#enfusion_scenario
1 messages · Page 21 of 1
Idk about reforger, but arma 3 used UnitCapture. There might be a way to recreate the script
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.
I think there are scenario framework actions that can do this may be worth checking that 🤔
Anyone know how to spawn enemies once a trigger is activated?
Use spawn objects action?
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.
do anyone know how i can fix this
Working on Conflict or SF?
Confilct
I have something like this
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!
doesnt matter, thank at all
I'm trying to do this very same thing, I figured out the dudes usually spawn in before the vehicle :/ very annoying. I hope Bohemia add an "ambientvehiclepatrol" entitty to make this a bit easier, because I think nearly every scenario maker wants this for both PvE and PvP builds
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
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
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
This is not the place to ask this question.
Are creating a new terrain? Go here#enfusion_terrain
Or
Is are you creating a new .layout? Go here #enfusion_gui
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.
maybe under activation conditions? Not sure. Interesting situation. Play around and let us know.
I'll have to test that, thanks - I did try messing with the area-specific trigger bits, but honestly I've never managed to get anything working through those and normally just use a slot trigger instead!
I haven't used Arma Reforger Tools in a long time. Can you guys help me with the new Task System (SCR)?
https://community.bistudio.com/wiki/Arma_Reforger:Task_System_Usage
https://reforger.armaplatform.com/news/modding-update-october-7-2025
ty!
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
How do I make my MOBs spawn with prebuit helipads arsenals etc
What exactly governs the faction relations? As of right now no AI is attacking each other regardless of the faction
I do have the faction manager added to the world ofc
Do you have a perception manager in the world?
Have you check the "Friendly Factions Ids" settings?
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?
Disable resource type to remove costs in the arsenal.
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?
What a Gent! I will try this later. thank you very much 🙂
ok so the GTG_Props.conf GUID {5AE6E9E6F9688A11} is your actual problem that’s a PlaceableEntities catalogue. when you enter GM the editor loads catalogues from every mod AND every reference baked into your EditorManager config, that’s the step crashing your client
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
Thanks for tge help.
Ive already found the reason of crash. It was probably a part of mein streetblockade script or parts of it. Ive removed some cars with failured references inside the carmods in my rdm streetblockades carchanger and the gamemaster works.
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.
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 😩
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?
I don’t know if there’s a set damage thing like in arma 3 but you could try spawning then in the air and letting them fall
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 😁
Have an Area(Dynamicdespawn selected on area)/Layer with x10 slotAi in that layer and all your Ai (object to spawn will be characterRandomized USSR for example) On that Layer with all your slotAi x10 select spawnchildren random multiple at say 50percent giving u 5 Ai randomised spawning in everytime...
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.
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?
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.
I got the same issue... Did you get yours resolved?
Yeah, as I replied to someone else. My fault was that I used Mod ID of my scenerio in the scenario path in server config.json. Scenarios have a separate ID.
Wait what now... Thats news to me...Ehh... where do I find the Scenarios IDs?
I think it should be in the mod folder of the scenario
I haven't played arma in a few months, so I don't remember exactly. Tell me if you can't figure it out, I'll help you find it
So it's in your mod folder of the scenario, file called 'ServerData.json'. It's right after ' "gameId": '
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?
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.
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 !
Does anyone know how to change number of people needed to capture point? I want to lower it from 6 to for example 3.
Thanks. Thats great. I will try these methods. 🙏
Old issue, but did you find a fix for this? I have the same issue and I think empty eden is bugged.
My problem is I need to add the us encryption code to the radio component
But how?
Polylineshape
Delete all the "rivers" and all of the polyline
Probably in the MOB conflictmilitarybase look for radio component
Dont quite seem to get it..Do I need to put a "word in" like..."US" and then the radio signals out of the US base will work...
If I put US in faction name, I get no radio connection (red lines) out of the base....
Faction encription keys are specified in the faction config used in the factionmanager, i would look there for the one you are setting the bases faction to be
You just gotta love updates… remember in the old days you just need the faction ID and it worked
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
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
Works Faction ID + Food keys! 😉
So... How do I get the Gm/Armavision to start at player, and not like a bird in the sky? 🙂
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 😄
hellou
i was making a scenario for bakhmut
but when i spawn, the supplies its everywhere
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.
try messing with the M923A1_engineer_box.et, specifically the SCR_CampaignBuildingProviderComponent to see if it works. Likewise check to see if the WCS arsenal composition overwrites it, if so overwrite that to your desired effect
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
Hope that helps or at least points you in the right direction
Check your base settings (base supplies)
Why are my "map dark" the player uses a flashlight to see it... its daylight!
- Download the file
- Find your project in Microsoft File Explorer
- Go to the *_Layers folder in the Worlds folder
- Copy and paste the .layer file
- Open your project in enfusion workbench
As long as there is no dependencies it should be there.
Screen shot please.
let me know if you need any more info and thanks for looking
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. 
You should be able to name it anything you want. Not sure why it's showing the GUID number.
Drag and drop another GameModeSF into the world. Look at the naming. Delete it and name yours that. May have to adjust numbering _1, _2 etc.
still gets me stuck unfortunately. i am trying to get the rank down from sergeant back to corporal, but can't seem to find how i would do that. would it be in the budgets?
Thanks
Ye I actually dont know why i didnt just rename it, Im thinking it was because I got some errors after I saw it and thought it was related somehow. When I clicked on the objective on the map I started getting VM error and thats when I noticed the GameModeSF had lost its name and had a random string. Odd.
I cant believe I didnt think of that, thank y ou
hi guys
so when i make a scenario i dont have supplies
and i have vehicles already spawned
the vehicles are supposed to spawn, and did you add supplies in the (i think) base manager?
i already deleted the vehicles
but now i dont have no supplies
anyone know what is determining the MOB generating 400 supplies every 5 seconds? SCR_gamemode settings isn't helping
regular income supplies is the udf for MOB supply replenishment, I changed this value and nothings happening
ah its based off the MOB prefab not gamemode 🤦♂️
In the faction campaign.conf?
Check your base manager in mission (not header but your world), it should say there (if you give me like 20 mins i'll get a picture up)
in the gamemode manager you should be able to see this (the top, red entity), where you can setup the supplies. make sure the starting supplies are high enough.
hey can someone help me when i try to load a scenario it continue loading infinite
i overrided the us_campaign on my .ent
let me try
doesn't works
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.
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!
