#enfusion_scenario

1 messages · Page 19 of 1

leaden tendon
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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

chrome rampart
leaden tendon
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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:

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Fixed by setting the order in the custom factions to 0

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This happens only on the faction selection screen (so if the faction is not playable it doesnt seem to be an issue

chrome rampart
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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.

https://youtu.be/7feWzTNWLs8

Restore Layer to Default Fails to restore the task. The task manager refuses to create the task.

▶ Play video
regal copper
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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.

chrome rampart
regal copper
chrome rampart
keen mirage
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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

chrome rampart
regal copper
chrome rampart
regal copper
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says June 15 2024

chrome rampart
woven elbow
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@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?

chrome rampart
keen mirage
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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?

hardy quartz
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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.

hardy quartz
regal copper
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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.

chrome rampart
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@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.

chrome rampart
# regal copper I am trying to figure out how 2 things in Combat Ops Everon are done: How and wh...

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.

▶ Play video
regal copper
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How do I find this in the Combat Ops Everon scenario? What am I supposed to load?

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I loaded the world

chrome rampart
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Watch the video it will show you.

regal copper
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But I don't find a config, only a scrip file.

chrome rampart
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Search QRFDispacherAction.conf? Sorry they misspelled Dispacher in the name of the file. Search QRF .conf should find it.

regal copper
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Thanks, now I found it. I only typed "qrfd" and went to scripts.

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Where can I find the sound files being played?

keen mirage
regal copper
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The "SOUND_REQUEST_QRF_USSR" and "SOUND_CONFIRM_QRF_USSR"

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Oh I found it, but is it possible to listen to the final effect from the .acp?

hardy quartz
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it is 30,000

keen mirage
regal copper
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NVM, I just need to select the appropriate node and press space.

hardy quartz
keen mirage
hardy quartz
keen mirage
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But, if i take distance between them from 1,8 km, to 2.1+km - all will normal work (connection not be)

hardy quartz
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I would try a mod with whitelisting to assist.

keen mirage
regal copper
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Thanks a lot! @chrome rampart

austere zealot
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yo, did you ever figure this out? hitting the same thing at the moment after creating predefined groups as part of a factionmanager override

neon fog
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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.

chrome rampart
neon fog
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I add only PNG images, and they are already converted to edds.

chrome rampart
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You can quickly copy the directory structure by right clicking on the folder in Arma Reforger and select "Transfer to MyScenarioName"

neon fog
chrome rampart
blissful holly
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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

vital beacon
chrome rampart
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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.

austere zealot
jaunty quest
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pls I need help

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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

glacial briar
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Hallo

jaunty quest
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i already have the files can someone pls help me im new in editing

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is a basically just a world with some control point that i set. is a PVE game mode

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i think i did something wrong when publishing but i dont know

chrome rampart
jaunty quest
neon fog
jaunty quest
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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

chrome rampart
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pretty good looking world. Have to investigate for MilOps scenario.

jaunty quest
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yes Yes thank you how did you manage to open it?

jaunty quest
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but when i enter in your server then its working

jaunty quest
chrome rampart
# jaunty quest pls can you teach me ? do i have to host as an independent server or im able to ...

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.

https://youtu.be/0ggG8Vr0B_o

https://youtu.be/i4ZkKXVmCu0

Miscellaneous | ARMA Reforger Dedicated Server Installation Part 1
In this video we show how to install SteamCMD, and install the ARMA Reforger Dedicated Server.

▶ Play video

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.

▶ Play video
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Of course feel free to ask if you get stuck.

polar mulch
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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

polar mulch
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please help me! prayge

upper bramble
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Maybe it's too long?

void marlin
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I would also suggest maybe it is too long.

foggy salmon
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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.\

jaunty quest
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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

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how can I add ?

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please help

limber bane
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@chrome rampart can I dm you?

pale fable
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In Conflict game mode, can you make the HQ location for each faction to be fixed instead of randomising every start. Thank

chrome rampart
chrome rampart
jaunty quest
jaunty quest
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@chrome rampart

chrome rampart
jaunty quest
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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!!!

bright island
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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.

bright island
chrome rampart
bright island
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Thank you very much!

chrome rampart
bright island
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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)

chrome rampart
bright island
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Latest one on steam, I am farely new to it

chrome rampart
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ok. 1.4.x

chrome rampart
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If I want to find the world based on a particular scenario, open the mission header .conf file and look at the World field.

severe hollow
compact cliff
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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).

compact cliff
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To be more specific, I wish to neutralize vehicle repairing budget limits.

muted tiger
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Do you have a solution to remove the fog? I can’t find it

compact cliff
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Camera settings, Far plane : just set a very high value

muted tiger
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love u

void marlin
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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) ?.

mellow rune
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Does anyone know how to create a pve conflict mod without bases and only a spawn and capture points

chrome rampart
# void marlin Afternoon. Is it possible to make 6 character loadouts for a scenario that play...

