#enfusion_scenario

1 messages · Page 21 of 1

leaden meteor
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Is there now an option to prerecord flights so that they can be used in scenarios and cutscenes?

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or a way to force entitys to enter a vehicle while under fire?

woven lodge
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Idk about reforger, but arma 3 used UnitCapture. There might be a way to recreate the script

hazy birch
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Hello guys, I have one specific question, someone will maybe have an answer.

I have a lot of groups with singl AI that are forced to stay on their position using SCR_AI mod. When mission is started, obviously, they are in single groups, and there is a lot of them. If I group them into one single group, they stay in position and keep doing their thing, which is great.

Now, question is, is there a possibility that I actually group all those groups together in world editor, like putting them all to be child's of one group? That way I would not need to to it from GameMaster.

quiet plover
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I think there are scenario framework actions that can do this may be worth checking that 🤔

robust warren
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Anyone know how to spawn enemies once a trigger is activated?

quiet plover
near wraith
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Hi anyone knows how can i spawn a vehicle with ambientvehicleaispawn component where the vehicle have a driver and gunner and they defend a point moving arounde the capture point thinking is a conflict mode.

reef bay
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do anyone know how i can fix this

near wraith
near wraith
quiet plover
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Ah sorry I don't know much about conflict, I'm sure it's been done but think it was via scripting? As of two months ago, scenario framework vehicle patrols did work withing a conflict gamemode, sorry can't be of much help!

hybrid light
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Migraine brothers, does anyone know if its possible to view the radio network without entering game mode? I'm setting up radio points on Faircroft (big map) and its taking a while

mild ocean
#

Hello
I need some help, im trying to use the bank system and im not sure how to adjust the bank (money) in a players account

pearl wind
#

how does one update the player item map, if we were adding in new islands, forests etc

I can add in icons, though the color shading representing forests and terrain details I’m looking to modify

chrome rampart
quiet plover
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Is it possible to have dynamic despawn areas with trigger conditions for the dynamic despawn too? i.e. area only spawns based on altitude etc.

chrome rampart
quiet plover
dusty oak
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I haven't used Arma Reforger Tools in a long time. Can you guys help me with the new Task System (SCR)?

near wraith
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Hi, I need help 🙁 I want to rise up a sv with Arland-Conflict Scenario (Vanilla) but only can join 4 player per side and i cant not create a new squads/groups

proper wagon
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How do I make my MOBs spawn with prebuit helipads arsenals etc

vale pendant
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What exactly governs the faction relations? As of right now no AI is attacking each other regardless of the faction

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I do have the faction manager added to the world ofc

chrome rampart
mighty saffron
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Hi, in regards to an ArsenalBox that I cant get weapons from as they cost too much for my spawned player. I ran plugin Game Mode Setup and chose ScenarioFramework.conf. It added all the things i need and I added teh ArsenalBox to a slot in my game. Ive tried multiple things to allow me to bypass the cost of weapons in the box. But I am flumoxed as to how to bypass the restrictions. The tutorial I followed was TPMTactical but he was using game mode setup conflict. So I presume my ScenarioFramework may have a bearing. Anyway, does anybody have a quick fix plz?

chrome rampart
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Disable resource type to remove costs in the arsenal.

torn flume
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Game Master Kick on Enter — Caused by a Specific Mod (Broken Resource References)
Platform: Dedicated Server
Map: Everon (Eden as Sub-Scene)
Scenario: Custom Conflict scenario, built from scratch

The Problem
I've built a custom Conflict scenario from scratch using "Eden" as a Sub-Scene. The scenario includes custom scripts and prefabs (random vehicle spawners, random supply crate spawners with percentage-based spawn rates, custom base configurations, etc.).

Everything works perfectly — until I add one specific mod to the server.

As soon as this mod (an item/gear list mod) is loaded alongside my scenario, I get instantly kicked when trying to enter Game Master mode. The server itself does not crash — only the client gets disconnected.

Without the mod: GM works fine, no issues.
With the mod: Kicked within ~1 second of entering GM, every single time.

Steps to Reproduce
Join the dedicated server
Enter admin password to gain admin permissions
Press and hold Z to enter Game Master (or use Escape Menu → Game Master)
Result: Instantly disconnected from the server (within ~1 second)
Server Log (Relevant Errors)
When entering GM mode with the mod loaded, the server log shows:

RESOURCES (E): Wrong GUID/name for resource @"{5AE6E9E6F9688A11}Configs/Editor/PlaceableEntities/GTG_Props.conf" in property "inherited-name"
RESOURCES (E): Failed to open

SCRIPT : [GM Tools][GMSession] Player 'WOOKIE' (ID: 2) ENTERED Game Master (Unlimited Editor) mode.
RPL : ServerImpl event: disconnected (identity=0x00000000), group=1, reason=1

Additional broken resource references from the mod:

RESOURCES (E): Failed to open @"...DJISupplyDrone.et"
RESOURCES (E): Failed to open @"...DJIBase.et"
RESOURCES (E): Failed to open @"...Sandbag_Burlap_FreeRoamBuilding_Gadget.et"
RESOURCES (E): Failed to open @"...FireExtinguisher..."
RESOURCES (E): Wrong GUID/name for resource — TIGR vehicle prefabs / seat prefabs
RESOURCES (E): Wrong GUID/name — KamAZ5350 materials (Can't remap materials)

The reason=1 in the RPL disconnect indicates a client-side crash/disconnect, not a server-side kick.

What I've Already Tried
Rebuilt the entire scenario from scratch (twice) — same result
Swapped custom EditorManager to vanilla EditorManager_Campaign.et — same result
Verified that the mod is not listed as a dependency in my scenario
Confirmed: other scenarios on the same server with the same mod loaded do work with GM
The phantom resource GTG_Props.conf ({5AE6E9E6F9688A11}) does not exist anywhere — not in my scenario, not in the mod, not in any other loaded mod
The Big Question
Why does this mod break Game Master only on MY scenario, but not on others?

The mod is not a dependency of my scenario. Other scenarios on the same server with the exact same mod loaded can enter GM without any issues. The mod clearly has broken resource references (DJI drones, sandbags, vehicle materials, etc.), but those seem to only cause a fatal crash when combined with my specific scenario.

Any ideas what could cause this interaction? Is there something in the scenario's editor configuration or PlaceableEntities setup that could trigger this?

mighty saffron
woven lodge
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reason it only breaks your scenario and not others is probably a stale GUID reference buried somewhere in your scenario files EditorManager prefab or a .conf pointing to that catalogue. maybe you had the mod as a dependency at some point during dev and a ref got baked in. other scenarios never reference it so they never touch it

torn flume
plain granite
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How do I spawn/despawn objects by in-game time? My goal is to have civilians only active during daylight hours. I do not care if that is tied to an actual time or a lighting condition. I have an area containing five layers, each layer contains at least one SlotAI. It seems like a simple task, but I have tried everything I can think of. Thank you.

mighty saffron
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Hi. Am following scenario creation | adding tasks and the part that’s stumping me is adding randomized slotai children. Have there been any changes since the video was published 12th sept 2025 that would make the video redundant, does anyone know? I only ever manage to spawn one character. The character is random but I never get more than one. All my settings seem the same as the video on the layer and the slotai. Just wondering if there has been changes anyone knows of. Thank you. Ps I jumped into the tutorial mid way through so if ai world and nav mesh have a bearing i maybe need to go back and have a look at that section 👀 it appears any slotai i spawn only shows 1 player so i think I will have to put ai on using just prefabs on there own 😩

still sapphire
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hey i had a question and idk if it goes here im wanting to have some ai dead on for the mission im making is there a way to have them dead at mission start or somthing?

robust warren
hollow snow
# still sapphire hey i had a question and idk if it goes here im wanting to have some ai dead on ...

On your slotAi-ONinit in activation actions choose scr_scenarioframeworkActionMedical and explore and play around with that and from the drop down menu within medical actions setting bloodrate or bleedingrate etc and could make it work like that one way to do it though the beauty of the tools is there may be other or simple way to do it too however you may need to think about the garbage cleaner taking those dead bodies and or despawn system will it allow to despawn/spawn entities that are not alive i dont know as of yet but restoring layer to default may help u around that-UPDATE:(the above info may be usefull) just thought of the dead bodies on combatops- eden so select onit kill Entity filling in the slotAi on the the getter there ya go thats the simple way 😁

hollow snow
mighty saffron
# hollow snow Have an Area(Dynamicdespawn selected on area)/Layer with x10 slotAi in that laye...

Thanks. I have had to start a fresh scenario now due to being unable to publish my last one. So this time round I will have to publish as I go to make sure Im doing things correctly. So i never actually got to do the slotai random multiple spawn thing. But again I did try to use slotai and it only ever spawned 1 person, even if I added a fire team. I had to just put down units without slotai. But hey ho. Im rebuilding now to hopefully prevent my publishing issue! Possibly related to my butchered scenario, possibly not.

compact creek
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Hi, how can I control the “vehicle purchased” feature? And how can I apply it to cars and even helicopters? Do I need to create a script for that, or is there another way?

chrome rampart
# mighty saffron Thanks. I have had to start a fresh scenario now due to being unable to publish ...

Enabled repeated spawn (red) does not work in the current version. Hopefully they will fix it in a future release.

You can randomize the number of individual slotAI a few ways. As jackrabbit suggests is one way.

You can apply a squad to the slotAI and then use "Balance On Players Count". Or use multiple slotAI and set the "Spawn_Children" of the layer they are in to "Random_Multiple" or "Random_Based_On_Player_Count".

Take in account about how you want to control the slotAI with waypoints. Controlling a group is different from individual slotAI.

dreamy night
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I got the same issue... Did you get yours resolved?

clear wasp
dreamy night
clear wasp
clear wasp
clear wasp
hoary axle
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Hello. I'm using gameModeSf, not a conflict or one of predefined scenarios. How I can enable group roles? I have faction manager, but my groups doesnt have role. Which component and where I should add to enable it?

lapis junco
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Hello,

I’d like to know if it’s possible to check whether one or more players are present within a specific area. I’ve set up two SlotPlayerTrigger entities in the following hierarchy:

Area
∟ Layer
∟ SlotPlayerTrigger1
∟ SlotPlayerTrigger2

  • The Area, Layer, and SlotPlayerTrigger1 initialize automatically when the scenario starts.
  • SlotPlayerTrigger1 is configured using the Trigger Plugin to detect when one or more players enter its Area Radius.
  • Still within SlotPlayerTrigger1, I set up the Entity Entered Actions, where I call a Spawn Object configured as ON_TRIGGER_ACTIVATION. So far, everything seems to be working, since SlotPlayerTrigger2 appears to activate correctly.
  • SlotPlayerTrigger2 is supposed to spawn new elements as well, but this time only when players have left the area.
  • At first glance, it works—but if one player in the group is killed, the trigger activates even though other players are still inside the area, which is not what I want.

