#enfusion_scenario
1 messages Β· Page 22 of 1
are you adding it into the default eden layer?
you can't edit anything in the terrain layer, you need to add a new one
Nah I was just looking for a way of changing the move speed of the units to the desired waypoint since someone asked for it
Eventually found it and posted the answer in here
yeah sorry, mein app was lagging.
is there a way to add custom markers on the map?
MapDescriptor component can somehow work. Example is in Capture&Hold or Conflict.
thanks for the pointer!
so, i can't get my mission to show up ingame. i see it under "downloads", but there is nothing in it
how can i solve this?
huh, turns out we've been on the same game version since 2011 π€
hm, just tried to destroy a truck in my mission with a LAW or RPG... they eat 4-5 rockets. Not to speak of the BTR. Is this normal?!
probably typo and suppose to be 2021 π
okay, working some out
hold MMB: moves camera up/down/left/right relative
scroll wheel: moves forwards/back
hold right mouse + scroll: changes camera speed
hold right mouse + WASDQZ: moves camera in your standard WASDQZ way
numpad with item selected: rotates you around the object
ctrl + numpad: different debug options
alt + drag left mouse : it will rotate the camera around whatever is selected (simkas)
addon.gproj -> shortcuts : list of shortcuts (Graf Eisen)
QWERTY changes the selected tool in the default order in the top toolbar
hold right mouse + WASDQZ
if you open the addon.gproj there is a shortcuts editor in the last tab
that's not what I'm talking about
I'm talking about the tools like entity position/scale/rotate
etc
yup, sorry, me being dumb lmao
also hold alt + drag with left mouse, it will rotate the camera around whatever is selected
or either mouse button actually
the controls should be in a wiki, or in a help bar
@foggy cairn please check out that typo to prevent confusion, thanks!
So I just published a scenario but it's not showing up in scenarios after being downloaded. Anyone have any idea what I'm doing wrong?
Did you move the project out of the addons folder, did the other stuff you can find when searching here or reading the sticky posts? (No placeholder images, registered header file etc)
fixed, thanks
@solar shard do you happen to be the one that published night ops everon?
Yes. Its a work in progress. I mm not a home right now but I try to figure out tonight tasks or at least trigger and will share everything
Awesome, thanks for that! It's been great to study, compared to capture and hold (for coop stuff ofc)
im looking into markers now, hopefully i can give back some useful findings
That would be great to know too.
I moved the scenario out of the addon folder, but Im not sure about the header file. I cant find from searching what I'm suppose to do with that
Can you lock a layer in world editor, like in 3den in Arma 3 so you dont accidentally move stuff around or jump around in the hierarchy every time i click on a tree? i really would like to lock the whole Eden layer to prevent that
Ofcourse. Right mouse button.
disregard, im stupid π was searching all over the place but did not think about the context menu
But you have that header file? In missions folder?
Klick with right mouse button on it and check if you can register it (if its grey, irs already done)
Probably not. I don't know anything about header files
Follow the basic scenario tutorial on the wiki. Its explained there.
Im very dumb I have no idea how I missed that. Thanks!
if you mean right click > lock, that doesn't seem to lock anything, everything is still selectable
yeah, it prevents moving stuff, preventing objects from being selectable would be nice as well. stops the jumping around in the hierarchy
are there any examples of limited slot based role selection, similar to how in Arma 3, players would choose their place in the squad?
Finally, your answer is here!
If you need to test the scenario in-game without publishing it, if other means fail; please try the following:
EDIT: Moving the mod might not be necessary, you might drop the -addonsDir then; but in case you have some folder clashes, you can try whatever suits you.
- Move scenario out of documents
- Open Reforger properties in steam
- In general set the launch params to:
-addonsDir "D:/Path/To/Your/Custom/Folder/Root" -addons YourAddonId - Launch the game and see the scenario.
See if this works for you, I just tried with a mod (dependending on Capture&Hold) and it worked for me just well.
Worst case scenario, try deleting your published addon from your documents folder first. (Or via Workshop)
I am attaching the addon for reference + visual screenshot explanation.
or is that something we would have to build from scratch?
Hi, thanks. TacticalAvokado has mentioned this some hours ago I tried it, and it worked. Created a shortcut with the parameter and started my mod from there. #enfusion_scenario message
I'm using the default add-ons directory, so -addonsDir is not required.

Aight, you might be right, I was a bit worried about possible conflicts, updated the message to state that clearly
but you cant move or delete em.
Okay last annoying question: Where do I change the min players? In the mission header it doesn't seem like I can set a specific minimum
There is no such thing unfortunately. The game mode has a "pre-game" state which could be used to wait for more players, but I believe it is currently not working as intended π¦
what about having limited slots that you pick from when joining a mission ex0
how do i create folders in my Hierarchy its greyed out for me?
is that something we can implement from scratch, or is there an example?
Are you doing that in your mod, or in the locked core data?
Damn. thanks
I think it would have to be done from scratch. But there are some OnFaction.../OnLoadout... assigned callbacks somewhere, try searching for those; could ease it for you.
ahhhh yeah so would u believe me if i said it wasnt in the locked core folder? (It was)
yeah so when i try and create a new folder by right clicking on a layer it is greyed out
World editor? #world_editor
I have a SCR_MissionHeader in the Missions directory in my addon which are both registered. I go into game and under workshop I see the addon and enable it. Then I go to scenarios and the scenario is nowhere to be seen. Looking through chat history it seems other people have this problem, but I don't see any solutions.
When you go in workbench to the publish menu, and try to bundle your addon, does it print an error?
Habe you checked game log files for errors?
I suspect its probably the image issue
did you try this? #enfusion_scenario message
Could be this issue:
#enfusion_scenario message
Otherwise you can try:
#enfusion_scenario message
Has anyone figured out how to get the scenerio to use the AIWorld that you create instead of the one in the Capture and Hold base?
is there a way to see the map in editor? the player map, i mean (M)
dont understand what you mean exactly? i made my map without CAH dependency with the normal AIWorld entitiy.
Is this because the NavMesh is missing in the AIWorld?
You can build the scenario from scratch completely, basically copy the contents of C&H base world yourself and make sure to include all the necessary managers, then you will have all of them in your mod and can modify them freely. π
Just make it a sub-scene of Eden, not C&H TestWorld.
Okay sweet, how do I actually copy it?
do i have to generate a navmesh or is there one already created that i can use?
where cuz my SCR_AIWorld doesnt have one atm so im generating one while looking for it
select in the AIWorld in navmeshcomponent the Navhmesh-File: gm_eden
You can use the one created.
Hmm, I am not sure if it can be copied easily, but you could just make sure to include all the managers the base world has, this way you might learn about their mysterious purposes! π
Lol I was afraid youd say that. But your right it will be a good way to learn. Thanks!
AI World Navmesh already generatred without CAH
yeah i found it just as u posted this XD
Yep, adding navmesh to C&H would make sense I guess. Let me see how fast it could be done π
What do I have to add to make the character AI? If there's a message for that already could someone pin it please?
go into the ai component and tick "enable AI"
okay, So now i dont get the faction selection screen when i test, but afaik i have everything that is need placed down.
FactionManager_USXUSSR
SCR_AIWorld
LoadoutManager_USXUSSR
GarbageManager
SpawnPoint_USSR.
Yesterday it was showing me the screen for faction select now its not. am i being dumb and accidently deleted somthing without realising?
That's exactly what I am trying to do
it's the "AIControlComponent"
Hm I did that, might be the SCR_AIWorld I was missing?
