawn logic to Menu if you haven't already
Thanks, tried that and still cant see a way of selecting the group when i run the mission .......
Jackrabbit isn’t replying to you.
Thanks !
I will do that and wait for feedback from console players.
its in the name ! newb never used discord before - have you got a tutorial on this ?
I do not at this time. I don’t know if it’s possible without scripting it or use the arma lobby mod
Ok thanks ! i changed the default spawn group and it worked but now it only spawns me in the ocean i will keep trying !
Unfortunately I am out of country and don’t have a pc.
Go to the 21 minute mark or watch the whole thing
This second video in the series we discuss running the game mode setup and editing the managers.
Lads, do anyone have a tip for this specific issue?
For some reason, when I hover over my map marker, (Images 1 and 2) It shows white square instead of white outline, that's supposed to be like on images 3 and 4
Did you figure it out?
thats the thing ive watched multiple videos and do exactly what they placed and yes in that ss i posted was a old ss when i asked someone else and yes ive used every single spawning type and none of it works but when i screenshare something it will work out of no where
Anyone know how to put in a custom character base and not use the basic loaded character with a weapon and gear ? Already set a spawn area and would I have to change the game mode set up to everon game mode or ?
You will need to modify the loadouts, look in the LoadoutManager.
Where would loadout manager be exactly if you could show a screenshot would help a lot!
Search for LoadoutManager in resources or if you have a custom scenario it should be there already.
I will send a screenshot when I get home.
Thanks would be much appreciated!
Hi Mates,
Any idea why out of all these markers I only see 2 in my scenario?
Right Corner is where you will add the loadouts.
Thanks! And I will have to add this to my game mode correct ?
Not the gamemode component but in your scenario.
So drag & drop the loadout manager into your scenario world.
So I'm still stuck on creating a custom version of the demolition block, I basically want to have a prefab thays several demo charges stuck together, but I have no idea how to do this. I did try just adding mesh objects to an override prefab, however, this led to the extra charges being left on the ground when picking the object up, or just not showing up at all, any ideas?
A brute force way would be adding a "Base-loadout-cloth-component" on the block. Then adding another block to it using that components slots manager.
Okay, that works, you're amazing! I'll do some playing around but yes does seem like a good methods, thanks!
How can I put a vehicle with IA into it?
I want to make a trigger, when I arrive to a position a car with insurgents should arrive to the city
would you know how to fix spawning in water after placing down a spawn ?
There could be multiple issues here. I can't remember off the top of my head all of it.
Are you using deploy menu or straight into spawn ?
First make sure there is a spawn point for the faction you want to spawn.
Make sure your faction is set to playable.
Check spawn type such as menu, autospawn etc. Add a welcome screen this will allow you to see if you have a spawn point in the deploy menu.
I can't remember all if it, but yeah I had the same issue.
You can use the move into compartment action or just have a get in waypoint for the vehicle
are there any resources for setting up a TDM scenario on a custom map?
I have the GameMode_TeamDeathmatch_Selection game mode almost working - but workbench crashes if I try to spawn in from deploy menu
Does anyone have a tutorial on powerlines?
I want to learn how to do things like this.
in current stable branch it requires a bit of voodoo, but in 1.6 everything snaps automatically if the correct prefab is set for junctions
and how can I move it to a position and get out after?
You can use the move / forced move waypoints and the get out waypoint I believe
Good evening everyone,
I'm looking for someone who can teach/work with me to setup my own conflict server, I might be over thinking it as I havent worked in Arma scripting/modding in many years.
PM me.
Thank you.
I’m trying to add an Ambient Vehicle Spawn for boats in my world and can’t get anything to spawn on that entity. Anyone have any ideas as to why?
Hello 👋
I'm having difficulty understanding how SlotAI random percent works.
I have a group of AI that has a 50/50% chance to spawn using random percentage in the Layer so the SlotAI child should inherit those settings.
Problem is they always spawn even if I put a very low percentage 5% or even 0% 🤔.
I have played around with this A LOT and nothing seems to work.
Seems like having only one group in a layer doesn't allow this function to work.
Go ahead put another slotAI in that same layer leaving the obj to spawn empty, setting the same faction key as good practice and have random one selected in the parent layer at 50%. The layer will simply choose one of those child slotAi
I thought about doing that. I just thought that setting layer random percent to 50% should just work.
Thanks for the reply ! I'm going to do what you suggested even if my obsession with clean scenario structure just has to take a knock.
Morning morning, nearly there with this one but just had one more question. I've managed to set this up using the standard M112 charge, with several "genericobject" nested beneath it (containing meshobject, hierarchy, rplcomponent).
Question is how to get these extra prefabs to stay in place, in game? Currently it's rather hit or miss and after placing, prefabs can be scrambled about (sometimes will just be the solid block though)
If you are obsessed to have one slotAI use random action and 2 create variable action. Create a variable called varSpawn, one with a true value and one with a false value then have the random action select it.
Put in the activation condition varSpawn = true
Why don’t you duplicate the prefab and then drag and drop the m112 charge and nest it in the duplicated prefab
Hmmm I think I tried this and ended up with errors but can give another shot - Basically, this is what I've got currently and there are only two issues:
When placed down in-game, the individual charges can move around, so no nice neat "block" as seen here
When in inventory, can sometimes show out of place i.e. at the players feet, merged into their bicep (Any ideas on this?)
Zero the x,y,z coordinates of the nested objects?
I’m home 3 days. I can play around with
Ya sorry know you're away! Sorry, the idea is that this is several charges stuck together so needs to be big like that (High chance I've got what you said the wrong way round)
I misunderstood. I thought you want just one block to appear, but a bigger effects
Just FYI this is what I mean 🙂
Got a custom warhead for this baby 😎
What about just checking the static box on the sub components
Or relative y
Ooo I think that works!
why is the US RTO so short? looks like a child soldier 
Yeah static deffo works thanks man
Because he's wearing a radio backpack with a ginormous antenna sticking up in the air.
Hi, is there any way to add the commander function from the 1.6 Conflict to a ScenarioFrameWork mode?
Haven’t looked at it yet but if it is a component, add it to the game mode.
I tried to add some of the commander components to the game mode, (the scr one, not the campaign ones) but had no luck for now. I'll need to keep looking at it
How can I add/make FRB's for the command tent and player hub? Idea is to have some of these placed around which players can find and build, however, I can't see that there are FRB's for these two prefabs, think they use the slot flat small one....
Hello everyone, I don’t understand: in the experimental tools, when I try to create an HQ Commander mode, I go into the Game Mode plugins but the only option available is Conquest. The problem is that when I select it, I get over 60 errors and the tool crashes
does anyone have experience with Overthrow setup? I'm trying to get the gamemode to actaully let me move around on my map, but I get stuck at the start camera
I'm not sure about the game mode plugins you're taking about but to get it working should be as simple as loading up a HQC world (or regular Conflict world and enabling HQC settings on the game mode) with conflict world systems config selected
hey guys running into a massive issue with scenarios after 1.6 update it's failing to load
any tips
your scenarios?
indeed
@cloud obsidian is there any documentation on 1.6 persistence?