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.

void marlin
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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

obtuse sail
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Any good tutorials for setting up a scenario?

chrome rampart
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For the scenario framework

obtuse sail
obtuse sail
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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.

agile compass
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@dense plinth

fluid cargo
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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?

severe hollow
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Also, did you change the vanilla set of images in the config file? cause I think that can lead to errors

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Not changing them can lead to errors I mean

iron canopy
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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!

fluid cargo
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yes I also changed the pictures, but it never gave any issues with the other scenario case, afaik

chrome rampart
fluid cargo
hallow trench
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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 !

wispy path
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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!

Arma Reforger

Its Syria but also Iraq... SYRAQ!

severe hollow
hardy quartz
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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.

vivid anchor
hardy quartz
twin prism
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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)

vivid anchor
dark yew
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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:

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But I can't seem to delete those listed files since they're part of the original mod.

dark yew
dark yew
chrome rampart
# dark yew Hon Dao Chet Island (https://reforger.armaplatform.com/workshop/60ACB2ED02208151...

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.

wooden sonnet
novel wind
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Hi guys,is there a way to disable the rank requirement for building in conflict and spawn vehicles/ helis?

quiet plover
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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

chrome rampart
quiet plover
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Ah sorry meant the character

chrome rampart
quiet plover
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Thanks!!

severe hollow
muted tiger
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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?

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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?

tacit shell
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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!

upper bramble
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Interesting. Looks like BI made an adhoc island solely for their first mission's opening cinematics lol

upper bramble
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I opened up the story's first scenario world and then default layer. I then focused on one of the entities labled cinimatics

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I'm interested in how they managed to automatically load the next scenario after the debriefing screen.

chrome rampart
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Just cracking open 1.6. I see the story .ent's.

chrome rampart
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Wow! Great stuff. I wonder if we can load different worlds Arland>Cain>Eden

unique plover
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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

severe hollow
unique plover
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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

chrome rampart
unique plover
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@chrome rampart brilliant thank you, ill have a look now

severe hollow
raw iris
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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?

severe hollow
# unique plover <@1319997971437457420> brilliant thank you, ill have a look now

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

unique plover
west holly
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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

young moon
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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

chrome rampart
#

Action Cheat Sheets v1.6.0.26

severe hollow
chrome rampart
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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.

hollow wren
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This may be the wrong place but does anyone know the proper way to make GM Placeable?

void marlin
wild trellis
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I wish they would have left the old saving system in place until the new system is actually working

void marlin
severe hollow
severe hollow
void marlin
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But hey we can't complain, the updates have to happen.

chrome rampart
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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.

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Additionally don't forget, the game isn't done. Still some major updates and engine work to be done.

orchid glacier
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Anyones reforger tools failing to open today?

chrome rampart
wild trellis
severe hollow
wild trellis
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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.

fleet fulcrum
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yo guys there a problem in my scenario in 1 moment all units just start refusing to move and looking like this

chrome rampart
fleet fulcrum
chrome rampart
fleet fulcrum
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Standart SCR_Aiworld

chrome rampart
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The navmesh that was created for WestZagoria then. Do a search for .nmn files.

fleet fulcrum
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this one?

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oh wait

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found

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so what i supose to find there?

chrome rampart
fleet fulcrum
modern hatch
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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.

visual kite
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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?

void marlin
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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.

severe hollow
# void marlin Is there a way to make AI go and look for the player ? Instead of the standar...