Which game manager do you use?
yeah I think it needs the AIWorld thing
you can just copy and paste that from the GM mission
do you have a game mode object?
just using the plain one
try using a different one
Yeah it did!
it seems like in general the easiest way to make a new mission is to just copy paste the entities from the GM mission
Aaaaaare you perhaps missing the game mode? π
I used the desthmatch gamemode.
im using the plain one atm, someone said to try the other ones so im doing that now
That works fine for now and will be an issue (maybe) once I figured out how to end a scenario properly
Ah, fair - it was missing in your list. Also you are missing US spawn point.
Doing a PVE mission hopefully
I dont have to be depending on C&H
I can log in on the editor just fine but the game tells me I have wrong username and password 
try using your email
using my email is wrong too. It is asking for username, though.
First thing first:
-
Are you perhaps playing from camera position? This skips the respawning part (Dropdown next to play button - play from camera position)
-
What is your parent world you are making a sub-scene in, if any? If not Eden, make sure you have things like CameraManager, etc.
When you're doing an AI group where do you find the enableAI thing? Got a group spawned but not with enabled AI
Literally just scroll 20 pots upside. Itβd the AIWorld entity
Yeah so I ave the AI world entity but the characters spawned by the group aren't being AI
I can get individual characters with AI but not the AI Group with AI
Hm. That is weired. That all you need is the AIWorld with an added meshfile
Im talking about this
Ah OK so
add groups from Prefabs -> Groups -> BLUFOR/OPFOR etc
I used the Group_USSR_RiflemanSquad rather than the AI grou base and they are running around
there are premade templates
But not shooting at me
you need a faction manager for that
Yeah got that
They might just be on the same side as me as I shot one and he said "I'm hit" in chat
Use either faction integer or faction key. Depending. And a faction manager in the first place.
https://i.imgur.com/y0XPS4c.png Is what I have added, am I missing anything?
Looks fine but I strongly suggest to use different layers.
Yeah I'm just playing around atm to get an AI group working
It's like I'm setCaptive though in ArmA 3
Did you config the faction manager probably?
I dropped in the prefab one and didn't touch anyting, am i supposed to do something else?
Screw it I'm going to start all over and see what happens haha
I recommend using the GM_Eden preset. It has everything you need for working AI
Plain game mode has automatic respawn component. Build your own prefab and use the RespawnMenuHandler instead of AutomaticSpawnHandler. βΊοΈ
Sounds good once I have working AI π
Just go through all settings and components when placing down an entity. Most is self-explaining
A yeah. Totally forgot about that.
But if I add the HitReg manager it drops me in the ocean
how can you set AI behaviours like"relaxed", "aware"? that ley don't run to the waypoint and just "walk" there without being alert?
and, how can i give the player a waypoint so the player knows where to go or what to do?
Both things Iβm straggly also with. Ping me of you find a solution.
Only thing I can offer: you can edit the waypoint behavior to patrol instead move so at least they walk. But they are a still pretty aware
Are you adding waypoints via group paypoints or are you placing a waypoint down?
i am placing them down (static waypoints)
oh thanks!
And then just naming them?
yeah, i am naming them and just put the name into the little text field
Cool thanks π
so i must be dumb, but i assume there is a game mode for PVE both the plain and base gamemodes seem to just spawn you in the corner of the map
Have you placed a spawn point?
that's way too little
you need:
Is there a navigation mesh I need to put in? My AI seem pretty dumb
i have these FactionManager_USXUSSR
SCR_AIWorld
LoadoutManager_USXUSSR
GarbageManager
SpawnPoint_USSR.
factionManager, GameMode (i use plain), hitRegManager, PerceptionManager, SCR_AIWolrd, GarbageManager, Spawnpoint, LoadOutManager
yes just use one of those campaing nav meshes
that's what i did at least and it works
Where are they?
I find adding the hitRegManager drops me in the ocean
if you want to use radio stuff or chat you need radiomanager and this scriptedchatmanger or how it is called.
tag manager if you want to see name tags
just search them in the search bar for the file browser on the bottom
and maybe filter by "prefabs"
if you wanna place stuff only prefabs are relevant to you
I've got Navmesh_soldiers and Navmesh_vehicles.et is that it?
and for AI: DON'T use single units, there HAS to be a group (even if only 1 unit is in the group)
yeah that's what i use iirc
And do you just drag them onto the map?
but i didn't really test how well they perform with these navmeshes
yeah just drag the group on the map.
I meant the Navmesh
oh no, you have to assign them in the SCR_AIWorld in those navmesh components on the upper right corner
correction iu use CTI_Campaign_Eden navmesh
can't get tasks to work. anyone knows how to assign waypoints/tasks to players?
(human players)
well now when i place radio manage it spawns me in the sea, if i remove it, it spawns me on the USSR spawn point, but it doesnt show the role selection screen, and doesnt show the screen to pick which spawn point
oh yeah, go to your Game mode (plain) and edit the component "SCR_AutomaticRespawnHandlerComponent" and set ForcedFaction to your faction. then you should at least not spawn in the ocean. don't know about the role selection screen tho, as this is not my style of playing this game and i build my stuff so i don't have this
there you can also set your loadout btw
btw, if you use a game master world, those managers spawn automatically. you only have to do that on the normal Eden map
you can use my published version of a very first coop environment and copy the stuff you need. Im still struggling with tasks and triggers, so thats not included right now and will come in a late branch.
My guss for triggers would be to script them? You can add an onGameStart script to the GameMode
Well yes.My goal is to script as much as possible. In the tutorial the most Is hardcoded and I wasnβt able to decluster it
So, where does one start with making missions?
So what're you splitting the layers into? Different parts of the mission? I was going to do like System/Players/BluAI/RedAI
Crying!
I'm looking to make a modified game-master scenario.
Fuck! Just like arma 3 @west karma
So... no documentation or anyone to point me towards what tool to use?
I checked the pinned comments and have no idea lol
Then start reading. There are even YouTube videos around. We are at this point at very specific issues. Like creating tasks, trigger, mission end conditions
theres a small amount of documentation, its being slowly released best bet would be to start with this https://community.bistudio.com/wiki/Arma_Reforger:Capture_%26_Hold_Setup
I have, it seems the ArmA discord hasn't changed all that much in terms of help.
we are here to help but we are all running in to diffirent problems somthings we have yet to figure out and there are a couple bugs still in the tools
I do managers and AI related stuff in one.
And mission phases / stages in its own. Waypoints for example can be put inside the different groups.
we can't help since we don't know anything either
ifu wanna start make a new world and search for GM_Eden this will loadup everon for you, from there u can place down groups waypoints and figure it out as you go along some things we have already done and figured out, but some not so much
We are discussing, helping and figuring out non stop since release. Its just not that simple or answered again and again. Here are sticky posts, generic discussions, sample missions etc. Its all here. And the tutorials and videos are made by folks from here too. What else do you expect from the Arma community exactly?
To be frank, exactly what Striker just said π .
That is in the sticky too since every hour a new fellow like you shows up π
Just pointing people at the tool or whatever ya'll have in terms of documentation. I have plenty of hours behind A3's system and development tools and have a complete understanding of how hectic it really can be, but I also have a general disdain for those that are negative about helping others. That's not saying you are, but plenty of people I've met just simply shit on someone and don't give them any idea on what to do.
It's counter intuitive, and really pissed me off when I first started working with terrains (god forbid I do that again).