My question:
How can I make sure that the trigger only activates when ALL players have left the area ? Is this even possible ?

Thanks in advance.

chrome rampart
lapis junco
# chrome rampart Look at the getters for players?

Thanks, I’ll take a look at that tomorrow, even though I’m not entirely sure how to implement it yet, or which option to apply it to. Also, I’d like to take this opportunity to thank you for your YouTube tutorials 😉 Have a great evening !

hazy birch
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Does anyone know how to change number of people needed to capture point? I want to lower it from 6 to for example 3.

mighty saffron
lethal zephyr
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Old issue, but did you find a fix for this? I have the same issue and I think empty eden is bugged.

dreamy night
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My problem is I need to add the us encryption code to the radio component

But how?

sturdy ocean
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Delete all the "rivers" and all of the polyline

rigid axle
dreamy night
rigid axle
dreamy night
rigid axle
#

I was in the same spot, factions are also specified by US, USSR, FIA other factions will also specify their name to fill in for the faction affiliation component

mighty saffron
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I was building a scenario and recently I noticed that my GamemodeSF manager has somehow been renamed to a string that looks a lot like a GUID. I have been publishing my scenario, making changes and republishing etc with no issues. I also loaded it onto my server and ran it that way. I'm not sure why this has happened but Im thinking its not good! Is there a reason this would happen that anyone is aware of? Thanks

dreamy night
dreamy night
lunar crystal
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Sorry to ping, but how do I import this? I tried doing the Resource Browser > Import files and it says 0 of 0. So im doing something wrong 😄

ocean geyser
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hellou

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i was making a scenario for bakhmut

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but when i spawn, the supplies its everywhere

shell kelp
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where would one find the conflict compositions that can be build? i'm trying to change the WCS arsenal composition back to the normal composition (due to rank requirements), but i can't seem to find how.

shy ibex
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you can find it under armareforger>prefabs>Vehicles>wheeled>m923A1>VehParts and just click the "VehParts" then scroll through the options

if it is overwritten in the WCS arsenal config, it should appear in whatever dependency as something that was edited within that mod project

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Hope that helps or at least points you in the right direction

dreamy night
ocean geyser
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Ready

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But now, i don't hace ant supplie

dreamy night
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Why are my "map dark" the player uses a flashlight to see it... its daylight!

chrome rampart
mighty saffron
mighty saffron
# chrome rampart Screen shot please.

I am not sure if this has anything to do with me having other scenarios/mods that I have downloaded to my server and somehow they have corrupted this one. I dont really know how all this stuff works. I didnt add multiple mods to a scenario or anything like that, but I would say that this happened after I downloaded it and ran it on my server. Prior to that I was running it in the workshop mod window (that little play button). It may have been corrupted and I didnt notice but theres a chance this happened later after i ran on my server. But like I said I didnt have multiple mods linked together or anything. I also get errors about AIWorld not finding stuff. Im not at my PC at moment so I cant be specific. But the navmesh was added like shown in your tutorial etc. This other error(aiworld missing stuff or sommat) may have been present prior to the renaming of gamemodeSf or it could have been after. Anyway looking like I need to start over. thonk

chrome rampart
shell kelp
mighty saffron
lunar crystal
ocean geyser
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hi guys

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so when i make a scenario i dont have supplies

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and i have vehicles already spawned

shell kelp
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the vehicles are supposed to spawn, and did you add supplies in the (i think) base manager?

ocean geyser
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but now i dont have no supplies

pearl wind
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anyone know what is determining the MOB generating 400 supplies every 5 seconds? SCR_gamemode settings isn't helping

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regular income supplies is the udf for MOB supply replenishment, I changed this value and nothings happening

pearl wind
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ah its based off the MOB prefab not gamemode 🤦‍♂️

shell kelp
shell kelp
shell kelp
inner panther
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hey can someone help me when i try to load a scenario it continue loading infinite

ocean geyser
quiet plover
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I have a conflict question how do you set up MOB's to be set to faction spawns? I'm setting them to US / USSR but it sometimes will be the wrong way round, weird stuff w the radio ranges etc.

torn flume
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WCS_Core WhiteList — How to require Antenna before connections activate?

Body:

Hey everyone, I really need some help with my scenario.

I created a PVP Conflict scenario on Everon with custom base connections. My problem is with the radio/antenna system:

What I want:

Control exactly which bases can be captured from which other base (no shortcuts unless I want them)
Players MUST build a Radio Antenna at a captured base before they can capture the next connected base
What I tried:

Vanilla radio range: Works with antenna requirement, but I can't control which specific bases connect to each other. It just uses proximity/range.
WCS_Core mod (WhiteList system): m_aWhiteList and m_aWhiteListAntenna on SCR_CampaignMilitaryBaseComponent let me define exact base connections. The connections work perfectly, BUT: players don't need to build an Antenna. As soon as you capture a base, you instantly have a connection to the next base in the WhiteList — no Antenna required.
I also tried:

Putting connections only in m_aWhiteListAntenna (leaving m_aWhiteList empty) — didn't work, the "Antenna Range" property seems to default to -1000 and I couldn't figure out the correct internal property name to override it.
Scripting an override of IsHQRadioTrafficPossible — WCS seems to bypass this for WhiteList connections.
What I need:
A way to combine both: WCS WhiteList (to control which bases connect) + Antenna requirement (players must build antenna before connections activate). Does anyone know how to achieve this? Is there a property or setting I'm missing in WCS_Core?

Any help appreciated!

brave plover
#

Did the ~~recent ~~last patch delete existing mission header files? I can't find mine anymore.

solar wagon
#

Hi ! Any french here to voc with me ? I need help for my conflict scenario !

brave plover
# digital creek No

Weird. I remember making one but when I try to upload it says I don't have one

#

And I've uploaded it before

digital creek
brave plover
digital creek
brave plover
brave plover
# digital creek Config in your Missions folder

Yeah I have a config in my Rokostrov\Missions folder (Rokostrov\Missions\GM_Rokostrov.conf). Though the .ent file for GM_Rokostrov is here: Rokostrov\Worlds\GameMaster. Is that not allowed anymore?

digital creek
#

If so, that should be fine

brave plover
brave plover
brave plover
mighty saffron
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Does anybody know ther reason why I can create a simple scenario and upload to workshop. My friend can play that mod on his PS5 if he plays it from the workshop. But if I run my server, which we can play vanilla scenarios on just fine, if he tries to play the mod he gets a Content Verification error accompanied by an orange circle like its loading. But it doesnt load. Yet we know the content can be downloaded as he can download and play in workshop. Thanks.

brave plover
full kraken
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Hi everyone, I'm completely new to creating scenarios in Arma. I created a "mini" scenario, uploaded it, tested it, and everything seems to be working. Unfortunately, you spawn naked. No weapons, nothing. I'm starting to get desperate. Can someone please help me?

gusty river
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would anyone help me with my modded map scenario for my server all the dependcies ive added to it work in a defualt map its my own map gamemode it says and ive tried videos and all options does anyone know how to use arma reforger workbench? DM ME

near wraith
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Hi im making a conflict PVE scenario and i want to increment the AI Skills

proper wagon
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Im looking for a development team for a new ArmA life community. Anyone interested?

cinder valley
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hey everyone, I published a map, but everytime I try loading into the server, the game freezes, any suggestions on whats going on?

pulsar nest
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Hi everyone,

I’m having trouble getting an AI group to properly use the MoveAIIntoVehicle action within the Scenario Framework.
I’ve set up the hierarchy as follows: Area -> Layer -> SlotAI/Slot. Despite following this structure, the script doesn't seem to complete. I have a couple of specific questions regarding the setup:
Placement: Does the script/action belong on the Vehicle slot (using onActivation), or should it be triggered from the AI Slot?
Getters: What is the correct Getter and Caller setup to ensure the AI group is correctly identified and moved into the vehicle?
Has anyone successfully implemented this or can point out if I'm missing a specific "Init" or "Activation" step? Any help would be appreciated!

quiet plover
pulsar nest
quiet plover
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That's just how I do it and I don't have any issues 🤷 can't see why it wouldn't work on the Slot though maybe an issue with getters does the log say anything for your issue?

pulsar nest
heavy ermine
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Do any of you know how to set up a "Conflictrelayradio" for a PvP US VS USSR Conflict scenario?

dawn pawn
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Hi Guys

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Can anyone help with using dependencies for a ENF beginner? Got some experience with ArmA 3! Trying to set up a mission on a mod map

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is wcs_serhiika even the map/mod i need?

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i dont need any wcs functionality, just a map

quaint geode
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Uh oh - tried to make a new combat ops mission that uses a new custom faction I made, now all the animations are gone. All the characters are just in the base t-pose.. is this some kind of load order issue or what?

quaint geode
proper wagon
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Can someone help me fix my map looking like this

surreal parcel
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Looks like some sort of debugging has switched on

proper wagon
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How is HideTerrainObject used in Enfusion World Editor?

steady lance
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It only occurs in this scenario

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can anyone help?

steady lance
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as if its like selected always, and when i hover it its gone

daring stag
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Might also ask here: How can I prevent the Counter from progressing in Scenario Framework Defend Task? I want it to not progress when there is too much (more) enemy in the area.

proper wagon
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The scenario game in workshop is debug mode that’s why when you load into your server you don’t see that

steep totem
#

Quick question: What's the best workflow for modifying a custom terrain (Kunar Province) when you don't have the source files?
I want to add custom elements and replace some buildings for a GM campaign - similar approach to Kunar Afghan Fork. Already contacted the original creator but curious about community best practices.
Currently thinking: terrain as dependency + subscene + scripts to hide buildings. Better approaches? 🤔

tulip sage
#

How does one change the name of the points? They are all Alabama

thin shadow
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So, I make AAS scenarios, our community has took a liking to ‘supply points’

I’ve placed 3 down but they aren’t showing on the map.