Unfortunately EPF is broken and I'm wondering how easy it would be to move my custom save components to the 1.6 persistence
Anyone knows how to enable the new persistent save system? or is it on by default?
do i have to wait for wcs core to be updated for it to work right?
cant do anythin with world at all
We will have to wait until scripts are fix and updated for 1.6
ah i see thought so cheers
Can someone give me the solution to see the radius to create layers in conflict mode?
mod for wcs updated and still cant open world
brb
Is there something I need to do to get the music radio working in Kolguyev?
does anyone know how to get the GM Everon Scenario ID?
A few people are having this issue. Are you using RHS by any chance?
legend, but am still having an issue not bein able to open the world
yak would u know? its shown the same in the ss above
delete some dependencies from the mod
yea i have but cant with wcs core as its not even on there and yet still comes up with this (fixed)
Hello 🙂 I'm working on some gas setups for my scenario and have managed to get the following set up for a "damagearea".
Currently, this damages players constantly whilst inside the area, until they eventually die.
How can I change this so that it instead damages players until they're knocked unconscious, and then continues damaging them until they die (gives them a small chance of outliving the effect duration and making it out alive)
Scenario IDs for version 1.6.0
--------------------------------------------------
Official scenarios (31 entries)
--------------------------------------------------
{ECC61978EDCC2B5A}Missions/23_Campaign.conf (Conflict - Everon)
{002AF7323E0129AF}Missions/Tutorial.conf (Training)
{59AD59368755F41A}Missions/21_GM_Eden.conf (Game Master - Everon)
{2BBBE828037C6F4B}Missions/22_GM_Arland.conf (Game Master - Arland)
{F45C6C15D31252E6}Missions/27_GM_Cain.conf (Game Master - Kolguyev)
{C700DB41F0C546E1}Missions/23_Campaign_NorthCentral.conf (Conflict - Northern Everon)
{28802845ADA64D52}Missions/23_Campaign_SWCoast.conf (Conflict - Southern Everon)
{94992A3D7CE4FF8A}Missions/23_Campaign_Western.conf (Conflict - Western Everon)
{FDE33AFE2ED7875B}Missions/23_Campaign_Montignac.conf (Conflict - Montignac)
{DAA03C6E6099D50F}Missions/24_CombatOps.conf (Combat Ops - Arland)
{C41618FD18E9D714}Missions/23_Campaign_Arland.conf (Conflict - Arland)
{DFAC5FABD11F2390}Missions/26_CombatOpsEveron.conf (Combat Ops - Everon)
{3F2E005F43DBD2F8}Missions/CAH_Briars_Coast.conf (Capture & Hold - Briars)
{F1A1BEA67132113E}Missions/CAH_Castle.conf (Capture & Hold - Montfort Castle)
{589945FB9FA7B97D}Missions/CAH_Concrete_Plant.conf (Capture & Hold - Concrete Plant)
{9405201CBD22A30C}Missions/CAH_Factory.conf (Capture & Hold - Almara Factory)
{1CD06B409C6FAE56}Missions/CAH_Forest.conf (Capture & Hold - Simon's Wood)
{7C491B1FCC0FF0E1}Missions/CAH_LeMoule.conf (Capture & Hold - Le Moule)
{6EA2E454519E5869}Missions/CAH_Military_Base.conf (Capture & Hold - Camp Blake)
{2B4183DF23E88249}Missions/CAH_Morton.conf (Capture & Hold - Morton)
{C47A1A6245A13B26}Missions/SP01_ReginaV2.conf (Elimination)
{0648CDB32D6B02B3}Missions/SP02_AirSupport.conf (Air Support)
{0220741028718E7F}Missions/23_Campaign_HQC_Everon.conf (Conflict: HQ Commander - Everon)
{68D1240A11492545}Missions/23_Campaign_HQC_Arland.conf (Conflict: HQ Commander - Arland)
{BB5345C22DD2B655}Missions/23_Campaign_HQC_Cain.conf (Conflict: HQ Commander - Kolguyev)
{10B8582BAD9F7040}Missions/Scenario01_Intro.conf (Operation Omega 01: Over The Hills And Far Away)
{1D76AF6DC4DF0577}Missions/Scenario02_Steal.conf (Operation Omega 02: Radio Check)
{D1647575BCEA5A05}Missions/Scenario03_Villa.conf (Operation Omega 03: Light In The Dark)
{6D224A109B973DD8}Missions/Scenario04_Sabotage.conf (Operation Omega 04: Red Silence)
{FA2AB0181129CB16}Missions/Scenario05_Hill.conf (Operation Omega 05: Cliffhanger)
{CB347F2F10065C9C}Missions/CombatOpsCain.conf (Combat Ops - Kolguyev)
add -listscenarios to your startup parameters for server and it will show in the console everytime you start the server.
https://community.bistudio.com/wiki/Arma_Reforger:Server_Config#scenarioId
Are waypoints broken in 1.6 my AI don't move and stay idle. 😢
They work, but I've noticed some maps got their navmeshes messed up or something. in vanilla waypoints works just fine but in Takistan for example they don't for some reason
OH MY F>>>>>
thanks for the tip, I will regenerate the navmesh again, I actually just saw the error log
PATHFINDING(E): Navmesh file "worlds/navmesh/Prjct90_Eden.nmn" is obsolete. It should be regenerated!
It seems custom worlds the navmeshes need updating. Kunar is the same way.
Lunar backed been broken brother lol
I have custom scenario. Is it possible to add commander role to it?
Did they change the way ambient AI Spawn points work? I use to use waypoints in the hierarchy for what I wanted them to do. Now they just stand there. I am working on Khanh Trung so it could be the map.

man my workbench freeze up my whole PC when I try to regenerate the navmesh. Tried 5 times now and it gets to 49% and locks the whole thing up.
did something change in the ambient spawns not alowing you to designate a number of respawns? i swear i used to be able to select a number of respawning counter attack teams, it seams now relative to total AI count
hii - im new (like I started with reforger yesterday)
I'm following through blackeart_six videos and in the Adding Tasks episode I'm not able to get repeated spawn working.
the ai spawn etc. but the repeat just doesn't happen?
I don't think im set up wrong but probably am. are there any obvious things to check?
Hello what is the editor radio ?
Men workbench kills me since 1.6
Duplicate a scenario and its locked 😄 i dont know how to unlock it.
DM me. And screen shot your set up please.
so just a quick one, as its driving me insane since 1.6, so i create a map say everon, i go to the mission header, i want to set the starting supplys at say 5000 i do that yet i then test and it as not done it. cheers in advance to the people who have worked it out for a old fool like me3
Hello guys, I've created a subscene of an existing map for testing. When I host the map, there is no option for GM. I think I need to setup the GM game mode, does anyone have a tutorial to hand on how to do that?
SCENARIO FRAMEWORK FEEDBACK
Problem: Repeated Spawning of SlotAI not working.
BI Feedback | Repeated Spawn Broken
theres a game mode plugin that i used in the past to set up my scenarios but i havent any luck with setting up scenarios since the update
https://www.youtube.com/watch?v=iWffY1Nf050 this might also help
This second video in the series we discuss running the game mode setup and editing the managers.
Idk, where else to ask, but considering it has to do with scenarios, I'll do it here. How would I turn off the rank requirement for loadouts in this new update?