But anyways, this isn't condusive to your original discussions. I got my answer, so i'll let you all continue. Thanks.
this isnt anything like A3 this is the issue that alot of people are running in to, ive been making missions since A1 and alot of things that worked in previous titles just stright up dont exist anymore its like being brand new to arma mission making all over again just 100x harder
Its all fine. Actually, we can need every help we can get to dig deeper into it.
I'm going to be doing everything I can to eat away at it, if I find something I will most definitely drop it here.
You're telling me, Zeusing alone was daunting until I started finding all the little helpful things.
But it's definitely not polished like A3's game master.
I'm going to try typing up a basic guide when I work enough stuff out to do it π
so im brand new to mission making and seem tro have fallen at step 1 when i load eden.ent i only get an ocean
That's right
You need to select one of the objects and hit 'F'
You're in the bottom left hand corner of the map
When is ocean
You can change camera speed with the scroll wheel too
right ok thank you
omfg i keep going in to Arma 3 Other profiles to get to the mission folder XD
Im a mission maker since OFP 20 years ago. But now its not mission making any longer. Its game developing. While it stresses cause of lacking documentation, irs actually pretty hyping for me.
yeah the world editor is a little overkill if you just wanna make scenarios, its much more like using the unity engine or something. I hope there is something between gamemaster and the world editor in terms of complexity for arma 4
Yeah, it's pretty cool that all the limitations of mission editting have actually been removed, it's just much more difficult to get started now!
At a guess I'd say that you'll be able to save Game Master missions or A4 will just have another editor
But fast forward 500hrs of practise and I think ill be making some good stuff with the world editor
are there any scenarios to download yet
a couple
would you be able to provide the titles or screenshot?
night ops is the main one that works rn,
Look for NightOps Everon 1985 in the workshop or you can download my source files from GitHub
But there are plenty more by other people
I just uploaded an extremely basic AI skirmish that I think is finally working. If anyone tries it let me know if you experience any bugs. AI dont respawn right now I have no idea how to do that.
question - if i make a change to the base map, like edit the terrain or delete buildings, would that require the user to download the edited version of the map along with the mission?
i dont think anyone has tested that yet
ah
could ask the map makers or Ex0 either one may know
I would assume it would have to be treated as a completely separate map
to me it would make sense that theyd need to download the entire thing
Including when you edit it
yeah unless we have somthing like the hide terrain module from A3
welp
did you guys find out how to make AI not alert and to feel "safe"?
no mission specific trenches :(
Click on what ever u want to get rid of, in Object properties go to SCR_EditableCommendComponent there is a visible option in there
it probably just diff-patches the base map to remove the items. i highly doubt you'd have to download another copy of the map
same with Map Descriptorcomponent
i would hope that is true, but i wasn't sure. well theres only one way to find out i guess
gah why cant i make folders in my sublayers?
I started creating a toolbox for missions in case anyone is interested. Currently only adds waypoints with movement speed adjustment but planning on updating this further https://github.com/Miep3r/ArmAReforger-MissionToolbox
In the process of updating this but if the experienced guys have anything that's outright wrong please let me know π
anyone figured out how to lock vehicles yet?
Probably requires modification of the vehicle interaction since it's not implemented yet
Any idea if its possible to change the size and composition of groups?
yeah on the right side there should be a value that u can change aswell as change what soldiers are place in the group i just closed the editor and dont remeber the name of it tho
haha we really need basic guides, i am itching to get into this
Sorry I'm talking about player groups
Not the AI
Wasnt clear my b
no guides needed at this point, it's all the wild west. just get in there and set up a world https://community.bistudio.com/wiki/Arma_Reforger:Capture_%26_Hold_Setup
https://github.com/Herbiie/ArmAReforgerMissionMakingGuide/wiki/ArmA-Reforger-Mission-Making---Getting-Started
I'm getting there π
βΉοΈ I have started "Awesome Reforger" list with links to all useful info/tutorial/content for Reforger modding.
Has anybody figured the tasks out yet, I managed to get one to appear for gamemaster but didnt seem visible to actual players
thanks herbiie, can i add you if i have anything i figure out or stumble upon that might help the guide
Yeah definitely, very much want feedback from people so I can keep refining it
okay, after work in maybe 7ish hours i'll give it a run through and let you know
π
Added lock functionality to my mission toolbox. Every SCR_BaseLockComponent now has a lock override dropdown
Herbiie as in, UO Herbiie?
ok i gave in and did it over lunch. Herbii, this is EXACTLY what we need, please continue I love you and how best can i support
like this should be in the official wiki
'Tis I
I SHALL MAKE ALL OF THE REFORGER MISSIONS BROKEN
MUWAHAHA
HAHA
Does anyone know how to publish to xbox?
there is a xbox tab in the publishing.
ehrg mission header
wait no. thats actually wrong. where did I see this?
Yeah I checked there, didnt see it
hm, I saw all the different platform tabs yesterday somewhere... mom
hm thats actually a seriously good question. I wanted to check it on my series x too and thought I saw the function but now all I find is the different platforms in the workbench re-import window. But that doesnt help
Good news everyone, I'm working on shipping a very 'MVP' coop setup with static&dynamic AI spawning. It's not very modular, but it should give you a great example. ETA 30 minutes!
I know it's been answered but I can't find it, anyone able to give me a quick run down on getting AI to work? lol
this is awesome. Including something to fulfil? (triggered task or whatever)
No, just simply killing one of the groups will end the gamemode with victory
that is more then I achieved
But; since it will be on GitHub, we can do more stuff there, as it will be requested
#nopromisesthough #butI'llTryMyBest π
Should all be in there
the simple thing as if one entitiy is not alive (a vehicle) to finish the mission would be a BIG step forward

DESTROY THE TRUCK
^^
Aight, lemme add that 
π
But first - initial commit π
its such a simple thing like "destroy the truck" including a task to point of that, which I try the WHOLE day to achieve. And now, you do it just on the fly π
Ok my getting started guide has, I think, using prefabs only, got to the "there is a battle" stage with the basic stuff for in the World Editor, taking a break before I look into publishing/briefings/map marking/end conditions, but could someone with experience cast their eye over it and tell me if I've done anything wrong?
did you figure out tasks/waypoints for human players?
Not even tried haha
that's the last thing i really need for missions to work for me and my friends lol
Tbh over the last however many hours I've got to the point I did in the first 5 minutes of using Game Master haha
Im actually on the same shipt right now. When i place a baseGameTask, it appears for gamemaster but not for players. Its white, so no faction assigned I guess. But thats all I got so far.
yeah pretty much the same result i had
that means, you found a way to finish a mission?
totally forgot about that lol no
but i mean we're a closed group of friends, we could play around that for a while tho
Oh also triggers to spawn AI 
I hate and love you. Just how...
are there traditional triggers?
I expect nothing less then a good step by step explanation to dublicate your grorious work π
Is there any kind of "shape" I could place in world editor to use it for checking if "A in B area" via code?
hmpf, I just found the place to set the faction key of a task and all crashed -_-
Very basic example of setting up custom game mode, factions, loadouts, having them properly inherited and set up, the minimal world / scenario setup, example of spawning AI statically and dynamically, assigning waypoints from scripts, ending the game mode with a victory screen. Should get you guys busy for a bit!
https://github.com/exocs/Reforger-Sample-Coop is accessible?
how do I add an existing world in world editor? somehow the Eden world disappeared and now I only have my sub world
Yep accessible
absolutely.

PerceptionManager missing?
nah it's there
I noticed that this github thing wanted me to set forced faction us on the game mode component?