Did the ~~recent ~~last patch delete existing mission header files? I can't find mine anymore.
Hi ! Any french here to voc with me ? I need help for my conflict scenario !
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
Is it in your local source files?
I didn't see one but I'm also not sure what I'm looking for anymore. I don't think I've made one in like 9 months or something
Config in your Missions folder
Yeah I don't remember seeing that last night but I know I made one. I'll look again when I get home. Thank you!
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?
I assume Rokostrov is your project root and not an actual folder?
If so, that should be fine
Correct. For example, Rokostrov\addon.gproj is a file that exists
Well, the Workshop claims your mod has a scenario
https://reforger.armaplatform.com/workshop/59B01CB8A9436880/scenarios
Yeah and it does but when I try to publish it was throwing an error about not having a config. Give me a second. Let me see if I can find the exact error again
Okay. I guess it doesn't say anything about a header but I think a post on here said that you need one and that is why the error is happening
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.
I guess I just had to reimport it and then it started working. I don't really get that but I will take the victory. Thank you for your help!
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?
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
Hi im making a conflict PVE scenario and i want to increment the AI Skills
Im looking for a development team for a new ArmA life community. Anyone interested?
hey everyone, I published a map, but everytime I try loading into the server, the game freezes, any suggestions on whats going on?
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!
I normally use this on my SlotAI's, pretty sure the getter for the group to me moved can be left blank and I just use getspawnedentity for vehicle getter.
So, just to clarify: the action should be placed under the SlotAI (the group) rather than the Slot where the vehicle is defined?
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?
I'll give that a try then. Unfortunately, the logs aren't showing anything related to this, so I've been flying blind.
Thank you for your Help Regular Clouds 🙏🏽
Do any of you know how to set up a "Conflictrelayradio" for a PvP US VS USSR Conflict scenario?
Hi Guys
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
is wcs_serhiika even the map/mod i need?
i dont need any wcs functionality, just a map
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?
Answerings myself it was either something with Nasty MP7 or Benelli M4 that messed it up. Removed dependency fixed it
Can someone help me fix my map looking like this
Is this how it looks when you're looking at it in the editor "play preview"?
Looks like some sort of debugging has switched on
How is HideTerrainObject used in Enfusion World Editor?
as if its like selected always, and when i hover it its gone
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.
It’s a debug mode
The scenario game in workshop is debug mode that’s why when you load into your server you don’t see that
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? 🤔
How does one change the name of the points? They are all Alabama
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.
You need to name your bases, and white list them to connect to one another.
That Alabama name, should auto change as the game chooses it.
From ages ago I think you need campaign remnants (supply something, forgotten the name) and that places the marker
There were some things to do with how many supplies for the marker to show or something but I never messed with that
Thanks dude. Will have a look and see.
Edit
Was excatly what you said. Much appreciated mate
Another one for someone, how do I get a red zone, or box round MOBs. Like a no go zone on the map
Sweet home... (sorry couldnt help my self...)
Any ideas how I can place a non-built composition, so players can construct it if it's found?
Placing the FRB prefab doesn't do anything
How can i limited the number of Helicoptere spawnable on my map ?
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
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
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 😉
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
Oh lol I also have a question to supplies. Why is this supply container invisible when Im playing?
Under resource componenet there's an option for hiding containers when they're empty
Found it, thank you!
Why is there a electricity recource type? Theres no electricity in the game
read the road map. Power systems are coming.
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?
The easiest thing to do is copy and paste one of those signs that come with the supply compositions near your boxes.
I copy pasted the InventoryItemComponent and ActionsManagerComponent from the sign you mentioned to the supply stack. seems to work fine except I cant move the supplies to my inventory or a car
no not the component. You'll need to use the sign itself as the access point
Or and empty entity with the same components.
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
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.
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
Some changes to workbench since this video was made. Dependencies are added in project settings not options. And you can add the dependency when you create the project by checking the box.
Enfusion Workbench | Port Combat Ops to Custom World.
THX!
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.
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
not sure if i need to add a component to them or not or im missing something
Most likely needs map descriptor component or something like that
Can anyone help me? I've created a scenario but the map isn't showing up.
Do you have the SCR_MapEntity(or whatever it's called) in your world?
Yes, this file exists.
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?
maybe u know how to use the tools?
with worlds
i trying to upload my edit and i can't
its like this
Is this a world you created? Or a mod someone else created?
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?
No, it's not my map; I downloaded it from the Workshop and created a scenario using the sub-world function.
hey all anyone know if switching factions mid game can still be a thing in own created scenarios tia
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
did you reach out to the mod creator?
Whats the mod?
The mod/map is called SmoltyIsland on the Tiny Island map. I only downloaded the "mod" because of the map and wanted to create my own. Everything worked fine with the "plugin" for creating my own mission, except the map wasn't displayed. o.0
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
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
I downloaded the mod and created a quick scenario. Something wrong with the mod. When I press "M", I get this.
Missing something. I'm not a terrain creator but seems the map entity is missing.
Yep
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.
Okay, that sucks -..-* and I don't think I can fix it myself. So I'll have to find another map and see if it's better. Thanks for your help.
wheres the mapentity
You can create a brand new one and drag and drop into the faction manager. This gives you greater flexibility in add/remove items.
I'll try that
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.
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
Have you gone through this wiki?
https://community.bistudio.com/wiki/Arma_Reforger:Server_Hosting
@slim knot
Yes, I can host a server. My challenge lies in using a community map with mods, setting up a scenario with custom factions and modern weaponry.
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?
i'm in the same step ☠️
dm me we’ll figure it out together
So you are trying to get the modern rifles etc. Into XYZ factions catalogue?
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
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?
@slim knot here gave me a tip that the mods have a config file for the factions that I can use to override the faction settings in my scenario. But the WCS mods didn't have this file; maybe I didn't download a suitable mod. Meanwhile, I've been fixing other things in the scenario and now I'm back to looking at the arsenal issue again. I'll see if I can find a good mod with this config file
I welcome recommendations for good and easy-to-use setups, by the way. I'm looking for a modern setup.
same here lol over here struggling on the arsenal
Everything else in my scenario is ready and configured, except for the arsenal issue
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
how do i remove building rank restrictions using WCS?
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
... I think I might have solved it, stand by for confirmation 😂
Nope
The target part is fixed, but not the end mission part
Okay, guess I just needed to wait for it to fully cook off?
So, anyone know how to change the faction for this?
