#enfusion_scenario
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@olive lotus
Are you friggin crazy! I just retired! LOL! Thanks for those kind words prior to "may"
Thank you @chrome rampart I got it to work. I am a bit confused though. In the delivery entity there is an option under plugins called 'once'. When I unchecked it the task suddenly completed. Why is this? Just trying to understand why that would be.
Not sure the reasoning behind it without digging into the scripts that make it all possible. Most likely due to the nature of the task, pick up intel, if you drop the intel and pick it back up, the trigger on the delivery slot needs to be active to handle that.
How can I spawn a vehicle weapon unloaded?
Any idea why supplies are not working in scenario framework? Supplies are not disabled in game mode settings - If I deliver supplies to base and then request a vehicle, supplies do not deplete?? Sort of defeats the purpose of turning supplies on when players only need to do one supply run and they're set for the entire game
best way to disable the friendly fire penalty and the hint about friendly fire without making everyone hostile to each other?
Just a guess
Thanks
Can we please get predefined faction affiliation component to work with conflict bases again?
submit a feedback ticket if you want anything to happen. Best way to get things fixed.
The fix/change to make faction specific MOB layouts is to set desired faction key in the bases' SCR_FactionAffiliationComponent & also set the Encryption key for said faction in the SCR_CoverageRadioComponent. hopefully this helps the folks looking for conflict radio coverage help.
Did I miss a modders blog for 1.6 update, or did they never actually do one? Cuz that would have been a good thing to communicate. Ive had a lot of people ask me about that issue since 1.6 went stable.
I have make a feedback tracker
https://feedback.bistudio.com/T196081
Hello,
I have a problem with persistance from 1.6.
When my server reboot or crash I have an extra tent that appears.
Does anyone have a solution so that only the basic tent remains ?
just imagine how I feel. I don't understand English, and I have to deal with the almost nonexistent information available just to make a small server to play with my friends
I'm still trying to understand this because the same thing is happening to me
Why in my map when aiming its so bright?
Is this your own creation?
Nope its eden only
Ok. Is it Eden empty?
Yep
ok thank you. It has to do with a probe required for terrain. I am not a terrain builder but know that there are lighting probes that cause this. I would ask over in #enfusion_terrain as they are the SME.
Oops my fault thank you
No worries. Didn't cost you anything. Good luck
Anyone know how to give everyone who spawn in a world gamemaster rights automatically?
What component
make a script
What about scripted chat entity?
I place it and configure it but it doesnt work when replicated
Im trying to configure my test world
I thought that was for the text chat, think if you just throw one in it works or at least that's what I do
I'll have a look later as sure I've seen something to do with this in gamemode
Scripted chat entity is for admins to be able to enter commands into the console. It may have other functions as well. Have looked into it.
@leaden trellis
Maybe look into the editor entity as well. Or one called EditorModeAdmin.et
Hey there Scenario Creators!
I've ran into a problem trying to create a mission with Scenario Framework.
Everything is fine when I test/play in the workbench, but for whatever reason, my tasks wont create when i load the mission on a server. They will create fine when playing in the workbench though.
Have someone an idea of what that could be, or what I did wrong?
Appreciate all feedbacks 
Does it work when played from scenario list in game? And does it work when you create a local host server?
No it doesn't. Tried it from scenario list and host localy from ingame
Ok, found my Problem. In my mission config, there was no task DEFAULT available. Added it and it works now. Didn't know this was a thing in the mission config ^^
Is there any Ambient/dynamic/Random Patrol system mod for Scenario Framework ?
Placing lots of waypoints gets a little laborious after a while.
I'm thinking of scripting a system that you can define points of interest like wells, barracks, barn and the AI move to these places and perform certain actions, obviously this is a massive undertaking.
Check out this guys vids. They are old and depreciated but still some good info. I really wish he would come back and update his mod "HunterKiller" . RS used locations as the defining point to spawn AI and add a SAD waypoint.
https://www.youtube.com/@rabid-squirrel/playlists
Anyone know how to set like a "protection zone" in which within the area nobody can be harmed?
Another question i have. Can i modify the attributes of an object spawned by an Slot? Or do i have to make an custom prefab for this and there is no other way?
You can override, duplicate or inherit the prefab, modify it and attach it to a slot.
Ok, If it is the only way. Thanks for the answer 
Whatโs the best way to make a specific objective marker for a player? My main goal is to allow players to speak to an NPC to give them an objective and to travel there for a reward
you could use a simple moveto layertask and have the default obj move marker or outside of that could use a slotmarker/custom marker showing players where to talk to npc,when he gives new obj on int of said new obj use the action delete marker to clean it up if required.that would be one way to do it fairly simple
Is there a way to create a completely unrestricted arsenel?
One in which a user can grab literally all pieces of kit and equipment from all factions.
I believe you can. Change Arsenal Save Type to No_Restrictions, in SCR_ArsenalComponent.
I've tried this and it just seems to remove everything?
Did you override/duplicate the Arsenal into your mod?
No. But I shouldn't need to do that?
I should just be able to place the arsenel box and change the compnent on the entity instance.
I'm trying to remember if I got this to work, I thought I did.
I'm not sure if it can be done, I'm trying to reproduce what I thought I did, but it's not working. I ultimately ended up not using it in my project.
https://reforger.armaplatform.com/workshop/645AAE6848D75398 might work, or help you figure it out.
Thanks pal
Did ambient vehicle spawnpoints always work in SF? I always thought they didn't but seem to work now?
Yes there is. This vid is a little old. Still should be valid.
https://youtu.be/nXPTkboNDTk
How to remove and add items to the arsenal and across factions.
Lovely pal. Thanks for dropping me this. I'll take a look tonight.
Please tell me, I've encountered a problem with bots spawning infinitely on points if the waves value is set. Is there a way to fix this and make the bots spawn 2-3-4 times instead of infinitely?
If you are using -1 for number waves change it to a whole number.
I set the value to 3, but the bots continued to spawn even after 3(
Is this a script or prefab or entity? Screen shot?
or am I doing something wrong?
My vanilla ambientPatrolSpawnpoint doesn't look like yours. Is this a customized one or part of a composition? @heavy mountain
What does that look like?
hmmm. base comp
Hello, I'm trying to modify the XP received when killing civilians and friendly fire. I tried to make it add XP, but when I test it, I get no results and no notification from the game. I don't receive XP and I don't lose any. I tried modifying other simple things like the total XP obtained per kill, and that works, but these two things don't work. I don't understand.
How do you make QRF to work in Conflict mode?
The QRF I use for PVE Conflict is based on the vanilla AmbientPatrolSpawnpoint using the AmbientPatrolSystem. The vanilla spawnpoint component has a variable for respawn time, if that is more than 0, it will spawn a new group x seconds after the previous group was eliminated. I added my own variable for a number of waves which required a bit of scripting to make it work.
Who can tell me how to fix the lack of radio signal?
Looking for some advice on getting AI on PvE to be more varied, such as vehicles and QRFs to work properly - if you know how or whatever just reply here
I know there are some decent vids on AI placement and setting up QRF's, whats going wrong with them?
Havent managed to find the videos? Had a look but wasnt avail in my country
Do I understand correctly that if i replace the vanilla spawn point with the one contained in your addon, it should be fixed?
Pretty sure they were from Blackheart 6, can't remember his YouTube name but should show up from that....
Thanks mate, Iโll have a look.
Standard SF QRF's are mostly straightforward, the only real fiddling I had to do was playing with the distances and waypoints but don't think it's exactly necessary
And is there a way to have it so QRF includes a BDRM doing a Search and destroy / defend
Rather than spawning empty
Or would it be spawn + mount + unique order
Hmm not entirely sure, I know the QRF system has things that indicates mounted AI but no idea how it would work - sorry!
and how ? can you send a small guide ?
Hi guys, Iโm dealing with a conflict and I want to remove the relay station tower from the objects that can be built in bases. Could someone please help me?
hey guys, im trying to place a new Conflict capture point at an area with custom terrain modifications. I did the partial navmesh regeneration for this area, and then added the ConflictControlPoint entity, and adjusted the height so it is level with the custom terrain. Also adjusted the AmbientPatrolSpawnpoints and SCR_CampaignSpawnPointGroup height so they are level with the floor. It all looks good in the World Editor, but when I hit Play and load in-game, the Conflict Base Tent and the AI patrols spawn deep under the ground, and not level with the floor like I thought. Anyone know how to fix this? Do I need to use a Probe entity or something?
Guys, who knows or can give info about Radio in 1.6 update?
I think it's now different from what it was
How do I use the cycle waypoint to make AI doing a patrol? They seem to stop at the 2nd waypoint
First move the waypoints to a layer apart from the slotAI. The cycle waypoint cannot be in the same layer as the slotAI.
https://youtu.be/LDvOx-3O9pc?si=FtLuIzqsJ1po8JCI
Updated dismounted patrol.
Thanks, I managed to work it out somehow using this Waypoint setting in one of the slotWaypoint. I'll watch your video after this to see how you did it.
Is there a way to be able to construct things like in Conflict? I managed to spawn engineering trucks, fill it with supplies, tried to construct thing but the build menu interface didn't appear.
https://youtu.be/uagROsiOlgE?si=D7lQBHCWUEo4o2bQ
This should still be valid. I haven't tested with v1.6. It applies to vehicles as well.
Compositions | Vehicle Depot in SF
How to setup the vehicle depots to work properly in scenario framework.
Thank you very much good sir ๐ซก
Hmm... I got it to work... but it didn't consume any supplies. But it do need sufficient supply to build or buy things, but the supply were not consumed/decrease. Currently I'm trying to find the components from campaign/conflict that enable supply consumption
Sorry to butt in, but please could you let me know if you find anything on this? Been looking into supplies for a few days now ๐
Guys, please tell me, after all. How does the wave component work on the spawn point for bots ? Why, despite the set number of waves and the timer, does it continue to spawn units indefinitely ? Is there a way to disable it ? or is there a trigger script that can disable their spawning ?
I'm just new to this whole thing ..
every day I try to fix it and understand the reason, I want to give up on this game more and more and go play Tarkov))
Also, please tell me why the multiplier on spawn point might not work. Could it be because the faction and groups are set to FIA?
The waves are custom and not vanilla. If it's spawning infinite waves, it's either set up wrong or it broke mid scenario over a restart. It's not advised to update and load a save. If you have to update just restart the mission.
Hello, I have an issue with my server. I cannot get it to start...., ๐ anyone have experience with this error?
You have an error in your server config. You must have forgotten a comma or something like that.
I am trying to get AI to assist as everything keeps coming valid but that error pops up
Also is this normal?
This happens both in Tools and on the server..
What could possibly be wrong here?
I wouldn't use random group type. Civilian groups could be selected for a counter, which wouldn't work well. Also the multiplier doesn't work unless you choose a group with enough members, like the custom counter groups I made for the counters. You also don't have "is counter group" checked so that ignores the number of waves set and would spawn infinite waves.
this checkbox ?
So yeah there's a lot wrong there, no wonder you're having problems!
Yes it was not checked in the picture above
I unchecked the random group and put it where you said.. I'll try it now... I really hope that was the case, and not that I broke something..
I use your groups, but with units replaced in them, assembled from different addons (based on the prefab of FIA units)
Can LinearConflictPVE affect their spawn?
yes, its the entire point of the mod.
it reduces the amount of spawn points at any given time to reduce lag.
So CIV, FIA, SOV, and US aren't loading up in my scenario as playable, but I have all of them set as playable in my scenario file. anyone know why this may be happening?
Hello. How to add rank name to nametag?
So I tested the SF framework, got the spawn point work first time, but when I died the screen goes black. Was hoping to see respawn screen. How do you get respawn to work?
Find tge respawn component within your gamemode and change repawn logic to menu. that way u get a deploy menu/respawn selection on death
Thank you will try that out ๐ซก
FYI if you've done this and it's just getting stuck on the black screen in workbench, try hitting Windows key had this before where it was getting stuck loading the deploy map screen, but no issues in game
I kind of need help with my question from yesterday please?
keep getting "not enough supplies" trying to spawn in, but wether I update it myself or keep the vanilla values I'm still getting nonsense.
My game mode is base game mode, but i added a few things and had it working a week ago but can't seem to find what I broke.
Im guessing it's something relating to or associated with SCR_CampaignMilitaryBaseComponent im missing or need to override again.
bool CostSuppliesToSpawn()
{
return !m_bIsHQ;
}
i have "Can be HQ" selected too, but it seems like it's still requiring supplies that i dont think im adding correctly. but none of my components give a "Is HQ" box.
ideally i just want to override spawn cost for players altogether for what I'm doing but not sure if this is where I'm supposed to do that?
These are quite old but show some customizing.
Using Arma Reforger Tools and the Enfusion Workbench, I show how to customize the name tag.
Arma Reforger Editor | Using Enfusion Workbench I customize the default name tag by adding a rank icon.
If you don't want supplies to cost anything...
Go to your game mode and disable resource types.
Hi, I wanted to know if anyone else has used Nitrado to host their server, because I wanted to test a few things and rented a 3-day host, but when I upload the mission it simply doesn't show up under the modified scenarios section
ChatGPT told me to do some weird stuff with the scenario, and since I don't really trust it, I'd rather ask here
Or I can take the faction choice UI and integrate it into my RP LifeMods so that he can choose a faction without being in conflict.
Alright lads and ladettets.
Got a scenario that works in tools but not IG.