@formal hare
Start here...
https://reforger.armaplatform.com/workshop/66BE3C496E88DEBC-OldGuys_DisableMSAR
Then reverse engineer it. Most likely an easy adjustment.
Hello guys,
Got a weird issue. I've got a total of 9 supply points on my scenario, but only 5 are showing on the map. The supply depot entity is configured the exact same, but it still doesn't show?
change icon threshhold
Yeah not sure, it's an odd one. They don't seem to show on the west side of the map. If I place additional ones to the east, they show? lol
Is there a way on the world editor side to have a vehicle place in the world editor crewed
Ah yeah that was it, thanks mate!
Yeah not sure mate. I've already got a GameModeCampaign down, so it won't let me directly add GM haha.
For the GameModeSetup wizard, if i want to create an HQC game mode, should i just use the Conflict.conf for m_sTemplate or is there a different one for HQC?
because i only see Conflict, GM, and ScenarioFramework templates
There's a way to move character into compartment in SF but I don't think it spawns the vehicle already with the crew in it. So I think this is only possible with custom scripts
Damn okay thank you
https://youtu.be/XMXBafTKoxg?si=riZjl6rIBGya_b0r
this may still work. Don’t know if this is what you’re looking for
Miscellaneous | AI in Vehicle
Start of getting AI in vehicles.
Could you point me to the method that adds a group to a vehicle, just gonna make my own
Don’t think you can do groups. Because seats = slots. Group positions aren’t slotted. 1 character = 1 slot.
There's no helper for it? If not I can just parse the ai themselves in the groups
None I know of.
Wack
I was messing around with this in my EE_Radio Actions mod with a good degree of success. I used compartmentManager.SpawnDefaultOccupants({ECompartmentType.PILOT});
you can take a look at this previous version if it's helpful to you.
So the campaign task manager is kaput now? Do we have to use the SCR_CampiagnFactionCommanderHandlerComponent now? How would I go about just disabling all ranks and all loadouts and just having reg conflict like it was again? Is it possible? I'm trying to set it up for a PvE where only one side is playable and this seems to be problematic with the way this treats the tasks. I do not want the assault, transport and separate roles, I want it just like it was on conflict where everyone can see the objs. Why oh why switch this without being able to turn it off? I guess ill have to pay someone to write some scripts for a custom game mode now.
How can I get US playable groups back to a handful of generic ones, rather than these new specialised groups? Also shows the commander but it isn't possible to even join it
Why don't you use the scenario framework game mode, which is designed for PvE scenarios?
It's laggy af for what we do. I like having the linear game mode with bases to capture and supplies to run. It helps with the flow of ai spawning in due to being able to restricts how many bases are open at once. Combat ops, which is made with SF, allows a lone wolf to go off to another part of the map and it will spawn ai in over there. Then I have no control over how many AI are out there since we got guys over here and over there. soon enough it will lag out and crash. SF works but not what I'm after with an open lobby pve style server. Conflict also seems to have less coding errors during run time, less crashes for players too. Couldn't tell you why but conflict always ran better on a dedicated server than the combat ops for me.
No I had to write my own script for that in my scenario. You are welcome to take a look at how I did mine. I think I looped through seats to fill the vehicle and then any remaining members of the group were removed and deleted.
How can I trigger a cinematic as soon as the scenario starts? I've got one set up but I can't seem to trigger it, only preview it in Workbench.
Theres a market for the PVE conflict games, i enjoyed the freedom of the conflict game mode allowing the troops to make the decisions about what path to take. It worked reasonably well for the scenarios that i set up
how can i place a spawnpoint down in world editor so players can just spawn on it whenver they want. Running an AAS scenario and no matter what spawnpoint prefab I use, they dont show up on the map even with the is visible on map ticked
Is this just where the spawnpoints are appearing in the deploy map, but not the handheld map, or is the spawnpoint not showing up at all?
How can I remove the seizing aspect of the command tents built with construction truck? Soviets keep capturing, seems to turn the base into a USSR AI soawnpoint or something
Scenario Framework Feedback Ticket
Problem: The task does not reappear when using the action "Restore Layer to Default".
https://feedback.bistudio.com/T195716
BI Feedback | Restore layer to default with Tasks
When you restore a layer to default for a task, the task does not reappear.
No I dont see the spawn point available in either deploy menu or when a player is looking at their map. If I put the spawn points down in GM mode they work perfect, visible and spawnable. Assuming its something to do with how the prefab is being initiated when placed in the world editor but I dont know anything about that side of stuff. Using same prefab that the GM placeable uses
So you have something else going on if you can't see it in the deploy menu. Don't use the e_spawnpoint. For the US faction, use the spawnpoint_us.et for example.
yeah i was using the us prefab, probably a gamemode manager setting or something conflicting
Question, which game mode are you using?
AAS I made using the conflict game mode setup
I have a weird issue, when AI groups spawn in, some of the units dont spawn, just a pile of their gear. This only started happening after the 1.6 update. I had some custom FIA loadouts setup to give them more modern gear. Any ideas how to fix this? See screenshot
can anyone help answer this? I am having issues with the game mode after doing this, cant capture points even after all AI are dead, im wondering if this is related. Does anyone know if the Game Mode Setup wizard works for HQC or only Regular Conflictt?
correction, some capture points can be captured, like one of the Harbors i just tried. But others cannot, the progress bar never shows, or shows for a second then disappears. 🤔
Could you explain how to do please.
I know you've got the "Move AI into vehicle" AI action, can confirm this works for putting a group into a vehicle
How do I add ".Layer" to a map? I change the name of my map and all the layers mess up and disappear
would anyone know why after selecting a faction i dont get the deployment setup screen to pick a group it just goes straight to the map view
hello everyone i tried to set up the radio coverage of captured point in conflict HQC with a comander but i cant find the debug sphere that we have back in the day
Sorry I deleted all the components and stopped work on it. I think this is how it worked.
Name the character, IE Driver, and add the Name to each compartment slot on the vehicle.
This only works on slotAI characters not groups.
Strange, you reckon it's a bug maybe? I'm using it for my vehicle patrols and haven't had any issues with this action for groups 🤔
Present your work so I can compare it to mine. At the time of the video the action only worked on slotAI characters.
Sure I'll show you in a min 🙂
@chrome rampart tried to get everything included, this is how I have vehicle patrols set up
Works now. Great. I can update the video. Thanks
No worries! Much simpler now 😄
Eliminates the need for a slot waypoint, but you then have to set up the Action AI.
Yeah hopefully repeated respawn will be fixed soon so I can get some convoys going with this!
I am going to stick with using a Get In Nearest wp. The reason is I use randomization of groups and vehicles. If you get an armed UAZ as a vehicle (3 slots), and a 4 slot fire time, the patrol will still work. The 4th man will just start walking instead. It doesn't work if you use MoveAIIntoVehicle.
Currently using a mix of the two - this AI action can be a little finnicky tbf
So to complet my asking i am looking for this option that seems to have been removed when placing capture military base or capturepoint
it was link to the transmitting range of the radio component
if someone know how to activte it back or even where it was located back in the day
You can roughly measure with the little ruler to see if it will connect or not
If they work , actually didn't work for me
https://youtu.be/XzwU-aTt_bo
Hello. Ive been facing issues trying to add multiple waypoints to an AI by triggers. The 2 first attempts it works with no problem, but beyon that point, the AI no longer follow the commands given via AI action Add waypoint.