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 :)
This would be suitable for single player missions, if I'm going about this correctly
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?
Could be a rank problem. He has to switch groups and he’ll be able to spawn.
Yeah I did mess around with the rank system so that would make sense. Thank you
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?
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?
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
You can copy stuff between worlds
So you could set up your Conflict mode, load your game master scenario then select everything you want to copy, load the Conflict world and Ctrl + Shift + V to paste it to where it was in the other world
If they made it while playing the game master mode and not in workbench itself I don't think you can do much with it though
Im not sure how they made it. everything is locked. One of the issues I have while setting it to conflict.conf is the managers. The scenario has 2 managers that are not in the resource browser and they cant be copied over from the original scenario to mine.
If it is locked it means you are opening the workshop downloaded version of the mod/scenario
If you want to be able to freely edit it you need to get them to give you the workbench version not the workshop published one
You should still be able to copy stuff from the locked version though just not edit it directly
This is what I mean by workshop vs workbench version btw
#enfusion_generic message
I was just creating a sub scene over their map, ill see if i can find the workbench version
With subscene you won't be able to change the mode, only add new things
Well damn, Im new to this so ill have to get more info
Just don't use subscene of their gamemaster scenario and you should be fine
Create your mode for Conflict first (you should probably be able to find tutorial for this somewhere else)
Then just copy all the objects from the other person's scenario over using copy paste
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
Ill see what I can do, Thanks
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
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?
check the campaign gamemode for components that deal with XP/Rank and then add those to your gamemode. If you don't know how to add a component: In Object Manager (default: top right) select SCR_BaseGameMode (with the rd box next to it), right click and select ADD COMPONENT.
Thanks for your help, I’ve tried almost everything, but I still can’t get it to work. The furthest I’ve gotten is that the rank and the grey XP bar appear on the screen where they’re supposed to be, but it doesn’t actually count or update.
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.
Can't seem to get QRF working via the QRFDispacherAction.conf
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
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
my guess is you can disable the layer or area then enable it via some a task's trigger
I would check and see if combatops has a world with that, and maybe look at https://www.youtube.com/@blackheart_six-framework/videos
could try looking at ON_TRIGGER_ACTIVATION
Okay thank you very much
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?
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. 😄
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?
How can I make the QRFDispacherAction spawn later waves onto the spawnpoint and not directly on the alive AI?
Hi, I need help. Does anyone have a guide on how to create my own mission? I'm a newbie.
Please.
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...
Make sure to also take a look at official arma tutorials too if you dont have much experience in workbench
thx!!
Why is the MOB still linked even i turned Capturing off?
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
Do you use persistant mode? That was my fix. And take care of the Faction Keys
Unsure about persistent mode i can check the faction keys tho
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!
Fixed it nevermind i had noticed there was these two settings which changing them seems to have solved the problem
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
You can calculate them from the entity coordinates, simply divide the coordinates by 100 and discard the remainder (or just look at the first digits)
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
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?
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?
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?
So just map on its own works when you try it in workbench on the green Play button?
If it does. How did you create the Game Master gamemode for it?
I made it in the Workbench editor
The map works, green play button? I test it via uploading it to the workshop and launching it through Arm Reforger
This button.
have you used "Game mode setup" plugin to make This scenario?
Yes it worked very easily tbh
I must be blind 😂
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
I did everything the game mode setup wanted, I've followed all the right steps, put all the .et stuff needed made navmeshes and everything it just doesn't want to work, I even reverse engineered the way Kolguyev's game mode works and followed all the steps backwards and still nothing
I just can't get it to work
And its the same even creating a new scenario for it? Kinda hints towards map issue
Did you create terrain from scratch? Why did you mention Kolguyev? Did you add to its map
I went through the Kolguyev map file to see if I was missing any .et files since Kolguyev works but no I had all the same, I did create it from scratch, grey crosshatch thing
I guess starting from scratch again might help
This doesn't really help, it mentions a "Create" tab but I can't find it anywhere
@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
when you try to spawn in via the editor, are you doing it through the deployment menu or from cam pos?
I give up, I'm not intelligent enough for this
I should have just paid the guy from redit to do it for me
Dont do that. Because first that guy is probably scammer and second its against BI TOS.
DM me and I will help you for free...because this is very simple, you are just missing something.
What would happen to me if I paid him
You would loose money and get nothing in return. These people are in most cases scammers praying on people who lack some technical knowledge.
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
I wouldn't get prosecuted for it?
Wdym? You are just seeking help and im down to help you
Is it against terms of service?
Requesting payments for anything made in Enfusion Workbench is against TOS, yes. Only thing that you can sell or buy are models made in Blender
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
I thought it was part of bohemia
Nobody from bohemia will write you a dm, requesting payment for some modding help.
But yeah, this discord server is from bohemia and has shit ton of scammers praying
Well I don't have any trouble making the map, I just need the game master mode to work on it is all
I know that and I want to help you. We can either jump on voice call/stream here or we can try dms
Ah ok, so you don't require payment?
Ofc not
Sorry for the confusion
Its against tos and imo modding should always stay for free
No problem...i just really hate scammers so i dont want nobody to fall for their shit
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
I would assume you’d need to override the inventory configs to include all the items you want in each box, but there might be a less laborious way to do it
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.
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
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.
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.
This is just an idea, but I'm pretty sure the arsenal boxes have a check on then for saving, and I think it's possible to allow saving of any types instead of e.g. same faction only. I haven't messed with this myself but it could be a way of doing this without messing with entity catalogues so much
(Sorry, just noticed someone else has also suggested this)
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.
legit cant touch the 3 options it fills my screen
normal pop up
legit cant move this or resize it
what a stupid issue
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
We're not allowed to do stuff for money. FYI, anyone who takes you up on that offer can get banned from the workshop/game. Best option is to learn to do it yourself.
You can press enter
Thx so much, I tried to find the campaign budget but i dont finded
i only find this but, when i play the cost is default 200
you're in the wrong component. You want the one below that, the editable vehicle component. There you will find the Campaign budget type, that value is the supply price. I have the vehicle value set to 1. That might be a bool like the cooldown variable, anything other than 1 = false.
👋 Im playing with the idea of making mission and I hit the wall here.
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework_Setup_Tutorial#Add_a_Move_Task
Im following this, and the move task is just not getting completed as suggested in tutorial.