Doesnโt allow spawns on the point (even tho itโs set up correctly)
And doesnโt show objectives even tho they are there
Created some pre groups, but after someone joins a section, it goes blank.
anyone know why?
@wild trellis Unfortunately, the wave group component still doesn 't work.. I took a break to take a break from the mission.. I set the parameters as you recommended to me, but the bots still spawn in endless waves, albeit with a time interval, especially if there is no player at the point.
It seems to me that this is some kind of error in the game itself, because I recently saw that someone posted a about this.
Did you create a mission header?
BI Feedback | Repeated Spawn Broken
could there be the same error as this guy?
I will double check when I get back, thanks for this! 12 hours of modding and coding and I think Iโve missed a basic step ๐
fresh eyes make things better
It does work, I run a server that runs my scenario. If it didnt work, I would know about it. That issue happened once a couple months back, took me about a week to fix it, but Im still hearing about it from others that its not working. Make sure you are not running any other mods and are starting a fresh scenario before reporting bugs.
no, that is for scenario framework, which ive never used.
oh ok.
Do you think it's possible to update all the points with a little blood if the script was created on the previous version? Or is it unrealistic and you'll have to create everything from scratch?
"with little blood" is a stable Russian-language expression that means minimal loss of time and physical resources.
or maybe there's some kind of detailed guide about the whole thing?
Im not sure why youre trying to rewrite it, im not having any problems.
Fixed it, server.JSON profile had two seperate mission files clashing so deleted and it fixed
Perhaps the translator translated it incorrectly. I've tested several scenarios on the map I'm currently using, and they all have the same problem with endless waves. I'm asking for your advice: is there a way to fix this issue with minimal effort, or is it better to start over? If I have to start over, is there a detailed guide on where to click?
Can someone tell me what's going on here? I had set up a number of deliver intel tasks which worked. I saved my work yesterday, and now I come back to this where the slotpick and slotdelivery have somehow been split into seperate entities? See picture for 'SlotPick1' and 'SlotPick_141080'.
I can remove the generic entity (SlotPick1) but when I try to remove 'SlotPick_141080' or the delivery one I get a warning. If I press yes it removes ALL the SlotPicks from other layer tasks as well. Same for SlotDelivery.
It's like my save got corrrupted or something. Can this be fixed?
You used the composition tasks, yes?
Yes. I'm actually following some of your YT guides which have been very helpful.
BI Feedback | Problems with Compositions
In this video I demonstrate issues with the scenario framework compositions. DO NOT USE COMPOSITIONS!
BI Feedback | Composition Corruption
You mean the taskdeliver layer which has the deliver slot and slot pick yes? I think I used it, anway.
Okay, I'll watch these vids to see if I can troubleshoot that way. Thanks!
Basically do not use tasks from this directory. And if you use QRF do not make any changes to the structure. You can add QRFSpawnpoints but do not move them to different layers. @olive lotus
Use only tasks from the components directory to save yourself a lot of time and hassle.
Anyone know how to make the Conflict campaign starting vehicles spawn facing a different direction? They all spawn facing North, I need them to face South.
What map are you using?
Zimnitrita
Those scenarios might use my scenario as a dependency, but other than that I have nothing to do with those scenarios. Better off asking the authors of those scenarios. My scenario has no problems with infinite waves.
Players are complaining about the impossibility of downloading your addon (
Probably because bi's back end was down this morning, so nothing to do with me really.
Does anyone manage to get supply to work in Scenario Framework? The problem is the supply was not consumed when building things. Haven't tried about buying things...
I think you have to go into the supply crates and play with the resources. I don't remember right off the top of my head.
Sorry I can't post links to my discord or I will get banished to the netherworld
Does anyone know how I can make an AI surrender (I'm using ACE captives mod) when activating a trigger. I've set up the trigger area but I'm not sure how to add the actual action of surrendering/how to trigger the animation.
Might need a scripting solution or change/add a waypoint to make the AI stand still.
I guess I could remove their weapon from inventory and wait.
Kind of have to trust the player not to just dome him ๐คฃ . Having the surrender animation would be a more visual reminder not to shoot haha. Ah well, this should work for now.
@turbid rune Maybe a COM-RAD content entry if not already done.
Pro-tip from a non-professional, stumbled across this website...
https://reforger.recoil.org/
How do I add multiple AI slots to one group, so they move as a unit?
Nvm, created my own prefab
Hello ๐ I did try this previously and think it works, still not sure why supplies don't "just work" in SF. There's a script mod that fixes the problem but it's a massive shame that it can't be done blankets without an extra dependency
Because Scenario Framework is the redheaded stepchild to gamemode campaign.
Yeah I mean radio stuff and base building I can see but I see no good reason for supplies not working in SF ๐ Anyhoos
I still haven't manage to make it work. The scenario default to not use Global Supply. Then after set to yes, Supplies still was not consumed after build thing from Construction truck
before and after building. Supplies still 800.
Maybe I missed a step somewhere?
infinite supply ๐
16:03:19.418 RESOURCES : GetResourceObject @"{6712FEF1232C0F32}Missions/LegacyLife.conf"
16:03:19.419 RESOURCES (E): Failed to open
16:03:19.422 RESOURCES (E): MissionHeader::ReadMissionHeader cannot load the resource 'Missions/LegacyLife.conf'!
Anyone can help with this error?
My missionheader.conf isn't loading.
I don't think I've ever seen a scenarioID contain the same hexdecimal as the modID
{183609E1C53DC269}Missions/legacylife.conf <----------SCENARIOID
615F5281D5820F2A <---- MODID
https://reforger.armaplatform.com/workshop/615F5281D5820F2A-LegacyLife
SCENARIO FRAMEWORK FEEDBACK:
No ticket yet.
Issue: The taskdeliverintel will complete when player walks into slotdelivery trigger area BUT if you set down the intel on the ground it will launch the task again as if it has been dropped. And then the task never completes.
Workaround/Fix: Change the slotdelivery.et to a scenarioframeworktrigger.et and setup per image. When the intel is dropped on the ground in the trigger area the task will complete and stay completed even if you pick it up again.
Does anyone know how to set a vehicle on fire? Only worked out how to completely destroy then so far
Hello guys, 1st sorry for my poor english. I would like to know how to setup renforcement in conflict ? I search since monday and i cannot find it. I hope some one will help me. Have a nice day all.
Disable damage and use smoke and fire with GM
Does anyone know why the vehicles on my map can't move?
You can get in them, start them, and they accelerate. They have physics when they fall, but they're stationary (I'll disable any "static" option).
terrain > select terrain
Sorry - Need this to be done through actions or similar as will be for ambient ambushes points. I know there is the damage hit zones action, but can't seem to find any way of setting vehicles on fire without just destroying them
Ok my bad I am a beginner in scenarios making
Not sure how to dynamically set them on fire but you could also have some vehicle prefabs with a fire particle nested just for this. This way the vehicles won't explode because of fire damage unless that's what you want
No all good ๐
Hm might be an idea, ideally I'd have the vehicle spawn in on fire and then blow up accordingly like one would if set on fire via GM, but I don't think it's very possible currently
Hi everyone. Maybe someone can help. I created a pve scenario for Seitenbuch but when uploaded it didnt add a scenario id i can copy. Any help on what i did wrong?
Remove it from the workshop and republish.
https://community.bistudio.com/wiki/Arma_Reforger:Mod_Publishing_Process
Ok will try that when i hop on again thanx
Has anyone tried to do a boat patrol? Do bots even know how to navigate through water?
i did put x2 bdrm offshore patrol in the same AO but felt the performance hit a little bit so reduced it to x1,they navigate to set waypoints no problem ive found and Engage well from the water
How can I get the radio range with the big blue ball to appear?
The big blue ball is a debug shape and will only ever appear in workbench.
it's not appearing in workbench
There must be a setting somewhere to turn it on.
exactly why I'm asking
Your question was too vague for me to know that.
I would guess maybe Editor Radio That doesn't seem to be it
I also can't place CampaignTaskManager , I tried making a duplication and override, but the moment i did it crashed my workshop
found it
Sweet, I figured it might have been some vauge tickbox somewhere.
I looked through the debug menu and didn't see it.
I don't mess with the vanilla game modes much so had no idea where to look.
I also can't place CampaignTaskManager , I tried making a duplication and override, but the moment i did it crashed my workshop
others have been asking as well, you should share the solution!
alright
windows + ctrl + alt, then go through into gamecode, then radio
@wild trellis
nice Im sure others will appreciate that! Ill link them here if I see people asking again!
I dont think any of my world files contain that. I wanna say its left over from the old 1.4 Task System. It was completely reworked in 1.5/1.6 and now uses the SCR_TaskSystem
there are like 4 different task components in the game mode now
When I launch the gamemode, I'm launched in as a character, and when it dies I can't respawn
what game mode?
conflict
I did the auto generate of it, and I have all the required managers for a game to work
except for the task
I run conflict and I dont have that prefab in my world, not sure why youre trying to override it and place it.
Ive never done the auto generation though either. Did something tell you that you needed to do that?
because it wasn't working, and the tutorials I'm finding all have it
and I've followed everything they have accept that factor
well like I said, the task system was just completely reworked within the last few months, so if the video is from the first half of 2025 or earlier, its going to be out of date.
what exactly are you trying to do?
make a conflict gamemode?
well yeah but why were you messing with the task manager, what were you trying to do with tasks?
it wasn't spawning when I tried dragging it in
so I tried different ways of getting it to spawn in
thats not a thing that spawns in
it's a prefab
its an old system for tasks
youre trying to fix respawning?
now I am
I thought the task system was the problem, we have identified it's not the issue
tasks are for mission objectives fyi, nothing to do with respawning
and youre playing in workbench?
when you click the arrow next to the play button, do you have "Play from camera position" checked?
omg
yeah let me untick that and see waht happens
works
thanks
it's always the simple things
๐ฅณ
can I harass you with more questions
just ask, if I cant answer, maybe someone else will be able to
what piece do I need to alter on OBJ to not make them all purple?
is there a way to randomize it like in vanilla
not really, you have to enable or disable it on each base
thanks
you could probably randomize it with a script, but thats a bit more advanced
alright next, how do I get points to connect to eachother for capture? is it the radio transmission range, or is there specific like lines I have to connect somehow?
yes coverage radio component
each base can have unique radio radius
or you can select all the bases and make them all the same
would this make it captureable
I have radio towers even made, the blue zone overlaps the other base, the icon says there's no radios
got it figured out
Can someone tell me, why server ignores overwrite in arsenal component?
Does anyone know how to make the AI do a fighting withdrawal? In Arma 3 I use sentry waypoint and a move waypoint to simulate a withdrawal, to certain extent because the AI just love to fight... but it kinda works (not good, but good enough). Is there a similar system in Enfusion? Or probably better ones?
Need some help for a custom conflict, how do I go about disabling AI spawns, and how to do I make it so that you can only spawn at the MOB
also really struggling to even get a MOB to work I even copied it from the OG conflict and it says no spawn point available
Is it possible to make sure that players are given a one-time task for only one point, in the case of working with ConflictPVERemixedVanilla, but not using LinearConflictPVE?
DUMB Question about editing multiple entities in Enfusion workbench:
I need to change a group of entity properties that are incorrect.
I select them on the left and choose object properties on the right, then I make the edits.
Each time I do this it only changes the first item in the list of entities instead of the expected 777.
The rest have the un-edited properties.
Same issue with adding a component with a list selected on the left and then + add component
No idea why this happens.
Please post a quick note on how to edit multiple entity items. Thanks
... 2 hours later ...
I can't get this to work.
Either I need to be able to select multiple items and edit their properties
OR
I need to be able to change the class of all the selected entities to accomplish the same result.
Also tried "Replace with Prefab"
It does nothing, absolutely nothing.
Got a good workaround for this?
Is it possible to change the networkViewDistance or a similar setting per scenario?
Guys who use CRX, tell me, we have the same settings on two servers, but on one the USSR is used and on the other the FIA is used as enemies, but for some reason they behave differently, what could be the reason?
What rigidbody properties do you need for a concrete wall?
If anyone has a list of the rigid body properties and what they all are, I would like that. ๐
Fed up with the usual BI lack of usable documentation on so many things... or the Enfusion tools don't work properly and the bug has been open for 1-2 years.
maybe use different config files for different scenarios?
All of a sudden one of my scenarios is doing this at all CPs:
https://pasteboard.co/J3sKAZ8arpRp.jpg
The odd things is that I've seen this before when you edit a CP's supplies and add an extra zero so there is not enough storage with the default CP config to store the items.
I didn't edit this ... verified the configs on all the CPs is correct and unchanged.
Thoughts? Fix?
I would do that!
Also, I had to manually edit 1956 objects in a scenario this week to fix and issue in Enfusion WB where the tools are non-functional / buggy as sh*t>
A normal week for Reforger. ๐
Anyone has any experience with SCR_ScenarioFrameworkAIActionJoinGroup?
It doesn't work for me. I've been investigating the issue, trying to copying the setup from operation omega scenario. Just can't get them to be assigend to me on start. I need to recruit them manually once I'm in the game.
EDIT: I figured it out. Add a slot with Spawnpoint plugin. Add action on spawnpoint plugin "spawn object" and add the slotAI to be spawned once player is spawned.