Have you ever faced something similar? How can I add more waypoints? Im trying to set a path of 2km or something, with speed variation, and some stops on the going, but this is holding me back.
Does Exist any other method beyond the one im trying to do??
The link above shows everything ive done until now, the 3 waypoint and the triggers. In the middle end of the video there is a test showing the AI stuck.
As you can see, in the beginning of the video I showed the 3 waypoints that should have been added to the SlotAI1 by the triggers in the path. Past 1° action of add waypoint the add waypoint action didnt worked as expected.
anyone here who can help me "edit/Mod" a Conflict scenario when it comes to supplies regen i guess walk me through
anyone have any idea why the new conflict prefabs are giving me such a hard time with setting spawnpoints?
even if i hardcode the faction affiliation, campaignspawngroup component etc, they dont play ball
wanna implement a new faction into the randomised start of commander conflict but it just hates me
how do i disable MSAR from within Workbench in a scenario?
nvm, found it. It's the m_bUseMilitarySupplyAllocation value in SCR_ArsenalManagerComponent within the SCR_GameModeCampaign entity
does anyone know how to create a survival scenario?
@chrome rampart
https://youtu.be/dfcZoxijUlE
[2AD] Blackheart_Six, this is the method I found in Combat Ops for conducting patrols with vehicles.
Yep, been there, done that. That's why I didn't take it any further with trying to manually put them in a vehicle. SF has an action to do it.
Scenario Framework Animation Actions and Waypoints
https://youtu.be/b-gKtzg3pz8
Actions | Animation Actions and Waypoints
In this video I show how to implement animation actions and waypoints in conjunction with movement waypoints to create an AI scene in MP.
@chrome rampart Seems they have improved on TaskKill. No special setup now to KIll a group of soldiers it appears..
I placed a group instead of single soldiers.. the Task only finished when all Chimeras are dead. no matter which order i kill them in..
There are lots of improvements in tasks and task management. This is a really good change to the system. I haven't started building my tasks yet.
havent looked on that Subtask thing yet.. i apears it's only located on the layer.. not the Slot.
they made a good wiki guide of the Task system now i saw 🙂
Link?
Can anyone help me some of my bases are not getting signal from my HQ on the USSR side I have three bases near that HQ that are yellow but cross the map you can take the base near the us side can’t find anything about this.
check that ussr base is selected as source of the signal or can be source
Yeah I did that still showing yellow
This is my map with the ussr on top
ok was just an obvoius pointer,so as a player if u build an antenna at mob Bizon does it give signal?
No
ok so something aint right prob something simple,sry couldnt help further,look at other custom conflicts for a solution load one up in tools find the solution i havent done a conflict for a fair few updates,mabye ask in conflict channel too best of luck man
Is it possible to have dynamic despawn kick in with GM placed AI (GM Mode)? I thought you could, but I can't seem to find it.
As example, modify I want to be able to place down GM AI 1km away from players and for them to despawn until the players reach a 500ms from the AI.
Hey, since 1.6 my dedicated server spamming the log:
2025-11-09 11:05:45: SCRIPT : SCR_ScenarioFrameworkTaskClearArea<0x0000029DB16719F8> @"ENTITY:4611686018427401630" ('SCR_ScenarioFrameworkTaskClearArea') at <4470.206055 58.655998 6214.568848> @"{A5E8E68E46D3E064}Prefabs/Systems/ScenarioFramework/Tasks/TaskClearArea.et"
2025-11-09 11:05:45: SCRIPT : SCR_ScenarioFrameworkTaskClearArea<0x0000029DB16719F8> @"ENTITY:4611686018427401630" ('SCR_ScenarioFrameworkTaskClearArea') at <4470.206055 58.655998 6214.568848> @"{A5E8E68E46D3E064}Prefabs/Systems/ScenarioFramework/Tasks/TaskClearArea.et"
2025-11-09 11:05:45: SCRIPT : SCR_ScenarioFrameworkTaskClearArea<0x0000029DB16719F8> @"ENTITY:4611686018427401630" ('SCR_ScenarioFrameworkTaskClearArea') at <4470.206055 58.655998 6214.568848> @"{A5E8E68E46D3E064}Prefabs/Systems/ScenarioFramework/Tasks/TaskClearArea.et"
2025-11-09 11:05:45: SCRIPT : SCR_ScenarioFrameworkTaskClearArea<0x0000029DB16719F8> @"ENTITY:4611686018427401630" ('SCR_ScenarioFrameworkTaskClearArea') at <4470.206055 58.655998 6214.568848> @"{A5E8E68E46D3E064}Prefabs/Systems/ScenarioFramework/Tasks/TaskClearArea.et"
any idea?
thats a good question it would be nice to be able to modify placed Ai so they go in placed as not spawned yet until players are close like the ambient system id like to see also recruited Ai mabye on a timeout to despawn when that squad leader disconnects or loses em so theres not Ai just hanging around in the gameworld using up resources,not looked at placable groups to modify myself now curious
First congrats. TBH I thought you would take the whole enchilada. Good job.
I am going to upload a new scenario today for testing. I'll keep an eye out for it on mine.
I don't know that is possible without scripting it. The GM placed AI are not part of the SF and dynamic spawning doesn't know they exist.
The trigger for dynamic spawning is the player. You could make a trigger for "any character" and do an action when "any character" enters the trigger (spawn objects) and leaves the trigger (restore layer).
How could I offset the seizing radius/ capture zone from the bases command tent?
How do you disable supplies in SF in 1.6?
Edit: nevermind I figured it out
I'm trying to figure this out as we speak, I noticed RadioBroadcastManager.ent was turned into RadioBroadcastManager_Everon.ent and RadioBroadcastManager_Kolguyev.ent
Good News: From my testing, it looks like you don't have to recalibrate the thing every time you add a song to compensate for track lengths, also Arland and Everon both work perfectly off of the Everon-denoted file.
Bad News: I only get Static from the Kolguyev-denoted file; I will update this reply or come back and reply if I can figure out anything.
Let me know if you find a fix, please! Feel free to DM me.
@wild trellis I found this after looking (since there are two RadioBroadcastManager.ent files now, and there's now a RadioBroadcast_Everon.acp and a RadioBroadcast_Kolguyev.acp):
My guess is we now have to duplicate our old RadioBroadcast.acp file (Everon seems to inherit from that) and make or overwrite one for Kolguyev.
Confirmed: Overwriting the RadioBroadcast_Kolguyev.acp got the songs playing at least, HOWEVER it's acting like it used to and it's not recalculating for track lengths. It's changing songs randomly and going to static or announcements well before the songs are finished. Maybe I need to delete and then place a new RadioBroadcastManager_Kolguyev.ent back into the world and it will recalculate? I'm going to try that and update.
However, to resolve the track jumping, I'm not seeing ANYTHING to make it recalculate the times, so I'm assuming it calculates after being placed in the world automatically now. I hope that's the case.
What do you mean disable supplies ? As in still use the arsenal but it doesn't use/need supplies, if so please tell me how you did it, or just point me in the right direction.