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.

void marlin
chrome rampart
visual kite
vivid anchor
severe hollow
lapis flower
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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?

severe hollow
thin void
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Hello everyone, the radio don't work on my scenario. Conflict / Arma Reforger

fleet fulcrum
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what

hard bloom
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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

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have you ever encounter such a thing ?

hard bloom
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Edit: find that it was the variation compent thanks Gramps i saw your message ^^

burnt shadow
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Good Day Armarists, where in the prefabs can one find the Ural Troop Transport Truck?

visual kite
lapis flower
burnt shadow
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@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?

quiet plover
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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?

quiet plover
burnt shadow
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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.

quiet plover
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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

spice citrus
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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?

spice citrus
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Something interesting in Everon Vanilla is its random MOBs

severe hollow
spice citrus
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Where do I find "Everon campaign scenario" (.gproj)?

I don't see it in the addons folder 👆

wild trellis
severe hollow
spice citrus
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This is what I was looking for

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Thank you very much for your collaboration.

young moon
#

How do I get my Supply Depots to show up on the map?

young moon
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Found it, now I just need to figure out changing the supply regen rate 😭

dawn venture
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I'm trying to make bases invisible on the map for in a a conflict scenario. Can anyone help?

young moon
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as in the tent or showing up on a map?

dawn venture
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On map

raven dome
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Did you ever find the fix to this? i can't remember what caused it last time but i'm having that issue again

lapis flower
lapis flower
lapis flower
# spice citrus I'd like to move, add, and/or remove control points (bases). Add and/or remove b...

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.

young moon
spice citrus
dawn venture
lapis flower
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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!

lapis flower
lapis flower
# young moon Storage supplies container X? is that under my supply depots?

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

dawn venture
young moon
#

That's what I was missing

lapis flower
# young moon 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

young moon
#

Yea I've gone through, added what was needed component wise and modified my refresh rates

young moon
#

What's the difference?

#

Like genuinely

spice citrus
young moon
#

Amazing

spice citrus
dawn venture
#

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

spice citrus
lapis flower
# young moon What's the difference?

I believe the difference is that the Remnants composition also includes an AI spawner, unlike the included Storage_Supplies_Container composition.

dawn venture
dawn venture
jade fossil
#

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?

severe hollow
jade fossil
severe hollow
jade fossil
severe hollow
jade fossil
silver mauve
#

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 ?

quiet plover
#

Is it possible to trigger a trigger based on supplies in a vehicle? 🙂

severe hollow
#

What do you want to trigger? Or just in general?

quiet plover
#

So like the deliver weapons in vehicles, but for actual supplies... thought it might be cool!

twin prism
#

Hi, does anyone know what I am missing if radio communication is not working when creating a new scenario?

compact oracle
#

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.

compact oracle
compact oracle
wild trellis
# compact oracle this is what im trying, i have a AmbientVehicleSpawnpoint for FIA that should on...

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.

compact oracle
#

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

compact oracle
#

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

compact oracle
#

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!

neon fog
#

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?

wild trellis
slim marlin
#

@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

slim marlin
#

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

dark yew
#

Glad to hear it!

compact oracle
pallid acorn
#

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.

compact oracle
compact oracle
wild trellis
chrome rampart
chrome rampart
#

Sorry I’m out of country so guessing for most part

neon fog
# chrome rampart 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.

compact oracle
severe hollow
chrome rampart
chrome rampart
pallid acorn
neon fog
severe hollow
wild trellis
#

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!

chrome rampart
shut crown
#

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.

muted tiger
#

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.

shut crown
quiet plover
#

Posted in wrong channel before

Morning - Anyone know how I could have a slot that spawns a DEPLOYED radio backpack in?

lean scroll
#

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

severe hollow
lean scroll
#

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

severe hollow
# lean scroll of course

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

lean scroll
#

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

severe hollow
lean scroll
#

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?

lean scroll
severe hollow
severe hollow
lean scroll
#

god send

#

thank youi

#

yep fixed it

#

thanks dog

naive palm
#

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?

naive palm
#

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?

naive palm
#

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? 🙂

rose crown
#

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.

nimble panther
#

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...

▶ Play video
chilly flame
#

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 =(((((

west plank
muted tiger
#

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 .

severe hollow
glossy folio
#

Hello, on the Everon map, how can I remove existing buildings? They appear blocked.

void marlin
#

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.

inner crane
#

whats the ram usage like for the console players? could be cutting it close if theyre on series S

nimble panther
#

@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...

chrome rampart
nimble panther
quiet plover
chrome rampart
nimble panther
#

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?

void marlin
inner crane
#

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

nimble panther
covert heart
#

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?????????????????????

compact oracle
#

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

lean scroll
severe hollow
compact oracle
compact oracle
# covert heart Hello, can anyone help me? How do I delete structures from an existing mod's map...