I have tried to put SCR_ScenarioFrameworkActionChangeTaskState where i could, but nothing seems to trigger the task. 🤭
Anyone could please help and tell me what am i doing wrong?
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
I can check after work, it looks correct? What happens if you add your faction key to the slot move?
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
I tried that, didnt helped one bit. Tried to set spawn faction key too. There are sample tasks?
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 🙂
Found sample, it works in their world, found wrap function, but idk how to copy it over?
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
Thanks, it works now, had to add faction keys to layer task move. ^^ Happy noises
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 🫠😂
How easy is it to add a custom faction to replace either the US or Soviet team?
I think that depends on the depth you want to go with it. If it's just surface level you can probably just get away with changing the flags and the names of the vanilla factions. But if you're trying to change all the gear vehicles and weapons and all that you need your own arsenal and vehicle config I believe.
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...
Gotcha, I was just wondering about how to add the configs into the scenario if I had a custom faction.
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.
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 ?
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();
}
};
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 😄
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?
I think you’re probably missing a manager or you may have the frequencies altered.
I would check to make sure you have the radio manager before anything else.
Easy way is by checking the scenario to make sure you’re not missing any of the needed managers. Then make sure to add in the other managers (such as chat and weather) to ensure your layer functions properly
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
There is a measuring tool in the workbench top tabs looks like a ruler use that to get distance on 1 point to the next
Thanks, thats useful. But still, is there a measuring tool for circles with a specific radius?
HOW CAN I REMOVE THE BUILDING RANGE FROM AN ARSENAL?
I’ve been trying to figure that out prior to the 1.6 update. It has to be a thing but idk where to find it
your mabye thinking or looking for show debug shapes in workbench for those conflictmilitary bases, however i do recall some of the conflict scenario guys saying is no longer available as of 1.6 mabye then thats right
How can I change this source base to a real fia supply point? Its currently marked as a seizable controlpoint
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
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?
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.
I think you have to create another config file in your missions folder
Ya I’ve made the new mission header and it’s in my missions folder. When I publish on workshop the second/new scenario isn’t popping up.
Can I configure the radio modifier of relay stations?
Somehow the radio signals of conflict bases are going crazy when modifying faction affiliation of the HQ
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?
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:
- Override "Antenna_01_base.et" in your folder.
- Right click it and click on "Edit Prefab(s)".
- Select the "ScriptedRadioComponent" and change the Transmitting Range value to whatever you want.
I hope this helps someone.
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.
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
How do I make my conflict scenario saveable?
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
Area -> Layer -> Slot 1/Slot2/Slot3
Set layer to randomly spawn one child.
I believe this can also be done using spawnpositions (blue box thingy see conflict compositions for examples). But I can never get the spawn angle correct, character seems to always spawn in looking directly north.
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
Thanks buddy, that’s exactly how I have it set up, but it still keeps spawning me at that "one random" spot, and it doesn’t use the other slots from the layer (random_one is on the layer)
hmmmm. For shits and giggles try this.... Delete/Unenable one so you have 5 spawn points, change spawn children to "random multiple" and set percent to 20%
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.
A quick test using 4 slots set to "random one" works in experimental version 1.7.0.41.
Is there a way to disable destruction in your scenario? So buildings will not collapes?
Try looking for "damage" or "destruction" in scenario framework actions. Should be one for "EnableXYZhandling", or along those lines anyway 🙂
I'm pretty sure examples of this can be found for the patrol bases in CO Kolyguyev.
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?
I haven’t played conflict for a while but from what I remember any rank can save a loadout, but if you use the HQC presets it usually doesn’t allow you because you spawn with items that are otherwise rank locked. In legacy conflict if you can get it out the box, you can save it
But like I say it may have changed since then
Thank you!
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.
could probably do that with scripting!
Check ton mod or freedom fighters
hey guys anyone know how to update there scenarios
Everything can probably be done with scripting to be fair though 👀😂
Who's scenarios?
mine ive made just wondering how do i update them to 1.7 , new to the workbench never done it before
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.
brill thank you
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
Changing to MenuSpawnLogic class for game modes
https://youtu.be/7JosOt5VYd4
#ArmaReforger #PCGaming #EnfusionWorkbench
Change in version 1.7 to changing classes of already existing prefab requires this workaround.
Timestamps:
00:00 Intro
#ArmaReforger #PCGaming #EnfusionWorkbench
you the creator of BM ready cages?
no bud im advance to contact
okey😅
Is main bases rule still 2 per scenario or is it 3 now with the addition of FIA?
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?
Try changing "Show in Welcome Screen Override" to NEVERSHOW
Yeah done that seems to have sorted it cheers mate.
Wouldn’t work when I first done it, but did after 4 times LOL
what all did you do to have them not show? was it just the playable toggle? I'd actually like to use them 😅
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
@lofty lily Your Fallujah map no longer allows ai to be placed in game master, it renders all units to have 0 members
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?
Is this a BI world or one created by someone else? If a BI world, what world is it?
Kunar Province
Let me check it out. Updating mods right now. I'll let you know.
Looks like something is up with the mod. I tried the gamemaster_kunar and couldn't place anything. I then created a sub-scene with kunar.ent and ran gamemode setup for gamemaster. Set up the AIWorld with navmeshes and same results.
Last test I did was open GM_Cain.et and played as GM. No problems placing units.
Reach out to owner on https://discord.com/channels/105462288051380224/1074712985240621056
I was able to drag the SCR_AIWorld in the the actual overlay file and it populated into the world editor. Physically dragging it into the world editor for somereason crashes tools.
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.
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.
Okay thank you.
anyone know what m_bEnabled is and why it kills my scenario/map mod when run on a server?
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.
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
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.
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
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
anyone know how to enable the random spawns for the playable FIA in scenarios?
hmn
hey so is the eden editor no longer a thing?
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
wish there was a better way to make proper missions
game master feels more of a gamemode
uhm
I'm guessing briefings are not a thing anymore?
at least for reforger, that is
you have to create them
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)
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
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)
Does anyone know how I can activate the NPC in the conflict mission?
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?
Personally, I would use Eden.ent as a base. Then create a sub-scene off the back of it with a generic gamemode world - you can place all the base gamemode logics and stuff in here. Then you can create sub-scenes of that where you can customize a new variant
For example: https://imgur.com/a/PjJpG9d
then you need to create the config. I looked into the "Capture & Hold" workshop mod to see how everything was setup
it's possible to download this mission without in-game workshop? it downloading infinitely
how'd you create the subscene?