How do I get them to show up? Like bases do with the little green icons.

thin shadow
quiet plover
#

There were some things to do with how many supplies for the marker to show or something but I never messed with that

thin shadow
thin shadow
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Another one for someone, how do I get a red zone, or box round MOBs. Like a no go zone on the map

dreamy night
quiet plover
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Any ideas how I can place a non-built composition, so players can construct it if it's found?

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Placing the FRB prefab doesn't do anything

solar wagon
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How can i limited the number of Helicoptere spawnable on my map ?

hoary axle
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Hello. I have a problem. When player killed, he was kicked from group. How to fix it? Maybe some config? But I cant find it

neon cobalt
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Greetings Reforgians, Ive been pulling hair and bleeding from the eyes with my co-admin @humble shale trying to figure out how to make AAS-or atleast start our servers with repsawns and Arsenals on map. is there anyone that can assist us

surreal parcel
#

Have we, as a community, landed on a solid conclusion as to what causes

JIP Errors and System Failures in scenarios?

Seems just about anything might cause it from time to time, but would be great to have some solid input from BI on what exactly to avoid doing in order to stop these errors occuring, verbose logging would suffice 😉

upper bramble
#

Anyone have any experience with supply points and arsenals? I want my VirtualArsenalslot to recognize the supplies I've put into the truck. Do I have to change something the the resource component? What are consumers and generators?
Figured it out. look below

limber prism
#

Oh lol I also have a question to supplies. Why is this supply container invisible when Im playing?

upper bramble
#

Under resource componenet there's an option for hiding containers when they're empty

limber prism
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Why is there a electricity recource type? Theres no electricity in the game

chrome rampart
limber prism
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Oh thats cool. But how do I access supply storages? I still can't grab supplys from it or transfer it to cars. Could someone help me?

upper bramble
#

The easiest thing to do is copy and paste one of those signs that come with the supply compositions near your boxes.

limber prism
upper bramble
neon cobalt
#

hey guys, im looking for a little help with making sure i set my scenario up correctly
-Its an AAS game mode
-Im not sure if I saved game mode correctly and if i properly linked OBJs
If i can get help with these 2 things I should be ready to export
thanks

arctic ingot
#

Hi, I have a question. Does anyone know how to add maps like Chernarus into Enfusion so I can create my own scenario there? Right now I only have the vanilla maps like Everon and Arland.

wintry owl
#

hey everyone, is anyone aware of how to fix the camera bug in conflict build mode? I have all of the appropriate entities in my world and am only having trouble with one of my terrains, my other terrains with the same setup don't have the same issue - when entering build mode the camera will snap to one side of the build area and won't move

chrome rampart
upper bramble
# upper bramble Anyone have any experience with supply points and arsenals? I want my VirtualArs...

Ugh, I figured it out after tweaking components all day.
Basically you'll need to go into whatever prefab you're using to move cargo(You will need to duplicate it into your project folder first!) and add a new consumer element. It will be an SCR_ResouceConsumer. Don't know if you need a debug name but I just used "Vehicle - Consumer". Change resource rights to ALL, Generator Identifier to DEFAULT, Resource Range to anything larger than 0.
Finally hit the Container Queue set class button and add 4 “SCR_ResourceConsumerStoragePolicy” policies with a Storage Queue of "SCR_ResourceConsumerContainerStorageQueueExtended". They should be one of each: ORPHAN, STORED, CARGO_PROP, and CARGO_VEHICLE
FINALLY: you can add a SCR_ArsenalComponent plus a SCR_ArsenalInventoryStorageManagerComponent if you want to modify your trunk to spit out an item in exchange for supply points. You can Modify the SCR_ArsenalComponent to only carry the items you need with the Overwrite category (just make sure it matches the vehicle's faction or click the box at the bottom, however the price for the item will default to 0). If you want to add another inventory just for arsenal gear you'll need to modify the SlotManagerComponent on the vehicle and then add a RegisteringComponentSlotInfo. Choose your BaseVirtualArsenalSlot.et or equivalent.

#

You can change the supply cost in the FactionManager entity.

gusty totem
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anyone know how to get FIA supply Caches to show on the map? ive placed them down but they arnt visible on the map you pull out

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not sure if i need to add a component to them or not or im missing something

woven lodge
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Most likely needs map descriptor component or something like that

full kraken
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Can anyone help me? I've created a scenario but the map isn't showing up.

vivid anchor
full kraken
quiet plover
#

Hallo - Mounted QRF's, anyone experienced in setting these up able to lend a hand please?

I have got the first QRF "wave" working properly, the AI are being spawned into the previous waves vehicle, instead of spawning a new one in and driving to XYZ, anyone know of a fix?

prime vale
#

with worlds

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i trying to upload my edit and i can't

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its like this

chrome rampart
west bobcat
#

I had a questions regarding static turrets such as a Tripod PKM.

The placement of these prefabs needs to be very precise to allow players to mount the weapon. If the placement is off slightly and it believes you'll collide with the props around the gun, it doesn't let you mount.
Is there a way to disabled this and just allow people to mount a turret regardless of the enviroment?

full kraken
bitter verge
#

hey all anyone know if switching factions mid game can still be a thing in own created scenarios tia

main girder
#

hey all, been trying to create the EXILE mod from scratch, right now we are hung up on the trading systems and banking, we are using Dynamic economy, however was wondering how would we set up the shops to be organised and one trader sell guns in one menue, ammo in next, and then clothing inanother tab and then have a diffrent trader sell cars,trucks, ect. and how would be get it so we can edit the starting money from the base 1k

chrome rampart
full kraken
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Even after reloading and creating a "new" cfg for the map, nothing changed after rewriting it >.< I think I'm just too bad at this xD

left yew
#

Hi

I am super new with doing enfusion i have no idea of how to mod/code
I have watched some youtube videos but it really hurts my brain

  • My friend owns a server and he really likes to have an ANIZAY modern conflict PVE
  • as much as i am aware of LEGACY ANIZAY i believe we still have to implement & fix code settings, mesh etc etc. Loadout system and bacon arsenal all that stuff, especially the persistent spawning and capturing

my question is now
How in the hell and where do I start

chrome rampart
woven lodge
#

Yep

mortal veldt
#

if i want to edit a entity catalog, should i override or duplicate or does it matter? seems like i broke things last time i tried it.

woven lodge
#

Override

#

It does matter

full kraken
chrome rampart
steady meteor
#

Hi everyone, how's it going? I'm setting up a Reforger server here in Brazil. I started working on it today and I'm still having a lot of trouble. I've already chosen a community map and I'd like to set up a conflict scenario with some mods. Could someone help me set up the server? I'm not sure if this is the right channel to ask this.

slim knot
#

can someone in here possibly help me? i have created my own server and am now at the point where im adding weapons, vehicles, helis, etc. where im confused is do i need to add every single mod i want, weapons, clothing, vehicles, helis, etc. is there a way i can make a config for all of these in one? i’m confused on exactly what to do to make insurgents and US each have their own arsenals

steady meteor
steady meteor
#

I’m trying to add modded weapons to a faction’s arsenal, but they don’t appear in the list. I’m also unable to drag and drop them. Does anyone know what might be causing this?

steady meteor
slim knot
quiet plover
#

So you are trying to get the modern rifles etc. Into XYZ factions catalogue?

slim knot
#

can someone help? it keeps wanting me to add carcara arsenal config as a dependency which isn’t possible. and i cant find which mod is requiring this

quiet plover
# steady meteor exactly

Sorry for dumb questions, so you can't find the weapon prefabs to add to the catalogue? Do you have the mod for those in there?

steady meteor
#

I welcome recommendations for good and easy-to-use setups, by the way. I'm looking for a modern setup.

slim knot
#

same here lol over here struggling on the arsenal

steady meteor
#

Everything else in my scenario is ready and configured, except for the arsenal issue

steady meteor
#

i'm getting this error when i'm playing with the WCS_Clothing addon imported in my project... does anyone knows what to do?

#

it happens whenever i open my inventory or ammunition cache

slim knot
#

how do i remove building rank restrictions using WCS?

plucky frigate
#

Alright, how do I link an entity for the task?

#

The LAV spawns, but destroying it does nothing

#

I've followed the tutorial, but try as I might it does not end the mission

plucky frigate
#

... I think I might have solved it, stand by for confirmation 😂

#

Nope

#

The target part is fixed, but not the end mission part

plucky frigate
#

Okay, guess I just needed to wait for it to fully cook off?

plucky frigate
plucky frigate
#

For anyone wondering, you need to click on your GameModeSF prefab.

Then you select SCR_GameOverScreenManagerComponent and change whatever game over screens you'll be using :)

plucky frigate
vocal hatch
#

Has anyone come across a bug before in a custom conflict scenario where if a player leaves/crashes and they rejoin, it tells them a spawn point is not available so they can’t respawn even though other players still can?

woven lodge
vocal hatch
main girder
#

hey all, I had a question about the SCR and or EPF persistency, Im using menue spawn logic however i keep getting a blue screen and i have checked everything and beleve it is correct however auto spawn works. any updates?

west bobcat
#

I've asked this before but didn't get an answer.
Does anyone know how to make players within a certain area not take any damage?

valid sphinx
#

I have a scenario I'm trying to edit that was created by another person. Their scenario is Gamemaster and I would like to change it to Conflict. The only thing from their scenario that I want it the map as I wish to edit it to make my own scenario. Can anyone help me with this? Currently the game mode setup is only showing gamemaster.conf

icy jacinth
valid sphinx
icy jacinth
valid sphinx
icy jacinth
#

With subscene you won't be able to change the mode, only add new things

valid sphinx
icy jacinth
#

Well subscene of their one is what I mean
You will probably want to subscene the map instead and then add all your Conflict gamemode stuff

valid sphinx
fervent wing
#

hey guys im building a scenario , ive published it and then needed to change something after publishing , done what i needed to do and re published it and now getting jip errors ,is there somthing im missing or not doing before republishing it

coral smelt
#

Hi! Does anyone know how to add the XP counter and rank display to the character and to the GameMode in a non-campaign GameMode?

dawn pawn
coral smelt
zenith imp
#

Came across this strange issue. Conflict scenario i made is running on a server, after you login as admin and open up the Game master it kicks me from the server.

19:23:58.093 NETWORK : Total number of players: 0
19:23:58.095 WORLD : UpdateEntities
19:23:58.095 SCRIPT : [GM Tools][GMSession] Player 'Player (Invalid ID?)' EXITED Game Master (Disconnect/Destroy).
19:23:58.095 SCRIPT : [GM Tools][GMSession] GM session duration for 'Player (Invalid ID?)': 2.483 seconds.