That is more of a testing thing! π
You can legit disable whether the faction is playable or not and imho it's the preferred way - the respawn menu then works properly π
Otherwise it won't know which faction to spawn you and put you in the ocean
Unless there is a better way of doing that ingame?
#enfusion_scenario message
Check here, it's in the example π
Or in editor
Try saving everything and reloading it
-1 = none
1 =?
Not necessarily, depends.
But there should be a drop down
If they're following the guide π
The drop down should work. As long as you have FactionManager and LoadoutManager in the world.
If it doesn't show, try re-saving the world π
Factions are stored in a non-linear collection, therefore their order can get changed, it's better to use FactionKey, that always hits fast. π
Can you elaborate how you did setup those triggers. Im just studying your file right now.
i see those triggers, but what does them TRIGGER?
its when a player enters, I see. But i dont see where you defined that
You can either call QueryEntitiesInside to query manually or you can enable the automatic updates at fixed interval. (properties on the entity). Also it has the Filter Class and Filter Name on the entity, you can filter those already. E.g. ChimeraCharacter on filter class will only filter for incoming characters.
For player, you would have to implement custom logic.
Tl;dr: entity passing in will be caught, but you can specialize the filter, see:
ScriptedGameTriggerEntity::ScriptedEntityFilterForQuery
I do like the factions being individuals instead of being locked into blufor/opfor/civilians/neutral

The AI tried to shoot me!
rood
Is there a limit to how many units get spawned in the world editor preview?
Ok I get that. Thx. And where did you define where the AI spawnes? in those added WPs?
Check the SCR_AISpawnerComponent.
yeah Im talking about thatr
you set there WPs
AH. i see now. The spawn position
SCR_AISpawnerComponent did you write this?
Yes, that is added in the mod.
I will be talking with the folks in the office to see if we can somehow create a more modular approach anytime soon, but in general this should give a good kick-off for all of you. I hope
Outstanding. I understand now a little bit better how trigger work in here. Can you point us the direction for a !alive component or how we could setup a task with this?
Thanks, never the less! Great.
Good point, tasks I have not worked with yet - I'll try to check (most likely tomorrow)
task, mission end script (like the good old scenario end module) and ofcourse the !alive stuff is the things, people are looking for since release the most I believe.
Since that is the barebone stuff to establish a small coop scenario
Check how the game mode is end (the fade out screen)
#enfusion_scenario message
here, it is added in the example
oh didn even noticed. thats no trigger I see
Do prefab AI units have AI controllers already in them
thats the gameoverscreenmanager I guess
but how does the gameoverscreenmanager fires?
good question π
gm.EndGameMode( ... )```
Right now it's in the spawner component - just as an example. Depends on how you want to approach your game mode, you should place it sensibly
I noticed that there's a handful of different navmesh files for the map, is there any difference between them?
I can see that some have "vehicle" in the name while others don't
I think you have two navmesh components, one for infantry one for vehicles?
alrighty, I made a quick CQB test, but gun shots don't seem to alert the AI 
HitReg manager in?
you mean the endgame on empty tickbox? so when its ticked, endgame fires after group has been spawned AND emptied?
but there's multiple of each
there's CTI_Campaign ones and MPAITest ones
and then also a GM one
Correct.
Yes exactly.
is SCR_AISpawnerComponent based on an existing component or was it custom written for this mission?
Custom, unfortunately, but you can salvage it and write something similar to your needs. #enfusion_scripting
i'm not going to speak for others, but personally i think this is way too complex for basic mission making
i appreciate the tutorials though
huh so if you enable the vehicle navmesh (it's disabled by default) and manage to get AI into a driver seat, they sorta can drive
in a jeep it just kept going in large circles backwards
with a BTR they didn't even try
@exotic reef @sullen talon well yes and no. I was very deep into scripting in ofp - arma 3 but since this here is totally new, Im happy for every component which is already delivered similar to modules. Like an not alive component or a createTask thingy
The editing here is still better than the 2d editor IMO
Though it is more complex, once tutorials/examples are plentiful it'll be easy
okay that's interesting, i've given the AI defend waypoints with moderate radiuses, and most of them just stay in the same spot unalerted for some reason
but one guy came out of a room to shoot at me
Yeah I've noticed that too
But they do shout "DEFEND THIS POSITION" and when they get attacked they stay in the general area
I wonder why only one guy came out of his room to shoot me though
All that was needed π
He took the short stick
that one guy is the best CQB experience i've had in ARMA lol
From what I'm seeing missions are loaded for the final player just like any other mod?
If I run a server I need to put a list of all the missions there + all mods?
hahah
Consider we are like three days in, we are noting feedback, I believe some features and API willl be added, eventually. Just keep em comin!
I was stunned that he got a shot off
I love the new coop sample now my only question is how do we create the triggers on our own. I'm still confused about how to create a trigger from a script.
People will automatically download the mods when they join I think
So you should just need to add them to the server
I do consider and Im very happy. That you in person are now here supporting and providing, talking with your developers and so on is a pretty good apporach for kickoff. I say this as a marketing specialist π
yes, but i'm wondering how that will be handled on the server
let's say that my community has 500 missions, and we run 100 mods
how would my server config file look like?
Or I guess how we create the prefabs
Oh, good point idk
@sullen talon speaking about performance. We are used to avoid triggers and try to solve a lot hardcoded or by script. How is the intervall performance now?
Thanks also goes to @willow inlet, he supports and encourages these efforts A LOT.
@willow inlet π
I would like my community server to be running all the time and let admins pick a mission to play from the list
while mods are always loaded
for consistency
No code is the fastest code, obviously. Should be better, I hope; querying manually or even not at all (if not needed) is for sure preferred.
trigger objects are in the Create tab
Make a prefab, spawn prefab from script. Pinned post explains prefab creation. Empty entities can be added from Create tab. Check C&H for more trigger usage.
βοΈ
Thank you both
so is there something particular that causes the AI hearing guns shots to not go into ready mode?
also note that I have the AI set up in these buildings as individual guys in individual groups
so every guy is in an own group and all have the same defend waypoint?
nah, all have individual waypoints
because I want particular soliders defending particular points in the house
I added something called "AI Danger Reaction Gunshots" and im not sure if that worked, but I increased the radius of all their waypoints and atleast 4 of them started moving through the house to get me
also they didn't phase through the walls, this is amazing lol
@sullen talon The fog haze and godray entities are for the whole world, arent they?
thx
can you elaborate where you access this? I assume it's in the trigger script but the only script from it I seem to be able to open is the AI spawn one
I am not, the trigger queries automatically. The entity is disabled after first spawn though
so is the trigger entity itself a script?
like you said it needs custom logic to check for players
Yes, some of it. It's an entity, check the hierarchy of inheritance or find BaseTriggerEntity in the Create tab.
yeah, not sure what's determining whether AI will respond to gunfire or not, one of the guys actually left the building to look for me
he was looking on the wrong side but I can't say I wasn't surprised when he came from outside the building to get me
I can find it in the create tab but there's nothing I can do from there
as a CQB thing, it's way better than we've got in arma previously, but some fine control would be rad lol
I can't tell what the trigger actually is, it's a prefab but the base of the prefab that has all the settings isn't a script itself?
or at least I can't view it in any way
it's a prefab but opening it in the main window just shows an empty view
You have to add the component to it
if I open it in the world editor then I still don't see what to edit
did the whole "need to publish mod to see custom scenario in the game" issue get resolved?