Open the world you want to create a sub-scene for... then select File>>New World. This brings up a modal prompting you to select either a base scene or a sub-scene
Do we have any kind of documentation. Like what is sub-scene?
this just got dropped on the wiki
https://community.bistudio.com/wiki/Arma_Reforger:Capture_%26_Hold_Setup
Documentation is beginning to be released and apparently more over the next day
check the wiki
Question about this - after I create the subworld, having opened it within the CAH mod, how do I then save that new .ent file in my own project folder? I have no option for it in the Save world as menu
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
I believe they don't have any driving functionality yet
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
Has anyone managed to get a game working without using CAH assets
valmont 10/10 there
Are AI squadmates a thing yet?
I can only create GM equivalent
Nothing more
Trying to figure out how to create base SP/MP missions
If you click Save, it should prompt for the destination, no?
Feel free to poke me regarding this, I tried to put that together, but it might have it's flaws still 🙂
Also big kudos will go to whoever makes the most fun King of the Hill mod out of C&H first! 😄
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?
There are group prefabs that you can place down and then specify the unit prefabs in them
It does, but only in the current project file - so if I have the CAH mod open I can't save it into my own project file
Let me check real fast...
@mental cove and when to find out those prefabs? In resource browser?
yeah resource browser: ArmaReforger/prefabs/groups
@torpid plinth Soo... screenshot by screenshot:
-
When making the mod, you did check "Capture and Hold" as the dependency, right?
-
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 
armaReforger/prefabs/characters/factions is what im using, though I have yet to get AI to shoot at each other
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
Feedback noted. Thank you!
Hey how do we go about getting a component to show up in the add component menu?
Make sure that your component has a componentClass and it has the component editor props attribute.
See this example:
class SCR_ExampleClass : ScriptComponentClass
{
// prefab properties here
}
// Your actual component
class SCR_Example : ScriptComponent
{
}
Is there any manual or tutorial (other than C&H) for World Editor for now?
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
I don't know, check the wiki, World Editor is not really my domain, can't help much 😦
yeah i had a go trying to get it to work but it always threw an error with not being able to create the file, so i just decided to go in and copy what it wouldve typed but that didnt work either so yeah XD
You are right, I see the issue now. I'll try to see if I can address it anytime soon 🙂
in regards to this after the editor header thing is down and saved do i have to force the world editor to look for new components anywhere? its not showing up even after a restart
Where are you trying to look for it, can you give me a screenshot?
That is correct, can you share your code snippet somewhere?
`[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
@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.
FYI
https://community.bistudio.com/wiki/Arma_Reforger:Known_Issues
in case you get Failed to load metafile of mission config image trying to publish a scenario with MissionHeader
Is there any kind of walk through or example scenario to look at? I don't see anything pinned.
@neon hill there is the C&H one https://community.bistudio.com/wiki/Arma_Reforger:Capture_%26_Hold_Setup
Works for me 👀 Usually script reload in the world editor needs to occur which is can be triggered manually by SHIFT+R in the world editor.
Thanks!
I really hope so, i've spent hours searching for how to make ai hostile to each other
^^^
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
That is my domain and this was already mentioned here, not long ago 😄 #enfusion_scenario message
I'm already trying to handle it, hopefully soon it will get updated. Thanks for the feedback!
i would really like to see Conflict in the tools to see how it was built
hmmm even a SHIFT + R doesnt do it, does it have to be in a diffrent file structure maybe? i have mine down here: https://drive.google.com/file/d/1qGzhIhRUQGqNfow8-7y7RB1-wEXgX2vY/view?usp=sharing
Oh wait that's a good point, script files need to be in /Scripts folder iirc - your mod should follow that too!
the pic doesnt show it well but it is in a /Scripts folder, at root level of that folder granted but its in there
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.
Header should be in /Missions folder I believe.
Maybe lowercase s? I hope it's not the case. I have to run now, I'll try to answer more later.
just got it working, components require a scripts/Game/Components folder for it to be recognised
don't think so, C&H has uppercase Scripts, Missions etc, mine has lowercase for all of it and it works
im geussing it'll be similar with entities but its good to know
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?
you have to enable their AI
yeah I have that ticked in the AIControlComponent, and the AI react to getting shot at and run away they just dont shoot back or at anyone
It shouldn't be the case, something odd is going on there 🤯
The objects i am placing dont have a hitbox how to change it?
Any idea how to make character playable in World Editor? Is it matter of adding proper component?
Fiddling around I was able to sort it out. No clue what was going on but it's gone now. Most likely an error on my part 😅
nvm found objects with rigidbody etc already in it
Yup, for physics interaction you need a RigidBody component and proper setup indeed 👍
Hi,
I followed the CAH tutorial but I can't see my mission in the games senario table. Any ideas why?
https://imgur.com/a/JYHeo8a
the myscenario.ent is in the root directory?
yes
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
same
but i noticed that my mod / project in the ingame workshop has 0bytes. Is this an issue?
my too I think it's because it is an offline project and not pushed yet to the actual workshop.
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...
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.
can one of you ping me once there's an answer? i'd also like to know
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?
Any idea what SCR_ prefix means? 🤔
no clue lol
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
ah ok I see thanks
I made this very basic blank project, without Capture and Hold, that shows up in-game with one mission: https://github.com/marvis999/BlankProject
havent figured out respawn though
Thanks I will steal it and test it out ^^
What the mission is capable of now?
it should work if you follow the wiki tutorial. it seems that the SCR_AIWorld class is necessary for AI to physically appear, and you need the SCR_FactionManager for them to fight each other. otherwise they will be faction-less
yeah I solved this issue now, the problem was I did not have a perceptionmanager in my scene so the ai could not 'see' anything, the perception manager is auto included in some worlds I think but wasnt in the one I used
Same. More and more people have this problem. I guess we are missing a simple step.
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'
Mission header needs to be in Missions/ folder and registered :)
i guess a better question is: do custom scenarios have to be published?
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 :)
Yes and yes. You can check how we set it up in C&H, base world has all managers; only missing thing is the Navmesh itself, that can be added into the AIWorld.
Hmm, to be fair I'll need to verify this, I was running C&H internally with no issues before deployment 
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
It is in the Missions folder. What do you mean with registered?
Right click in resource browser and select Register Resource if it hadn't registered yet 🤔
The option is grayed out
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.
Just make a sub scene in Eden, this way you do not copy the world over.