This is a part of the log file.
Gamemode was made with the gamemode setup.

tardy pebble
#

Can't seem to get QRF working via the QRFDispacherAction.conf

tardy pebble
#

found out it was distance related setting with the spawnpoint

#

Anyone know how to spawn an empty vehicle and getting QRF AI to mount up with the QRFDispacherAction.conf

low tiger
#

Hey my Guys, im trying to build an persistant scenario ala pve community server with each town you will have a couple of enemies like 20, after u assign the task to your squad, the task will start and the enemies will spawn, you kill them, and you are done with the task.

but im working on it since 2 days and im not able to build one simple cleararea task with randomized enemies in a specified area. Like I used the normal SlotAI and stuff like that, but at the end of the day I had like 1 single Person spawned. Isnt there a dynamic spawn system so I can only add one SlotAi and not 20?

And how the hell do I spawn enemies after action assigned task to squad?

Thank you for your help

tardy pebble
#

could try looking at ON_TRIGGER_ACTIVATION

low tiger
#

or am I possible to use the conflict mode and do an pve map with that? I mean session persistance exists at my server, so can I place Capture Points via Game Master then?

zenith imp
#

I'm running into this issue the whole time. So i reworked my map from 5x5 to 17x17. When i run it on a server and open GameMaster i get kicked after 2 seconds. Doesn't matter if the server has any other mods or just my map and scenario.
I tried with 3 different scenarios. Two of them are scenarios from my old map reworked for the new one.
Also noticed everytime i try to use the gamemode setup plugin i get this NULL error message.

Anyone could help me out, i'm about to start tweaking because i can't figure it out. 😄

tough rapids
#

Probably a not possible thing, but figured I would ask anyways. Is it possible to have the conflict scenario captures but in order to capture a main area you would have to complete other sub tasks ie capture, destroy idk say a fuel depot or something like that? Kinda looking at an advanced AAS. Or instead of destroying since once destroyed it’s no longer a task someone can do to reverse cap a base could you have it where you need to have the smaller supply type bases capped in order to cap the bigger point awarding bases?

tardy pebble
#

How can I make the QRFDispacherAction spawn later waves onto the spawnpoint and not directly on the alive AI?

soft slate
#

Hi, I need help. Does anyone have a guide on how to create my own mission? I'm a newbie.
Please.

trail crypt
# soft slate Hi, I need help. Does anyone have a guide on how to create my own mission? I'm a...

I think this yoututbe channel is a good starting point.
https://youtu.be/bDFBpniaJZc?is=0vmdUla1qrfB10Kt

In this video we show main parts of the Enfusion Workbench Resource Manager and World Editor. We created our sub-folders, created our sub-scene of the Arland World, and saved our world.

#ArmaReforger #PCGaming #EnfusionWorkbench

Learning Arma Reforger Scenario Framework! How to use the scenario framework to create your own scenarios.

Chapter...

▶ Play video
#

Make sure to also take a look at official arma tutorials too if you dont have much experience in workbench

hasty dragon
#

Why is the MOB still linked even i turned Capturing off?

craggy halo
#

Could use a bit of help with finding out what went wrong on my end. Made a conflict mission that worked perfectly fine on workbench but once published and played ingame it breaks completely. Checking my game logs there was an error that said “not enough HQ locations” even though that error doesn’t happen on the workbench

low tiger
craggy halo
#

Also in a bit more detail this are the 2 things that stood out on that log, im on my pc now so i can give logs if needed

15:25:23.515 SCRIPT (W): Maybe a problem: DataProgression is not ready but the analytics event was requested
15:25:23.530 SCRIPT (E): Not enough suitable starting locations found in current setup. Check 'Can Be HQ' attributes in SCR_CampaignMilitaryBaseComponent!

craggy halo
#

Fixed it nevermind i had noticed there was these two settings which changing them seems to have solved the problem

surreal parcel
#

Is there a way to get grid references in the workbench? Nightmare going back and forth through the play preview to see where objectives would be in grid references for briefings

digital creek
#

like e. g. entity at x 12345 z 6789 => grid 123 067

#

Technically the map could be offset from the origin, but this is almost never the case because it has long been associated with technical issues

surreal parcel
#

Thats great to know!

#

Thank you 🙂

low tiger
#

good day my guys, i just added a car via mod, but it doesn't show up in the vehiclemaintenance, even if its in the standart catalog, how can i solve this?

hybrid light
#

Morning guys... I forgot how to get the base radio range domes to render when editing a scenario.. does anyone know how to turn it on?

lost plover
#

I have made a map but whenever I load it as game master it freezes on the loading screen, does anyone know why this is happening?

trail crypt
#

If it does. How did you create the Game Master gamemode for it?

lost plover
lost plover
trail crypt
lost plover
lost plover
lost plover
#

I still don't know what is causing it

marsh lantern
# lost plover I still don't know what is causing it

Did you go through the complete gamemodesetup and do what it asked? Ie setup components? At this stage probs best to look at some clips explaining how to create a gamemode.

When you selected the gamemodesetup conf did you select gamemaster.conf?

#

Also if you have created the terrain have you done that correctly? Creating terrain is easy. Getting it to work correctly is the hard part

lost plover
#

I just can't get it to work

marsh lantern
#

Did you create terrain from scratch? Why did you mention Kolguyev? Did you add to its map

lost plover
lost plover
#

I guess starting from scratch again might help

lost plover
lost plover
#

@marsh lantern I followed all those steps, got the wizard hat game master thing to work, it said everything was fine, so I try and boot it up from the workshop and flickering screen again

#

How anyone has managed to make a single map is beyond me

marsh lantern
#

when you try to spawn in via the editor, are you doing it through the deployment menu or from cam pos?

lost plover
#

I give up, I'm not intelligent enough for this

#

I should have just paid the guy from redit to do it for me

trail crypt
#

DM me and I will help you for free...because this is very simple, you are just missing something.

lost plover
trail crypt
#

Dm me and i will help you resolve your issue for free

#

I would bet that you got a lot of dms from random new accounts on discord too

lost plover
trail crypt
lost plover
trail crypt
#

If you have any dms here on discord that are making offer to help you against some payment you can create ticket here and they are going to get banned

lost plover
trail crypt
#

But yeah, this discord server is from bohemia and has shit ton of scammers praying

lost plover
#

Well I don't have any trouble making the map, I just need the game master mode to work on it is all

trail crypt
lost plover
trail crypt
#

Ofc not

lost plover
#

Sorry for the confusion

trail crypt
#

Its against tos and imo modding should always stay for free

trail crypt
dense rain
#

Is there a way to have the US and USSR arsenal combined so it doesn't restrict it to one faction? Working on a PVE mode and want to make it so you can save russian gear as US

vocal hatch
wild trellis
#

Pretty sure there is a mod that does all arsenals in one. However, I feel it's important to note, the more stuff in the arsenal, the more performance goes down while trying to access the arsenal. If there are vehicles within the vicinity as well, that makes it even worse. If you just want to allow the saving of USSR gear, you can add that ability to the arsenal without actually adding all the USSR stuff to the arsenal too.

vocal hatch
#

You could maybe take the standard conflict arsenal and replace the boxes themselves with one from each faction that contains everything, instead of the ones that have clothing and weapons separately. Then set it to remove saving restrictions by default

#

If there isn’t another mod already like you said

near wraith
#

Hi, does anyone know how to modify the list of vehicles that can be spawned in someone else's scenario conflict? I want to add new vehicles.

wild trellis
# near wraith Hi, does anyone know how to modify the list of vehicles that can be spawned in s...

You need to do a couple things for vehicles. Override the entity catalog for the faction's vehicle list, make sure building mode is activated (edit mode is to make it available in game master mode). Then you might need to also override the prefab for the vehicle if it's not already good to go. They need to have tags in the editable entity component. If you're lucky, you can just do it to the base version and it will apply to all. They need to have the correct faction tag and the correct tag for the vehicle depot it is to be spawned in. You can also adjust prices in the same component, I think its called campaign budget cost.

quiet plover
digital jungle
#

Would anyone be willing to help me finish setting up my shop system, zeliks character stuff, making 1 faction that all players spawn to while all factions like US, USSR, FIA, etc are hostile, and getting day and night to actually work for my server because the dev I had left and won't come back. It's a custom map he made and I don't have access to a PC that can run Arma Reforger.

brave sigil
#

legit cant touch the 3 options it fills my screen

#

normal pop up

#

legit cant move this or resize it

#

what a stupid issue

prime vale
#

Hey! I’m looking for a map designer for my project - someone who can bring my idea to life.
Paid work, not for free. Let me know if you’re interested.
DEV Work
DM ME

wild trellis
proud swan
near wraith
#

i only find this but, when i play the cost is default 200

wild trellis
near wraith
#

Ohh i see, thx

#

the bad notice is i have change one per one vehicle 😵

carmine cargo
brave sigil
#

can anyone here help me in vc with the navmesh im trying to make a new navmesh a map with another in place

#

i keep getting the 2 navmesh error and my soldiers do not move even after i have generated new meshes

quiet plover
#

Or maybe try copying the sample move task over and testing that to at least ensure its not something wrong with the task itself in the game

carmine cargo
quiet plover
#

Yeah so somewhere in the arma reforger worlds folder will be a list of things for scenario framework samples, there should be one for a move task. Wrap it via plugins, copy to your world, see if that task completes

#

At least then you'll know which end it's on 🙂

carmine cargo
quiet plover
#

If you select the generic entity on the left and copy it, should be able to then go into your world and paste, then just move the area and its children out from the generic entity

carmine cargo
dense rain
#

Question 🙋

Is there a way to make the custom loadout save from the arsenal set to Private rank for conflict? Been trying to fix this and running into a brick wall 🫠😂

frank island
#

How easy is it to add a custom faction to replace either the US or Soviet team?

rigid mauve
frank island
rigid mauve
# frank island How easy is it to plug and play with the config files?

😅 well when it comes to the little knowledge I have on configs I know for weapons and stuff you need to find the individual prefabs and place them into the arsenal config by hand if they're not already there from the mod maker or vanilla. So it's basically a gigantic list of items that you need to add or remove stuff from individually.

#

This may or may not be helpful for you.
https://youtu.be/QR8js3eNTyI

Bit of a deep dive into Arsenal Inventory Item config in Arma Reforger

Welcome to TepacheLoco's Workshop — your source for Arma Reforger modding tutorials and new mod announcements.

I cover everything from Enfusion asset and prefab setup to Blender workflows to build immersive mods for Arma Reforger.

