#enfusion_scenario

1 messages Β· Page 22 of 1

slow thicket
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So thats what I was doing originally, and then it wasnt working at all. Also it still gets deleted when I save, close, and reopen

late oyster
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are you adding it into the default eden layer?

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you can't edit anything in the terrain layer, you need to add a new one

analog dock
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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

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Eventually found it and posted the answer in here

solar shard
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yeah sorry, mein app was lagging.

solid timber
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is there a way to add custom markers on the map?

sullen talon
solid timber
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thanks for the pointer!

mystic kestrel
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so, i can't get my mission to show up ingame. i see it under "downloads", but there is nothing in it

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how can i solve this?

torpid plinth
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huh, turns out we've been on the same game version since 2011 πŸ€”

solar shard
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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?!

clever pelican
hollow mesa
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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)
torpid plinth
hollow mesa
solid timber
torpid plinth
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that's not what I'm talking about

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I'm talking about the tools like entity position/scale/rotate

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etc

hollow mesa
late oyster
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also hold alt + drag with left mouse, it will rotate the camera around whatever is selected

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or either mouse button actually

hollow mesa
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the controls should be in a wiki, or in a help bar

sullen talon
slow thicket
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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?

solar shard
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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)

solid timber
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@solar shard do you happen to be the one that published night ops everon?

solar shard
solid timber
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Awesome, thanks for that! It's been great to study, compared to capture and hold (for coop stuff ofc)

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im looking into markers now, hopefully i can give back some useful findings

solar shard
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That would be great to know too.

slow thicket
torn wyvern
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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

solar shard
torn wyvern
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disregard, im stupid πŸ˜„ was searching all over the place but did not think about the context menu

solar shard
solar shard
slow thicket
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Probably not. I don't know anything about header files

solar shard
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Follow the basic scenario tutorial on the wiki. Its explained there.

slow thicket
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Im very dumb I have no idea how I missed that. Thanks!

late oyster
torn wyvern
zinc wharf
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are there any examples of limited slot based role selection, similar to how in Arma 3, players would choose their place in the squad?

sullen talon
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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.

  1. Move scenario out of documents
  2. Open Reforger properties in steam
  3. In general set the launch params to:
    -addonsDir "D:/Path/To/Your/Custom/Folder/Root" -addons YourAddonId
  4. 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.

zinc wharf
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or is that something we would have to build from scratch?

austere cobalt
sullen talon
solar shard
slow thicket
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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

sullen talon
zinc wharf
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what about having limited slots that you pick from when joining a mission ex0

narrow path
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how do i create folders in my Hierarchy its greyed out for me?

zinc wharf
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is that something we can implement from scratch, or is there an example?

sullen talon
slow thicket
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Damn. thanks

sullen talon
zinc wharf
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ok thanks

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this would include creating a UI right?

narrow path
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yeah so when i try and create a new folder by right clicking on a layer it is greyed out

winter grove
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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.

lime stratus
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Habe you checked game log files for errors?

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I suspect its probably the image issue

winter grove
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I have not published it

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let me see if it's the image problem

slow thicket
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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?

solid timber
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is there a way to see the map in editor? the player map, i mean (M)

solar shard
sullen talon
sullen talon
slow thicket
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Okay sweet, how do I actually copy it?

narrow path
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do i have to generate a navmesh or is there one already created that i can use?

solar shard
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its already there

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mom

narrow path
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where cuz my SCR_AIWorld doesnt have one atm so im generating one while looking for it

solar shard
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select in the AIWorld in navmeshcomponent the Navhmesh-File: gm_eden

sullen talon
sullen talon
slow thicket
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Lol I was afraid youd say that. But your right it will be a good way to learn. Thanks!

solar shard
narrow path
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yeah i found it just as u posted this XD

sullen talon
west karma
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What do I have to add to make the character AI? If there's a message for that already could someone pin it please?

late oyster
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go into the ai component and tick "enable AI"

narrow path
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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?

slow thicket
late oyster
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it's the "AIControlComponent"

west karma
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Hm I did that, might be the SCR_AIWorld I was missing?

solar shard
late oyster
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yeah I think it needs the AIWorld thing

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you can just copy and paste that from the GM mission

exotic reef
narrow path
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just using the plain one

exotic reef
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try using a different one

west karma
late oyster
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it seems like in general the easiest way to make a new mission is to just copy paste the entities from the GM mission

sullen talon
solar shard
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I used the desthmatch gamemode.

narrow path
solar shard
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That works fine for now and will be an issue (maybe) once I figured out how to end a scenario properly

sullen talon
narrow path
slow thicket
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I dont have to be depending on C&H

winter grove
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I can log in on the editor just fine but the game tells me I have wrong username and password peep

exotic reef
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try using your email

winter grove
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using my email is wrong too. It is asking for username, though.

sullen talon
west karma
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When you're doing an AI group where do you find the enableAI thing? Got a group spawned but not with enabled AI

solar shard
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Literally just scroll 20 pots upside. It’d the AIWorld entity

west karma
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Yeah so I ave the AI world entity but the characters spawned by the group aren't being AI

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I can get individual characters with AI but not the AI Group with AI

solar shard
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Wait. How dud you spawn the group?