Again for sub-scenes, I described it in the C&H example. ☺️
could you guys consider creating a wiki tutorial for a "full" mission from the ground-up with AI, waypoints, triggers, custom scripts, etc (with no other mod dependencies). i think it would be very helpful in unraveling the workbench
I will go over it again, thanks!
that would be super nice
how do you rename layers?
for some reason, I cannot rename the unnamed layer!
(that is created when you make a subscene)
Maybe just create new one and move everything in there?
ive done the C&H example, but in scenario list i cant see my mission... am i missing something?
I think I've got waypoints down
This is a recurring thing, I'll try to push it further, we'll see :)
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
its ok, i worked it out
This would be insanely helpful
https://imgur.com/a/j4YfrRm
Here you can see that the Mission header is in the Missions folder and register is grayed out.
Does it look right?
Means its already registered. Are you sure it's not showing up? Is your game launching with the addon successfully?
So I launch the game via steam then go to workshop -> Downloaded ->see my mod and activate it.
Then I go to scenarios and can't find it.
https://imgur.com/a/XmWPail
Since I have the same issue. What do you mean „launching with addon“ exactly?
I launch the game, select / enable then my addon in the workshop but the scenario doesn’t show up.
so after adding an MP spawn point for the US, after pressing play - i am just a camera looking out to sea
yes please
can we do things like in Arma3, by placing units and setting 'playable'?
I think we both launch it somehow wrong....
you can launch from camera position
Maybe in the future. I imagine someone has to do editor plugins and recreate the limited but user friendly mission editor
i don't want to do that
did you add a game mode prefab?
Run workbench with your mod, try opening the MainMenu.ent, switch to play mode and see if the scenarios item has your scenario.
no, i did not actually - i am going over that tutorial again
thanks!
Is there any other tutorial than C&H?
Yes its running fine in the World Editor. If this is what you mean.
https://imgur.com/a/Mmu6acx
Nono, open MainMenu.ent world - play that world - navigate the menu there, see if scenario shows up :)
ahhhhh yes it shows up there.
What game mode would we use for a PvE scenario?
Team Deathmatch (with one 1 faction) or Plain?
Depends, I'd say make your own similarly to C&H, ommitt components which are not necessary
Must be something with the workshop upload then 
You can use this way for testing and publish only when you are ready to go! ;P
Is it normal that it crashes when I select my mode from the MainMenu.ent world?
Nope. But if you don't see a loading screen and it froze - that might be OK. Loading screens don't show up in Workbench :)
When I select my mode from MainMenu.ent and play I get a gray screen and then the eden editor closes.
That is suspicious. Make sure your mission header is set up properly. Refer to C&H for reference, compare those two. Maybe there is a bug though, I will check tomorrow.
Same thing is happening to me
Ok. I will investigate this ASAP. (Means tomorrow 😫)
It doesn't show up in reforger but if I launch on MainMenu.ent it will show
@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
Yeah then it works. But its actually "MainMenuWorld.ent" ... so this way I can test locally. But how so its in the actually game? Only via publishing?
Click the small dropdown near the Play button and select Play from camera position ☺️
Oh ffs it was there all along
Yeah it works
As I am saying, I will investigate more tomorrow and let you guys know (hopefully). Might be borked on our side 🤯
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?!
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.
Well normally you should see the addon in the game, but since that shows empty, I am not even sure now 🤣
thank you never the less!
Maybe Faction could have "IsPlayable" in the manager, check that.
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.
Would it be correct to say that the path to creating a mission, a la 3DEN, is now as a 'Mod' via the Workbench?
good suggestion but the factionmanager module doesnt really have settings
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?
it's under Unsorted -> Factions -> the 2nd SCR_Faction -> 'Is Playable' checkbox
awesome! thx again. We are getting closer. AI is running too. Next step is to bring it on a server, and the very basic OFP 2001 stuff is working 20 years later again 😉
you can name the waypoint then add it to the group's 'Static Waypoints' list for SCR_AIGroup
@solar shard can you share the mission?
There is no 3DEN like editor for now, so yes it is the way AFAIK.
what is the bare minimum i need to spawn as a player in an empty world?
without spawning via camera
ofcourse. later that night once I figured out how to publish and some more things. Its the absolute minimum but it could work
GameModeDeathmatch. FactionManager_FFA (or US_USSR). Spawnpoint_FFA (or US...). Loadoutmanager_FFA.
So that's definitely better than what I was doing before but their pathfinding still seems to be broken. Am I missing something like with the perception manager or something?
yes it looks like there are no longer standalone mission files, they are just another component of mod packages. if i understand correctly, this means we can now bundle custom assets and other advanced tweaks directly with our missions instead of having separate mod and missions files like before. on the other hand mission making is much more complex
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!
well done, that worked
I am on the same ride. Just a barebone basic coop framework.
try SCR_AIGroup -> AIGroupMovementComponent -> Obstacle Avoidance
Just checked it, same issue. Theyre also not staying in a wedge.
Could try making custom mission editor as a mod 
One step at a time 😅
yes
just needs to be a video covering how to get there 🙂
we really need a simple basic mission from scratch 'explain like im 5' video tutorial covering how to make a couple different basic mp missions
i feel like once we have these the community is going to produce content like wild
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
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
Is there a way to select everything on the map as a composition?
found it, go to SCR_AIWorld -> Navmesh Settings -> Navmesh File and select CTI_Campaign_Eden.nmn. Now they will correctly traverse the environment and open doors
I can imagine whole concept of mission including editor would be introduced later.
deffo not a focus for them in this release
they wanted the core out of the door and play tested
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
You sir, are awesome. Thank you! Now I just have to figure out scripting their spawning...
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.
Is there a way to disable ai pathing?
I do feel very enterprise with all those managers around. 👔 
ArmaReforger>prefabs>characters>Factions just place them in the world and on it's AIControlComponent check Enable AI
I noticed in the Capture and Hold SRC_BaseGameMode there is an option to spawn AI. Has anyone gotten that to work?
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
Im sure they will have t hat for the future in A4. Doubtful with the console focus on Reforger however
why not? they have game master and it works. why shouldn't there be an editor working the same way?
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
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?
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..)