🪖 Featured projects:
British Forces...

▶ Play video
frank island
uncut cloud
#

Q:

is it possible to make in-game cutscenes in Reforger?

mission / scenario intro, mid game, whatever? I've checked on google on creating a camera and controlling it in Reforger / Enfusion workbench and found nothing...

Arma 3 has camCreate + other shiny toys to control the camera's movement, intertia, cinematic borders (top & bottom) etc.

I wish there's anything similar in Enfusion. Can anybody enlighten?

#

NOTE: I don't want ONLY 1st person perspective cutscenes like in Op Omega.

glossy ingot
#

Not sure what I am doing wrong here, but I am unable to locally host the scenario I have created, and player count is set to 1.
I do have a MissionHeaderCampaign, anywhere else I need to add/change something that I am unaware of ?

tardy pebble
#

How do I enable an Area entity via script like EOnInit where the AI spawn and get enabled after setup timer finishes like 1 minute?

#

I tried this but it doesn't work:

class MainAI_QRF_Class: GenericEntity 
{

    override void EOnInit(IEntity owner)
    {
        SCR_ScenarioFrameworkArea area = SCR_ScenarioFrameworkArea.Cast(
            owner.FindComponent(SCR_ScenarioFrameworkArea)
        );

        if (!area)
        {
            Print("ERROR: SCR_ScenarioFrameworkArea component not found on owner");
            return;
        }

        PS_GameModeCoop gameMode = PS_GameModeCoop.Cast(GetGame().GetGameMode());
        if (!gameMode)
        {
            Print("ERROR: PS_GameModeCoop not found");
            return;
        }

        int freezeTime = gameMode.m_iFreezeTime;
        if (freezeTime <= 0)
        {
            Print("ERROR: m_iFreezeTime missing, invalid, or <= 0");
            return;
        }

        // m_iFreezeTime is already in milliseconds
        GetGame().GetCallqueue().CallLater(EnableArea, freezeTime, false, area);
    }

    void EnableArea(SCR_ScenarioFrameworkArea area)
    {
        if (area)
            area.Init();
    }
};
vale sluice
#

Hello, I’m currently preparing a campaign for an RP server, and I’d like to know if it’s possible through the Workbench to place decorative characters that can also play animations, just to make certain areas feel more alive.

I’m specifically talking about a Game Master game mode, not Scenario Framework (SF).

Thanks in advance to anyone who can help me out 😄

limber prism
#

Im currently working on a conflict scenario and Im wondering why there is no signal at my base, even after placing a relay station. Is someone able to help me please?

daring wave
limber prism
#

Oh your right, I missed the radio manager. Thank you

#

Wait it still isn't fixed

#

Why is the radiomanager gray?

#

I think I solved the problem, I forgot to tick "Is source" for the HQs. But how can I enable seeing the transmitting range? Because I have no clue how far "1000" is

hollow snow
limber prism
broken elk
#

HOW CAN I REMOVE THE BUILDING RANGE FROM AN ARSENAL?

daring wave
hollow snow
limber prism
#

How can I change this source base to a real fia supply point? Its currently marked as a seizable controlpoint

hollow snow
# limber prism How can I change this source base to a real fia supply point? Its currently mark...

Take a look in the resource browser at CampaignRemnantsSupplyDepot.et- Then you are going to want to place the containers FIA ones SupplyCache_S_FIA_04_Campaign.et for example,There is Various supplyCache Prefabs to choose from also with a few clicks of a mouse button you could loadworld to Mp within the toolbench and take a look at one of the CTI campaign scenarios for inspiration Arland, Cain or eden

molten timber
#

guys, im working on some cah scenario. i want to have few groups of bots and after killing them they should respawn after some time. im using capture and hold game mode and heres how i managed to do that. PS im using bandit faction also bandit faction replacer fia -> bandits. the problem is bots spawn once but after killing them they are not respawning. wheres problem?

wicked summit
#

How do I go about adding a second scenario to the same mod? I have the second world created and I've made its own header, but still isn't popping up when I upload it to the workshop.

limber prism
wicked summit
limber prism
#

Can I configure the radio modifier of relay stations?

limber prism
#

Somehow the radio signals of conflict bases are going crazy when modifying faction affiliation of the HQ

quiet plover
#

Is it possible to randomise faction on i.e. a slotAI in any way? I'd rather not have two slots for each faction, under a layer, if possible - Can it be done on a single slot?

limber prism
# limber prism Can I configure the radio modifier of relay stations?

I found it out myself.

If there is anyone wondering how to change the transmitting range of relay stations in conflict, heres how you do it:

  1. Override "Antenna_01_base.et" in your folder.
  2. Right click it and click on "Edit Prefab(s)".
  3. Select the "ScriptedRadioComponent" and change the Transmitting Range value to whatever you want.

I hope this helps someone.

ember ember
#

keep get errors trying to host sever using Steam CMD. RESOURCES : GetResourceObject @"{19CB7572B7B7A859}Prefabs/Vehicles/Tracked/M113/APC_M113_M2HB_green.et"
RESOURCES (E): Failed to open ----> then SCRIPT (E): 'SCR_BaseResupplySupportStationComponent' needs a entity catalog manager!
SCRIPT (E): 'SCR_BaseResupplySupportStationComponent' needs a entity catalog manager!
ENGINE : Game destroyed.

humble acorn
#

hey guys, can anyone please help me? I forgot how to do that 😄 in SF i need 1 spawnpoint but with different slots so that I always spawn at the same spawn point, but at a different position

limber prism
#

How do I make my conflict scenario saveable?

compact flame
#

Does anyone know how to setup persistence correctly for a survival based server.. everytime server restarts or is stopped everyone is reverted to safezone with nothing but the starter kit again

chrome rampart
quiet plover
keen cloak
#

This might be the right place:

I have 3 Factions in my FactionManager, only US IsPlayable, there's a ConflictMilitaryBase at 3 different points, all the faction info is set on the various parts of the CMB. When spawning in, sometimes the "FIA" base is an option for US spawn? I've double and triple checked the Faction Affiliation settings and they are all correct for their respective factions...

I used the Game Mode Setup plugin with Conflict.conf

humble acorn
chrome rampart
#

Lets see what happens. I'll do some tests in latest experimental mode.
Also one more thing. If in workbench either press shift-r or reopen the scenario after exiting play mode. It maybe holding the last selected spawnpoint in buffer and will not select a new one until scenario is reloaded. I've seen this numerous times.

chrome rampart
#

A quick test using 4 slots set to "random one" works in experimental version 1.7.0.41.

dense rain
#

Is there a way to disable destruction in your scenario? So buildings will not collapes?

quiet plover
#

I'm pretty sure examples of this can be found for the patrol bases in CO Kolyguyev.

dense rain
#

Also another question

Is there a way to get rid of the rank for a custom loadout? In conflict it requires you to be a certain rank (I think Major) in order to spawn in with a loadout saved in the arsenal. How do I change that?

vocal hatch
#

But like I say it may have changed since then

limber prism
#

Is it possible to make a faction first friendly to another faction and then unfriendly after meeting specific conditions?

For example I want the US and USSR be friendly at the start of the scenario, but after a US soldier reaches specific coordinates they are unfriendly to each other.

wild trellis
#

could probably do that with scripting!

woven lodge
fervent wing
#

hey guys anyone know how to update there scenarios

severe hollow
chrome rampart
fervent wing
#

mine ive made just wondering how do i update them to 1.7 , new to the workbench never done it before

chrome rampart
#

50,000 foot view...

Update Game
Update Workbench software
Open your scenario in workbench
Test under new version
Review logs for any show stoppers
Publish to workshop if good to go.

fervent wing
#

brill thank you

tardy pebble
#

anyone know how to enable/disable an area via scripting? I want the AI and the associated functionalities to be enabled via a script but disabled upon game start

chrome rampart
dusk rivet
fervent wing
#

no bud im advance to contact

dusk rivet
#

okey😅

still mason
#

Is main bases rule still 2 per scenario or is it 3 now with the addition of FIA?

thin shadow
#

im trying to disable fia ive made it non playable in my scenario but when putting it on my server its messing all factions up when playable its fine. Any ideas?

chrome rampart
thin shadow
spark sapphire
thin shadow
#

So you need to make them non playable, then as blackhart put. Change it on show in welcome screen to never or it won’t work

I tried just making it non playable but it messed with ussr and us

lost plover
#

@lofty lily Your Fallujah map no longer allows ai to be placed in game master, it renders all units to have 0 members

neon arch
#

When I try to spawn in AI in the World Editor as Game Master they will not spawn in when placed. Checked the console log and it said missing SCR_AIWorld. So I go to add SCR_AIWorld and then the tools program crashes all together because it says there already is an SCR_AIWorld.

What do I do? 🫩

chrome rampart
chrome rampart
chrome rampart
neon arch
#

The AI still do not populate when im in the game master interface while testing the mission file on world editor. The faction and group icon populates but it appears the troops themselves are invisible.

chrome rampart
#

The crash is a bug going back a couple of versions that has never been address. It happens in BI worlds as well.
Once again, reach out to the mod owner. 1.7 was just released and sometimes it takes time to update mods.

gusty totem
#

anyone know what m_bEnabled is and why it kills my scenario/map mod when run on a server?

wild trellis
#

nope! I keep having that same error pop up randomly though. Just keep removing mods until the error goes away. I cant tell you what mod it was for me, I probably had to do over 100 restarts to get a setup that didn't crash.

gusty totem
#

even when i open a new mod this is what comes up in the console

#

im not sure if this is the cause of the crashing, but the unknown keyword is the last line that shows in the server logs before it does

wild trellis
#

It's not thats just where the logs stop. I took the time to look it up and that variable does exist, so IDK what its really complaining about.

gusty totem
#

think i m close to the source, all my mods work until i add the map in and then one of them conflicts with it

grave vessel
#

getting this error trying to load world editor on my scenario. mission header is also now borked and unreadable. wtf happened? all the dependencies are in and updated, as is the game/tools

spark sapphire
#

anyone know how to enable the random spawns for the playable FIA in scenarios?

candid topaz
#

hmn

dusty pike
#

hey so is the eden editor no longer a thing?

dim jay
#

nope

#

if you want to look at the map go to Words, Eden, Eden.ent

#

then choose a default game mode, drag it to the left column and press play directly in the editor.