Aw, you are opening it in bad view. Right click and edit prefab or drag it into world to inspect it fully
See pins
yeah I did that now but there's still not much more there
ah, cool
You should see the entity and its properties in the right side of the screen? Check pin on prefabs
the properties are there yeah
but I mean how do I edit its script to for example have a different query
Make your own prefab! Drag the scr trigger from create tab to world, add necessary components and then re-drag it to the resource browser. See pin π
hmm, it's on average it's the same AI that move around and the same AI that don't but sometimes it's a bit random
which is kinda awesome
so would the component be something like a script that checks for any AI in an area or something
Somewhat, but I will not be able to assist you much unless you understand the concept of entity-component system and object oriented peogramming much, I am afraid. It's very similar to Unreal and Unity
I think I sorta get it
I am having trouble adding a custom script to my prefab, when I click add component I doesnt appear, do I need to import it in a specific way?
but I don't know enough about the scripting yet to be able to set that up
The component? Its Class must have ComponentEditorProps, answered in scripting
can you tell me the filter class for players? I just figured out, that, ofcourse, the trigger fires also when a static group is inside
Player would be a ChimeraCharacter, just like AI. You will need to filter this yourself.
GetGame().GetPlayerManager().
Check the controlled entity api that returns player id. If its less or equal to 0 its not a player.
Scroll through example mods, samples, the channels here, imo you're gonna get a lot of info real fast ;)
this makes actual sense. Thank you!
how do I mess with day night settings stuff?
Does anyone know how to place map markers?
Time and weather manager
if you extend the ScriptComponent class, your script should be automatically registered as a component after compiling
something like this
that a thing I gotta add? or something in the map?
do I need to make a instance of it or something? or just start editing
hmm I have done this, as well as use componentEditorProps.
@sullen talon your stuff works flawless. Next stop, check if a vehicle is not alive. As said, a specific variable I guess?
I just uploaded the nightops sample map with the implemented trigger including finishing the scenario. awesome
Probably a silly question. But what is going wrong here since I get null exception. Looking at debug it seems like the instances exists, and while it might have 0 entities, should it not just return a set of 0. It seems like its the GetEntities that has null pointer.
SCRIPT (E): NULL pointer to instance
Class: 'SCR_DestroyedEditableEntityFilter'
Function: 'GetEntities'
With the code (minimal example):
SCR_EntitiesManagerEditorComponent entitiesManager = SCR_EntitiesManagerEditorComponent.Cast(SCR_EntitiesManagerEditorComponent.GetInstance(SCR_EntitiesManagerEditorComponent, true));
SCR_DestroyedEditableEntityFilter deadManager = SCR_DestroyedEditableEntityFilter.Cast(entitiesManager.GetFilter(EEditableEntityState.DESTROYED));
set<SCR_EditableEntityComponent> deadEntities;
deadManager.GetEntities(deadEntities);
@sullen talon did you place this default briefing in the gamemanager? I cant find it actually
Is there a way of identifying a player with a ID that can be saved for later use? I don't mean the playerId variable, but for like a longer identifier for the player. So for example if a player joins the game, I can save information about him, and when he leaves, and joins back, those information are not lost.
have you tried initializing the set before passing it. idk just a guess
I've spawned a lamp, is there a way to turn it's light on in the editor?
Damage manager or EventHandlers OnDestroyed. Check its docu it was linked here.
Its on the gamemode on the briefing component
If not, you can create an editor context action.
how would I move your coop gamemode prefab into my own project?
in a different world
that does make sense. Let me figure out how you initalize a set. I (naively) thought it would be usable when declared like so on the stack.
so I add a new baseeventhanler in the eventhandlercomponent and put a SCR_BaseGameMode gm = SCR_BaseGameMode.Cast(GetGame().GetGameMode()); inside? no way. I miss something
No, no - a vehicle has a EventHandler, you can hook on it
yeah thats what I mnt wth eventhandlercomponent.
I see the eventhandlercomponent in the vehicle. with baseeventhandler
@sullen talon I have successfully tested my project locally using the information you provided earlier, thank you!
My next issue is, how can I load that local scenario into my dedicated server for others to play.
Hopefully this does not require the scenario to be published, and hopefully the server will serve the required scenario to connecting players.
I tried using the 'addons' command, but you cannot use 'addons' and 'config' together. The 'mod' section in the server config only seems to be for 'published' addons.
Any advice?
That was exactly that. My c++ background the cheats me with the "new" syntax from c# π
Thanks a lot!
Publish it and use the server docu on wiki
can you do this with an unlisted publish?
I don't know 
It is a bloody ball ache even even loading everon on the editor let alone using this editor is absolutely impossible for an A3 eden Veteran.
This is not user friendly compared to eden why change something that was not broken! Why bohemia...
ok, so there is no way to just host a custom scenario without it being published (in one form or another)?
still cant figure out what you mean with "hook on it"
I should not have to scroll through pages of documentation to find out how to place a unit.. that alone shows its not user friendly
Surely the workshop is going to be oversaturated with peoples test projects and personal missions?
its not userfriendly. Its a whole sdk for developers and mod enthusiasts. Sure, the simple mission editing is not there yet, but instead we can finally achieve total conversions in a totally different manner. Im fine with that.
But what about those who enjoyed going on the editor for half an hour making a mission for 4 of his friends
I got 3.2k hours doing that
I'm assuming/hoping it's still coming but just isn't release yet
Yeah me too my toes are crossed lol
Im looking forward too but I doubt at this point. This is an early access program and a modding platform. Maybe its coming, maybe its coming with Arma 4 in some years.
Would be really weird to go through all that trouble to make the game more intuitive and then make THE unique selling point incredibly hard to access
seeing a new navmesh, may be late to the party but is it an experimental fix for AI or something else?
Hopefully in reforger so some feedback makes it way into Arma 4 editor
Yeah I'd be fine if it was on A4 only I have Arma 3 to itch my editor needs
I'd probably assume A4 to be fair
fair enough. I have several open arma 3 projects right now but its just awesome to be on reforger too in this early stage
(early stage for us consumers)
@sullen talon Hi, just looking through the sample coop test and I am having trouble transfering it to eden. When I do I just spawn in the sea without the briefing window. Honestly I cannot see what I am missing
If you wait a couple of days/weeks. 10 hours learning from tutorials can set you up for 1000's of hours to come. Edit @torpid tundra
Yea once the guides come out it will help
anyone had this when trying to publish?
BACKEND (E): [RestApi] ID:[10] Error Code:401 - Unauthorized, ApiCode:
DEFAULT (E): Uploading failed! Reason: "Unauthorized"
RESOURCES (E): Publishing failed
its ok, i relogged and it worked
So, when you have published an addon, how do you manage it?
How do you remove it for example?
removing or pubishing to other platforms (xbox) is the one thing I couldnt figure out π
Im still trying to figure out how to publish to console. I can see my demo scenerio in the pc Workshop but not on xbox
Zeal make a guide πππ¬π¬
Just copy over the game mode and stuff, ideally 1:1. Make a screenshot and compare ;P Make sure you are using proper prefabs
I lied. It looks like it did upload to console. huh
@sullen talon does layer structure matter and naming?
Shouldn't, just make sure you didn't miss anything!
@sullen talon, where do we manage our published addons?
Is there somewhere to 'remove' addons from the workshop - also where do we get the modId for the server config?
"modId": "abcd3995-b1d9-473d-aa11-0836c0a595ad",
"name": "WeaponSwitching",
"version": "1.0.1"
The above is taken from the Wiki example.
Anybody managed to get the spawn radius on spawn points to work?
In your mod package should be something like ServerData.json or similar, there is bunch of DS dedicated info
I think those are bork. Try using the editable ones, those seem quite legit.