Im right there with ya but only time will tell 🙂
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
yeah you have to place a soldier and enable the AI module on it
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?
hmm, I had my player spawn working but then I placed down a soldier character, suddenly I don't spawn anymore
how can i have multiple GMs?
oh enabling the actual AI in the AIControlComponent fixes the spawn and actually makes that unit active
exactly
i just wanted to post a screenshot but i cant in here
cool so that's the basics for making missions
do you know how to export it to the game?
no idea
i can play it in the editor, but it doesn't show up ingame lol
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
don't know yet. either a name of a entity, or coordinates. haven't tried yet
but waypoint entity doesnt sound too wrong
a lot of things actually break player spawning lol
yeah
i just added a faction to the faction manager... spawns broken lol
don't really understand how a character without AI enabled would break player spawning
no idea mate lol
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
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
does your AIWorld have a navmesh?
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?
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
for individual units, they have a component attached called the AIControlComponent, when you click it you can see the properties, you have to tick enable AI
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
that's on
You will also need a PerceptionManager prefab dragged into the scene so they can see other units
what's the checkboxes on that? is that what they can "see"?
idk I didnt mess with any of those
This option should work for Conflict, but as there is no AI for C&H, this option does absolutely nothing. :/
that's also something i did not understand tbh lol in the tutorial they just said launch the game after creating the header. did that. nothing ingame
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
sounds at least plausible
Well this is confusing
Where is documentation
😢
Has anyone managed to create a scenario yet? (not with GM)
anyone had this error when bundling?
DEFAULT (E): Cannot copy image:
RESOURCES (E): Creating bundle failed```
i am at it. just can't getting AI to move to waypoints.
I haven't even got to the adding a unit yet haha
One is for characters, one is for vehicles.
did you manage to get ai move to waypoints? i placed perception, aiworld (added some navmeshes), enabled AI on the character, added the waypoint name,
Same here . I placed and image .jpg in my folder . and i have the error yet :/
.edds files for images i believe...
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
literally trying that for 3 hours straight now... can'T get it to work
Can't even get the AI to shoot eachother without using the conflict campaign as preset
Also AI is unable to Drive atm. There is still a lot to be desired in this game
I am useing C&H as dependancy and all i gotta do is eneable AI i guess make sure that u havnt bumped somthing else
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
u beautiful person id marry u if i could
could you elaborate please
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
u can open the tutorial mission world file by going to ArmAReforger > Worlds > SP > Tutorial
you might need a perceptionManager prefab in your scene, if you use the eden world instead of GM_eden as your starting one it dosent come with one
cheers dude
Did have Perception manager and faction manager, still refused to shoot eachother
If you go into gamemaster while testing do the groups appear with faction colours or just white?
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?
funny thing is i used the eden preset and i still have game master controls...
you need to place a .edds image with meta file
it comes with a gamemode prefab that has a bunch of components like factionmanager and garbage cleaner e.t.c
How make a meta file for .edds ? 🙂
Loaded up the GM preset and now they shoot eachother, must be one of the modules inside of GM_Eden
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
Right click on the source texture and select something like "Import resource" (or reimport.. I'm not having WB open rn)
Game Master, the "Zeus" editor mode
loooooool, i feel dumb now, i was sitting here going how tf they got the Global Mobilization stuff in
Haha, it will be confusing, because even a 'Game Mode' could be abbreviated to GM. Unfortunate. 😐
did it. AI is finally moving
true, but the CUP team does move hella fast when they want to
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
what do you mean?
WAIT, it's a conspiracy - GM. GlobMob
Confirmed BI trying to take over the world
"War in Arma, Love in Life" 😉
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
"Next up we have Russian Special Operation against NATO, the prize is the world's oil supply, who will win, find out at 5pm." -- totally not a time traveller
i feel like ive missed somthing im using the BI wiki stuff to make a lil mission, as a test bed and i dont understand by what u mean to use the edem gm?
let me get something for you 🙂
https://community.bistudio.com/wiki/Arma_Reforger:Capture_%26_Hold_Setup click on the images one by one and follow.
Basically, you take the WORLD, with the objects/terrain and place your mission on top of that.
I can confirm this, using a group instead of a single unit made the waypoint work, thanks a lot! :)
yeah im using that wiki article, and i have it loaded with a sublayer that im building in.
this is the issue, it's coding 101 for making a scripted mission in arma to have a unit in a group to move the group, but that doesn't translate well to a UI... :/
but yet the group doesnt move at all
:/
are u using the static or spawned waypoints?
Static
How can I create my own 
Spawned is for scripted ones I guess
can u walk me though the steps then incase im missing somthing please
I've managed to copy the default gamemode prefab into my project but no clue how to change it's properties.
Once you create a bundle, where can you place it locally to test in game?
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
go forward and to the right a touch it spawns the camera in the bottom left of the map or double click anything with a red S in the Hierarchy
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
You can select one of the objects from the map and hit "F"
Thanks!
Right click on the prefab -> Edit prefab(s).
Additionally you can drag the prefab into any scene and just select that you want to be editing the prefab (particular level of the inheritance) instead of the instance:
I didn't realise the mouse wheel sped up camera
yea, don't mention it to me. I hate it in GM. I like to pan and zoom and HATE IT
Your layer or object is possibly hidden, see here:
I get it, so I don't want to be based on BaseGameMode
I want new prefab.
For the SCR_GameModeLastStand class
You can inherit a prefab the same way you inherit a class and then change properties directly in the prefab.
As it's not a gamemode component I can't add it to BaseGamemode.
Also; as mentioned before - that game mode was not maintained, therefore it is still using an older approach which was discontinued as we wanted to allow more modularity via components. 
yeah i wasnt setting a name for it im dum, have u figured out how to get them to walk and not run to the waypoint? there is in the zeus mode a calm move, but nothing in the tools afaik
Also guranteed ex0 knows everything about this, he just likes laughing at us trying to figure it out
Okay, I guess I will make my own component based on it.
No man, I am clueless about AI, it's one of the few things I haven't touched. 😦 Trying my best here
Still not understanding how to create prefab from zero for my own .c file/class tho 
that what someone that knows everything about it and likes to watch people suffer would say🤔
As screenshots go:
- Drag and drop whatever entity you want into the scene
- Add whatever components you need and set up properties
- 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.