#

Pressing play after placing units, for example from Prefabs - Factions - etc, does not allow you to sightsee around the map

#

at least this is what I understand, without documentation at the moment

dusty pike
#

wish there was a better way to make proper missions
game master feels more of a gamemode

neat thunder
#

uhm

#

I'm guessing briefings are not a thing anymore?

#

at least for reforger, that is

dim jay
#

you have to create them

austere stream
#

How do you place down a player unit?

random summit
# austere stream How do you place down a player unit?

If you are thinking in terms of Arma's mission editor it looks like it's going to be a shock to the system for most players. Gamemaster has a tutorial which will allow you to go and create small scenarios to play locally (or join an MP game for some fun content)

proud stream
#

This can‘t be right. This ways there would be no user created missions/scenarios and they are portaying one in workshop themselves. So I guess there must be a way, maybe coming up soon

#

All I want right now is a proper CTI mission with free base building and ressource management like in arma 3. I hope it can be ported somehow

random summit
#

I imagine it will, but unfortunately it will take a bit of time. The scripting language has changed.. most people have been working with Enforce script since DayZ workbench was released so are rather well versed in it. I don't think it will be too long until we get some awesome missions. If you want to have a go at making one before some documentation comes out I recommend downloading the Capture and Hold workshop item and opening it up in the Workbench. You'll get a better look at the setup of a scenario and be able to see some of the modules that are used (for example spawnpoints and team selection)

dim orchid
#

Does anyone know how I can activate the NPC in the conflict mission?

torpid plinth
#

Okay, so the way I see mission editing at the moment is the following:
I take the Eden.ent world, and create a new layer on top of that, which I save to my mod folder. I edit it as needed, and then I reference that layer in a SCR_MissionHeader config file

#

how do I ensure that this then shows up in the scenarios in game?

random summit
#

then you need to create the config. I looked into the "Capture & Hold" workshop mod to see how everything was setup

restive wyvern
carmine beacon
random summit
viscid chasm
#

Do we have any kind of documentation. Like what is sub-scene?

hollow mesa
spark lynx
#

check the wiki

torpid plinth
proud stream
#

Has anyone else got the problem, that AI will not enter DRIVER seat ?

#

i ran multiple missions as GM but thats the only real problem I had. AI will refuse to enter driver seat

stray mulch
#

And while they lack some features they at least don't consume all your CPU processing power anymore and also don't go through walls

#

So we lost some and won some....

#

Personally I prefer that they add features slowly so they don't make the previous mistakes

carmine beacon
#

Has anyone managed to get a game working without using CAH assets

dim jay
#

valmont 10/10 there

fickle stone
#

Are AI squadmates a thing yet?

restive wyvern
#

Nothing more

#

Trying to figure out how to create base SP/MP missions

sullen talon
sullen talon
#

Also big kudos will go to whoever makes the most fun King of the Hill mod out of C&H first! 😄

round goblet
#

I still can't find out how to put unit on the map and group it together in World Editor. 🤔

#

Is that thing of a rocket science to achieve this?

mental cove
#

There are group prefabs that you can place down and then specify the unit prefabs in them

torpid plinth
round goblet
#

@mental cove and when to find out those prefabs? In resource browser?

mental cove
#

yeah resource browser: ArmaReforger/prefabs/groups

round goblet
#

got it

#

And individual solider? Any idea where to find out that prefab?

torpid plinth
#

here's what my save prompt looks like

sullen talon
#

@torpid plinth Soo... screenshot by screenshot:

  1. When making the mod, you did check "Capture and Hold" as the dependency, right?

  2. When creating your world, did you check that it is a sub-scene of the currently open world? (the CAH BaseWorld)

It seems to work for me thonk

torpid plinth
#

oh

#

yeah that might be the issue

mental cove
torpid plinth
#

in my defense, the dependency part is mentioned in a single line in the guide, and not really explicitly as an action I personally have to take 😄

#

but yeah mea culpa

primal sphinx
#

Hey how do we go about getting a component to show up in the add component menu?

sullen talon
round goblet
#

Is there any manual or tutorial (other than C&H) for World Editor for now?

sullen talon
#

There is also a Script Wizard plugin that can help you with the creation of these, in the Script Editor either navigate to Plugins -> Script Wizard or LCTRL+N and just go ahead.
Just bear in mind that it is not the fanciest plugin and use it with caution

sullen talon
primal sphinx
sullen talon
primal sphinx
sullen talon
sullen talon
primal sphinx
#

`[ComponentEditorProps(category: "GameScripted/FNF", description: "Best component ever!")]
class FNF_GameModeSustainedAssualtClass : ScriptComponentClass
{
// prefab properties here
}

// Your actual component
class FNF_GameModeSustainedAssualt : ScriptComponent
{
}`
this is what i got

#

with filename being FNF_GameModeSustainedAssualt.c

open sequoia
#

@sullen talon you think there will be some tutorials at some point showing how to do coop missions with the new tools? having a hard time trying to figure out how to do basic things we had in Eden Editor.

lime stratus
neon hill
#

Is there any kind of walk through or example scenario to look at? I don't see anything pinned.

sullen talon
mental cove
lone oriole
#

^^^

open sequoia
#

the C&H tutorial is great if you want to make a PvP mission, though i would suggest that they add a picture of how to add the dependency when you first create the project

sullen talon
open sequoia
#

i would really like to see Conflict in the tools to see how it was built

primal sphinx
sullen talon
primal sphinx
twin moth
#

https://imgur.com/a/0G18b0z
Does anyone know why arma can't see the contents of the addon? I did a mission according to the new guide, but he sees the header of the addon, but does not see the mission itself.

sullen talon
sullen talon
primal sphinx
neat wadi
primal sphinx
dawn merlin
#

Hello, I'm trying to set up a server, but I can't load the mission and I'm getting these errors:

this on config.json:
"scenarioId": "{ECC61978EDCC2B5A}Missions/23_Campaign.conf",

i have this error:
MissionHeader::ReadMissionHeader cannot read mission file. Invalid path given.

Anyone have a clue?

mental cove
sullen talon
scarlet kite
#

The objects i am placing dont have a hitbox how to change it?

round goblet
#

Any idea how to make character playable in World Editor? Is it matter of adding proper component?

dawn merlin
scarlet kite
sullen talon
austere cobalt
worthy glade
#

the myscenario.ent is in the root directory?

austere cobalt
#

yes

solar shard
#

I have exactly the same problem. I activated my mod in the ingame workshop (since I guess, otherwise the mission isnt loaded) but nothing in Scenarios

austere cobalt
#

same

solar shard
#

but i noticed that my mod / project in the ingame workshop has 0bytes. Is this an issue?

austere cobalt
#

my too I think it's because it is an offline project and not pushed yet to the actual workshop.

solar shard
#

fair enough. I came accross a lot of people with this problem, not seeing their scenario, but no real solution. First, the tutorial was wrong ("scenarios" folder) but since this has been fixed, I have no clue. Registered the folder. Made it exactly like the tutorial. But something, we are missing here...

austere cobalt
#

How is your scenario looking in the world editor?

This is how mine is looking:
https://imgur.com/a/Mgs6rIZ

What I find strange is that my world symbol does not have a name.

worthy glade
#

can one of you ping me once there's an answer? i'd also like to know

lone oriole
#

So is SCR_AIGroup how we're supposed to be spawning AI for simple missions or is there a more efficient way to do it?

round goblet
#

Any idea what SCR_ prefix means? 🤔

lone oriole
#

no clue lol

odd perch
#

you can make your own groups and save them as prefabs

#

but if you search the resources for group there is premade us and ussr groups

lone oriole
#

ah ok I see thanks

neat wadi
#

havent figured out respawn though

austere cobalt
round goblet
#

What the mission is capable of now?

exotic reef
mental cove
solar shard
zinc wharf
#

can scenarios only be mods now?

#

or can we have missions that are just run on the dedicated server, that people download when they connect

#

'scenarios'

sullen talon
zinc wharf
#

i guess a better question is: do custom scenarios have to be published?

sullen talon
# round goblet Any idea what SCR_ prefix means? 🤔

SCR_ is short for Scripted, easy as that 😂 It comes from history where it was hard to differentiate between native amd script classes, altho there are some cool things which make it less of a pain nowadays :)

sullen talon
sullen talon
zinc wharf
#

ok thanks

#

if that is true, it means that any custom mission you create would be completely accessible to anyone - rather than joining your server

austere cobalt
sullen talon
zinc wharf
#

I actually have another question regarding creating an empty Eden, to then build upon. Do you just create a new 'blank world', open the Eden.ent and then add new layers?

#

I want to create a new scenario, rather than edit existing ones.

sullen talon
#

Again for sub-scenes, I described it in the C&H example. ☺️

exotic reef
zinc wharf
#

I will go over it again, thanks!

zinc wharf
#

how do you rename layers?

#

for some reason, I cannot rename the unnamed layer!

#

(that is created when you make a subscene)

round goblet
#

Maybe just create new one and move everything in there?

zinc wharf
#

sure, i could do that

#

but surely i can rename it

pseudo palm
#

ive done the C&H example, but in scenario list i cant see my mission... am i missing something?

lone oriole
#

I think I've got waypoints down

sullen talon
lone oriole
#

you have to name every waypoint you place

#

and then you either name the waypoints in the group or the name of the cycle waypoint

#

and then in the cycle waypoint you name every waypoint in the loop

zinc wharf
#

its ok, i worked it out

slow thicket
austere cobalt
sullen talon
austere cobalt
solar shard
zinc wharf
#

so after adding an MP spawn point for the US, after pressing play - i am just a camera looking out to sea

zinc wharf
#

can we do things like in Arma3, by placing units and setting 'playable'?

austere cobalt
round goblet
#

you can launch from camera position

vale scaffold
zinc wharf
exotic reef
sullen talon
zinc wharf
#

thanks!

round goblet
#

Is there any other tutorial than C&H?

austere cobalt
sullen talon
austere cobalt
zinc wharf
#

What game mode would we use for a PvE scenario?

#

Team Deathmatch (with one 1 faction) or Plain?

sullen talon
sullen talon
sullen talon
austere cobalt
sullen talon
austere cobalt
sullen talon
sullen talon
#

Ok. I will investigate this ASAP. (Means tomorrow 😫)

stark glade
#

It doesn't show up in reforger but if I launch on MainMenu.ent it will show

quasi temple
#

@sullen talon Just did the C&H tutorial. I was fiddling around but can't find out how to be able to spawn a player upon starting the debugger. is this possible? Ex; not having to select slot but getting thrown into the gameworld instantly

solar shard
sullen talon
quasi temple
#

Oh ffs it was there all along

solar shard
#

Yeah it works

sullen talon
#

As I am saying, I will investigate more tomorrow and let you guys know (hopefully). Might be borked on our side 🤯

solar shard
#

As said. It works that way on my end. After some seconds grey, the actually scenario starts. All fine. But only via that way, right? When I want this in the actally game, I have to publish the mod I guess?!

solar shard
# zinc wharf Team Deathmatch (with one 1 faction) or Plain?