I've built a basic scenario within a custom map with some mods, when testing the mods just with a base game conflict scenario, I run into 0 issues, same when loading a conflict scenario that came with the map itself. Now when I load my custom scenario in which I just ran the Game Mode Setup tool on the tools within a subscene, I placed down the two HQ's & placed down maybe 5 or 6 Control Points, it throws the following errors:
02:15:58.366 RPL : ServerImpl event: authenticating (identity=0x00000000, address=--)
02:15:58.519 BACKEND : Authenticated player: rplIdentity=0x00000000 identityId=77a0717e-b43c-41e0-9514-1a04378b7e00 name=baytona
02:15:58.528 RPL : ServerImpl event: connected (identity=0x00000000)
02:15:58.536 WORLD : UpdateEntities
02:15:58.536 DEFAULT : BattlEye Server: Adding player identity=0x00000000, name='baytona'
02:15:58.537 DEFAULT : BattlEye Server: 'Player #0 baytona (--) connected'
02:15:58.537 DEFAULT : BattlEye Server: Setting GUID for player identity=0x00000000, GUID=76561198119367976
02:15:58.537 DEFAULT : BattlEye Server: 'Player #0 baytona - BE GUID: d37c2784e8fd67d972aa1ac951deb6f4'
02:15:58.756 DEFAULT : BattlEye Server: 'Connected to BE Master'
02:15:59.499 RPL : ServerImpl event: disconnected (identity=0x00000000), group=4, reason=3
02:15:59.502 WORLD : UpdateEntities
02:15:59.502 DEFAULT : BattlEye Server: Disconnect player identity=0x00000000
02:15:59.502 DEFAULT : BattlEye Server: 'Player #0 baytona disconnected'
02:16:00.203 RPL : ServerImpl event: authenticating (identity=0x00000000, address=--)
02:16:00.386 BACKEND (E): [RestApi] ID:[13] TYPE:[EBREQ_LOBBY_RoomsAcceptPlayerS2S] Error Code:400 - Bad Request, apiCode="InvalidSessionTicket", uid="53f93a9b-2d2f-48f4-bac9-a32199f444fe", message="Invalid ticket"
02:16:00.389 RPL : ServerImpl event: connection refused (identity=0x00000000)
And it doesn't let me connect, I've been messing with this for almost two days now, tweaking a little bit of settings in the config & ensuring that the HQ's settings are correct.
What causes this? How can I troubleshoot it as I cannot find a reason that could cause it, especially if its not my mods.
I'm having the same issue. I had it going earlier and I had to roll a patch with the radio set as source on the HQ, because I missed that, and now I get this error. I'm trying a few things before trying exactly undoing that
Thats strange but I also set it as source on my main project, but it was happening before & when I tried to just throw together another one with the Game Mode tool without changing anything but placing 2 hqs & 2 control points I'm having the same trouble
the uploading failures have been hampering my troubleshooting. I've been at it since 10am, its 4am now
Oh strange I haven't had trouble with uploading, but my addon for the scenario is literally kilobytes
I wish I was joking
maybe I'm sleeping and this is a bad dream
๐ญ I feel that
Are you on ipv6 or ipv4? Because sometimes I find cloudflare has trouble with ipv6
And when I disabled IPV6 I haven't had any trouble with them
...crayons please
If you google my ip, does it show as numbers or a weird string of numbers and colons
ipv6 looks like 2001:db8::1 and ipv4 looks like 127.0.0.1
OH, I thought there was something on my end to adjust engine side, I'm on IPv6, but I share internet with my landlord so I cant go shag with it
hell, I dont even know if he knows I'm on it
Most of the time routers give options of ipv4 & ipv6, if you just disable ipv6 in your windows network settings itll force ipv4
And if you just lose internet when that happens turn it back on lol
I'm trying to decide on having breakfast now or not๐
haha
Are you also getting a null pointer index for anything related to campaign updatebase or something like that in your console?
nope, looks solid
Okay, ignore that then
Well I'm going to give up for the evening its almost 5am here, I do recommend disabling your ipv6 and giving it a shot though, will most likely fix your upload issues
oh, youre in Newfoundland
I lived in Bishop's and Grand Falls growing up
too funny, I grew up in Gander & just bought a house in Lumsden last summer
small world
yep most definitely
I'm over in Saint John now, just came back from my stint outwest
yeah thats fair, TCH is horrible in NL
I remember. Over here, it feels a lot like central, hills, granite cliffs, and a load of trees
Sounds similar yeah
except we can dig a basement
All of the houses iโve rented / bought now have basements, is that a thing in the grand falls area? lol
I know most of the houses I seen in GFW and Bishop's didnt have much more the 4 feet down for a basement
Ah I see, hasnโt been like that for me
I remember dad having to get under the house with the blowtorch in the winter to get the water running, and then go help the neighbours with the same thing
yeah we had someone out in new wes valley last year burn their house down doing that, glad I have insulated pipes now
no kidding
Does anyone know how I could get AI Logistics working in Scenario Framework?
It's a 400 code which could mean the workshop is down which is required to start a server.
Have you tried just a default vanilla scenario that is known to work?
Yes and it works fine, even with all of the same mods loaded its fine, no issues downloading or when running a scenario that is included with the custom map im using. Only when I use my scenario that I created does it cause the issue
Even tried creating another scenario that was literally just 2 hqs created and 2 control points and all default settings, same issue.
It says something about a file... what file?
TUTO
Merry Christmas to all those who celebrate it!
https://discord.com/channels/105462288051380224/1446970632922468483
I want to allow players to create new groups, if previous created not fully filled with players. How to do that? For example to create 10 empty groups. Now its disabled, untill previous one filled
Sorry, just seeing this now, I don't see a mention of a file in my paste.
My bad, looking at the wrong post. NW
Hello. Is it possible to allow admin to remove other player markers from map? currently only creator could remove his marker. Admin cannot
There are 2 places that I know of dealing with this subject:
AFAIK Admins could always remove markers from the map regardless of who made them.
Thanks
QUESTION: Why are Move Waypoints not working / buggy?
I have tried every iteration of AI troops and WP moves with a cycle and they will not move at all. AI Defend, AI GetIn or AI Search and Destroy WPs work fine, but NOT F'N move WPs.
I created 2 layers based on the BH6 video this time:
1 has the Sentry AI
2 has the WPs: which includes a super simple WP_Move_1 and WP_Move_2 and then the WP_Cycle_1
The WPs were added to the Sentry AI's static WP section
Click play and nothing?
Why is this such a buggy mess?
I can do this all day long for dozens of WPs in A3 Eden editor.
@chrome rampart What do I need to do in order to have working WPs?
I am making a conflict but for some reason players cant hear each other over the radios even with a source mob?
First, let me make sure I know what video you are referencing. This one?
https://youtu.be/LDvOx-3O9pc?si=fc7TzHsPpTPq4-bj
Second, here is a sample of my dismount patrol from the video. Give it a look over, compare it to yours. Use it to test or just copy and modify as you need.
Third, as far as I know there is nothing wrong with the move waypoint. I normally don't use it though. I use the patrol waypoint.
Forth, if you can zip up your patrol and paste it here, we can look it, or at the very least do some screen shots of your setup.
Updated dismounted patrol.
I am assuming its because my MOB didnt have this component?
I'll take another look at this, thanks.
How can I get the Surrender animation to be available?
DM'd
How to create a transition screen layout and use showlayout and showwidget actions in scenario framework game mode. This does not work in dedicated server at this time. I'll work on a solution.
Miscellaneous | Creating a transition screen layout
How-to create a transition screen layout and use show layout and show widget actions.
How do you create a scenario where two game masters battle with two different factions (USSR and US)?
came to Arma Reforger thinking it'd be simpler than Arma 3, well well well
Do Slot Triggers work currently? Can't seem to get mine to detect when a player of a certain faction enters the area
It doesn't seem to be spawning the "object to spawn" 
SlotTriggers for scenario framework do work. What's your setup?
I haven't messed with GM but wouldn't it be one admin as US, and one admin as FIA or USSR? SHould be able to do 3 factions
I realized I had it under my SlotAI and thatโs why it wasnโt spawning, so I moved it to be directly under the layer task which allowed it to be spawned
Though, with the trigger, I have it set to pop-up a notification when a player enters the trigger, but it repeatedly pops up the notification despite having the โOnceโ option checked
I haven't seen that behavior. Try maybe to set the number of times to 1 on the show popup.
Would it work if I self host the server and not use a dedicated one?
do I really need a dedicated server to promote other players to admin/game master (as i understood it's the same thing)
I know you can use GM in a local host environment. I don't know if you can have multiple admins logged in at the same time or give to multiple players GM rights.
It would cause chaos I think having multiple GM's.
we want to try doing a mini RTS battle, requiring two game master roles
well that is my question
Ok so as a quick test, local host a GM and log in as admin, and have someone else try and log in as admin
how do you explicitly log in as admin?
I just happen to have access to game master as the host
I don't click anything in particular to log in as admin
one game master logs into US and one into USSR?
Where is the Console command line?
It works for servers locally hosted from the in game UI?
I can set the max number of activations to 1, but then it only does it once and never again. I figured it would be that it'd display once every time a player entered the trigger, but doesn't seem to do that.
does anyone know the setting in Enfusion (or in your server) to force a server restart for a conflict PVE scenario after they win it? For some reason our's isn't restarting the server upon mission success and requires a manual restart through our control panel
I am going to assume there is an end mission setup so that the scenario is finishing after all objectives and tasks are complete. If the scenario is not setup to finish then that has to be accomplished first.
Add one of the following to your server startup command line.
https://community.bistudio.com/wiki/Arma_Reforger:Startup_Parameters
Did you ever find a fix to this? I'm having the same issue on my mod
@knotty iron on my discord created a script to solve this.
Here is the script.
Place it in the following location.
The issue found was the component won't do anything if there is no campaign.
@lethal bramble
I tested in WB. It works. Not tested outside of that. Full credit goes to @knotty iron
Hey I got a friend thats has a good idea he just need someone to make for him @tired lily
Hey guys... I feel like a dummy but I can't figure this out:
I am making a scenario on Arland (subscene of Arland Campaign). I have an AI group and I want them to get in a vehicle. I tried adding a getin waypoint but it throws errors, I tried adding a getin nearest waypoint and they just shuffle about then stop.
Can someone tell me or point me to a tutorial that shows how either start an AI inside a vehicle or how to get a group to get in a vehicle (in Enfusion, not GM)?
When it comes to SlotTaskAI, has anyone noticed it spawns the AI twice on task creation?
I've added a print to the SpawnAsset() function, and it only prints in log once, but yet it's spawning my asset twice 
You need three things for example (I name them something like this so they sort nicely):
BTR_Group_FIA_LAT_1
BTR_GetIn_WP_1
BTR70_1
For the BTR_GetIn_WP_1 add the Entity Name of BTR70_1
For the BTR_Group_FIA_LAT_1 add the BTR_GetIn_WP_1
Set the completion radius of the BTR_GetIn_WP_1 to 15m or something that covers BOTH the BTR_Group_FIA_LAT_1 an the BTR70_1
Done. ๐
any idea why i cant get 2 points to connect through white listing? i have multiple other points connected how i want, but these 2 specifically wont work.
If you are talking about radio links... verify the radio range is large enough for those 2 points you are trying to connect
I figured this out:
It was nothing that I was doing at all.
I tested this on the Ruha Winter terrain and it worked fine.
So I went back the the Zarichne scenario I was working on earlier...
Even though I had updated ALL 3 Navmesh files and saved them over the originals, it was not saving the files.
I figured this out by reviewing the console log errors )red X)
This is what it generates:
PATHFINDING : Navmesh Init 'Soldiers'
PATHFINDING(E): Navmesh file "NavMesh/Zarichne_Soldiers.nmn" is obsolete. It should be regenerated!
PATHFINDING(E): Failed to load Navmesh from file! Will initialize empty navmesh world
PATHFINDING : Navmesh Init 'BTRlike'
PATHFINDING(E): Navmesh file "NavMesh/Zarichne_BTR.nmn" is obsolete. It should be regenerated!
PATHFINDING(E): Failed to load Navmesh from file! Will initialize empty navmesh world
PATHFINDING : Navmesh Init 'LowRes'
PATHFINDING(E): Navmesh file "NavMesh/Zarichne_LowRes.nmn" is obsolete. It should be regenerated!
PATHFINDING(E): Failed to load Navmesh from file! Will initialize empty navmesh world
It should have given an error when saving the updated navmesh files over the old ones, but it does not. I created a new Navmesh folder and then saved all 3 navmesh files. Then updated the navmesh file links in SCR_AIWorld.
The patrol WPs work fine right away.
Hopefully others will find this useful.
Onto the NEXT NAVMESH / AI ISSUE!
Sometimes the AI troops ignore their orders.
I have a Serhiivka scenario, where a percentage of the AI do not use the GetIn WP to get into a BTR70. Also, they don't just stand there... they march West for no reason.
In the same area, I have several troops that are ignoring the Defend WP and they are also marching West.
I have verified that I don't have incorrect WP#'s or other issues.
I have rebuilt the BTR70, troops and GetIn WP and they keep performing this behavior.
In other areas of the map they troops are working as expected.
Anyone seen this?
So they are and thats what i cannot figure out. All my other point work when i come from the USSR side but the US side only the first point connects. Then 1-2 doesnt connect.
You need to provide more details:
Did you verify the Radio transmitting ranges for both the MOB and the FOBs?
What are the values?
What is the range needed if you check the distance on the map in meters?
Yes both mobs are transmitting, the distance between the points isnt large at all, its a kunar scenario im making.