Select disable resource type in the gamemode. It doesn't cost any thing to get items out of the arsenal
Still no luck on Kolguyev @wild trellis, I got it working well on all the other maps. Did you figure anything out?
No, I've been at work all day. I don't get much time to work on mods.
Thanks ! It was that simple yet I was making all my items cost 0 in the EntitiesItems config, I am such a chop sometimes.
Does anyone know if the "toggle lights" AI action actually does anything? Doesn't seem to turn their torches on so I'd guess not
@fossil cypress @wild trellis I have affected the Kolguyev radio now with some success, but it's still not right. Here are some things to note that I've discovered from playing around with this:
In the DJ bank, it only had a radio static wav file, and I now have the DJ segues in there, which let me get different audio when adding the DJ stuff from Everon (and painstakingly replicating the layout and details/settings on all of the nodes on the Everon broadcast acp file). Each time before testing, I have recalculated track times with the Kolguyev broadcast manager file in the World Editor.
Perhaps this new audio will help diagnose what the issue. It's playing the same three things in a loop, regardless of how many songs and segues exist in the two separate banks for each. Given I have copied the Everon broadcast acp file, static now has it's own third bank, and the Everon broadcast works on both Everon and Arland (but not Kolguyev unfortunately).
My guess, there's something wrong with whatever pulls from the index on the Kolguyev radio broadcast files (or whatever handles that). I have no idea what to do regarding that. Any help would be appreciated!
I'm going to look at this and see if anything helps:
https://community.bistudio.com/wiki/Arma_Reforger:Audio:_Radio_Broadcast_Manager
Thank you, I was stupid and it was like 2 AM. I forgot the radiomanager comp, I was talking about the player radios not working.
Is there an easy way to move the capture points capture radius separate from the base tent? Like offset capture/ build radius? Thanks
What would be the best way to restrict certain factions on a GM gamemode with a GUI to allow administrators to whitelist people?
Make a mod that does that
Hi everybody. Has anyone tried adding techniques from the opposite side to the game faction through WCS Arsenal?
Hey, I'm having an issue with the Scenario Framework trigger in Arma Reforger. The idea is that units should spawn when the player enters the trigger zone, which works fine. However, when I enter the zone with a helicopter or vehicle, nothing spawns as expected, but when I leave the trigger zone in the vehicle, the units spawn unexpectedly. I've tried using the "Once" option on the trigger condition, increasing the update rate, and adding altitude-based conditions to exclude flying vehicles, but the problem persists. It seems the trigger activates on exit events or condition changes, causing unwanted spawns when leaving the area, despite the conditions meant to prevent this. How can this behavior be fixed or worked around?
WTF!!?? i somehow died right before reaching the end of stage 2? (campaign) how did i die?
I got tracks to play by adding them into the koguylev radio broadcast but only play like 5 seconds each
Series of questions:
- What component are you trying to use this plugin on? Slot, SlotAI, Slottrigger, Area, Layer?
You guys I've fought with the vanilla radio broadcast manager for a year now. Your best bet is to use Project sonar and be done with it. I can get the radio to work correctly on maps that don't already have a radio manager in them. If it has one I cannot get it to update. Sometimes it worked if you went and clicked regen times. Then right click the radiobroadcastmanager and apply changes to prefab. Then save world with options but it didnt work all the time. Once I got Project Sonar mod, I never have skips and its always right on, I would just use that. I have prob wasted over 100 or more hours on the whole thing its drives you nuts. I honestly think its would be easier to learn how to script it in like they did then try to work with that POS manager.
I don't recall JIP being an issue with SF when I ran a group and a server. It's been a while though.
Have you tried it without any mods attached to the scenario and the server? Test with the basic combatOps world?
So you can trigger actions on an AI group's death using On AI Agent Count Changed - In case it's handy for anyone
Is there a way to have ambient patrols with spawn positions? Does putting a spawnposition.et as a child under the ambientpatrol work? I want to be able to put down one rifle squad but have the guys spawn in different positions within a 15/20 meter radius. Say one on a building, one by a machine gun, and one around the comer. Not just in formation like they are.
Does setting it up in SF style via area, layers, slots, but using it in conflict pve cause problems? I think I know how to do it that way, I could just set up a trigger for 1000m to spawn and then de-spawn them just like the ambient patrols do. I guess I'm wondering if that would cause problems in the conflict game mode?
Hey! The resource points in my Conflict gamemode do not refill the resources. Am I missing something? How can I set it up correctly?
I have all the units that must spawn in a layer with multiple SlotAI in the same layer i have the SlotPlayerTrigger
Anybody working on a POW Style Escape Scenario? I’m not sure the AI are there, as I would need sentries that are dumb, and officer sentries who have a different awareness level
I see that BI made a lot of what I’m looking for happen in the new campaign, but it’s unclear if I can get the kind of behaviors I want without looking into behavior trees, as we aren’t done with updates yet, I’ve been hesitant
Anybody have input?
I think that's all in the resource component
I think there are a few and you can change AI skill etc. - I'm planning on making the "Follow player" behaviour tree, once I've figured out behaviour trees properly 😂
You can have groups with different levels of perception.
I wish there was just a "follow player" button 😔
Ideally I want the heightened awareness applied to only certain individuals in the same group
I want certain people to be better at hearing certain actions, like opening doors or even custom interactions I’ve created myself (like digging or cutting through fence)
Is this attainable yet or should I keep this on back burner?
I think it's pretty much doable and it should be easy but yeah you'd have to script it. It should be easy because there's already something similar when you recruit AI. the "follow me" order makes them follow you around, so it should be easy to extrapolate
If you want to use SF tools ONLY it could get tricky but I think it's doable.
Yeah it's hard when you're a drag and dropper lol
Looking into behaviour trees, they seem a little less daunting than scripting so you never know I might get something together :/
What's the behavior you want? you want something like enemies that can hunt you?
Thanks i’ll take a look into the behavior trees in the current version, sounds like it’s finally worth the time. The campaign definitely impressed me with the patrols
Yeah just so I can have a handful of hunter squads basically! I did just have a thought about trying the follow waypoint, don't think it'll work but going to try it anyway 😎
This ABSOLUTELY does not work - Best SF workaround for "Hunter AI" I've found so far is having a large trigger, an AI group, and a Search & Destroy waypoint: Standard trigger setup, longer update rate i.e. 20secs, player enters the area:
- trigger activation spawns the AI group (set to once but not the trigger itself)
- "Entity entered" set up to set the waypoint position to player entity
However, not sure about multiplayer worky, if bad for performance, and is pretty rudamentary
And ofc is restricted to the size of the trigger
@quiet plover Is there a join group action?
I think so, will be in later so can check it out
If I made a scenario in the game itself, and want to make it a proper scenario since we can't load saves into MP atm how would I go about that or can I even do that?
Anyone here know how to set up WCS add-ons, specifically the transport ?
I've kinda got the hang of all the settings on all the gear and weapons in the armory, but I'm still having trouble with the transport. The settings just aren't cooperating.
Make it into a mod, all the entities you can place in GM mode are available in workbench for you to put down in the world
Hi, I don’t know what else I can do…
ARMA REFORGER:
My team and I want to create our own scenario for PvP.
Everything works fine so far, but for some reason the bots / AI can’t be positioned or configured properly.