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

west plank
#

@severe hollow Thanks for the reply. I'm looking into this mod. I'd also like to learn how to use Tools better.

quiet plover
#

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 🤔

zinc grail
royal scarab
#

Anyone willing to help me understand how to create a custom arsenal

void marlin
royal scarab
void marlin
#

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.

royal scarab
royal scarab
chrome rampart
#

So with that I am sure a entity will exist maybe or can be scripted or triggered 🤷

nimble panther
#

Oo can use that for destroy tasks..

severe hollow
nimble panther
#

Couldn't get the destructible script to work on a non destructible building.

nimble panther
#

Is there a way to make an own destructible building of the prefabs that is not setup for it?

nimble panther
#

Just Managed 🙂

zinc grail
chrome rampart
#

Pro-tip from a non-professional… search dst for prefabs with destructible models

nimble panther
#

yup. 🙂

chrome rampart
nimble panther
#

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"..

chrome rampart
nimble panther
#

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..

chrome rampart
#

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.

nimble panther
#

Oh..Ook? Nothing seems "broken" from the various types of waypoint i've used..

#

using the stable workbench ofc...

chrome rampart
#

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

nimble panther
#

ah yea.. that worked xD thinking i've done something wrong xD

severe hollow
#

what are systems config in 1.6 exp?

chrome rampart
severe hollow
storm quartz
#

Anyone have a tutorial oder a guid for the triggers in Arma Reforger?

nimble panther
# storm quartz 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

fleet fulcrum
#

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?

wraith crystal
#

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.

severe hollow
#

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.

nocturne salmon
#

new to making scenarios, but kept getting this

severe hollow
nocturne salmon
#

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

nocturne salmon
#

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

severe hollow
#

It's easier and sure fire

nocturne salmon
#

am also new to enfusion so not sure where that is

severe hollow
#

In the world editor there's a tab called plugins

distant basalt
nocturne salmon
#

but works fine in the editor

severe hollow
nocturne salmon
#

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

severe hollow
# nocturne salmon

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

iron canopy
#

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

iron canopy
rich granite
#

Any idea why my scenario started doing this when loading my world ?

wraith crystal
chrome rampart
rich granite
severe hollow
rich granite
muted tiger
#

I send you a private message

livid stream
#

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

quiet plover
#

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?

chrome rampart
muted tiger
#

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

wild trellis
#

Sounds like your antenna has been modified to cover the entire map, or you're on a very small map

quiet plover
chrome rampart
void marlin
#

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.

hallow trench
#

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

hollow snow
hallow trench
chrome rampart
void marlin
hallow trench
chrome rampart
hallow trench
chrome rampart
glad wren
#

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?

nocturne salmon
chilly palm
#

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 ?

void marlin
chilly palm
void marlin
chilly palm
spice citrus
#

Hi Mates,
Any idea why out of all these markers I only see 2 in my scenario?

void marlin
chilly palm
void marlin
quiet plover
#

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?

formal hare
quiet plover
#

Okay, that works, you're amazing! I'll do some playing around but yes does seem like a good methods, thanks!

somber trellis
#

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

chilly palm
void marlin
# chilly palm 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.

quiet plover
tidal plover
#

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

silver urchin
#

Does anyone have a tutorial on powerlines?
I want to learn how to do things like this.

autumn mountain
somber trellis
quiet plover
manic island
#

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.

viral garnet
#

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?

void marlin
#

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.

hollow snow
void marlin
quiet plover
# formal hare A brute force way would be adding a "Base-loadout-cloth-component" on the block....

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)

chrome rampart
chrome rampart
quiet plover
#

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?)

chrome rampart
#

I’m home 3 days. I can play around with

quiet plover
#

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)

chrome rampart
#

I misunderstood. I thought you want just one block to appear, but a bigger effects

quiet plover
#

Just FYI this is what I mean 🙂

quiet plover
chrome rampart
#

Or relative y

quiet plover
#

Ooo I think that works!

distant basalt
#

why is the US RTO so short? looks like a child soldier KEK

quiet plover
wild trellis
pulsar nest
#

Hi, is there any way to add the commander function from the 1.6 Conflict to a ScenarioFrameWork mode?

chrome rampart
pulsar nest
quiet plover
#

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....

muted tiger
#

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

frank island
#

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

distant basalt
umbral laurel
#

hey guys running into a massive issue with scenarios after 1.6 update it's failing to load

#

any tips

umbral laurel
#

indeed

void marlin
#

@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

severe hollow
#

Anyone knows how to enable the new persistent save system? or is it on by default?

nocturne salmon
#

do i have to wait for wcs core to be updated for it to work right?