Also how do i check the distance on the map between the points. This is my first time creating a scenario
Ive made both radios transmit like 8000 meters and they are only like maybe 1000 away
Yeah, that should be enough.
Also each grid section on the map is 100m.
Each small square. Whats the big squares? 3000?
Its just not workingโฆ. Ill have to stream the issue sometime or something cuz this is jus weird.
This is also a NAVMESH F'N issue.
No errors in the console this time either.
I re-created all Navmesh files are few days ago...
They are NOT saving over existing files.
Re-generated all NVM files and created a new folder and files to re-link the SCR_AIWorld to and of course this works.
ENfusion is buggy!!!!!!!!!!!!!!!!!!!
There is a TPM Tactical video about Radio W-ing
Perhaps watch that.
I saw, thats the first thing i went to. Its jus bugged
The name is copied and pasted, the ranges are def within distance, idk anymore. It worked the first play test. Then i added some lil lmgs around the map, and some vehicles, then it jus doesnt work.
Im live in creative channel if you could peek and see whats wrong? if not no biggie. anyone reading that could help id appreciate it
nvmd solved that problem, how do you get AI to move automatically to capture their locations back? Trying to setup on my own map
when I reset in my server, the json for my conflict scenario stays the same
and we can't login into admin
anyone able to breifly explain to me how to get map marker icons on map for certain POI's etc in tools?
cant seem to get my head around them or find doco
Hi everyone, I'm currently having a problem with a scenario on "Everon". As soon as players approach the airfield, they get kicked from the server with the error message "REPLICATION FAILURE - SYSTEM - FAILURE". I'm trying to find the error in the World Editor, but I haven't placed any entities in that area of โโthe world. The world is empty! Even when I test the scenario with the PeerTool and Dedicated-ServerTool, the server kicks me as soon as I get near the airfield. The server log doesn't provide any information, and the client crash-log shows the following:
06.01 2026 11:46:11
Assertion failed
Error.log:
11:46:25.880 DEFAULT (E): Kicked from game. group=1 reason=1
Now I don't know how to find the problem. Does anyone have any idea what's going wrong?
Actual map markers or the little things for radio towers etc. that're always on the map as standard?
Hi, I'm looking at making a Freedom Fighters port for Worthy Islands, does anyone know how I would go about doing this? Any help is appreciated.
I'm currently putting together a build for my server and ran into a problem where there are no building prefabs in the command post. For your information, I previously modified the factions โ more precisely, I inherited from their factions and just changed their names and flags. If it's not too much trouble, could you help me?
https://youtu.be/_wst7noel-Q
The Slotmarkers are fairly straight forward outside of editing the map.config-Have a look and load up combatopsEden in tools for inspiration these are the hideout markers that show on scenario start-Area-layer- slotmarker making sure you set faction key as to who is receiving that map marker info
Damm good luck with that one out of curiosity does the error repeat itself say outside of the deployment squad/loadout if you go into gm on scenario start before spawning from the deploy menu and create player in that same airfield area?
Hey boys, can I use object brush in creating scenario ? I would like to add a lot of small bushes to my conflict mode, to do it manually one by one is not that fun ๐ Please ? Thx
Create a polyline then add a Bush or Forest generator prefab, tweak the setting of the generator to your needs.
https://youtu.be/jfYIZTsQ0_w?si=LrTYa4cLR-yBlxVi
Watch the video from 08:25.
A guide on creating maps within the Arma Reforger Tools covering Forests, paint tools, creating fences/walls, placing objects and assets.
Let me know what you think in the comments below!!
Griefdrums Pin Badge from the Koyo Store - https://koyo.site/griefdrumsโ
Support the channel and spread the word with Merch - teespring.com/en-GB/stores/...
could anyone help me with a small issue i have. i created and pve conflict scenario which allowed me to spawn in. then i just added more ai and changed the faction for the one's that spawn at the control points to the opposite faction. that is when i loaded it to my server and it said no spawn point available.
anyone any idea why i might be getting this error when trying to connect to my server with a custom scenario
BACKEND (E): [RestApi] ID:[15] TYPE:[EBREQ_LOBBY_RoomsAcceptPlayerS2S] Error Code:400 - Bad Request, apiCode="InvalidSessionTicket", uid="5dfdce1d-ccf4-4567-93cb-576fc9c77f00", message="Invalid ticket"
i keep getting wrong file extension on my file its the file that holds the mission header anyone know what might be wrong because ive seen other people use .conf
somehow fixed it
did you find a fix for this i think we might have the same problem but with a game master scenario
I'm following tutorial on objects chosen to be spawned inside a layer, but it doesn't seem to work. Have the scenario framework subscene and proper game mode items using the plugin. I've done this before about a year ago, wonder if something's changed since tutorial was made. https://www.youtube.com/watch?v=PjQMbV1pT4Q edit: disregard, doesn't seem to work with building
Components | Layer #1
In this video we show how to use the layer as a hierarchical tool to divide the area. Layers can be considered as a container.
I swapped maps and then ran into 0 issues after that.
im trying to make a conflict game work atm and currently i got the Faction manager and the spawnpoint setup but i cant see the spawn point or spawn on it when i test run it i am using SCR_SpawnPoint anyone know what i might be doin wrong?
Im not sure if im overlooking something in the prefabs, is there a way to prevent the command tent from spawning at the origin of the conflict control point prefab? Or should i just use the scenario framework config
fixed it
Is there anyone here who can help me out with a couple things in my scenario. It's a game master project
Hi guys o have problem with IPC Anizay, i change us to our faction WP and i change every faction key and bla bla but if i respawn on the map i have SIZE on the enemy base and 1 is enemy doesnโt respawn on the base and 2 if i capture the base my SIZE is still on the captured base. Bota only respawn on the base with SOURCE_BASE but if i have more then 4 SOURCE_BASE bot doesnโt spawn everywhere
Virtual Machine Exception
Reason: NULL pointer to instance. Variable '#return'
Class: 'SCR_CampaignMilitaryBaseComponent'
Function: 'EvaluateDefenders'
Stack trace:
scripts/Game/Components/Locations/SCR_CampaignMilitaryBaseComponent.c:2484 Function EvaluateDefenders
scripts/Game/game.c:866 Function OnUpdate
one of your factions is misplaced somewhere fraction key
Hi I am currently making a GM Scenario map for pilots to fly and learn to fly. I have everything but the playable factions wonโt actually be playable auto selected when server restart. So a GM has to go in and change that. Any way I can change this?
You could tick them as playable in the factionmanager perhaps?
They are ticked but doesnโt work
Is it just the GM scenario that is overriding it or am I missing something?
Sorry, didn't reply! I'll check it out when I'm on my PC later, is it just a standard GM scenario?
its my own stuff added
im workingon it rn
Hej community,
Iโm trying to figure out how to integrate the Commander feature into a Scenario Framework scenario.
Iโve tried adding the SCR_CampaignFactionCommanderHandlerComponent first, but had no luck. I also tried the SCR_FactionCommanderHandlerComponent, but I still canโt interact with an HQ shop to apply for the commander role.
Iโd really appreciate it if someone who has successfully managed to get Commander mode working with the Scenario Framework could guide me on what additional elements or systems need to be added to the game mode to make it function properly.
Anyone know why AI don't work/shoot players in capture and hold?
does anyone know how to convert an HQC mission to standard Conflict? is there a way to do it without re-creating the whole scenario?
im trying to load a conflict layer that has the capture points already set up. I canโt figure out how. Would someone be able to help me?
Is it set as HQ on the parameters inside the ConflictMilitaryBase entity?
And also, u need at least two ConflictMilitaryBases set as HQ (US & USSR) to make it work properly
Hello- my friend and I are actively trying to make our own conflict hq scenario.
We found a tutorial on YouTube thatโs been helping but are unable to activate the task manager entity per the video weโre watching. Any help or advice would be greatly appreciated, we can send you the error code as well.
This is the error code:
Virtual Machine Exception
Reason: NULL pointer to instance
Class: 'SCR_CampaignMilitaryBaseComponent'
Function: 'OnAllBasesInitialized'
Stack trace:
scripts/Game/Components/Locations/SCR_CampaignMilitaryBaseComponent.c:2177 Function OnAllBasesInitialized
scripts/Game/Campaign/SCR_CampaignMilitaryBaseManager.c:256 Function OnAllBasesInitialized
scripts/Game/GameMode/SCR_GameModeCampaign.c:569 Function Start
scripts/Game/GameMode/SCR_GameModeCampaign.c:896 Function OnGameStart
Hi, does anyone know why all of my bases are with the same callsign name?
Can anyone help me understand why the timeandweatherhandlercomponent seems to change nothing when i edit the settings?
it was working, then i reloaded it and now its not working again
Any server building vets who like to teach willing to help out with some questions setting up a server, sorry if wrong place to ask
https://youtube.com/playlist?list=PLACt0Y23f-91gn_oNkSIBkS3lTffos2KO&si=I4jcP8Hh7vabHCgs
I am sure a google search would reveal others as well.
Yeh thatโs not what Iโm looking for or need, thanks tho. just pretty specific questions
Nor did a quick google search have that. Or wouldnโt be here asking ๐
Usually because there are not enough call signs to match the number of points. I think those are set in the faction manager.
Hi. I have a question.
How can I remove the tent from a ConflictControlPoint?
I want to keep only the plashnet or a couple of objects from this prefab.
So, how do I remove the buildings from it?
I literally need to create a capture point with no or minimal buildings. How do I do this?
so whats your question?
- Right click on the entity, select override, duplicate or inherit
- On the overrode, duplicated or inherited entity, right click and select edit prefab.
- Delete the objects from the entity.
Having a weird issue where one of my roles won't spawn with the right loadout ingame. It works for all the other ones but this one won't. If I spawn the unit on a slotai it does load correctly. Am I missing something in the loadout manager?
Here's the same one spawned in as AI with slotAI in the editor...
๐ซฉ SYSTEM FAILURE
Hi guys,
I ran into a problem with my Arma Reforger scenario.
I created a conflict scenario for my mercenary community and it was working fine!
Now I want to add an economy system to the scenario, so I added the โDynamic Economyโ and โDynamic Lootโ mods.
In Enfusion, everything works fine, but when I published the scenario to the Workshop and installed it on the server, I get an error at spawn:
group0="REPLICATION", REASON=1 System_FAILURE
I donโt know where the problem is. If anyone has a solution or can help me, that would be great.
Thanks guys!
@distant basalt I donโt know if you now why ?
Haven't had this myself but if you were already using the persistence system I would recommend try doing a wipe (delete/move/rename .save folder under profile) and restart server. If you have any related error logs with a trace feel free to post it in the mod's showcase thread and I'll have a look into it: https://discord.com/channels/105462288051380224/1445692272376021022
Thanks for your rapid respond I will try and come back
I have over 70 there, not sure why itโs broken, perhaps the base prefabโs component or managers?
hi, where is the place to select folder for missing content?
Is there a way in the scenario framework to remove task icons from the map when they've completed/failed/cancelled? Restore layer defaults don't seem to do so
Ey i have some issues with a scenario can i get some help?
Well, if you're interested in helping, here's the problem
In Game Master mode, not the entire map is accessible. What does this mean? It means the camera only allows you to access a specific area, while the rest of the map is blocked by an invisible wall. It doesn't allow you to go beyond it, consequently leaving a large part of the map out of the Game Master's reach.
On the other hand, the vehicles seem to be stuck in mid-air, not moving or advancing. Does anyone know how to fix this?
Massive questions. When the US team on my vanilla conflict scenario creates a radio station they can cap all these points, compared ot the first, image, but when they begin building more radio stations at the bases they can capture, they don't connect to any other points. The Soviet team has no problem being able to cap everything on the map, but the US team is completely limited to just these points. Need help solving the issue.
The only way I know about is to change the task ui visibility to "list only" on task complete
Oh and if it's a failable task you'd need to do the same for on task failed
Ended up overriding LayerTaskBaseโs RestoreToDefault method in script to delete the spawned task upon restoring, which was needed anyways for the way Iโm handling spawning missions
Nice!!
Hallo!
I've been trying to update my very early Mission Making Guide. I've gotten up to Waypoints but the AI isn't moving or doing anything now ๐
https://github.com/Herbiie/ArmAReforgerMissionMakingGuide/wiki/2)-ArmA-Reforger-Mission-Making-%7C-Creating-The-Mission#adding-waypoints
Have waypoints changed?
Welcome back! Long time No hear, Herbie. Everything's changed since you first put out your guide. ๐คฃ
Damn shame NightOps team didn't keep up that framework. It was great. My first scenario was built with NightOps and your guide.
But there's SF now so not much point.
Yes I've noticed the changes haha
Unfortunately overnight everything the guys at Night Ops had been working on stopped working and it sort of took the wind out of their sails. I just made tutorials
Are there any tutorials you'd recommend for now?
Welp, I know a guy... Try these for the scenario framework.
https://www.youtube.com/@Blackheart_six-framework
And for gamemode_campaign
http://www.youtube.com/@TPMTactical
You DO NOT have to watch the videos in order. The playlists are organized to the contents listing on the left side of the page.
Each playlist contains 5 sections for better channel formatting. This channel is for those using the scenario framework with Arma Reforger Tools to create scenarios and other items. Enjoy the channel, hope it helps in ...
Hey all, TPM here.