Does anyone have an idea what could be causing this, or is it a general issue at the moment?
Any help would be appreciated.
Thank you!
I fixed it changed the trigger "sphere" to a box. If somebody needs to know how to change a sphere to a box just lmk 🙂
Do you want specific positions for the AI?
Hello There!
I'm creating a personalized HQC Conflict for pvp, but I'm really struggling with harbors and Airport source base configuration?
Is there any guide for it?
Or even, if possible, someone willing to guide me and/or teach me the way it works?
Trying to place down a Heli but it's already hovering before I've even started the engine - snap to group isn't working for me.
Greetings. I don 't fully understand in which category to ask .. In general, can you tell me if I can add my gas masks to GM FX? If they are, for example, a helmet attachment ?
Hello does anyone know if its possible to make a commander HQ style scenrio with up to 5 factions all fighting to capture the main points?
How would I go about creating a GM scenario for a map that doesn’t currently have one? Is this even feasible if I’m not the original creator?
Good day, I would ask this question here #enfusion_model
Kind of like a FFA Mode?
https://community.bistudio.com/wiki/Arma_Reforger:General_Game_Mode_Setup#Free_for_All
Run Game Mode Setup plugin and select gamemaster conf.
How can I ensure task icons are deleted from the map, rather than displaying as completed with a green tick would anyone know?
has anyone figured out the new persistence save system and how to use it in SF?
Did they issue an update to fix the -loadsessionsave?
https://community.bistudio.com/wiki/Arma_Reforger:Startup_Parameters#Hosting
I know that it was saving players loadout and current position in the world if player left server and returned. I didn't test much beyond that for tasks, AI positions, etc etc.
When OnTaskFinish, run action "Change Task Task UIVisibilty" and set to one of the selection.
Thank you!
yeah kinda the base systems would be. So you can have multiple factions in commander HQ without it breaking the game say like 5?
That I do not know. Haven't played with that feature.
Need some help on what type of entity and settings for it so I can place a capture point on top of it and the command tent wont fall through it. For example if i wanted to place a capturable base in mid-air, what could i put under it so the base doesnt fall through or is there a way to do it in the conflictmilitarybase prefab itself?
would anyone who knows the engine a little like to help me with a project? I just need somone who can access the wrokshop i have the scripts and guide ready
Anyone know how to setup the perceived faction manager? I have it set in my GameModeSF and can see via the diag that I am seen as CIV, yet this USSR AI is still shooting me.
It won't get fixed posting about it here. Submit a detailed feedback ticket at https://feedback.bistudio.com/project/view/66/
Guys. Is it a possible to enable commander role in base game mode? I dont need conflict with commander, just somehow enable this default group 1/1 to be able to select commander role
how do I make it so there's no spawn screen and you just spawn straight onto a random placed spawn point?
select AutoSpawnLogic
look in your GameMode, component SCR_RespawnSystemComponent, and switch Spawn Logic to SCR_AutoSpawnLogic. Should pop you right in.
ahh that was it, I did it once a while ago and couldn't remember for the life of me. Cheers!
Does anyone in here know how to add a small cutscene in a Scenario mission? I have tried downloading samples (all outdated and useless), and every other thing. Nothing seems to work. Perhaps someone in here has an idea of how this works now. The tutorial videos all show how to make cutscenes and animations. I have not found any tutorials for how to actually ADD the cutscene.
How is your FactionManager setup?
Default. I've set FIA as playable faction. Only other change I made was add CIV as friendly to USSR faction. Tried that on and off in testing the percieved faction.
Im looking for some people who can help test the armor im rigging and also help with developing a project. If your interested please hmu
Is there an easier way to snap objects to sloped terrain other than rotating each prefab individually?
Right click, "Snap to Ground and orient to normal"
or
Ctrl+Shift+Down Arrow
For compositions, expanded the composition, select all (Shift+Left Mouse), then "Snap to Ground and orient to normal"
For SF slots, disenable, snap to ground and orient to normal, then reenable
Sorry I got a good laugh from this.
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- Model our latest designs with confidence (and hopefully continue modeling them after testing)
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**Requirements:**
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- Excellent life insurance (we insist)
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**Benefits:**
- Competitive salary (hazard pay included)
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Thank you, I've been manually rotating everything for the past year ish 😭
Need Help When i place down ambient patrols in WB they spawn in and just start walking off all in one direction. Why would they be doing that?
You haven't setup your navmesh correctly.
They are moving to world position 0,0,0.
I learned this the other day.
All because of you 🙏
Is there a way to quickly move a selected layer or slot to the current camera location without having to focus and drag?
Hello,
with the new conflict mod HQC,
does anyone know why the radio link stops working when I define the faction of the starting base prefab via SCR_FactionAffiliationComponent? However, it works perfectly fine if I don't specify the faction.
@verbal hull
The way I do it,
- Move camera to position where you want the layer/slot.
- Select the layer/slot in the hierarchy panel.
- Ctrl-X, Ctrl-V
- Drag it back to area/layer removed from.
It would be a nice feature to high an entity in the hierarchy panel, right click, and select "Move to Camera Position".
Don't know why but that's the way that works now
Is there a way to make the player always go unconscious instead of dying ? 🤔
I don't think so. I had to script that feature in my game mode
Oh damn ! I'm not too good with scripts.
I think there's a mod for it by Kex. "Stay Alive Forever"
Ah thanks I will check it out.
😂
My radio connections between bases work fine in Workbench but when i publish it and try to play it they are gone. Anyone know what i may be missing here?
QUESTION: ENfusion editor: Creating scenarios
How do you set the Global Skill config level for AI?
It appears to be set as "None" when loading the scenario or reviewing GM mode. (It can be manually set in GM)
I'm not certain why some of these basic settings are so hard to get information for, but I can' find it.
In SF? I don't think there's a global setting available. I've only seen a per agent skill level setting in the Slot AI.
odd
wait you said you are able to set skill level manually in GM mode? That's not right. I don't think that's a vanilla thing. Are you running mods?
Yes, you can set the value to Veteran or any value in GM mode. The scenario itself is a Conflict game. This was an easy thing to do in EDEN.
Just went into GM mode to test and I can't find those settings. I think those are from GM Enhanced mod or CRX Ai or similar
BUT the skill level itself it's vanilla, just not exposed as an attribute to tweak in GM vanilla as far as I know
That's fine, thanks
can you set a scenario to restart the server everytime its finished instead of just reloading the scenario?
Can you tell me where I can set up a list of possible buildings for players on captured points in conflict mode?
Anyone messed with the teamdeathmatch or deathmatch scenarios in enfusion?
You can change the skill level of ai in enfusion in the individual character prefab I believe as well as for groups but I’m not 100% sure since 100% chance no one will answer anything I ask on here
The group I don't know but yeah you can change the skill level in the Slot AI
I was just pointing out you can't change it from the vanilla GM interface like the other user mentioned 😅
Yup I just set all mine to cylon
No
So, do anyone have the "manual" for setting up scr_restrictionzone . I need it to procted a main operation base from enemy players, as a 400 meter safe zone... But cant seem to get it to work... Anyone ?
You ever figure it out?