I am trying to implement some custom logic for trigger activation, I have made a new prefab importing from SCR_BaseTriggerEntity, and I think I have to overwrite the ScriptedEntityFilterForQuery function, but im not exactly sure where put this, since the SCR_BaseTriggerEntity is still read only
how so? 
Sorry, maybe I am being stupid but, where is the mod package?
Do you mean the project or the bundle?
Documents/..../Addons, as for the the addon downloaded from workshop or in the bundle otherwise, yes
OK and what about 'unpublishing' addons? Is that possible yet?
@sullen talon yep definetly just getting dumped in the sea. I have the correct prefabs, should the game still load the briefing if I just have the game mode as its not even showing the briefing window
thanks btw
For missions to appear in Scenarios (not published missions) do they need to be anywhere specific?
Nvm found the pin
I don't want to publish my scenario publicly yet, if there is no way to remove it...
OK so I have published my scenario 'privately' but there is no interface for accessing it, workshop or in game.
In the filters in workshop try ticking testing. I think that allowed me to see my private and testing projects.
Has anyone found the commands to spawn units
could anyone point me to where the trigger condition is evaluated in code. Im still not exactly sure where i need to put my custom logic
OK that didn't work, do I have to do anything special to get a scenario into the game locally? Both my test and the Sample COOP mission don't appear π¦
@sullen talon thanks for your help, I figured out it was something I added to the file that caused the briefing to break... no idea what however
why can I not delete components from a prefab I made? I was able to delete them when I was making it, but when I then made it into a prefab, if I open that again then I can't delete any
I had a co-op gamemode prefab but somehow the editor decided to just randomly change what's in it and now I can't fix it
"delete component" is just greyed out
is there fog?
oh nvm it's because it was a prefab inside my prefab that I was trying to edit
but I can't break it either? if I break the prefab instance, it doesn't save
so how do I make a prefab that's an edited version of an existing prefab?
duplicate it
I got it now, it was just kind of a weird sequence of duplicating it, opening it, breaking it, then dragging it to browser
Are there any requirements for the Preview Image for the mod? I've got an image in the addon folder but it's still not working
the mission header preview?
Yeah
Bit of a frustrating requirement!
DEFAULT (E): Cannot copy image:
RESOURCES (E): Creating bundle failed```
Every time
I had trouble with it too so I used one from a sample mod which ended up working, it's 922 x 575
so probably some file size or image dimension problem which it doesnt tell you about :/
576x324 is what I used since the CAH mod example does so
Wonder if there is a filesize limit
see pinned messages
oh right it needs to be in your mod's subfolders, too @west karma
Tried, it still failed
all 3 images in the config?
See previous message
#enfusion_scenario message
I deduced that issue yesterday to referencing base game images, and as they are write protected, that goes breaky.
But if moving them all into your own addon, and referencing them from there, that fixed it
For all 3 images
There aren't 3 images, there's Preview Image and Screenshots but it's not demanding screenshots.
Or do you meant he two in the header as well?
So the defaults don't work?
Asking the real questions :when do we get the MI helicopter from the BI sample assets preview-image
they dont, probably because theyre in the game files
Clear as mud
@west karma I just put the same image into icon, loading screen and preview π
Hm but my folder isn't coming up on the Browse
icon also
I mean only the one inside the header config
Do they need to be .edds?
Thats what the error message means by
mission config
make sure nothing is in thr search bar, also looking at it now, it only shows edds files yea
I think so.
What i did was drag&drop a png file into my mod, it automatically converted to edds, and I referenced that edds file in all 3 entries in the config, then it worked
Right ok
Yeah used the import button
Damn nothing about this is intuitive
ArmA 4 please have mission editor
Pls
Thank ye @lime stratus @neat wadi
so how do I get the faction selection menu to show up when I hit play?
The preview image .png also needs to be in your mission folder π₯²
Well after all that the tutorial is updated with publishing π
halp? 
Try placing down a CampaignFactionManager I guess
the GM_Eden map has everything required otherwise
is there a way to place down the composition prefabs to properly fit the ground, like the ones you can place on slots in GM?
if you place one in the editor all the objects are flat and don't snap to the terrain
try right clicking and snap to ground and orient normal
that only does it for the root of the prefab
what if you click drag select everything in the prefab?
that makes it even worse, a bunch of it doesn't snap at all and is floating and it also breaks the arrangement of everything
that's spooky
So when I go to my workshop thingy, my project is 0kb and nothing shows up?
it would be nice if there was a way to place compositions in the editor in the same way they're placed in GM
Is there anyway to return a list of objects in a trigger, I am attempting to use the GetEntitiesInside function from BaseGameTriggerEntity class but it just returns an empty array
anyone know how to access an addon published as 'private'?
although I am the owner, I cannot seem to see it in the workshop
You should see it under "Downloaded"
its not there
i was informed of the 'test' filter, but i want to keep my scenario private for the time being
anyone know why my Addon/Scenarios might not be loading? workshop says they're all 0kb even though they're not
Are they on workshop? I published mine as test instead
ok so i published as 'test' and that has shown up ok in the workshop
how the hell do you 'unpublish' that addon now, or is it there forever - seems like the workshop will become full of unwanted projects?
how u guys moving in world editor? hold right click and use wasd?
Just WASD to move the camera, scroll wheel to adjust speed
@sullen talon are the GUID and modId the same thing?
its not worknig for me, any option should i check?
for example, when I open up the ServerData.json for my addon, the id is the same as the GUID in workbench
Try clicking where it says camera at the top and fiddling with those settings? Idk
does not look like the wiki example however
thanks btw, i checked that before, nothing wasd there!
=[
Anyone found the component that manages scenario player group size?
I just uploaded a scenario called King of the Hill AI. If anyone gives it a try feel free to ping me with feedback. I'm expecting some issues. Thanks to ex0's example I figured out how to get respawning AI
Sweet, will give it a try soon.
has anyone found a faction manager for the FIA?
IIRC it comes in a few prefabs.
its in the GM_Eden > GameMode_GameMaster > FactionManager_Editor_1
ok so, i was able to host my scenario 'unlisted' on my dedicated server with no issue + it did not show up in the workshop which is great
hmm
once people have visit the server they have access to the files still, does not stop them creating a edited version and reuploading
but i guess thats the 'community' part
yeah
it has been the same with previous arma titles aswell
that is true, but its more obvious now
How did you put it on your server without uploading it?
i did upload it
first i tried 'private'
that was not visible, even to me (i am the owner)
epic
then i tried 'test', that was visible to anyone with 'test' turned on in the filters
not ideal
I noticed some modes have very high squad sizes. Has anyone figured out how to change that?
but hosted fine
huh, weird
not visible in workshop, but server was able to download no problem
so, looks like unlisted is the way to go
stops people just downloading your missions off the workshop without even visiting your server
ah ok
How do you open downloaded workshop items in the tools?
Like C&H
wait, I remember seeing a guide on something similar
you must create a new project using the addon as a dependency
is it possible to disable the camera speed mousewheelbinding? Very annyoing... (in the world editor)
ah okay.
well, in any case... has anyone figured out how to retexture signs or anything through the world editor?
another thing to note
when you upload a bundle, the previous version (i believe) is overwritten
so if you uploaded as test with 0.0.1 (for example)
I guess just linking the path is mainly it?
and you then uploaded as 0.0.2 private, the original 0.0.1 is no longer accessible on workshop
gotcha
so you do have some form of control of addon visibility
am i being dumb or can i not download Ex0's coop sameple file from github?
but so far, looks like you cannot remove an addon from the workshop, other than making it private
So after updating my scenario I noticed two weird things. First even though I updated it I needed to delete it then download it again for it to actually update. Second the weather/ time of day keeps reseting
How do you even create your own scenario with a map. I can't do it myself
I hadn't the first mentioned problem but with the second I would say that your mission is owning a Module for handling the inGame Time, which is constantly overwriting your changes.