Im on the same thing. Right now, I have Deathmatch, with factionmanager us_ussr and loadoutmanager. But even when only US has spawnpoints, you could still select soviet faction (but then, you cannot spawn obviously). Not quiet sure which mode would fit better.

sullen talon
sullen talon
slow thicket
#

Does anyone know how to get AI groups to go to a waypoint? I put one down and they just go straight towards it and get stuck if any object is in their way.

short hill
#

Would it be correct to say that the path to creating a mission, a la 3DEN, is now as a 'Mod' via the Workbench?

solar shard
nocturne mist
#

I'm making a GM mission with spawn points in a generic area. So that you can spawn, and have an Arsenal. Then the GM can say, everyone respawn or some such (moderators: posted in wrong channel)

#

Is there any reason/limitation why there isn't a map option inside the world editor?

exotic reef
solar shard
exotic reef
round goblet
#

@solar shard can you share the mission?

round goblet
zinc wharf
#

what is the bare minimum i need to spawn as a player in an empty world?

#

without spawning via camera

solar shard
solar shard
slow thicket
exotic reef
short hill
#

Yep, that's how I was viewing it as well.

#

I figure a framework will effectively become a 'base' mod for missions to target as a dependency.

#

Going to be a fun ride!

solar shard
exotic reef
slow thicket
#

Just checked it, same issue. Theyre also not staying in a wedge.

junior cliff
short hill
#

One step at a time 😅

unique minnow
#

hey guys

#

can you create pve missions with this?

nocturne mist
#

yes

nocturne mist
worthy glade
#

i feel like once we have these the community is going to produce content like wild

lean scroll
#

i agree, difficult to just make a simple scenario to play with a friend, if only the gamemaster mode had an "Save and export" that would be cool

#

and being forced to publish a new scenario to the public workshop 👀 we're going to have 500 pages of "test dsfdfdfdfdfdf" mods

worthy glade
#

they better have really thought through the reality of that - have a tag for all those asdfsafasdfasdf files so it's weeded out or just keep it local

vernal spoke
#

Is there a way to select everything on the map as a composition?

exotic reef
round goblet
#

I can imagine whole concept of mission including editor would be introduced later.

astral smelt
#

deffo not a focus for them in this release

#

they wanted the core out of the door and play tested

near vault
#

the problem there will be adding unknown entities when they are trying to get a stable foundation, so it isnt good for development at an early stage, ffs there are already server admins wanting to know how to load mods that must have been well botched together at this stage

slow thicket
round goblet
#

So I was able to create primitive DM (using FFA prefabs). Now I'm looking into spawning AI to play with me. Any tips? I tried to add ChimeraSoldierDM and assign it to FFA faction without luck.

sly quiver
#

Is there a way to disable ai pathing?

round goblet
#

I do feel very enterprise with all those managers around. 👔 blobdoggoshruggoogly

austere cobalt
slow thicket
#

I noticed in the Capture and Hold SRC_BaseGameMode there is an option to spawn AI. Has anyone gotten that to work?

mystic kestrel
# lean scroll i agree, difficult to just make a simple scenario to play with a friend, if only...

my idea! if we could have save files in the game master, it would be a start for an ingame mission editor. workbench is WAY too complicated for creating simple missions. DEVS can you add save files for game master, as long as you don*t have a real ingame mission editor? i mean a mission editor is ESSENTIAL for any arma game, it's what it's all about, that is why people stuck so long on that game.

#

imo, arma is not arma without a mission editor. that should be the highest priority now

simple locust
#

Im sure they will have t hat for the future in A4. Doubtful with the console focus on Reforger however

mystic kestrel
simple locust
#

More focused on a stable user feedback with known parameters most likely. Also a mission editor in a RTE is different than an OME.

#

Its probably in the works, just not ready for us to break it yet

mystic kestrel
#

speaking of mission creating... as we don't have a mission editor i have to f around with the workbench.... after hours of playing around i have something that works... how can i import that into the game to test it ingame?

mystic kestrel
# simple locust Its probably in the works, just not ready for us to break it yet

i mean arma 4 will most probably have it, i don't question that. but arma 4 is a long way to go, probably at least 2 years away... and i don't want reforger to be a casual squad like game with only 2 or 3 multiplayer modes. i mean some proper documentation on the workbench or tutorial videos would also help in the meantime. but atm it's really hard to create simple missions as i just don't know what i am doing. and i know a lot of people think the same way (forums, youtube comments, etc..)

simple locust
#

Im right there with ya but only time will tell 🙂

late oyster
#

has anyone figured out how to place down AI in the world editor?

#

the "characters" that you place down don't seem active

#

even GM placed AI don't seem to do anything in a mission

mystic kestrel
#

i think you can give them waypoints too on that module.

#

but i don't know how you can make them play the "objective"

#

how can i import a mission into the game?

late oyster
#

hmm, I had my player spawn working but then I placed down a soldier character, suddenly I don't spawn anymore

delicate trellis
#

how can i have multiple GMs?

late oyster
#

oh enabling the actual AI in the AIControlComponent fixes the spawn and actually makes that unit active

mystic kestrel
#

i just wanted to post a screenshot but i cant in here

late oyster
#

cool so that's the basics for making missions

mystic kestrel
late oyster
#

no idea

mystic kestrel
#

i can play it in the editor, but it doesn't show up ingame lol

late oyster
#

I can add a waypoint to the ai component but it just adds a text field, not sure what I'm supposed to type there

#

I assume it's supposed to be some kind of reference to a waypoint entity?

#

creating a waypoint entity also broke player spawning

mystic kestrel
mystic kestrel
#

a lot of things actually break player spawning lol

late oyster
#

yeah

mystic kestrel
#

i just added a faction to the faction manager... spawns broken lol

late oyster
#

don't really understand how a character without AI enabled would break player spawning

late oyster
#

wait what the hell, I closed and started play again and now spawn is fine

#

but the waypoint doesn't work

#

not sure how you're supposed to actually point the character to the waypoint

mystic kestrel
#

oh i love such behaviours in programs
wait i just try it out myself

#

fu** factions for now lol

#

yup that fu**er doesn't move lol

#

hmmm

#

i used AIWaypoint_Move

#

maybe there is somehthing missing

primal sphinx
#

does your AIWorld have a navmesh?

mystic kestrel
#

i just discovered AI World

#

haven't had that in until a few secs ago

#

hmm i just assinged a nav mesh, still not working

#

why are there 2 navmesh components on the actor?

#

and what does initialize road network do? is that essential for basic path finding?

#

ai doesn't move. is there anything else i need?

primal sphinx
#

tbh i dont really know whats needed for AI to move, i just remember seeing AIWorld in a bunch of the tutorials and presumed that meant something

mental cove
mystic kestrel
#

but that's exactly what i mean. i don't wanna mess with navmeshes and stuff, i wanna create missions. they can't be serious with this

mental cove
#

You will also need a PerceptionManager prefab dragged into the scene so they can see other units

mystic kestrel
mental cove
#

idk I didnt mess with any of those

sullen talon
zinc wharf
#

where do i save my mission file to test locally?

#

I have created a SCR_MissionHeader

mystic kestrel
zinc wharf
#

I tried adding the project to the addons folder, but it shows up and does not work

#

so i think its just detecting the folder name

#

also, I am getting a 401 error when trying to login to publish

#

email and password are correct

mystic kestrel
west karma
#

Well this is confusing

#

Where is documentation

#

😢

#

Has anyone managed to create a scenario yet? (not with GM)

zinc wharf
#

anyone had this error when bundling?

DEFAULT   (E): Cannot copy image: 
RESOURCES (E): Creating bundle failed```
mystic kestrel
west karma
#

I haven't even got to the adding a unit yet haha

sullen talon
mystic kestrel
bitter geyser
nocturne mist
#

.edds files for images i believe...

narrow path
#

Has anyone found out how to use waypoints for AI? They do have waypoints in ArmaReforger > Prefabs > AI > Waypoints. and there is a waypoint section in the AIControlComponent yet i have no idea how to link the two

mystic kestrel
analog dock
#

Can't even get the AI to shoot eachother without using the conflict campaign as preset

proud stream
#

Also AI is unable to Drive atm. There is still a lot to be desired in this game

narrow path
mental cove
#

I havent found how to give waypoints to individual units, but if you place down a group prefab, they have a property called waypoints where you can define either an array of strings which are the names for those waypoint prefabs you already found, or manually adding the spawned waypoints to that property

narrow path
zinc wharf
nocturne mist
# zinc wharf anyone had this error when bundling? ```RESOURCES (E): Failed to load metafile ...

Failed to load metafile of mission config image
RESOURCES : Packaging project successful
RESOURCES (E): Failed to load metafile of mission config image:
DEFAULT (E): Cannot copy image:
RESOURCES (E): Creating bundle failed
When you are making your own MissionHeader, the 3 images in the config need to be in your addon, you cannot reference image files from other addons (and you also cannot leave the defaults).

Source: https://community.bistudio.com/wiki/Arma_Reforger:Known_Issues

narrow path
#

u can open the tutorial mission world file by going to ArmAReforger > Worlds > SP > Tutorial

mental cove
analog dock
mental cove
#

If you go into gamemaster while testing do the groups appear with faction colours or just white?

analog dock
#

Using the Eden preset so I don't have GM, does the GM_Eden preset have any extra stuff to standard Eden apart from GM?

mystic kestrel
#

funny thing is i used the eden preset and i still have game master controls...

bitter geyser
mental cove
analog dock
#

I see

#

imma try switching to that for now

bitter geyser
#

How make a meta file for .edds ? 🙂

analog dock
narrow path
#

not to be dumb but what are u refering to when saying GM?