Having issues getting Ambient vehicle spawns to work outside of workbench. Can only assume it’s because I need to add something to the map, didn’t see anything obvious looking around
The solution was enabling Spawn Vehicles in the mission header under default/editable game flags
THE CLOUD FLARE RUSH FOR ME I DONT LOOK MY ANY MODS ON WORCKBENCH BUT ALL CONFIGURET GOOD BUT NITRADO DON LOOK MODS MISSION HEADER
BACKEND : Loading dedicated server config.
08:32:11.136 RESOURCES : GetResourceObject @"{FA38849EE56C68EB}Missions/NORTHFALL_LifeGameMode.conf"
08:32:11.136 RESOURCES (E): Failed to open
08:32:11.136 RESOURCES (E): MissionHeader::ReadMissionHeader cannot load the resource 'Missions/NORTHFALL_LifeGameMode.conf'!
IS DONT SEE MY MISSION HEADER
BACKEND (E): [RestApi] ID:[51] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:524 - Cloudflare - A Timeout Occurred, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""
THE SUBSCENE WORLD NOT FONCTIONAL ON NITRADO IS NEED THE BASE WORLD WTF
Why you yelling bro 😭
He's Tripin'
Any1 tested Gamemaster in "EdenEmpty" i think is just bugged af bcs mine spawns in middle of water (0,0,0 i think) and can't move in GM
Did you setup the SCR_AIWorld properly?
I imported "EdenGM" to empty Eden and did the Plugin of gamemaster so idk what more to do
You said you did it on EmptyEden? I think you have to some more to get that to work. Like create a navmesh from scratch after you add all your stuff.
So if I copy and paste the original one from ‘Eden’, it won’t work? Because I don’t know how that affects my GM.
I just tested it in Arland and it works perfectly and u dont need to do almost nothing just the plugin of game master setup, so i think its only "EmptyEden"
🔥 RAISON OFFICIELLE :
➡️ Les SubScenes NE SONT PLUS REPLICABLES ni CHARGÉES en multiplayer.
Depuis les updates 1.2–1.4 du moteur Enfusion, Bohemia a :
Bloqué le chargement dynamique de SubScenes
Désactivé la réplication réseau de SubScenes
Empêché leur utilisation dans les worlds MP
Rendu les SubScenes instables dans les mods
👉 Résultat : le serveur refuse de démarrer si une subscene est présente.
❗ Pourquoi Bohemia a fait ça ?
Parce que les SubScenes :
Provoquaient des crash serveurs
N’étaient pas synchro entre clients
Chargeaient des assets différemment sur client et serveur → désync
Cassaient les collisions, navmesh, véhicules, IA
Causeraient des “Banned content: Subscene” dans Workshop
C’est un changement GLOBAL du moteur, pas un bug.
❌ Ce que tu ne peux PLUS faire maintenant :
Placer un village dans une subscene
Mettre des interiors, maisons, props** en subscene
Charger une subscene via script
Laisser une subscene dans ton world ENT
Utiliser les subscenes en tant que “packs”
Dès qu’il y en a une → ton serveur refuse.
✔️
This is an english only discord.
At some point during the creation of my AI Bots scenario, I stopped receiving commands from the GM... Can anyone who has encountered this situation or knows where I might have made a mistake provide guidance? I've been searching for two days and am starting to give up and prepare for a complete re-creation of the mission.
what do you mean you stopped receiving commands from the GM?
The translator must have translated it incorrectly. A GM player cannot give a group commands to perform any action. They are simply not active.
bottons not active
buttons*
like this
SCRIPT (W): Cannot place prefab @"PrefabsEditable/Auto/AI/Waypoints/E_AIWaypoint_Move.et", it's not registered in placeable entities!
You have a mod that disables the waypoints
I don't think so. I even disabled all addons that could affect units, and even those that simply added weapons/clothing.
Just telling you what the problem is, you are welcome not to believe me
Test like this - remove all mods and see if it works
Perhaps my words were distorted by the translator. I believe you, I just couldn't find which one...
Something that adds entities to game master menu, any entities
Buildings, boxes, vehicles, anything
Can WCS addons?
Fixed idk how, but fixed
with the transmitting dome range gone do points work the same way in conflict requiring to be in range to be able to take a point?
they do, its not gone, just no longer visible.
im just not sure why the range doesnt seem to matter now, my hq is transmitting range of 1200 only having one point in that range but yet all the points are able to be capped.
How do radios work within scenario framework? In terms of range, how to increase range you can communicate with people in game etc.
Questions about Navmesh
I'm curious if this is a Navmesh issue.
In Kolguyev or Kunar the AI enemies will pursue and run around the map attacking quite aggressively. It's impressive.
In Takistan, The AI mostly stand around. They will pursue you but it does not feel like the same game even though all the scenarios have the same AI values.
The Navmesh is configured correctly on all 3. Curious if other with Takistan examples are seeing the same results?
Depends on what you mean here...
If players build radio relay towers that will link the MOB to the OFBs and increase the radio range.
In Enfusion, for the MOBs it is the SCR_CoverageRadioComponent > Transmitting Range > Unsorted
MOBs need
Is Source = Y
Set the Transmitting Range to cover the entire map like 20000
FOBs (CPs)
Is Source = N
Set the Transmitting Range to cover the connections between CPs 2000 to 5000
Sorry I am working in scenario framework, didn't think the conflict bases work in there? I'd guess it's the same in terms of building antennas on the map, but I'm not sure about the source part of things
Edit the radio transceiver components of the radio prefab
I've never tried to setup antenna relays to increase distance in SF. Just no need. But MilOps 2 might be able to incorporate if possible to do.
Ohh okay, anything specific to look out for?
Drag and drop the radio into the world. Look at the componets, then override and edit prefab.
Hello,
Anyone experienced issues with AmbientPatrolSpawnPoints_FIA just walking 100-200m from the control point?
Sounds like a navmesh issue. Custom map?
Using a subscene of an existing map, and the AmbientPatrol spawns fine in there
They just chill on the control point
Just because a map exists doesn't mean it has an updated navmesh, which needs to be updated after 1.6 if it is a custom map and not vanilla.
Nice, I found the issue. Thank you mate!
Do ambient patrols work in SF ?
Im building a PVE Szenario for Nizla and when i set the 2 HQ it changes every time the mainbase and I wanna get every time the same HQ to be in US fraction, I dont know what im doing wrong🥲
Change FactionAffilation
Tryed that one already one to US and one to USSR
still switching
Same
I dont know but we used JamesD his scenario and he got changing HQ's maybe dont work with his, im about to make a new one my self
Hope it'll work
I hope too😂
Try this script.
Put it inside Scripts/Game folder
This worked for me pre 1.6 maybe it still works but I haven't touched conflict in a long time
Thanks I'm gona try it
Ow, sorry I thought he didn't send u😅
It actually work somehow
Welcome to arma 
Yeah..."Welcome"...
Its my life now
Or maybe I'm just masochist
🤣
How is HQ index organized? Sorted by Name? Date of creation? Do i set it manually?
Wdym HQ index?
It would be better suited if you posted in #enfusion_terrain your question. Not that there aren't some fine people here that might be able to answer it here, just more likely in the other channel.
oh sorry
Any1 knows this error why is happening
@wild trellis You dealt with this right?
Maybe u didn't use game scenario plugin to place needed managers, or maybe u just forgot to set map topo.