So a bit about myself, I am a single dad, military vet and being playing Arma since Arma 2. Arma 3 is by no means a perfect game, but it is my go to game. Pretty much the only game I play when I am not spending time with family and friends.
Can't wait for Arma 4 and will hopefully bring something different to the Arma Com...
Thanks! Your computer is quicker than mine though so I have to keep pausing.
i need help. I made a spawn point on a ship that is on the water and each time i spawn on the ship it spawns me inside the ship swimming in the water. Is there anyway to fix this.
video of the problem im having
what mod is the ship?
#armareforger #PCGaming #enfusionworkbench
How to setup logics to select tasks in random direction.
Learning Arma Reforger Scenario Framework! How to use the scenario framework to create your own scenarios.
Timestamps:
00:00 The Problem
04:00 Clockwise Direction
13:00 Counter-clockwise Direction
Discord - https://discord.gg/X5Pvu6AK6c
Ste...
the ship mod im using is https://reforger.armaplatform.com/workshop/66F12DE86D0A702B-PlanetArmaDekoShips and sorry for the late response.
I think your answer is right there... -TEST "only for decoration". I'll download and look at it. A quick work around is place a concrete pier in the prefab to create a solid surface to spawn on. Override and edit the prefab so the pier is built in. Place it just under the deck surface.
Just tested it. I don't have any issue. Spawned right on top of the helo deck
ok i found i fix for it. a screenshot of what i did incase someone else needs help with it. all i did is put the ships in a layer named LShipPropsA1 then i when into my slot that im using to as a spawn point. I went into plugins and added in pluginSpawnPoint and in that i added action wait and execute and in that i added spawn object and in spawn on activation i added LShipPropA1. this seemed to work somehow.
also i change the delay timer to 5 sec in wait and execute
Odd. I just setup spawning the ship. No issues with timing.
I see you have the prefab in the layer. Maybe move it out of the layer to the root.
Area/Layers are for SF components. Not really object prefabs.
could it be that i have a lot of things to spawn in that i causing this. well either way its working now.
Set the SCR_CampaignMilitaryBaseComponent > Base Name and Base Name Upper
Use either the Military Alphabet or A to Z animal names for example
I'm new to this Enfusion Workbench scenario creation, I've watched enough videos to make my eyes fall out and can not seem to get the base conflict system to work. Essentially just trying to make a Kunar PVE server with similar enemy behavior to Gramps PVE mod. I want to do NATO vs MEI with WCS weapons. The factions and spawns are what I'm having issues with though. It works with vanilla factions but the second I try to put MEI and NATO on bases there are no spawns. Factions affiliation tags should just be US and MEI right?
Okay I almost have it๐ I can spawn and factions are set, I just need to fix this now
So trying to increase the number of objectives on combat ops to trigger the regroup I've already got the number of objectives to 6 but for the live of me I can't find where to make it all 6 must be completed to trigger the regroup does anyone know where that is?
Look in the area called "Main Compositions" for the logics.
Thank you I will check there appreciate you man I was about to lose my mind trying to figure it out lol
https://github.com/Herbiie/ArmAReforgerMissionMakingGuide/wiki
It is finally updated...
I worked it out by basically removing all of the world managers and pasting working one from a template, something was broken.
I am trying to get a PVE mission to work with the British forces mod, however when I set up the mod faction and such in the faction manager I Get this error and I do not understand what it is trying to tell me.
I know that it is saying that the index position does not exist but why would it work with the default faction manager but not one with additional callsigns effectively making the index bigger.
This error does not appear when using the default faction manager.
Any help is appreciated.
Is there any use for areas other than doing random objectives?
Hi!! Im basically building an app for Arma reforger where you can take notes and calculate ballistics among other capabilities. I'd need to extract the height map of the maps of the game in a way that allows me to obtain the height based on x and y coords. I've been messing around (without having idea) with the Arma workbench and world editor wothout success. If somebody could explain me how could I extract that information would be helpful. Thanks in advance!!
Hi guys,
I wanted to ask if someone could kindly help me modify the amount of supplies in the HQs without them spawning all over the place next to the base.
also make them regenerate very quickly
Areas work to define a geographical area for triggering and dynamic despawn or as a container to hold layers.
That looks like you're using my scenario. Can you post your setup down in #1113877580714614944 maybe I can help you there. How are your mob bases setup?
Yeah, I was trying to spawn in a new area (the same way you do layer tasks) but I couldn't ๐
What's the proper way of handling spawning multiple AI with a SlotTaskAI? Multiple SlotAIs?
Setting the object to spawn as a group duplicates the group, it seems
Or is that where the Group Prefab option comes into play in the SlotTaskAI?
got it sorted, the duplication was due to a script issue of mine
Is there a way to give 2 MOB locations to each team? Trying to cut down on mob locking blufor and ruining the matches as fast as possible. Much harder and less rewarding to mob camp 50% less potential victims.
Area's afaik have to have an activation of "on_init". You can't trigger them.
I found out the issue. The British forces mod using custo. Callsigns in the faction so I had to strip them out and use the default US callsigns.
I just could not figure that out there and then for some reason thank you for the help though
And it is your scenario im porting there is a version on the workshop under the test flag has no vehicles and the rank unlock is messed up at the moment but other than that it does work.
I have made a conflict map and when I set it up in a private server, for some reason I cannot access game master while in game?
Anyone else have this happen?
Help, pls send dudes
You signed in as admin?
does the persistence system works with scenario framework?
Well it wasn't allowing me to. It was acting like the ability to log in with credentials didn't exist. But I checked server side and it was enabled and password locked for admin. Enter password.. nothing, no confirmation of sign in, no game master, nothing.
did you add "Scripted Chat" entity to your world?
Limited testing I've done, it does retain player position and loadouts at the time player left server along with task information.
....... I did not lol
Thankyou
Do you think it saves trigger state?
I don't know. Should be easy enough to test. So like if you have a trigger set to repeat once, and you trigger it, does it trigger again if the player returns?
yep something like that. i'll try to test it an see if it works, will come back with results if it's any use to you. thanks for the help
I'm wondering if anyone could possibly help me out with my scenario? It's already published on workshop, but it's unplayable... so I was wondering if anyone could take a poke at it and tell me how to fix it....
DM'd you.
For those who want to expand to scripting... following me down the rabbit hole to wonderland.
https://www.youtube.com/@blackheart_six-script
Welcome to Learning Enfusion Script!
This channel is dedicated to helping beginners learn Enfusion scripting and the Enfusion Workbench - the powerful game development tools behind titles like Arma Reforger and upcoming Arma 4.
Whether you're a complete beginner or looking to enhance your modding skills, you'll find step-by-step tutorials cove...
Has anyone created placeable barbedwire? I.e Barbedwire you can put into your inventory, equipt into your hands, and physically place it.
I've been able to do this with cuttings/vegetation so players can conceal a location, but I can't seem to get barbedwire to do the same thing?
No but it sounds pretty cool ๐
Look at deployable objects like the radio and the mortar system. I am going to try to make a deployable camonet system. or the sandbags might be more appropriate
I've done this with sandbags already.
I just can't get barbed wire to work.
It just doesn't appear in the inventory of the box, Nor if I just place it on the ground.
Iv accidentally changed something in my scenario. I am no longer able to create group in the group menu. Anybody know what could cause this
Is it possible to create a task, an objective for example, by selecting an object? I could take a document that indicates the objectives to be completed and mark them on the map. If so, how?
In the Scenario Framework it's easy.
Samples | Alternative Intel Collection
Alternative method to intelligence collection task.
NOTE: The additional action you add is NOT call openintel. It is called "SCR_BaseAduiScriptedUserAction".
to get something to appear in the arsenal it has to be added to the entity catalog. For the ground something sinister going on there.
It's not the arsenal. It's a box with items placed into it.
I've got this working with vegetation cuttings which players can use to conceal a location.
You may have checked to use or select pre-defined groups only within your loadout manager mabye
Thanks mate I will take a neb
Great job!
Is anyone here experienced with blending Scenario Framework into the campaign gamemode? Planning a more long term PVE thing, would be based around capping / defending bases, but there's a lot of things SF can do that I don't think can be done in campaign gamemode as standard
For example how easy would it be to get general areas, layers, slots, and slot triggers working for spawning in AI and bits
Hello again troops. I'm running a scenario framework gamemode with one playable faction, not friendly to self but groups can see eachothers nametag and map markers. Gamemode is almost finished although I cannot for the life of me have more than one player in a vehicle.
Iv tried a override on the group entity and adding slots to it. But no luck
That's really weird!! Is it giving the "hostile" message when you try to get in with someone or does it just not give you the option to at all?
No not at all. Should I try disable SCR_BaseLockComponent?
Having an issue with my personal scenario in which my server panel can never read the mission.conf even though itโs all within the guidelines and properly falls under the right pathing, anyone have any ideas?
I disabled the scr_baselock now it says hostile
Both. It's published but unlisted for testing. I just made faction friendly to self. I just need to sort out nametags and map markers now to suit
Which is more difficult than I thought
4678c605-b4ab-415c-a023-cf43fe38e34f i get tis error code after trying to save my world after making a sub scenario and i crash immediately
Is this a terrain you made? or which world?
I would suggest you ask https://discord.com/channels/105462288051380224/976159873517629500. They the subject matter experts in terrain creation. Sounds like you are missing something.
Did you try to create a sub scene and scenario with a default world as a santity check
i will try that thank you
Ok I might be over thinking things too much, but in Arma I would build my mission in the editor place most of the units etc and then run it in Zeus. Essentially baby sitting the mission and role playing.
If I want to do the same thing in Reforger, should I be using the SF Game mode manager and adding some GM components? Am I just obsessing too much about the warning message that says the mission isn't set up for GM??
I tried starting with the GM gamemode but don't like the way it just pops me straight into GM (I assume on a server first loaded in would them be GM?)
Also am I right in saying I can create a prefab that has all the manager nested into it? Just trying to build a consistent template for my unit and make things as easy as I can for our mission makers. So if they only have to drop in 1 prefab with all the managers set up that would be awesome
Yes you are obsessing too much about that message. It's just because it is not GM game mode. You can create a PvP or PvE scenario and still use GM to its fullest.
Yes, you can nest managers into the gamemode. But I think AIWorld need to remain outside of game mode.
Cool thank you, and also thanks for all the work you put into your discord/youtube. I don't think I'd have taken the dive into reforger without those awesome resources
Someone know where is the garbage system? I remember it was a component on the game mode, but thats not the case anymore. Where I find the garbage system now?
it's in your systems config
I have found only scripts. Did they turn the gamemode component in scripts? I dont know very much about coding, it was simple to modify with the component and the .conf files.
Another question, BI havent fixed the repeated spawn bug yet, so do we have any workarounds to make the layers and slots be able to spawn their children more than once?
Garbage collection is in the missionsystems.conf file
As for repeated spawn, it is still broken. I have a feedback ticket open but haven't seen any movement on this or any SF tickets I've submitted.
https://feedback.bistudio.com/T195673
Override ChimeraSystemsConfig, not MissionSystems
MissionsSystems is only used for some things
Thank you Very much
Thank you too friend
guys ive tried all of the tutorials and all of the fucking guides, and this shit never fucking works
im tired boss
How the fuck, do I set up a conflict hq pvp scenario on everon
I'm working on a gamemaster scenario. I would like to just be able to boot up and already have my factions set, instead of having to set up the factions/spawnpoints then load in. I tried adding SCR_FactionManager_Editor and setting the faction to playable, but that still didn't seem to set up the load-in screen. How should I go about this?
Have you looked at the BI video on Game Master?
https://www.youtube.com/watch?v=pcFa_z-W0eM
Also, TPM Tactical has a video on it as well.
https://www.youtube.com/watch?v=Tzh9bvvRyP4
In this comprehensive tutorial, Senior Technical Designer Emre Bugday provides step-by-step instructions on crafting dynamic and engaging scenarios in the Game Master game mode. Whether you're a seasoned Arma veteran or a newcomer to the series, this video is tailored to help you understand your options and unleash your creativity.
Check out th...
A tutorial video showing how to setup a custom Game Master mission.
TPM Tactical Discord (Aussie Arma Community): https://discord.gg/arm2ZQ4wAQ
Music from #Uppbeat
https://uppbeat.io/t/cloudchord/just-before-light-feat-soul-food-horns
License code: 2LBQCLQ87VWGSE0O
Music from #Uppbeat
https://uppbeat.io/t/dosi/afternoon-bliss
License code: EA...
I think you want TPM's video.
Thank you!
Hello. I'm creating new world in my mode with default eden map. What is needed to configure to allow AI move across map? I added SCR_AIWorld and added needed navmesh files for soldier, vehicle and lowres, as usual. But AI spawned and just stay. Cant find difference with my previous world, but looks like I missed something.
Any ideas?
Heyo!
Donยดt want to be the 500th user which is asking for help today, but I really canยดt get any further. After this unexpected update I have problems to launch my scenario on the Server. In Workbench everything is fine and ingame as a scenario too. But on the server I get the errorcode: ReadMssionHeader cannot load the resourceยดMissions/Conflict.confยด
I deleted my mission header in my scenario and recreated it, but same result. Any Ideas?
I think you should check logs, if you have a modded server.
Bcs of the update they broke the major mods and no server can load now with RHS, for example
Yeah, that error is from the serverlog. RHS isnยดt on our server. But we troubleshoot already.
Anytime there is an update you can expect mods to break and not be usable until the owner issues an update.