Hmm. Can't figure out this group tihng, will have to figure it out a different time.
What do you mean? Like a prefab?
Check C&H or COOP. These have quite minimal game mode setup, you can get inspired there.
If you open your addon.gproj - in this case C&H as an example
ID "CaptureAndHold" <- This is the mod id
GUID "591AF5BDA9F7CE8B" <- This is the GUID
TITLE "Capture & Hold" <- This is the name
Dependencies { <- This is GUID of mods it depends on
"58D0FB3206B6F859"
}```
What kind of scenario are you making?
Funny but I actually ended up using the GUID in the server config, it downloaded fine and my friends were able to access the mod also
Because for example in Capture&Hold there is a component on the game mode that sets the time & weather.
π That's confusing, maybe we can mention it in the doc @foggy cairn ?
"mods": [
{
"modId": "59332B9FE5539A29",
"name": "Test Addon",
"version": "0.0.6"
}
]
here is a modified example
that worked ok with 'test' and 'unlisted'
Yeah it sounds about right and makes sense, just the naming is inconsistent and confusing π
Also TimeAndWeatherManager entity in the world can be the cause - check the initial settings there
My mission don't show up in the scenario editor 
Does the mission header file need to be in the missions folder?
See pinned messages.
because that causes an error when bundling 
See pinned messages π
there are many pinned messages =(
So if i understand this correctly, a prefab is just a collection of other objects that i have made or is already present in game data right? If so that means i could use Exo's coop gamemode in a mission and anyone wanting to play the mission wouldnt have to also download the sample mission?
@sullen talon, i don't suppose you know why my addon published 'private' was not visible to me in the workshop?
Do you have your account linked to the BI one? But I don't know regarding this one π€
when i log in via the game, it shows my steam name rather than my bohemia account name
@sullen talon when you say linked, do you mean bohemia account linked with steam?
i can confirm my steam account is linked
Scenario still doesn't show up =D lol
Then I don't know π¦
no problem
@sullen talon, maybe you can answer this one - everytime you upload a bundle, does it override the previous version?
enfusion seems to crash as soon as I place down an XOB or an SCR_AIWorld.ent
doing something wrong or is it a bug?
EDIT: π€
is that a yes?
Actually, I believe it is versioned - the new version is on workshop and the previous ones are not available directly, but you can still host a server with older version if referencing that version... π€
ahh ok
Herbiie started a great guide https://github.com/Herbiie/ArmAReforgerMissionMakingGuide/wiki/ArmA-Reforger-Mission-Making---Getting-Started
do you know about plans for cleaning up old versions?
there must be a system in place for cleaning up old versions right?
@sullen talon
oh, it doesn't show up in scenarios but I can play it from the actual addon it self
perception is to do with seeing things and hitreg
Perception is for AI to perceive things (duh! :D)
Hitreg is multiplayer hit registration/compensation because the server is authoritative
was following that guide but I'm stuck at the AI part
how do you set win/loss conditions on missions?
this is what i mean when i say eden was a lot easier to use lol... you did not need pages of this to do the most simple mission.
The time it took me to place 1 unit, i was able to make a mission in eden
ima trya get spawning to work, herbies guide uses a force faction method but apparently that's just for testing
no idea what the normal way is
i just dont understand why they changed it all eden worked fine
I think this is just for reforger i cant imagine them sticking with this method for A4
we can hope lol
remeber this is simply a mas test bed for the new engine
true
There will probably be a Eden Equivalent
i gotta keep reminding myself this lol
plus going from eden to this, is a massive change, its always gunna be a bit jarring once u learn it, itll be natural
this SDK is great though for when you wanna really have control over the game
The Workbench is equivalent to Unity
you could make any game lol
it feels like this is designed for people who are already pros lol
based on my digging around in the files, i think it will be fairly viable to release mission quickstart "packs" which have prefabs and scripts set up that skip all the tedium and add features we expect from an arma mission editor. it won't ever be eden, but its not really meant to be (i think we can all agree we still want something like eden down the road)
but yeh your right im sure eventually there will be an eden equilivant
Yeah, it's great, but for the end user is a little more difficult than expected
But at the same time, a lot more simple if you're trying to do something complex
simple things like objective markers appear to be scripted functionality in BI's missions, which seems bizarre, but when you think about it, all markers are in arma 3 are a script that has been turned into a prefab we can use in eden π
Started doing pretty much the thing you described, posted the github link earlier
im sure we will be having a completely different conversation in 2 years or so lol
lowkey this program is way more powerful than eden, i hope it stays.
oh they won't be getting rid of this
brilliant! I plan on taking a look at creating a generic marker prefab on the weekend, if not tonight
SCR_MapDescriptor seems like the right starting point, but it doesn't work like the markers in CAH or the tutorial
which are all configured in various scripts
Still got a long way to go with that though, also not entirely sure if I should just upload it publicly to the workshop or just leave it to the addon creator. I believe there would be a lot of confusion with players who just want to download more content ^^
haha there are a lot of non-functional uploads with "test" in their name
its a pretty wonky system tbh
For now uploading it unlisted to the workshop is the easiest way to get the dependencies running
i dont know if in-game mod downloaders have ever really been a good idea
at least not for a game like arma
I guess it's something they added since they had to use their own workshop anyways
it feels a bit like catering to the console crowd, which i think is really nice, but also skyrim and fallout shows us that basically nobody on PC wants to use that nonsense π
@sullen talon, just did some testing regarding the versioning we discussed.
I pointed my dedicated server to a few different old versions, the server had no trouble loading the addons (even the versions that were at the time 'private') but when I tried to connect (with no addons downloaded) I would get a generic error instead of the usual 'confirm download' panel.
After changing the version back to the latest, everything works fine again - so yes there must be some form of versioning, but it seems flawed right now. I could upload an update to my addon and potentially break peoples servers (those using my addon)?
Just reporting my findings, in-case it needs investigating.
anyone find out how to change squad size?
i believe I found out how to change textures but my problem is that its read only.
You mean players or AI units?
Let me check
I really appreciate that, thanks!
ah okay, so the faction choosing screen is controlled by the game mode prefab
yep
AutomaticRespawnHandler -> MenuRespawnHandler

@torpid tundra Eden like editor is not just present yet. World Editor is not replacement of Eden per my understanding.
I am curious if you don't mind me asking - So you put the mods in the json what about the start-up parameters?
What size is it currently on? 6?
8
there's no start up parameters for mods with Reforger
That is awesome
Only a .json configuration file
SO the modID is the only thing and that can be found in my documents for each addon?
RIP majority of the mission making community then
Are any mods server side or client side?
Thank you for your help
Here's further info https://community.bistudio.com/wiki/Arma_Reforger:Server_Hosting
hmm do I have to do something with the mode prefab? cause I placed it, and still spawn in ocean
you should expect dynamic stuff like liberation/arma life/patrol ops/etc to actually hit the workshop faster than it would have otherwise - these tools make those sorts of things a lot easier than screwing about in text files as it is for arma 2/3. its the cool bespoke coop missions that will probably suffer π¦
Why RIP? That can just come later. This is early access.
thats true but this looks so much harder to learn π¦
it is, definitely. that comes with it being powerful
@sullen talon Im using your CoopSample mission as a starting point ive copied all your managers and gamemodes in to a fresh mission project, and copied the scripts and prefabs folders and yet when i put it all together it spawns me as a camera in the corner of the map, what could cause this if u know?
its not even "like" a game engine editor a la unity or unreal... it is that π
liberation will be sweeeet
whats the default one? i've only seen 8.