I had same issue but I forgot how I fixed it
Ye my fault thank you
I think hes talking about the script he replied to, which declares hqIndex in that method. It looks like it is setting the HQ bases at the start of a conflict match. Its assigned a value of zero and gets incremented by one when an HQ base is set. Its not really organized as far as I can tell. Just grabbing from the array of bases. Its not something you should edit.
Anyone know why when i publish my scenario i can access it on the workshop and play it but i cant get the config id to put it onto a server.
You get the server id a couple of places.
-
ServerData.json from the downloaded mod.
It wont show on the workshop, but ill try finding it through notepad+
Thank You!
I am assuming you created a mission header .conf
Yes
Anyone know of any ways to get a "seize" task going, other than using a clear area?
I.e. an area that can be captured by either side
I don't think that's possible in SF.
I tried a lot in the past
🙁
Maybe you can find a way to port the seizing logic from conflict into SF, but I wasn't able to. I think the seizing logic is too dependant of GameModeCampaign
Yeah I've tried this before, capturing bases does sort of work just as standard, if you stick a command post down via construction truck, you/AI can capture it, flag changes and it plaus the sound, but no UI or way to trigger actions on it afaik
Or setting it as a task
Yeah. I tried just about everything with no success so I gave up. lol
I hope they can add a seize task in the future with a capture/progress bar and all, would be great.
It would be AMAZING!!! It's honestly not a huge deal for me, but I do feel they could do with adding some new SF tasks and bits just for some extra possibilities
Does SF use military base manager? If not it probably needs that added.
Put ?v=blah onto the end of the workshop url and it will force the updated none cached version of the page
Change blah to something else when you need to force break the cache again
I thought you just needed to add the "?"
Nope. And I don't remember if I already tried that. I will take a look.
It might require some script from game mode campaign too.
Yeah I managed to make it work using scripts but it's not possible using just the SF tools which is a shame.
Feels like a very basic task so I am surprised they haven't added it yet.
What about using a LayerTask with 2 triggers and trigger dominance setup one for each faction. Not sure of the mechanics. Just a thought. I've never tried it.
Trigger dominance only works once tho? If you need an area that can be captured and recaptured constantly it won't work and more importantly no UI display to show the capture progress
Does it? What if you put on a slottrigger object to spawn, and set the plugin to "Any_Character", USSR, uncheck once?
IDK, I've never tried it. Might be worth a shot. Just throwing out there.
Maybe use the entity entered, entity left to restore the layer and the trigger.
Or use LayerTaskClear and LayerTaskDefend and flip back and forth with them.
Hello everyone.
Do you know why these targets don't fall at a certain distance?
Is there a solution?
Any idea why when I spawn something at the vehicle depot, the supply count doesn't go down?
Is there a way to make it so by default names are hidden above characters, not show other factions on the map & disable users from pinging GMs?
edit the nametag component in the game mode or search "name .conf", review, override and edit those to your liking.
As for pinging GM, not sure what component or setting controls that. Look around I am sure there is one that can turn it off.
Did you review the prefab entity for the target to see what components control the distance? Take that prefab and drop in the world then review the components. Test any changes, then override or duplicate the prefab, edit, and save.
What’s the best way to make it so you can’t see where squad leaders are on the map? I know there’s the map markers but I’m not too sure the best approach for making it so you can’t see friendly units
Search "MapMarkerSquadLeader.layout in resource browser. Override it.
Find "Opacity" in MapMarkerSquadLeader FrameWidget and set it to 0.
Or
Uncheck the Is Visible box.
The marker will not be visible and won't upset any other components looking for the marker to enabled.
Pro-tip from a non-professional...
Basically, everything you see on the screen is handled by a .layout file.
Yeah you can still hover over it and see group info
There is probably a cleaner way, i.e. disabling it further up the chain.
There are prefabs now which there wasn't before. So maybe look at those.
how do i setup a conflict hq mode on my own map?
is it just hte conflict gamemode with some sttings in the gamemode manager?
I think there's a config where you can remove group markers - maybe check in your gamemode for a map / map markers component, which should show the config I believe
Help, guys. I've created a scenario on the map, but I don't know how to run it. I've set up this component as in the guide, but something's wrong.
Run it on a server ?
yes
You need to copy the GUID of the conf and paste it
well for starters the path is missing. you need to drag and drop your mission config file there, which is this same file you have open
the one where I set it?
In your screenshot below the author tab is a path field
Yes, or like House said above, right click your mission config and click on "copy resource name"
Then paste it here
where it says "Path"
I did as you said but I still can't run it in the game
From what I know you'll need to remove the {XYZ} part, is the mod published already?
It's published because I thought it was good
Does it say anything when you try to play this in-game?
in tolls or armies?
as in tolls, that's all
Sorry meant in-game, so when you've downloaded the mod from the workshop and then try to play it, what does it say then if anything?
nothing because you can't see the script at all
this is a photo of the mod in the game
Sorry just checking is this a scenario you've made or a script mod? If it's the latter I doubt I'll be able to help
@simple hinge
-
You do not need to enter a path into the mission header .conf to run on a server.
-
You must change the Icon, Loading Screen and Preview Image to something other than what is default.edd and placeholder_1.edds
Import this jpg to images folder to test
without this there will be no option to launch at all
I never ever put a path in my mission header. Even the BI created scenarios do not use a path.
@simple hinge
If you want to launch a scenario on a server you go to the server.json file and get the id from there. Or goto the webshop and get it there if the mod is public.
Why not just do it tho? without it the scenario won't show up in the scenarios tab in the game's menu for people who enjoy playing offline (like me)
Or in the workshop for that matter unless I am misunderstanding you
I just watched a video and always assumed it was super-required 🐑
Hold my beer...one second.
- Is the "Show in Scenario Menu" checked?
- I just published this 2 minutes ago unlisted using the above mission header
The path is not required for the scenario to show in the scenario list.
Now that I've uploaded these photos, everything should work fine.
I never even knew! So in this case, do you know what the path is actually for then? Just out of interest
A mouse hover shows it is "Path to mission" which doesn't make any sense because the mission header is the mission config.
🤷♂️
This is how everything is set up and something is still wrong
@simple hinge
- Get rid of the path to start
- Open a mission header from BI scenarios and use their images
- Get rid of the spaces in the name that is not allowed.
- Is "Show in Scenario Menu" checked?
yes
Alright that's cool. I guess it's one of those things I was taught a long time ago and didn't even question it. Although I could swear it was a requirement before.
@simple hinge And your folder is named incorrectly. It has to be "Missions"
The game doesn't know where to look for the mission header
@chrome rampart it works, you are brilliant, may God reward you in children
Hello all,
Is there anyone that can help me out with- or point me to a relevant post for a Deliver Intel objective I am trying to place? I have the objective on the map and I can pick it up, but I am trying to figure out how the delivery is to be completed. I'm sure I'm missing something and it's quite easy but I've had no luck tinkering with the objective settings.
I am getting an error as well when running the mission in the world editor. I guess this has to do with some of the set up of the objective currently.
As an advanced option I would like to know if I can put the Intel item in a unit loadout, like an officer or something.
Do you have the slotDelivery entity?
Yes
Have you looked at the sample for Intel?
No. Where can I find this?