If you are a scenario creator, you should build your scenario as vanilla then create a dependency mod that includes your addon mods you want. This gives you the ability to unplug the dependency mod from the vanilla stay up and running until the mod owners update their stuff.
Now with a minor update like today it's not that bad but when a major update hit's and you are waiting for mods that never get fixed you are dead in the water, and all your hard work goes down the drain.
Can AI fly helicopters atm?
Hello. Where I can find prefabs added to game master spawn menu? list of prefabs. I think its a config, but cant find where
No. Not at this time.
WORLD : UpdateEntities
WORLD : PostFixedFrame
SCRIPT (E): Virtual Machine Exception
Reason: NULL pointer to instance
Class: 'SCR_FactionManagerSerializer'
Function: 'Serialize'
Stack trace:
scripts/Game/Systems/Persistence/Serializers/Entities/SCR_FactionManagerSerializer.c:50 Function Serialize
WORLD : UpdateEntities
WORLD : PostFixedFrame
PLATFORM : Save data transaction to 'game/2C1A07B9EA25D69E-CampRogers-GM/playthrough000/savepoint164' started.
PLATFORM : SaveGameDatabase::CommitAsync transaction started.
PLATFORM : Deleting save 'game/2C1A07B9EA25D69E-CampRogers-GM/playthrough000/savepoint154'.
WORLD : UpdateEntities
WORLD : PostFixedFrame
DEFAULT : [PERSISTENCE] Save ended with state 3.
not sure what the issue is here how do I Serialize the faction manager? is it missing a component or something? I have the gm gamemode prefab overridden before the recent updates so ive deleted my copy and re overrids it and still getting this error
is it harmless? thanks
Hello guys, i've created my first scenario, but in game when i put my admin password, nothing happened. I need to do something in my scenario to activ it ?
Did you add scriptedchat entity to your managers?
no i don't know how i do that
in the scenario i'll do conflict, HQ, control points and AI
Should get it with the gamemode set up plugin, but if not just search for scriptedchat et in your resource browser. Drag and drop it into your world
i'll do that now for test
in world editor i'll do that ? sorry for my bad English, i'm fench
I'm scottish mate, not so good at English myself
Yes world editor
No mate in the resource browser
Down the bottom
this ?
In prefabs
i click on it and drop on the map ?
Noooo
this one ?
Ayeee
Just drag and drop
okay thank you i test that
I keep it beside my managers not sure if it matters or not but keeps it organised
Not in my experience, always worked as is
okay thank you, i publish and i test it, thank you for you help
Welcome mate
This is next level stuff...
https://discord.com/channels/105462288051380224/1467602881887731853
What happens when you let a large language model command AI groups in Arma Reforger?
Meet ABIS - LLM Commander (Working title)
So the concept is this: Claude (or any other AI model) operates as a strategic layer above the vanilla AI. Every few seconds, the game sends Claude a situation report โ where are my squads, what's their strength, do ...
Did you ever figure this out?
Uh, so I have spent the last 2 days trying to get this map inside my server, and someone said I had to make it a sub-scene. It started off as a map called Fallujah map by Heine. I made a sub-scene and added some buildings and published it to the workshop and tried putting it inside my server, but my server wouldnโt start. So, any clue what to do?
Any chance we could get this bumped up and fixed....
https://youtu.be/Ah34Va9OEwc
This impacts the defend task, creating AI waves and other AI situations.
I am not seeing a lot of movement on any fixes for scenario framework.
https://feedback.bistudio.com/T195673
BI Feedback | Repeated Spawn Broken
@south badger Hello, i've do my scenario, the radios works but we don't ear our friends in this, how can do for that work ? anything to put in my scenario to ear them with the radio ?
radio manager?
First, does your server start with a default scenario setup?
i don't know, in the game, we have the proximity voice but when we use the radio, we not ear
with another scenario, it's okay but don't with mine, i don't konw why
I would recommend you check to see if you have a radio manager in the scenario.
wher i check this in a world editor ?
Is this a scenario you created?
yes
yes in the world editor
in the hierarchy
Sometimes it needs to be set on the serverhost panel too
ok. Add it and test
how add this ?
this one .et?
yeppers. Drag and drop it in the world
nohting to touch here ?
nope not that I know
ok i test that thank you
i've another problem, i've put AI but them don't spawn when i proximity..
anything to modify here ?
Whatโs wrong with this? I just donโt get it!
Pics with Example T72A
The crew spawns, theyโre sitting in the vehicle, then the gunner gets out and sits next to the vehicle. Thatโs it. No Waypoints Use...
Itโs the same with the BRDM-2 or a UAZ_PKM. Always the same pattern. The commander and the driver stay seated, only the gunner gets out.
As I wrote: the vehicle spawns, the crew spawns, and then this behavior happens where the gunner exits the vehicle.
Nvm im just gonna use everon
- Remove all actions from the slotAI.
- Place the "Set Vehicle cruise speed" on the slot containing the vehicle.
- Use action "Wait and Execute" with a 5 second delay on the slotAI.
- Add "Action AI" to the wait and execute.
- I believe you can't use "MoveAIintoCompartment" on a group. Characters only.
- Add a slotwaypoint "GetInNearest" and assign to group. Best Method.
- Change the "Add Waypoint" to point to the cycle waypoint not the layer.
https://youtu.be/LDvOx-3O9pc
You can watch this, and modified accordingly for vehicles.
Updated dismounted patrol.
Sorry I need to add a vehicle patrol video.
thanks a million!!! this will help so much! three days off stupid clicking in the workbench, testing and frustrating shutdown pc ๐
@sick wren Here is my sample vehicle patrol.
Copy and paste into your world layers.
Its for Everon, so you may have to move it around.
wow! thanks! do you have an official discord?
I'll invite you, BI gets very upset is you advertise on their discord.
Hey @chrome rampart
I tried it and couldnโt get it to work, Iโve been trying for over a week
To get a map that is a scenario I can load on my gtx server and edit on arma tools
I have spent the last week trying to get this map inside my server, and someone said I had to make it a sub-scene. It started off as a map called Fallujah map by Heine. I made a sub-scene and added some buildings and published it to the workshop and tried putting it inside my server, but my server wouldnโt start. So, any clue what to do?
You got all of the managers etc. In there and set up? Plus the mission header thing?
Let me understand, you can't use a default scenario on your server, as I asked you to try?
@chrome rampart hello, i've send you MP for proposition
Thanks, but ...
- I don't accept propositions. Thanks for that.
- You are working in GameMode_Campaign and I don't use that game mode, know very little about it and how they handle AI spawning. There are many other subject matter experts on this discord for game mode campaign.
Okay don't worry, it's okay. Do you know who can help me ?
How do I do that
add a default scenario to your server.json file:
"scenarioId": "{DAA03C6E6099D50F}Missions/24_CombatOps.conf",
Remove all mods from running:
"mods":
[
]
This is so you can eliminate the server as being the problem and test that it runs. Once you confirm this. You want to create a functioning scenario with the world you want to use, publish it, and test it on a dedicated server to ensure it works. Just make it with least amount of mods so you can ensure it works and nothing interferes with it.
I have a problem. I am limited to three objectives, even though they are all connected. I don't understand how to do this
How do I add a scenario to a subscene?
open scenario and create a new and tick this one
Hey, looking to learn from step 0 on creating my own scenario that's PVP multiplayer. Currently running a server that gets 100+ players daily, so I need to change things up a bit. What resources would yall recommend learning from scratch? Video tutorials or wiki links?
I'm sure this is something really stupid that I am missing, but I am not able to access game master on a conflict scenario. Is anyone able to point me in the right direction?
I cannot connect to my dedicated server running a custom scenario. If I host GM Everon or Conflict Everon, I can connect and play. Anyone encountered this?
08:20:30.680 RPL : ServerImpl event: authenticating (identity=0x00000000, address=***.***.***.***:58781)
08:20:30.822 BACKEND : Authenticated player: rplIdentity=0x00000000 identityId=********-****-****-****-************ name=quinvirE
08:20:30.838 RPL : ServerImpl event: connected (identity=0x00000000)
08:20:30.838 WORLD : UpdateEntities
08:20:30.838 DEFAULT : BattlEye Server: Adding player identity=0x00000000, name='quinvirE'
08:20:30.838 DEFAULT : BattlEye Server: 'Player #0 quinvirE (***.***.***.***:58781) connected'
08:20:30.838 DEFAULT : BattlEye Server: Setting GUID for player identity=0x00000000, GUID=76561198092166222
08:20:30.838 DEFAULT : BattlEye Server: 'Player #0 quinvirE - BE GUID: aa5be307a3db745bf402e2f5242e2a35'
08:20:30.961 DEFAULT : BattlEye Server: 'Connected to BE Master'
08:20:32.056 RPL : ServerImpl event: disconnected (identity=0x00000000), group=4, reason=3
08:20:32.101 WORLD : UpdateEntities
08:20:32.101 DEFAULT : BattlEye Server: Disconnect player identity=0x00000000
08:20:32.101 DEFAULT : BattlEye Server: 'Player #0 quinvirE disconnected'
08:20:32.767 RPL : ServerImpl event: authenticating (identity=0x00000000, address=***.***.***.***:54457)
08:20:32.974 BACKEND (E): [RestApi] ID:[16] TYPE:[EBREQ_LOBBY_RoomsAcceptPlayerS2S] Error Code:400 - Bad Request, apiCode="InvalidSessionTicket", uid="e2470781-cdf9-4697-9609-c3fc8c2bae8a", message="Invalid ticket"
08:20:32.989 RPL : ServerImpl event: connection refused (identity=0x00000000)
08:20:56.092 RPL : ServerImpl event: authenticating (identity=0x00000000, address=***.***.***.***:51260) ```
What host do you use?
So if you can't run a default scenario as I described above. You need to look at your server configuration .json file. And same as Regular Cloud asked, who is your host?
Gtx
Happens ALL the time. What do you think the problem is? Custom Scenario? Mods?
GTX is a good host. You need to make sure that the server configuration file is setup correctly and can run a default scenario before moving forward.
https://community.bistudio.com/wiki/Arma_Reforger:Server_Config
Well, currently the only "mod" I left in the server is the scenario itself. I've delted mod folders from both server and game so that they get redownloaded. I my mind it has to be scenario, since last time I checked, both Gamemaster and Conflict work, even with mods. I followed your tutorial to create basic scenario with nothing in it, just a spawn. It works in singleplayer fine, and it seems to start up on dedicated server, but whenever I try to connect I get this error. I am connecting from the same machine though and tried from a laptop on the same network, also get the same error
If on a server, you need to ensure "ScriptedChat" entity is present in the scenario. Login as admin, press Y.
If trying access from SP mode, then host a server locally, and access.
And you have a mission header file, published successfully to the workshop I take it.
Do you see anything wrong here? I just masked my IP
"bindAddress": "",
"publicAddress": "",
"publicPort": 2001,
"a2s": {
"address": "***.***.***.***",
"port": 17777
},
"rcon": {
"address": "***.***.***.***",
"port": 19999,
"password": "changeme_withoutspaces",
"permission": "monitor",
"blacklist": [],
"whitelist": []
},
"game": {
"name": "Everon Socialist Life",
"password": "",
"passwordAdmin": "changeme",
"admins" : [
"76561198200329058"
],
"scenarioId": "{68873976483646D0}Missions/ESR_Eden.conf",
"maxPlayers": 32,
"visible": true,
"crossPlatform": true,
"supportedPlatforms": [
"PLATFORM_PC",
"PLATFORM_XBL",
"PLATFORM_PSN"
],
"gameProperties": {
"serverMaxViewDistance": 2500,
"serverMinGrassDistance": 50,
"networkViewDistance": 1000,
"disableThirdPerson": false,
"fastValidation": false,
"battlEye": true,
"VONDisableUI": true,
"VONDisableDirectSpeechUI": true,
"missionHeader": {
"m_iPlayerCount": 40,
"m_eEditableGameFlags": 6,
"m_eDefaultGameFlags": 6,
"other": "values"
}
},
"mods": [
{
"modId": "68873976483646D0",
"name": "ESR Life",
"version": "1.0.3"
}
]
}
} ```
Yeah, it's published as 'unlisted' right now, but I also tried it as 'public'
Is there anything important in the mission header I need to include?
thats fine. You need to change the passwords now since you exposed them.
I have to run out I can look at it in a bit.
yeah, they both even ask to be changed themselves ๐
See my DM. BBL
not for 128 players
and its very overpriced
Whatever. I've used them, they are ok. I host my own server so I don't have to pay anyone.
Host Havoc has "presets" for the vanilla game modes, no idea if GTX does but if so these are a quick and easy way to test that server itself is working properly
Just wondering what do you use to host your server? Considering it as its cheaper and I don't have double digit players on my scenarios anyway!
I bought a little mini computer from geekom, high end proc, RAM, and drive. No graphics card. Works great. I have a sysmmetric fiber connection which helps as well.
I looked at server specs then matched as close as possible. I don't think I can host 128 players but don't need to
Anyone?
what are we looking at? Is this the game? Workbench? Workbench Playmode? A little context?
It certainly using 1/4 of your screen.
whats the model of the monitor? Max resolution of the monitor?
Imagine that, 10 second search of the internet.
The game
It the server
Not my stuff
Does anyone know how to make a turret/static/deployable weapon, ignore the restraints that stop someone mounting it?
I want the player to be capable of mounting regardless of the physical aspect.