I have no clue, didn't play too much on the official servers
@lean scroll what do you want to know?
I am curious if this is correct and thank you for your help ahead of time
}, "mods": [ { "modId": "5966F659AFDFDB88", "name": "Better Recoil", "version": "1.0.0" }, { "modId": "59651354B2904BA6", "name": "Better Hits Effects", "version": "1.3.3" }, { "modId": "59637B20CAA089C9", "name": "GAU-5 Carbine", "version": "1.0.0" }, { "modId": "59669B62DD107269", "name": "M1911 - BLUFOR", "version": "1.00" } ] }}
yes that looks correct
server dies everytime
how are your mods published?
they seem all public
ok the names might be incorrect, because they have special characters
oh okay fair enough. hopefully we can figure out the group size and stuff like that.
ah so the names have to be the exact same even with the ModID?
look in the addons folder and find the ServerData.json
there will be the name + id
not sure if '-' is a special character
but i would trouble shoot each mod
try loading one after the other
With my client?
no, i mean - only include one mod at a time in the server config
see which one kills the server and take a snapshot before it dies
it will tell you why
Also how do I hold the console up so it does not close itself upon death?
First guess is replacing the AI Group inside of the Faction Manager with your own custom 10 unit prefab
It just closes immediately
no problem
There's logs under Documents\MyGames\ArmaReforger
hmmm. interesting, you could do that with AI but not surea bout players
Thank you forgot about that
Maybe it pulls squad size from AI squad size
true. is that under faction manager?
i only saw things like callsign info and arsenal presets.
Yup, each faction manager faction has it's own AI Group prefab assigned
Is it under Object Properties?
yup
as a component or like unsorted
unsorted
it's a huge hierarchy that takes a bit to navigate, but once you find the individual faction you should be able to find the ai groups property easily
Visual Identity? Pretty sure that's not it, but I checked through the rest of the options extensively.
I figured it out =D, now my respawn point isn't working lol
I can click on it and click deploy but nothing happens
No, using SCR_FactionManager
from the GameMaster full gamemode
Yea the CampaignFactionManager has alot more properties
You can spawn one into your active layer to overwrite the standard Faction manager
atleast I hope it overwrites it lol
@sullen talon Just a heads up, the coop sample mission file that u have on github, when downloaded from github, the CoopGameMode prefab is missing the SCR_RespawnMenuHandler if you copy from the mission file to a new one
What in the game mode prefabs determine what factions show up? I only want US to show up
the faction manager determines that
ah
This method worked first one I tested it was the M1911 - BLUFOR
Thanks again
You have a checkbox in each faction determining if the faction is playable or not
how do I remove a faction? the minus is greyed out
Ah
Thank you 
so now my spawn point still isn't working, it's on the map, I can click it, I can hit deploy
nothin happens 
check ur gamemode for to see if it has a SCR_RespawnMenuHandler in object properties
it needs that in general otherwise the menu doesn't show up at all
I don't have it and everything works π€£

oop
Atleast for GM_Eden
Inside of the GM there's the SCR_GroupsManagerComponent, which has the default group prefab
You can modify that prefab, which has the max player count as a property
or rather max member count
in ex0's sample coop, did he custom make the coop game mode?
yeah
oh sweet, how so?
what a badass
yis
edit prefab?
add your own
what do
You can duplicate or overwrite it in your addon
How do you get your scenario to appear in the scenarios list?
overwriting will result in you not having to change every Groupsmanager component
groupsmanager component eh
If you use GM_Eden the SCR_GroupsManagerComponent is inside of the GM
if you don't already have one, possibly
Have no way of checking it
atleast not atm
what is GM_Eden
GameMaster Eden
unrelated but soldiers have unique bodies? 
one of Reforgers default Scenarios
Fat soldiers here I come
is anyone else having trouble logging into their BI account to publish their work
Identity authentication failed - Error Code=404
yeah I just had to restart+try again serveral times
and it says you're logged in but you actually aren't
so press logout again
it's weird
restart pc time
You can start of with this guide by @west karma https://github.com/Herbiie/ArmAReforgerMissionMakingGuide/wiki/ArmA-Reforger-Mission-Making---Getting-Started
Very useful resource from what I could tell
Also important to note that you need to assign sides to player spawn points
went through it all so far, i pasted it above 30m ago
I did 
for some reason those are Strings
where did ex0 get his triggers from
made em im guessing
You have a "Create" tab below the scene explorer in World Editor @worthy glade
You can just search for Trigger in there
Or look through the prefabs under resources
how do you set win/loss conditions? my mission instantly ends when you kill the first squad.
can you edits a groups positioning?
im trying to look for this too, let me know if you find it
i see options in the triggers themselves to 'end when all ai dead' but they are unchecked
I might have done some woopsie
haha noooo
Lemme check real fast
you are making this really interesting anyway, thanks for all the support
i cant tell where things came from if you copied and renamed an existing prefab
probably for good reason but i have a knowledge gap to fill
I am a le stupid, I forgot to use the boolean anywhere in the scripts. Lemao.
i dont know what that is
im gonna watch fodder's video.. but damn i much prefer written format
Arma reforger tutorial for custom missions (scenarios), following the bohemia enfusion workbench tutorial from the wiki to help brand new modders step by step. (links below)
Enfusion workbench documentation and resources:
Capture and Hold Text Tutorial: https://community.bistudio.com/wiki/Arma_Reforger:Capture_%26_Hold_Setup
Known Issues: https...
**β Fixed the pesky issue in coop scenario example where any trigger would trigger the end game screen in **
https://github.com/exocs/Reforger-Sample-Coop/commit/f3d73780505b0d70c9996540d89f0349eeca916d
- added comments for clarity to scenario in
https://github.com/exocs/Reforger-Sample-Coop/commit/232e1f8d265da1b249fc5ea4070c418108e8403e
So, the AI only respond to seeing the player, but gunshots don't seem to rile em up to much
how did you make the triggers exo?
π
Check the example ;P
like i said, it looks like you have custom made prefabs
did you write these from your back pocket or did you import from another
i am very, very green
That is correct, just make your own ones
See this pin #enfusion_scenario message.
Discord is the easiest way to communicate over voice, video, and text. Chat, hang out, and stay close with your friends and communities.
is there a way to make the AI react to gunfire? make them take cover n stuff?
or better yet, make them just take cover without the player having to do anything?
When you fire in the vicinity of the AI they should react to it if you've set your settings correctly if the fire came from a different faction
Here are some of the vital entities that I can remember for having a functioning AI
*AIWorld - To my undestanding generally takes care of navigation etc
*PerceptionManager - Takes care of AI Perception, it's in the name after all π
*FactionManager - Probably needed to seperate factions between AIs/player, who is friendly, who is enemy etc. idk
well perception manager seemed like the one, but it's only got line of sight stuff
The script component attached on the trigger prefab is scripted in the mod, you can take a look and reuse the code as desired π
Those are the parameters that are exposed to the editor π
I see nothin bout gun shot reacting
they're on a defend waypoint, maybe that's causing the weird reactions
gonna revalidate
awesome thanks exo, works great.
maybe they only react to stuff in the defend waypoint