#

cant do anythin with world at all

void marlin
nocturne salmon
#

ah i see thought so cheers

muted tiger
#

Can someone give me the solution to see the radius to create layers in conflict mode?

nocturne salmon
#

mod for wcs updated and still cant open world

nocturne salmon
#

brb

wild trellis
#

Is there something I need to do to get the music radio working in Kolguyev?

stable goblet
#

does anyone know how to get the GM Everon Scenario ID?

heavy ermine
#

does anyone know how to fix this

#

its there but you cant take it

void marlin
heavy ermine
#

I found the fix

nocturne salmon
#

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

heavy ermine
#

delete some dependencies from the mod

nocturne salmon
#

yea i have but cant with wcs core as its not even on there and yet still comes up with this (fixed)

quiet plover
#

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)

chrome rampart
# stable goblet does anyone know how to get the GM Everon Scenario ID?

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)
void marlin
#

Are waypoints broken in 1.6 my AI don't move and stay idle. 😢

severe hollow
void marlin
chrome rampart
#

It seems custom worlds the navmeshes need updating. Kunar is the same way.

stable goblet
hoary axle
#

I have custom scenario. Is it possible to add commander role to it?

primal plank
#

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.

primal plank
primal plank
#

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.

rigid axle
#

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

teal sphinx
#

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?

proper steeple
#

Hello what is the editor radio ?

cyan shore
#

Men workbench kills me since 1.6
Duplicate a scenario and its locked 😄 i dont know how to unlock it.

chrome rampart
worldly belfry
#

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

timid turtle
#

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?

chrome rampart
rigid axle
# timid turtle Hello guys, I've created a subscene of an existing map for testing. When I host ...

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.

▶ Play video
formal hare
#

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?

chrome rampart
timid turtle
#

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?

regal wadi
#

change icon threshhold

timid turtle
#

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

slow ore
#

Is there a way on the world editor side to have a vehicle place in the world editor crewed

timid turtle
timid turtle
compact oracle
#

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

severe hollow
chrome rampart
slow ore
chrome rampart
slow ore
slow ore
#

Wack

severe hollow
primal plank
#

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.

quiet plover
#

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

chrome rampart
primal plank
# chrome rampart Why don't you use the scenario framework game mode, which is designed for PvE sc...

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.

wild trellis
vapid hound
#

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.

rigid axle
slim pond
#

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

quiet plover
#

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

chrome rampart
slim pond
chrome rampart
slim pond
chrome rampart
slim pond
compact oracle
#

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

compact oracle
#

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. 🤔

wild dirge
quiet plover
tight cobalt
#

How do I add ".Layer" to a map? I change the name of my map and all the layers mess up and disappear

bitter verge
#

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

hard bloom
#

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

chrome rampart
chrome rampart
quiet plover
chrome rampart
quiet plover
#

Sure I'll show you in a min 🙂

#

@chrome rampart tried to get everything included, this is how I have vehicle patrols set up

chrome rampart
#

Works now. Great. I can update the video. Thanks

quiet plover
#

No worries! Much simpler now 😄

chrome rampart
quiet plover
#

Yeah hopefully repeated respawn will be fixed soon so I can get some convoys going with this!

chrome rampart
#

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.

quiet plover
#

Currently using a mix of the two - this AI action can be a little finnicky tbf

hard bloom
#

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

proper steeple
proper steeple
#

If they work , actually didn't work for me

fiery garden
#

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.

▶ Play video
vestal star
#

anyone here who can help me "edit/Mod" a Conflict scenario when it comes to supplies regen i guess walk me through

lilac egret
#

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

compact oracle
#

how do i disable MSAR from within Workbench in a scenario?

compact oracle
hollow socket
#

does anyone know how to create a survival scenario?

wild dirge
chrome rampart
chrome rampart
nimble panther
#

@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..

chrome rampart
#

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.

nimble panther
#

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 🙂

nimble panther
hollow garnet
#

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.

hollow snow
#

check that ussr base is selected as source of the signal or can be source

hollow garnet
#

This is my map with the ussr on top

hollow snow
hollow snow
# hollow garnet 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

warm crow
#

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.

charred wasp
#

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?

hollow snow
# warm crow Is it possible to have dynamic despawn kick in with GM placed AI (GM Mode)? I th...