Is it possible to make a new scenario over someone elses map?
yes. Is it possible to make a new scenario over someone elses scenario? Maybe.
Forsure, I'm looking to do that for our server. We have 128 players daily but no developer lol So I have to learn or bring someone on board
Is it possible to place some objects which will extend the radio signal to capture points? My MOB has a radius of "x", the first capture point will be the point with Yellow Line. I want the one with red line to be the first capture point, so is it possible to place extenders like on this screenshot? The blue circles would be the extenders
had this working just fine just before i have MenuSpawnLogic, I have my loadouts set, I am forcing it to the faction and my spawn is for that faction but the deploy UI is not popping up at all any ideas?
no code or logs throwing for it at all either ๐
Hello, i'm new creator and i don't know how to create conflict, who can help me?
You can always add mods to the server through the server.json file.
The scenario addon.gproj file contains the list of dependencies.
Does anyone know how the AmbientPatrolSpawnpoints work?
hello there, what is the "data.asset.scenario[0].name? :)
They work based on distance of player activating on set conditions and is more suited to conflict gamemode outside of the dynamic despawn system within SF
I couldn't get them to work at all haha
And I don't use dyanmic despawn for mine, but thanks ๐
I think you may have to tie the group prefab to the waypoints by name not sure of conflict too much but you can load that scenario up in tools and check them out see how its done
Restore layer to default with task are not fixed ?
Or maybe an idea how to use other method for the same ?
Wait what's wrong with it is it the task failed to create error (something like that anyway)?
Haven't seen much movement on any issues being fixed with SF. The only workaround is uncheck the appropriate notifications.
Thanks, we hope BI send some love to SF soon ๐
More SF breaks? ๐ญ
I have a non technical question that I'd like to hear peoples opinions on. What are good ways to deliver the briefing for a scenario and do you think there is a "best" way? I have a fairly complex scenario set up and I want to make the explanation of player goals as easily digested as possible. Originally I was considering diegetic documents that would be in the players spawn area/inventory but I worry that people might miss or ignore them. I also considered just explaining it to people at the start of the game in person but obviously that's a massive pain in the arse if you run the scenario more than once, or someone wants to run it themselves.
IMHO...
Look at modding the field manual as a way to get detailed information to the user.
https://community.bistudio.com/wiki/Arma_Reforger:Field_Manual_Modding
You could then point them to it in the workshop description and other places or maybe even open the field manual at start (IDK if this is possible, just a thought).
Use the welcome screen for intro to the immediate situation.
IMO right now dont think there is a best way for me just a simple way is successfull with where the game is right now, have to think about the new player and like you said the lone player too i wonder how long does a player stare at the welcome screen or just click and play or do they know about the field manual? Editing it like suggested above and pointing players to that too is great. ive opted for just the welcome screen put as good info in the task descriptions i feel alot of players will just open map see tasks and move towards and have found that ingame with players not knowing the target vehicle or kill etc. And used alot of hints too throughout the mission thinking about that new player with a long hint for like 60 secs at the start to read titled "Prepare to move out" detailing things for players to think about,equipment med supplies explosive to take spawn radio etc where to save loadout and all that. Another fair idea to throw your way if your scenario is military based have a simple move task to say a staging area with nothing in it no distractions just a countdown timer too and a long pop up on screen hint or Task description almost forcing players to stand there and get that info at the start of a scenario.
Hey
My friend published a scenario to the workshop, he wants to share it with me so I can modify the source file and we can collab on it. Which source file does he need to send me so I can make changes to the source?
I used to save my files on onedrive, and then I have access to it at both of my pcs. Create a onedrive account and upload the files to there, and then share the folder access with you friend
it would be best to use github for collaboration. There is no one souce file he can send you.
I second that. Github is a great way to collaborate.
Onedrive breaks mods, you shouldn't be using it at all. It's been talked about numerous times on this very discord.
oh, really? Thanks for the hint!
Not sure what it does to break them but, I do know that you shouldn't use it. Not sure if it even breaks every mod in the same way. I just know it messes mods up somehow.
Guys, could you tell me the best way to use troops to patrol the interiors of houses, buildings, etc.?
I'm doing a dynamic spawn/depawn mission on the layer, the usual pattern. There are several types of Slotwaypoints, or you can use the base to set one up, etc. The defend waypoint and patrol just make they walks around, the AI, doesn't patrol the houses, rooms, etc. It just walks around the area. Is there a mod that solves this or a correct way to use the waypoint? In Arma 2 and 3 there was the Garrison mod, is there something similar in Reforge?
You could try messing with the loiterpoints, or maybe just have small waypoints placed in buildings and cycling randomly (what I did) only issue with this is AI can get stuck inside sometimes also I think Blackheart 6 has a video on AI in urban areas
Thanks for the reply. I just watched the video and it seems I should use the search and destroy reference point so that the AI โโpatrols houses and not just streets and fields. Thank you.
hey, quick question, I'm trying to set up MOBs based on affiliation, on USA side - no problem, range is on each point after taking one after another, on RU side only first one is capable, third one seems like out of range even tho it is in actual range
anyone had problem like this? i remember in patch 1.4 it was fine
so, github has a file limit of 1gb if im not wrong. How to work with bigger mods like maps?
git lfs
Thanks sir
Hi everyone! I'm using SCR_ScenarioFrameworkActionPlayCinematic to play a timeline, but I'm having trouble returning the camera to the player after it finishes. The camera just stays stuck. Does anyone know the best way to release the camera and switch back to the player view? Thanks!
I don't know it this will work, but if you put the action on the spawnpoint what happens?
UPDATE: Yep this works. The cinematic plays and then the player spawns in.
Hello, I have a question.
Iโm currently learning how to create scenarios and Iโve run into an issue. My radio tower mechanic is not working as intended โ capture points can be taken even without building/placing the radio tower.
I would like to set it up so that the next capture point only becomes available after the radio tower has been built or placed. Could someone please advise how to properly configure this?
I tried this, and it worked 
Is there a way I can make wrecks be deleted immediately upon creation?
Soon as a vehicle blows up, I want to despawn the wreck immediately.
how do i add supplies depot so its visable on the map..?
i found it, "campaignRemantsSupplydepot"
aye would anyone be free to help me build a conflict scenario
when using slotAi to spawn units, they wont spawn in. but in the game master side bottom planel they are "non combants". Any reason for this?
What sort of units are you spawning?
what does your hierarchy look like?
Hi everyone! I ran into a problem while creating a mod. I specified two lines in the emat file, but the system is ignoring them and displaying an error. Perhaps there's something wrong with the syntax?
That's because the value that you're manually adding isn't a property for that material.
Open the material in the tools and change it's values.
Not sure where you pulled "DirectLightBrightness" and "AmbientLightBrightness" from. If from AI, that should be a clear indication to not use it. lol
Thank you so much! This really helped! ๐ ๐ ๐ง ๐ค
If you don't mind me asking, why were you editing the material externally?
It's no secret. I'm trying to learn the Enfusion scripting language using DeepSeek.
You're aware that feeding the scripts to a LLM is against the TOS?
I opened the script in a text editor because I was trying to figure out why the problem was occurring and wanted to see what it contained in a format that was more familiar and understandable to me. I'm still very, very new to Enfusion Workbench.
A material isn't a script.
I would suggest that you get on the wiki and read as much as you can about all of this.
Using AI, isn't gonna help much. It's also prohibited by the company.
Meaning, that your mods and yourself can get banned for doing it.
In my project folder this is a script, in my opinion.
Thank you, but I don't understand much there. I don't read or write English. It's probably hard for you to understand, but there are people who don't speak English. It's not as easy for them as it is for you. You can't imagine how difficult it is for them to master this.
That doesn't mean you're allowed to use prohibited means to learn things.
Regardless, good luck on your endeavors. Have fun.
AI is helping me master scripting. I believe I have every right to use AI to help me master a scripting language. Who can stop me from entering script text into the AI โโand asking it whether it's correct or not? Thank you for answering my question and for the educational program.
Good luck but even if you eventually get your chatbot to produce something that works, you won't have "mastered" anything
AI is also extremely unreliable for this kind of work, because the training data simply does not include how things work here, it's not Unreal Engine or Unity
It will try, but a large part of the answers will be hallucinated, and just not work
If I need to place a tonne of cars for ambience - is there an Enfusion equivalent to Arma 3's 'Simple Objects' I can use?
Placing XOBs seems like a bad idea, and most of them handle wheels,windows etc. through Slots anyway
Most of us don't know what you mean by that because we didn't mod A3.
Also, if this is script related, then this is the wrong channel to be asking in.
If you're meaning some generic class that can be used to spawn a whole vehicle without setting up components for doors etc. Then No
You'll have to make your own prefab that "looks" like a complete vehicle but doesn't function like one.
A ton of actual vehicles in a small area isn't gonna be a good time for anyone.
The closest thing to "Simple Object" would be the generic entity. You need to build the object.
Can you point to where this is stated?
@vivid anchor @timid spindle Thanks for the feedback - seems entirely correct on both counts, so thanks for clarifying ๐
Seems I can offset the performance costs of prefabs by disabling components en-masse, so thats another way of handling it
How exactly a "company" had prohibited usage of LLMs?
B.I. prohibits their intellectual property from being used by LLMs.
Not sure what is so confusing about that
You don't have the right to use someone else's property in a way they tell you it CANNOT be used.
Where BI states you can't use it? Looks like an interesting precedent if it's true.
If you have further questions about these things ask B.I.
Could you share what they answered to you?
I did not find anything in the ToS for Arma Reforger or Arma Reforger Tools
You find nothing in their TOS about stealing their intellectual property?
Go to the ip channel and ask. If you're so sure that I'm "lying".
I did not say that you are lying. I wrote e-mail to BI. Will post the answer here when I get it
Maybe not, but an earlier comment seems to insinuate that I am and as I stated. You can go to the ip channel and ask, I wouldn't expect an email response in a timely manner, if you even get one at all.
I am merely interested in digital governance and how platforms could be influencing the usage of AI regarding IP for an example. It looks like an interesting case
Regardless, if you have questions about IP governance, ask your questions in the IP channel, as it's the channel used for such discussions.
hello, I'm trying to add some building to a scenario but the buldings I'm adding do not show up in the papermap, how can I fix this?
best to ask in #enfusion_terrain . The map is generated as part of the terrain creation. Not sure of the process.
anyone know why after spawning in my debug world this keeps happening? it works fine on my map I am building with my frame work, but when I spawn here it just does this?
trying to assemble a weed gathering point inside of a trigger entity. Trying to get it to show on the hud to "press F to harvest" I feel like it needs to be a physical entity to get this work. Tried all filters but can't seem to get this to work. Any ideas fellas?
need actions setup or scripted
Look for a wiki. When in doubt just open an .et with an actionsManagercomponent and look at it.
Additional info on action context
https://community.bistudio.com/wiki/Arma_Reforger:Action_Context_Setup
Add a persistence, RPLComponent, and Hierarchy components to your entity any time you are making a entity.
Use proper naming conventions. IE SOARP_HarvestAction
Can you add an action to a trigger? I thought it had to be a prefab with a mesh object.
ill give this a crack I set all my other actions like this. I think i cooked it somewhere along the lines of triggers tho haha cheers for the help man โค๏ธ
I have everything in workbench, it works as a charm.. but when i load it outside workbench my points/cap points and mobs are gone.. what have i done wrong? Falluja byHeine
has anyone had issues with inserting the campaign task manager prefab?
im on a vanilla gulf island map and attempting to set up my managers but for some reason i cant get the campaign task manager prefab to show up or insert
There is no task manager now. The task system was rewritten awhile back.
Hey can anybody remember the name of the config file that determines GM settings upon mission start?
id like to set them permanently rather than adjusting each time the server launches, but cant remember the name of the .conf file that does it
Ah nevermind, found it - its 'Edit.conf'
that explains alottttt ty so much
Thanks for letting us know! Some folks miss that part.
I missed it anyway and needed the edit.conf without knowing it. Thank you
Hello. Iโd like to learn how to make something similar to Operation Omega campaign. A sequence of missions taped together.
Are these any tutorials or at least basic documentation on this topic?
This is on the framework used to create the individual scenarios.
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework
Use the mission header for single player to stitch them together.
Does anyone know a way I can apply a component to every child at once on a prefab?
Instead of doing it one by one.
If you apply it to the base prefab it will be applied to all children of that prefab IIRC
That effect hasn't happened tho
For some reason I need to do this to all children for the effect to take place.
I am working on creating a project using the Fallujah Map (Version 2), but a strange issue occurs and I donโt know the reason.
When I respawn, the camera appears in this position and Iโm unable to move or switch to Game Master.
Please let me know if you know a solution to this issue or if you have experienced the same problem before.
Thank! My problem was that I hadnโt added the camera.
Does anyone have any ideas on creating longterm-capable vehicle patrols? My scenario ideally would run over a couple of days, everything continues working except for the vehicle patrols - they just give up after a while
I have a question, is it possible to have multiple spawnpoints, but make it so every spawnpoint has a different default loadout selection? pls ping when answer
Hello frens. Quick one: Is it possible to enable "Spawn on radio operator" in the scenario file instead of doing it in GM every time?
how does one apply idle animations to an ai character?
smart actions on a object is one way. Never tried to apply to the AI itself.
restore layer to default if in the SF. Resets everything back to initial state. Put it on the same spot where they spawn hidden from view if possible.
Most likely possible with some custom scripting. No out of the box solution that I am aware of.