#

so in the tutorial BI seems to be using Generic Entit's to designate waypoints but i dont understand how they are showing the player where to go there doesnt seem to be any components or scripts

sullen talon
sullen talon
narrow path
sullen talon
mystic kestrel
#

did it. AI is finally moving

narrow path
mystic kestrel
#

i think it works like back in arma 3, where technically EVERYTHING is a group, even a single unit. so you just have to use groups for them to work atm

narrow path
#

what do you mean?

nocturne mist
narrow path
nocturne mist
mystic kestrel
# narrow path what do you mean?

you have to package units in groups, even if you only want a single unit, this unit has to be a group, then waypoints work. (and use the eden_GM, not the normal eden one) GM brings much more modules it seems which bring this to work

nocturne mist
narrow path
nocturne mist
#

Basically, you take the WORLD, with the objects/terrain and place your mission on top of that.

analog dock
narrow path
nocturne mist
narrow path
#

but yet the group doesnt move at all

nocturne mist
#

:/

narrow path
#

are u using the static or spawned waypoints?

junior cliff
#

So there's this BI SCR_GameModeLastStand gamemode

#

but there's no prefab for it.

analog dock
junior cliff
#

How can I create my own thomp

analog dock
#

Spawned is for scripted ones I guess

narrow path
junior cliff
#

I've managed to copy the default gamemode prefab into my project but no clue how to change it's properties.

zinc wharf
#

Once you create a bundle, where can you place it locally to test in game?

earnest rover
#

How do I get the terrain to load in on the preview? I've loaded CAH baseworld in the worldeditor and created a subscene but it only shows water

narrow path
analog dock
# narrow path can u walk me though the steps then incase im missing somthing please

In resource editor search for "Waypoint" -> ArmaReforger -> Prefabs -> AI -> Waypoints -> Pick one, Forced move for example and place it in your scene and give it a destinct name like "wp_1"

Pick a group from ArmaReforger\Prefabs\Groups[Side you want your group to be from]

Inside of the Properties of the SCR_AIGroup you can find "Static Waypoints"; click the + and set the value to the name of the waypoint

analog dock
sullen talon
earnest rover
#

I didn't realise the mouse wheel sped up camera

nocturne mist
sullen talon
junior cliff
#

I get it, so I don't want to be based on BaseGameMode

#

I want new prefab.

#

For the SCR_GameModeLastStand class

sullen talon
junior cliff
#

As it's not a gamemode component I can't add it to BaseGamemode.

sullen talon
narrow path
#

Also guranteed ex0 knows everything about this, he just likes laughing at us trying to figure it out

junior cliff
sullen talon
junior cliff
#

Still not understanding how to create prefab from zero for my own .c file/class tho notlikemeow

narrow path
#

that what someone that knows everything about it and likes to watch people suffer would say🤔

sullen talon
# junior cliff Still not understanding how to create prefab from zero for my own .c file/class ...

As screenshots go:

  1. Drag and drop whatever entity you want into the scene
  2. Add whatever components you need and set up properties
  3. Drag and drop the entity instance to the resource browser

Then delete your entity and replace it with the newly created prefab ✅

! Bear in mind, the example is completely random - I don't guarantee that combination would do anything!! 😄 You should use your desired entities and/or components.

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Oh and bear in mind, the above example is completely random - I don't guarantee that combination would do anything!! 😄

analog dock
#

Haven't seen any properties anywhere concerning move speed

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Might be able to modify the behaviour though

sullen talon
narrow path
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yeah im going though the waypoints now but obviously flicking between game and editor takes time

analog dock
sullen talon
narrow path
analog dock
#

as Flag?

narrow path
#

though i think we may have some guys that got some crushes on there SL's as the spaving is like 2m

analog dock
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Oh, looking for the move speed, not patrol movement

narrow path
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yeah its still a move waypoint they just walk instead of jogging

analog dock
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Trying that out rn

junior cliff
narrow path
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AI doesnt seem to follow roads like they did in arma3 when relaxed :(

analog dock
narrow path
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true but then when infantry come under contact wont they try and use the nav mesh like they are a vehicle and not on foot tho

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but yeah they just like bee line it to the way point they dont give a fuck if a whole ass house in there way XD

analog dock
#

Could be switched by behaviour somehow I guess? No clue lol

narrow path
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yeah i think for now just make sure your waypoints are in stright lines with no obstruction or go back to the arma 1 way of putting down 20 waypoints for a 2 man patrol

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@sullen talon Do you know if you guys are using some makeshift way of cycling waypoints ATM, you have a Cycle waypoint but it has no behaviour tree. sorry for tagging u aswell

analog dock
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@narrow path
You can get AI to walk to a force move waypoint by editing the behaviour tree used.

Create a copy of the move behaviour tree and change the "Send Order" Node Parameters

String: "EMovementType.WALK"
Integer: 1

After that replace the waypoints' behaviour tree with the custom one

narrow path
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nope never mind, i got the cycle waypoint to work, doesnt required a behaviour tree apprently, i just fucked up the waypoint setup you just set it up as a standard move waypoint and fill out the cycle waypoints section. and they cycle though

narrow path
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noo, i got AI to get in to the gunner of an Mg but then i moved the waypoint and now its not working T_T

signal condor
#

What are the steps to get a scenario to show up in-game? Just the mission config with the world?

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does something need to exist within the world file?

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when I download someone else's it shows up fine...

barren heart
#

For people doing the C&H tutorial and not seeing the scenario in game, got something you can try.

Check the mission header is registered (right click) as someone suggested before, but also check the "Missions" folder itself is registered.
I then had a "Missions.meta" file in the main directory, but it still wasn't working.
For me the main directories "meta" file and "resourceDatabase.rdb" were much smaller and missing details like "gameId":"{xxx}Missions/MissionHeader.conf".
If I open "MainMenuWorld.ent" in the world editor and launch the scenario, the game window just goes white but the files now get updated with these details.
This didnt seem to happen until everything was registered first. I can now task kill the editor and open the game.
The scenario is there and working, still shows zero bytes in the workshop window but I'll settle for playable.

Hope that helps someone and sorry for the wall of text!

slow thicket
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So Im adding AI to Capture and Hold and noticed that when I save and exit then open the mission again the Nav Mesh file is removed again. Has anyone else experienced this?

signal condor
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I don't have a .meta file, is there supposed to be one?

pseudo palm
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tried above, doesnt work

barren heart
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They seem to generate anytime you register a directory or file, deleting them brings back the register option.
Not sure if actually needed, just seemed to be what did it for me. Guess not though 😦

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@signal condor Oh if your looking in the workbench tool the meta files bar the root "meta" file are hidden btw, I was using explorer/notepad to try and make sense of it. So maybe you do have them already.

signal condor
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oh yeah there it is

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thanks

austere cobalt
exotic reef
polar sparrow
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I was having the same issue with my mission not showing up on the scenario page. Two options I found were either going to the mod details page in game and playing the mission from there (you should see a list scenarios) or by using the -addons launch parameter. Seems to work fine once I published it publicly (and moved the project out the addons folder)

austere cobalt
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How do you publish?

tough tusk
austere cobalt
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ah thx

winter grove
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Loading the tutorial world placing groups seems to work out of the box and they will move to waypoints and fight each other. I'm going to try to pick it apart and see what's needed to make singleplayer scenarios work.

solar shard
solar shard
solar shard
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Ok I guess I found my solution why the scenario isn’t showing up for the mod authors. Maybe this os worth to make sticky:

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Dont have your project folder inside your addon folder.

Move your project folder to any other location and add it in reforger tools via „Add existing“.

When you now download your published mod Ingame the scenario should be visible when you have a correct missionHeader with custom images (no placeholder!).

So the issue is mainly for the authors only. Other people just downloading your mod should see the scenario all the time.

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@barren heart thanks for pointing me on the right path

lean scroll
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Is there any other key/way to move in world editor beside that hold right click mouse and use wasd?

crystal yacht
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Anyone got any ideas on how to start a mission in this? preferably for SP/CO-OP

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gonna try that while waiting for other docs

jaunty sigil
solar shard
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no we dont have to. You can test right out of the world editor with a preplaced unit or with a gamemode entity like deathmatch for example. And you can load the mainmenuworld.ent to run it like its an published scneario. Several ways.

bitter geyser
round goblet
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@solar shard would you mind to share the code as well on GitHub or similar platform?

solar shard
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Did anybody figure out how to add / setup tasks? I guess its the campaign Task entity but cant figure it out

tropic notch
#

Has anyone found a way to create custom loadouts for players?

sullen talon
tropic notch
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Yeah I saw this, but by looking in the Capture and Hold GM, it appears proposed loadouts are prefabs one. I still need to find how to create custom prefabs haha

solar shard
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I have right now a similar problem. Im using the loadoutManager_us_ussr but want to add additionally this Arsenal loadout slot but cant find a way

sullen talon
tropic notch
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Are they pinned?

austere cobalt
sullen talon
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No, lemme look and pin meowtrash

zinc wharf
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Hopefully this includes a dedicated server also

sullen talon
sullen talon
zinc wharf
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would be good to know the difference between 'public', 'private' and 'test' publishing

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and can we manage what we have published, i.e remove it later?

polar sparrow
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You can just launch the game, go to workshop > downloaded > click on your mod then you should see a list of scenarios, select one and click play.

solar shard
austere cobalt
zinc wharf
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thats one way, we want to be able to play it in the actual game environment as well as host it via a dedicated server

austere cobalt
solar shard
zinc wharf
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another question, is if you host a scenario on a dedicated server that is local and NOT published, will users automatically download it (like in Arma 3)?

austere cobalt
polar sparrow
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That will only work if you publish the mod publicly and then download it in game

austere cobalt
polar sparrow
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Have you tried using the -addons launch parameter to start the game with your mod?

austere cobalt
polar sparrow
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You will need to move the mod folder back

sullen talon
austere cobalt
austere cobalt
sullen talon
solar shard
sullen talon
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If it resolves the issue for you, let me know; I'll get it added in the tutorial

solar shard
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What the heck is going on with my discord. Mega lag.

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Did anybody made progress with tasks?

austere cobalt
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Maybe I'm confused and not properly reading what you said.

Can you try to add a simple png to your mod, register it and use it; then republish and retest?

By publishing the mod it is of course available and playable. I wanted to get it working without publishing it, which works with the addons parameter.

sullen talon
austere cobalt
polar sparrow
austere cobalt
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so somehow it recognises the mod but can't read it or something.

polar sparrow
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Ah okay, it must be pulling that info from the workshop then.

barren heart
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Is it seen in the main menu scenarios window even though it isnt in the mod details? Thats what happens for me.

sullen talon
sullen talon
lean scroll
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This is a pretty good video for getting started.

hollow mesa
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is there a list of controls for the editor?