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

chrome rampart
chrome rampart
slim pond
#

How could I offset the seizing radius/ capture zone from the bases command tent?

severe hollow
#

How do you disable supplies in SF in 1.6?

Edit: nevermind I figured it out

twilit lance
# wild trellis Is there something I need to do to get the music radio working in Kolguyev?

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.

twilit lance
# twilit lance <@220980493276020736> I found this after looking (since there are two RadioBroad...

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.

void marlin
chrome rampart
#

Select disable resource type in the gamemode. It doesn't cost any thing to get items out of the arsenal

twilit lance
wild trellis
fossil cypress
#

Why must the radio not wanna work

void marlin
quiet plover
#

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

twilit lance
# fossil cypress https://tenor.com/view/smiling-friends-vanish-disappear-ash-shrivel-gif-18055929...

@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

fossil cypress
slim pond
#

Is there an easy way to move the capture points capture radius separate from the base tent? Like offset capture/ build radius? Thanks

eternal basalt
#

What would be the best way to restrict certain factions on a GM gamemode with a GUI to allow administrators to whitelist people?

gritty vortex
#

Make a mod that does that

opaque ocean
#

Hi everybody. Has anyone tried adding techniques from the opposite side to the game faction through WCS Arsenal?

upbeat ermine
#

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?

lucid arrow
#

WTF!!?? i somehow died right before reaching the end of stage 2? (campaign) how did i die?

bitter verge
# twilit lance

I got tracks to play by adding them into the koguylev radio broadcast but only play like 5 seconds each

chrome rampart
primal plank
# bitter verge I got tracks to play by adding them into the koguylev radio broadcast but only p...

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.

chrome rampart
#

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?

quiet plover
#

So you can trigger actions on an AI group's death using On AI Agent Count Changed - In case it's handy for anyone

primal plank
#

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?

little stirrup
#

Hey! The resource points in my Conflict gamemode do not refill the resources. Am I missing something? How can I set it up correctly?

upbeat ermine
gray harness
#

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?

wild trellis
quiet plover
severe hollow
quiet plover
#

I wish there was just a "follow player" button 😔

gray harness
#

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?

severe hollow
severe hollow
quiet plover
severe hollow
gray harness
#

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

quiet plover
quiet plover
# quiet plover Yeah just so I can have a handful of hunter squads basically! I did just have a ...

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:

  1. trigger activation spawns the AI group (set to once but not the trigger itself)
  2. "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

chrome rampart
#

@quiet plover Is there a join group action?

quiet plover
#

I think so, will be in later so can check it out

thick gulch
#

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?

opaque ocean
#

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.

distant basalt
rain pasture
#

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!

upbeat ermine
upbeat ermine
vocal chasm
#

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?

verbal hull
#

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.

opaque ocean
#

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 ?

uncut bear
#

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?

gray harness
#

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?

chrome rampart
chrome rampart
quiet plover
#

How can I ensure task icons are deleted from the map, rather than displaying as completed with a green tick would anyone know?

severe hollow
#

has anyone figured out the new persistence save system and how to use it in SF?

chrome rampart
#

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.

chrome rampart
quiet plover
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Thank you!

uncut bear
chrome rampart
slim pond
#

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?

uncut bear
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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

sweet thorn
#

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.

chrome rampart
hoary axle
#

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

rocky moon
#

how do I make it so there's no spawn screen and you just spawn straight onto a random placed spawn point?

rapid owl
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select AutoSpawnLogic

rapid owl
rocky moon
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ahh that was it, I did it once a while ago and couldn't remember for the life of me. Cheers!

rapid owl
#

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.

rapid owl
sweet thorn
uncut bear
#

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

quiet plover
#

Is there an easier way to snap objects to sloped terrain other than rotating each prefab individually?

chrome rampart
chrome rampart
# uncut bear Im looking for some people who can help test the armor im rigging and also help ...

Sorry I got a good laugh from this.

**WANTED: Body Armor Tester**

Are you tired of boring desk jobs where the biggest risk is a paper cut? Do you find yourself saying "shoot me now" at work and wish someone would take you literally? Then boy, do we have the opportunity for you!