Hey, how would you suggest setting this up? I was thinking of having an increment counter on the last checkpoint, then restores layer after XYZ patrol laps, you got anything? ๐
yea that might work with logic counter. Try restore after one circuit see how it goes. Getting a fresh set wouldn't be a bad thing..
Did you find a solution to this? I am having the same issue. The MOD works fine if I download it and run it in Scenarios, but if I load it to my server, I get this same issue. I have recreated the server instance at least twice. The server is running at least 4 other instances normally. Thanks
yeah, if you look at the line "scenarioId": "{68873976483646D0}Missions/ESR_Eden.conf", I used the mod ID. Scenarios have their own separate ID. That was my issue
That worked! I had an old scenario ID in my config. Thank you very much!
haha, no worries ๐
Hey fellas, got a weird one (I think its RPC related but unsure where to start for it) Inside my workbench what you are seeing now works all fine etc. Pushed it to my server for its first multiplayer debug test and I cannot click any of the groups premade inside the factions. got any ideas where I could narrow this down to?
Does the server error log present any information?
ive had a look at it last night i was tired when I did it and stuff might of slipped
It could be related to how my factions are set up because I can see in the logs US FIA and Civ isnโt a faction
But police is US and FIA is EMS civ is just Civilian
Yea, I would test using a default faction manager and work out from there. Unless you have a definite sign.
Iโll give that a crack
wdym by definite sign? meaning like a log? Also tried changing the entire game mode and still not wanting to play ball
yea exactly something pointing to it directly.
how does one do this? this is news to me haha
Half split the problem...
Load up a default scenario like combat ops or as closest to your game mode and test.
Eliminate the server as the problem.
aight sweet ill get to smacking that out
No mods
to eliminate any mods as a possibilty
ahhh right
Rule out the server.
so i gather if all the mods and stuff doesn't cause it to clap out it would be server and vice versa
i am also unsure how well my gamemode will work vanilla wise as I gutted a lot of the prefabs out to make way for my custom factions
I based it off US and stuff like that
idk if that was a silly idea or not
For right now just load up a default scenario closest to yours with no mods and run the server.
How many mods is the scenario dependendent on?
uhh like maybe 6?
ok not hateful.
Next step is using the default scenario add the 5-6 mods besides your scenario and run the server.
mind writing a list out for me to check over for tomorrow pls?
its late asf here and I lowkey just want today to end
Assuming the server loads correctly with default
Iโll send you a pm with how it goes
- Check server runs with just default scenario and no mods.
- Yes server runs correctly? Go to 2.
- No server shows same problem? troubleshoot the server.
- Check server runs with default scenario and same mods that are attached to your scenario.
- Yes server runs correctly? Go to 3.
- No server shows same problem, determine which mod is causing the issue and go to step 3.
- Create a new project, copy just the managers for bad scenario, add spawn point and test on server.
The goal is to keep half splitting the problem and reducing it down to the possible issue.
I have a feeling itโs gonna be one of the dependents mods
Iโm just weirded out that it works in workbench
Then of all things
I canโt select my faction or group when I load
So odd to me
But I guess thatโs just Arma in a nutshell
This is why I strongly suggest building any scenario is vanilla first, no mods. You can customize all you want inside the scenario like custom factions, characters, etc. And test. Then add mods in a seperate project and make that a dependency to your scenario. This way you can unplug it from the scenario with minimum disruption.
Ahhhh thatโs smart asf
So just to clarify essentially build it with all of normal stuff just customize etc
Then add dependencies on after
yep. Anything you can customize inside the game yourself and eliminate having a dependency (mod) will make it easier for you if there is an update to the game.
Ahhh right
Or use highly reliable mods that you know the owner is not going to abandon like RHS as an example.
Iโve learnt so much in such a small time thanks for your time and effort @chrome rampart
Well I did run it on my debug world and then on the map I want to use and I had the same problems for both
So I guess that promising I guess
the wooden boards used for the sandbag bunkers, are these found anywhere to use separately from the bunker? is there any way to isolate some of the parts for use
Drag and drop the composition in the world and turn on the feature to highlight all objects in layers in the world and right click on the object and find it (can't remember the name, it's hamburger icon)
ah i shouldve said this particular bunker is a single prefab, tho i have now found out how i can isolate the wooden structure used for this, i just have to figure out how to use this as its own prefab now
great videos on youtube btw, ive already gone through many that are veryy helpful in my learning journey, thanks!
Good evening, can anyone help? I'm trying to place the gamemode_campaign prefab on my map, but when I try to run the scenario, it gets stuck on an infinite loading screen. Does anyone know how to fix this or what I might be missing?
are you talking about the black load screen?
I figured it out, thanks anyway!
Hi, I have a map, but the game isn't saving on my server even though I have automatic saves enabled.
Morning all I am fairly new to all this modding I am wondering some of you could help me here goes โฆ. Iโve created a scenario and on saving loadout when I respawn after saving it is saying insufficient rank and ppl canโt load there kits any ideas no bacon no wcs load out? Any help much appreciated thanks you.
Iโm looking at setting up ai guards for an MOB, where I want a new squad to respawn in after the first squad has been killed. Also having them walk from their spawn location to their guard position.
Anyone have any tips or guides to get me started? Thanks
Getting them to move to a new position should be easy to figure out, just the respawn system Iโm needing some direction on
what game mode are you using?
gamemode_campaign a conflict PvE scenario
ok. Unfortunately I can't help you. I guess I should learn about this game mode. Best wait for someone with experience.
Hello all, I have recently joined the Arma Reforger community & learning how to use the work bench to set up a conflict mode & I've run into an issue where I have turned on Is source & the encryption keys ect the red lines that show the bases are connected with the radio are not showing up on the map. Then we I go cap a few bases that are in range of HQ it works fine I am able to cap them but then when I go to put a radio relay down to open up the next lot of bases nothing happens is anyone able to give me a hand with this? I have attached a screenshot of what my HQ radiocomponent looks like & what my cap point bases radiocomponent looks like.
Edit - I have now fixed this I was using the wrong key
@warm crow you may know this Iโve been trying to help him and he is having real issues with the radios I figure Iโd ask you ๐ฉ sorry for the ping
how do we share workbench files? easiest way... when we are a couple working on a project?
github is the way to go.
Hi everyone, I am making my own Capture and Hold scenario. (I've copied over the entities from CAH_Morton.ent) I would like to have the command menu working so you can recruit npcs and command them etc. Would anyone know what I need to change in the scenario to get the menu working? (Or how I can debug this problem?)
(Also I am infact a groupleader in my screenshot)
nevermind it's a SCR_CommandingManagerComponent the gamemode needs
got the WW2 bike into the arsenal, but its not placable anywhere, other vehicles can be placed. what am i missing?
Is there currently a way, in vanilla, to have a spawn timer for individual spawn points?
Only option I'm seeing is one timer for all spawn points
Hi, I want to know how can i cut de grass when i put a road in a preexistence scenario?
Hello, I'm attempting to whitelist FOB's for an AAS-style conflict scenario using WCS_Core. These few bases are linked to each other and should be good to go, however when I cap the first base (Camp) it turns the next base (Woods) yellow / uncapturable. Any suggestions? There's not much info available out there for WCS white listing from what I seen
Simple question this time, I'm hoping to do what I do in Arma 3 in Reforger. That is making an operation in 3den (or reforger tools in this case) and then having a zeus player and player slots and playing out the scenario with a zeus.
I'm very new to even poking reforger tools with a stick so let me know.
And whether objects/NPCs placed in the base scenario will show up in zeus UI
@tough sparrow Yes.
Hello, I just finished making my mission but each time i try and spawn i get this error. Not sure what i did wrong.
Virtual Machine Exception
Reason: NULL pointer to instance. Variable 'm_VONComp'
Class: 'SCR_VONController'
Function: 'SetActiveTransmit'
Stack trace:
scripts/Game/VON/SCR_VONController.c:617 Function SetActiveTransmit
scripts/Game/VON/506th_VONController.c:98 Function SetActiveTransmit
scripts/Game/VON/SCR_VONController.c:384 Function SetVONLongRange
scripts/Game/VON/SCR_VONController.c:222 Function SetEntryActive
scripts/Game/VON/SCR_VONController.c:241 Function AddEntry
scripts/Game/Components/Gadgets/SCR_GadgetManagerComponent.c:971 Function RegisterVONEntries
scripts/Game/Components/Gadgets/SCR_GadgetManagerComponent.c:685 Function OnControlledByPlayer
scripts/Game/Character/SCR_CharacterControllerComponent.c:1260 Function OnControlledByPlayer
scripts/Game/Player/SCR_PlayerController.c:414 Function SetInitialMainEntity
scripts/Game/Respawn/RequestHandling/Base/SCR_SpawnHandlerComponent.c:340 Function AssignEntity_S
scripts/Game/Respawn/RequestHandling/Base/SCR_SpawnHandlerComponent.c:156 Function FinalizeRequest_S
scripts/Game/Respawn/RequestHandling/Base/SCR_SpawnRequestComponent.c:462 Function FinalizeRequest_S
scripts/Game/Respawn/RequestHandling/Base/SCR_SpawnRequestComponent.c:424 Function AwaitFinalization_S
scripts/Game/game.c:866 Function OnUpdate
thanks big dawg
Yea, the way it's made is genuinely stupid. I've been trying to troubleshoot why one team can capture points that the other team can't. Doesn't make any sense whatsoever.
is there anyone that can help me with the error im getting above. Not sure what i did wrong or missed
fix the problems. turns out i had to much items in my vest for my kit
Does anyone know how to get my scenario to save all the gear and money after the game ends and restarts?
I have just uploaded my mod and i get this issue. It works fine in the workbench but when i use the mod in game it doesnt. Idk if its an issue with game mode or a dependency mod working weird? I didnt create a game mode, i just duplicated a world from a different mod (the mod is a dependency of mine if it matters) and it has spawn points and stuff in the workbench.
Basically im asking if my world works in workbench should it work in game when the mod is uploaded
ping me if you can help please
is there anything printed in the logs? Like missing gamemode, double player controller, etc.?
I will go look
Ah shit it does say no game mode. Thanks I for some reason didnt think to check here
Are your points connected both ways?
Probably need to enable persistence mate
https://community.bistudio.com/wiki/Arma_Reforger:Persistence_System
has anyone tried merging a mini capture and hold objective, within a conflict mode?
just thinking that iโd be fun for a linear conflict map, that the leads to a capture and hold mission for a large town, say Montignac, and once captured, we return to capturing bases
Does anyone have any idea how to get my tasks to respawn on a loop like every 30 mins through scenario framework?
Could do a wait and execute restore layer to default?
Hey guys. Is there any other way to have vehicles spawn with crew other than assigning unique units to it? Like: A class instead of an identifier?
This does not seem to do the trick:
Hang on - Does this only work on server? Might not work locally actually?
i am trying to edit a scenario so it has the modern USAF AFRF Factions but the scenario is made with faction keys USSR US.
meaning soldiers symbols are white instead of blue or red and also AI isn't fighting.
I tried using the FactionManager_Editor1 from RHS which contains all Factions but the scenario does not like that and starts off with the faction selection screen which should not happen by scenario policy. (also no other factions where selectable)
is there an easier way to update the faction keys problem?
implementing the FactionManager_Editor1 from RHS actually works. just needed to make sure all settings are right
ok it actually actually does not work. mainly their not following their task and the HVT isn't spawning.
i guess its because their bevaviour has been set for USSR and the Enemys are RHS_AFRF.
sombody knows a solution without re-editing all prefabs to ussr?
i just saw that copying the files inside an .ent file is not actually copying everything and i am having trouble with the entity names due to copying does not use the same name as the source in case of Areas and Layers. [which is not good because the name of areas and layers are used in scripts or conditions].
i had to rename around 50 entitys in order to make this work.
Did you try faction aliases?
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework#Faction_Aliases
no. thank you
hello, I want to create a scenario on the Zarichne workshop terrain in Workbench, how do I load it ? Because i cant find
Hey guys I unloaded a scenario with custom factions. But when I download the scenario mod. There is no scenario.
I have all the mangers added and header created too
Ayo - AI config question. Is there some setting in the Mission or World prefab that defines how reactive the AI is?
I was running Arland and then Everon and the AI was very reactive and a bit sinister (what I wanted), but then I deployed Faircroft and they are doing things like not getting out of the way of oncoming vehicles and not reacting to things happening nearby.
You can't find it where? on the workshop?
SCR_AIWorld handles the majority of it. Do you have the navmeshes setup for "Faircroft" in the subscene?
Check the mission header. If there is no scenarios listed there could be something in the mission header not set correctly as that is where the scenarios listed in the game are generated from.
It was setup by original author but itโs a bit funky.. the AI donโt seem to interact with the fences or the small walls. I did figure out they interact with vanilla assets (bunkers, sandbags) so I think it might be the map assets now.. I donno, I think I bit off more than I can chew at this stage
That sounds like the objects were added to the terrain and the navmesh was not updated.
Can you regenerate navmeshes for modded maps? ๐ค
Yes but it's not usually advisable in the context of scenario creation because navmeshes have a huge file size
You can use local navmesh overrides though (partial regeneration)
Thanks man, I'm just trying a regen of the navmesh now. Oh wow how weird - I was watching your videos on youtube earlier, thanks for making them too ๐
and @quiet plover - I regenerated the navmap and it worked ๐ - Luckily it only came to 200mb for the half of the map I was using