Oh and bear in mind, the above example is completely random - I don't guarantee that combination would do anything!! 😄
No clue lol
Haven't seen any properties anywhere concerning move speed
Might be able to modify the behaviour though
Character related?
yeah im going though the waypoints now but obviously flicking between game and editor takes time
The move speed of AI to the next waypoint
I have a feeling that those are in the behaviour trees, I remember seeing a value which was setting their desired speed - I am not sure how accessible this is, again, not an AI guy :/
use AIWaypoint_Patrol,et for walk
as Flag?
though i think we may have some guys that got some crushes on there SL's as the spaving is like 2m
Oh, looking for the move speed, not patrol movement
yeah its still a move waypoint they just walk instead of jogging
There is a components for move speed from what I can tell (seen in Behaviour editor)
Trying that out rn
I've completely missed the "create" tab, thanks again.
AI doesnt seem to follow roads like they did in arma3 when relaxed :(
Could try using the "BTRLike" Navmesh project on the AIPathfindingComponent?
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
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
Could be switched by behaviour somehow I guess? No clue lol
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
@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
@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
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
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
What are the steps to get a scenario to show up in-game? Just the mission config with the world?
i looked at this https://community.bistudio.com/wiki/Arma_Reforger:Capture_%26_Hold_Setup and my scenario isn't showing up
does something need to exist within the world file?
when I download someone else's it shows up fine...
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!
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?
interestingly, the scenario runs in MainMenuWorld.ent but still doesn't appear in-game after I enable the addon. Everything is registered. Anything else you think I should check?
I don't have a .meta file, is there supposed to be one?
tried above, doesnt work
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 😦
@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.
I deleted all the metafiles and resourceDatabase.rdb. Then registered all again also the missions folder but the scenario still does not show up. I see the mod in the downloaded section but no scenario.
try adding the AIWorld object to your layer instead of modifying the one belonging to capture & hold
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)
How do you publish?
In workbench, first menu option in the top left of the kit. Just below login
ah thx
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.
You can Download my mod „NightOps Everon 1985“ to see exactly this. Its a SP/coop scenario. I update it on a regular basis. Frigging with triggers right now (and why the heck its not showing in Scenarios anymore even when its published)
Hey thanks for that. Were you able to make it visible Ingame? And can you provide a screenshot of your meta files to compare, what is possible missing?
Edit: and what did you mean by „moving out of addon folder“?
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:
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.
@barren heart thanks for pointing me on the right path
Is there any other key/way to move in world editor beside that hold right click mouse and use wasd?
Anyone got any ideas on how to start a mission in this? preferably for SP/CO-OP
gonna try that while waiting for other docs
Do you know if we have to publish in order to conduct local testing of the scenario?
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.
Thanks.
Thanks Ex0 for the tips 🙂
@solar shard would you mind to share the code as well on GitHub or similar platform?
I will tomorrow. Today I have only some minutes between breaks to figure more stuff out. I will tag you then.
Did anybody figure out how to add / setup tasks? I guess its the campaign Task entity but cant figure it out
Has anyone found a way to create custom loadouts for players?
Check the LoadoutManager, it has a bunch of objects that define the name and used prefab.
You can start by inheriting the Character base prefab, adding what you desire and then slapping it in. 😊
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
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
I already posted some screenshots on how to do that yesterday evening. :p
Ok, will look :) thanks
Are they pinned?
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 you have to publish the mod in order to test it in the real game (Not the world Editor)?
There is no way of running local (non published) mods on the real game client?
@sullen talon Is this correct?
No, lemme look and pin 
Hopefully this includes a dedicated server also
They are now!
No, that is incorrect. You can still run the scenario locally, I am still trying to put one and one together, but later l'll send and pin a post to finally answer that
Thank you!😍
would be good to know the difference between 'public', 'private' and 'test' publishing
and can we manage what we have published, i.e remove it later?
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.
you can open the mainmenuworld.ent in your project and run this to test it local via scenario menu.
Yes I know but I'm asking about the real game client that everyone is using to play the game not the editor.
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
Thats exactly the thing that does not work.
look at my pinned post. the issue is mostly, when your project folder is within the addon folder
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)?
I've read your post.
- I moved my mod folder from addons to another folder.
- I started the Editor and imported the project at it's new location.
- I started the game but as the mod is not in the addons folder anymore it does not show up under downloaded.
That will only work if you publish the mod publicly and then download it in game
But thats exactly what I don't want. I can publish mods and download and play them no problem, but locally it does not work. So without publishing.
Have you tried using the -addons launch parameter to start the game with your mod?
nope. Is there some documentation how to do that exactly? I mean, it would be a workaround until it works properly I guess.
There was an issue with using thumbnails in your mission header from other mod or leaving them empty.
Can you try to add a simple png to your mod, register it and use it; then republish and retest?
See this ☝️
Thank you, yes this works!
I have no thumbnail in my mod. It was also not in the tutorial I follewed it 100%. I will try to add one
Try adding one is what I am saying :)
Absolutely true. That way I was able to put units into BTR Gunner via getInNearest waypoint. Thats the thing since OFP 2001.
If it resolves the issue for you, let me know; I'll get it added in the tutorial
You can set it to patrol
What the heck is going on with my discord. Mega lag.
Did anybody made progress with tasks?
So
- dropped a png in my root project folder
- it created an .edds file from it and both the png and edds are registered.
- opened MissionHeader.conf and added my new .edds to Icon, Preview image, Loading screen.
- saved
- opened the game -> mod is there but scenario still not showing up.
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.
I meant for publishing - if you publish it now, does it work?
For running it without publishing I will get the answer eventually as I mentioned multiple times, patience please 😊
yes by publishing the mod it works.
For running it without publishing I will get the answer eventually as I mentioned multiple times, patience please 😊
I'm sorry this is just the excitement🥲
Just curious, you definitely don't see the scenario show up here? https://i.imgur.com/PRgZvcL.jpg
exactly if I don't publish it or when I start the game without the addons parameter we talked about I see exactly this page but without the scenarios column. It also does not show the description or images.
so somehow it recognises the mod but can't read it or something.
Ah okay, it must be pulling that info from the workshop then.
Is it seen in the main menu scenarios window even though it isnt in the mod details? Thats what happens for me.
Running with -addonsDir and -addons should be valid in this case, or even moving the addon out and then navigating it in the Enfusion launcher (where the create mod button is); but I'll verify later.
And regarding game itself, it might be clashing with the workshop entry. Purge the one downloaded from workshop and restart the game with -addons YourAddonId, check if it works that way.
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Arma Reforger JUST came out, but it didn't ship with something simple like the Eden / 3den editor, so we're learning the new Enfusion Engine Arma Reforger...
This is a pretty good video for getting started.
is there a list of controls for the editor?