We're seeking a brave (some might say foolish) individual to join our dynamic team as a Body Armor Tester. This is a real shot at advancement in the protective equipment industry!

**Responsibilities:**
- Stand very still while highly trained professionals shoot at you
- Provide detailed feedback on comfort, mobility, and whether or not you're still breathing
- Model our latest designs with confidence (and hopefully continue modeling them after testing)
- Maintain a positive attitude even when things get a little too "penetrating"

**Requirements:**
- Nerves of steel (since the rest of you will be wrapped in Kevlar)
- Excellent life insurance (we insist)
- Ability to trust your coworkers implicitly
- No strong attachments to current body parts
- Experience being shot at preferred but not required (we provide on-the-job training!)

**Benefits:**
- Competitive salary (hazard pay included)
- Comprehensive health insurance (you'll need it)
- All the body armor you can wear
- Guaranteed adrenaline rush
- Every day is "Bring Your Helmet to Work Day"

**Note:** Position may involve occasional "learning experiences." Applicants who flinch need not apply.

*Equal opportunity employer. Background checks required. Must pass psychological evaluation (though we question anyone who applies).
quiet plover
pale socket
chrome rampart
#

They are moving to world position 0,0,0.

pale socket
#

gotcha

#

thanks

verbal hull
#

Is there a way to quickly move a selected layer or slot to the current camera location without having to focus and drag?

muted scroll
#

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.

chrome rampart
#

@verbal hull
The way I do it,

  1. Move camera to position where you want the layer/slot.
  2. Select the layer/slot in the hierarchy panel.
  3. Ctrl-X, Ctrl-V
  4. 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".

wild trellis
void marlin
#

Is there a way to make the player always go unconscious instead of dying ? 🤔

severe hollow
void marlin
severe hollow
void marlin
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Ah thanks I will check it out.

pale socket
#

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?

feral anvil
#

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.

severe hollow
severe hollow
feral anvil
severe hollow
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BUT the skill level itself it's vanilla, just not exposed as an attribute to tweak in GM vanilla as far as I know

pale socket
#

can you set a scenario to restart the server everytime its finished instead of just reloading the scenario?

opaque ocean
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Can you tell me where I can set up a list of possible buildings for players on captured points in conflict mode?

tough rapids
#

Anyone messed with the teamdeathmatch or deathmatch scenarios in enfusion?

tough rapids
severe hollow
tough rapids
dreamy night
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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 ?

idle schooner
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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

idle schooner
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The solution was enabling Spawn Vehicles in the mission header under default/editable game flags

mystic mountain
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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

mystic mountain
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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'!

mystic mountain
#

IS DONT SEE MY MISSION HEADER

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BACKEND (E): [RestApi] ID:[51] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:524 - Cloudflare - A Timeout Occurred, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""

mystic mountain
#

THE SUBSCENE WORLD NOT FONCTIONAL ON NITRADO IS NEED THE BASE WORLD WTF

severe hollow
#

Why you yelling bro 😭

verbal hull
#

He's Tripin'

sturdy ocean
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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

chrome rampart
sturdy ocean
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I imported "EdenGM" to empty Eden and did the Plugin of gamemaster so idk what more to do

chrome rampart
sturdy ocean
#

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"

mystic mountain
# severe hollow Why you yelling bro 😭

🔥 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.

✔️

opaque ocean
#

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.

severe hollow
opaque ocean
#

bottons not active

#

buttons*

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like this

opaque ocean
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SCRIPT (W): Cannot place prefab @"PrefabsEditable/Auto/AI/Waypoints/E_AIWaypoint_Move.et", it's not registered in placeable entities!

gritty vortex
opaque ocean
gritty vortex
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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

opaque ocean
gritty vortex
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Something that adds entities to game master menu, any entities

#

Buildings, boxes, vehicles, anything

opaque ocean
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Fixed idk how, but fixed

worthy cape
#

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?

wild trellis
#

they do, its not gone, just no longer visible.

shadow escarp
#

Reel

worthy cape
quiet plover
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How do radios work within scenario framework? In terms of range, how to increase range you can communicate with people in game etc.

feral anvil
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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?

feral anvil
# quiet plover How do radios work within scenario framework? In terms of range, how to increase...

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

quiet plover
chrome rampart
#

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.

quiet plover
#

Ohh okay, anything specific to look out for?

chrome rampart
#

Drag and drop the radio into the world. Look at the componets, then override and edit prefab.

timid turtle
#

Hello,

Anyone experienced issues with AmbientPatrolSpawnPoints_FIA just walking 100-200m from the control point?

wild trellis
#

Sounds like a navmesh issue. Custom map?

timid turtle
#

Using a subscene of an existing map, and the AmbientPatrol spawns fine in there

#

They just chill on the control point

wild trellis
#

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.

timid turtle
void marlin
#

Do ambient patrols work in SF ?

lucid moon
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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🥲

lucid moon
#

still switching

atomic mountain
lucid moon
# atomic mountain 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

lucid moon
severe hollow
atomic mountain
atomic mountain
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It actually work somehow

lucid moon
atomic mountain
#

Its my life now

#

Or maybe I'm just masochist

lucid moon
frank ginkgo
# atomic mountain

How is HQ index organized? Sorted by Name? Date of creation? Do i set it manually?

chrome rampart
#

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.

marsh stratus
#

oh sorry

sturdy ocean
#

Any1 knows this error why is happening

idle schooner
atomic mountain
sturdy ocean
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Ye my fault thank you

wild trellis
# idle schooner <@220980493276020736> You dealt with this right?

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.

worthy cape
#

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.

chrome rampart
worthy cape
chrome rampart
quiet plover
#

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

severe hollow
#

I tried a lot in the past

quiet plover
#

🙁

severe hollow
# quiet plover 🙁

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

quiet plover
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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

severe hollow
quiet plover
#

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

wild trellis
#

Does SF use military base manager? If not it probably needs that added.

waxen fossil
#

Change blah to something else when you need to force break the cache again

severe hollow
severe hollow
wild trellis
#

It might require some script from game mode campaign too.

severe hollow
#

Feels like a very basic task so I am surprised they haven't added it yet.

chrome rampart
severe hollow
chrome rampart
#

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.

slender lichen
#

Hello everyone.
Do you know why these targets don't fall at a certain distance?
Is there a solution?

quiet plover
#

Any idea why when I spawn something at the vehicle depot, the supply count doesn't go down?

eternal basalt
#

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?

chrome rampart
chrome rampart
eternal basalt
#

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

chrome rampart
#

Pro-tip from a non-professional...
Basically, everything you see on the screen is handled by a .layout file.

idle schooner
idle schooner
#

There is probably a cleaner way, i.e. disabling it further up the chain.

chrome rampart
#

There are prefabs now which there wasn't before. So maybe look at those.

faint dove
#

how do i setup a conflict hq mode on my own map?

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is it just hte conflict gamemode with some sttings in the gamemode manager?

quiet plover
simple hinge
#

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.

rose pilot
#

Run it on a server ?

simple hinge
#

yes

rose pilot
#

You need to copy the GUID of the conf and paste it

severe hollow
rose pilot
#

In your screenshot below the author tab is a path field

severe hollow
#

Then paste it here

#

where it says "Path"

simple hinge
quiet plover
#

From what I know you'll need to remove the {XYZ} part, is the mod published already?

simple hinge
quiet plover
#

Does it say anything when you try to play this in-game?

simple hinge
#

as in tolls, that's all

quiet plover
#

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?

simple hinge
#

nothing because you can't see the script at all

#

this is a photo of the mod in the game

quiet plover
#

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

chrome rampart
#

@simple hinge

  1. You do not need to enter a path into the mission header .conf to run on a server.

  2. 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

simple hinge
chrome rampart
#

@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.

severe hollow
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Or in the workshop for that matter unless I am misunderstanding you

quiet plover
#

I just watched a video and always assumed it was super-required 🐑

chrome rampart
#

Hold my beer...one second.

#
  1. Is the "Show in Scenario Menu" checked?
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  1. I just published this 2 minutes ago unlisted using the above mission header
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The path is not required for the scenario to show in the scenario list.

simple hinge
quiet plover
chrome rampart
simple hinge
#

This is how everything is set up and something is still wrong

chrome rampart
chrome rampart
#

Use these images.

severe hollow
chrome rampart
#

@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

simple hinge
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@chrome rampart it works, you are brilliant, may God reward you in children

olive lotus
#

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.

chrome rampart
olive lotus
#

Yes

chrome rampart
olive lotus
#

No. Where can I find this?

chrome rampart