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Not with single characters I guess / hoe

west karma
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I added the AI Group Base prefab

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Then added group members

solar shard
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Hm. That is weired. That all you need is the AIWorld with an added meshfile

west karma
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Mkay, well I haven't added a meshfile

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Or is that in SCR_AIWorld?

solar shard
west karma
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Ah OK so

exotic reef
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add groups from Prefabs -> Groups -> BLUFOR/OPFOR etc

west karma
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I used the Group_USSR_RiflemanSquad rather than the AI grou base and they are running around

exotic reef
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there are premade templates

west karma
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But not shooting at me

exotic reef
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you need a faction manager for that

west karma
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Yeah got that

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They might just be on the same side as me as I shot one and he said "I'm hit" in chat

solar shard
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Use either faction integer or faction key. Depending. And a faction manager in the first place.

west karma
solar shard
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Looks fine but I strongly suggest to use different layers.

west karma
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Yeah I'm just playing around atm to get an AI group working

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It's like I'm setCaptive though in ArmA 3

solar shard
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Did you config the faction manager probably?

west karma
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I dropped in the prefab one and didn't touch anyting, am i supposed to do something else?

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Screw it I'm going to start all over and see what happens haha

analog dock
sullen talon
west karma
solar shard
west karma
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I was missing the perception manager πŸ™‚

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SO I guess they couldn't see me

solar shard
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A yeah. Totally forgot about that.

west karma
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But if I add the HitReg manager it drops me in the ocean

mystic kestrel
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how can you set AI behaviours like"relaxed", "aware"? that ley don't run to the waypoint and just "walk" there without being alert?

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and, how can i give the player a waypoint so the player knows where to go or what to do?

solar shard
west karma
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Are you adding waypoints via group paypoints or are you placing a waypoint down?

mystic kestrel
west karma
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And then just naming them?

mystic kestrel
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yeah, i am naming them and just put the name into the little text field

west karma
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Cool thanks πŸ™‚

narrow path
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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

west karma
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Have you placed a spawn point?

narrow path
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yeah

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its just the game mode i havnt got atm

mystic kestrel
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you need:

west karma
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Is there a navigation mesh I need to put in? My AI seem pretty dumb

narrow path
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i have these FactionManager_USXUSSR
SCR_AIWorld
LoadoutManager_USXUSSR
GarbageManager
SpawnPoint_USSR.

mystic kestrel
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factionManager, GameMode (i use plain), hitRegManager, PerceptionManager, SCR_AIWolrd, GarbageManager, Spawnpoint, LoadOutManager

mystic kestrel
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that's what i did at least and it works

west karma
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Where are they?
I find adding the hitRegManager drops me in the ocean

mystic kestrel
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tag manager if you want to see name tags

mystic kestrel
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and maybe filter by "prefabs"

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if you wanna place stuff only prefabs are relevant to you

west karma
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I've got Navmesh_soldiers and Navmesh_vehicles.et is that it?

mystic kestrel
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and for AI: DON'T use single units, there HAS to be a group (even if only 1 unit is in the group)

mystic kestrel
west karma
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And do you just drag them onto the map?

mystic kestrel
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but i didn't really test how well they perform with these navmeshes

mystic kestrel
west karma
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I meant the Navmesh

mystic kestrel
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correction iu use CTI_Campaign_Eden navmesh

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can't get tasks to work. anyone knows how to assign waypoints/tasks to players?

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(human players)

narrow path
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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

mystic kestrel
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there you can also set your loadout btw

mystic kestrel
solar shard
# narrow path well now when i place radio manage it spawns me in the sea, if i remove it, it s...

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.

https://github.com/Zealous666/AR_NightOps1985

GitHub

Test- and Demo-Environment of Arma Reforger coop scenarios - GitHub - Zealous666/AR_NightOps1985: Test- and Demo-Environment of Arma Reforger coop scenarios

west karma
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My guss for triggers would be to script them? You can add an onGameStart script to the GameMode

solar shard
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Well yes.My goal is to script as much as possible. In the tutorial the most Is hardcoded and I wasn’t able to decluster it

final anvil
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So, where does one start with making missions?

west karma
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So what're you splitting the layers into? Different parts of the mission? I was going to do like System/Players/BluAI/RedAI

west karma
final anvil
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I'm looking to make a modified game-master scenario.

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Fuck! Just like arma 3 @west karma

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So... no documentation or anyone to point me towards what tool to use?

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I checked the pinned comments and have no idea lol

solar shard
narrow path
final anvil
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I have, it seems the ArmA discord hasn't changed all that much in terms of help.

narrow path
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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

solar shard
exotic reef
narrow path
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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

solar shard
final anvil
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To be frank, exactly what Striker just said πŸ˜‚ .

solar shard
final anvil
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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.

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It's counter intuitive, and really pissed me off when I first started working with terrains (god forbid I do that again).

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But anyways, this isn't condusive to your original discussions. I got my answer, so i'll let you all continue. Thanks.

narrow path
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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

solar shard
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Its all fine. Actually, we can need every help we can get to dig deeper into it.

final anvil
final anvil
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But it's definitely not polished like A3's game master.

west karma
pulsar portal
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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

west karma
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That's right

analog dock
west karma
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You're in the bottom left hand corner of the map

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When is ocean

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You can change camera speed with the scroll wheel too

pulsar portal
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right ok thank you

narrow path
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omfg i keep going in to Arma 3 Other profiles to get to the mission folder XD

final anvil
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seriously.

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i have 3 gigs of mission files in that folder πŸ™‚

solar shard
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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.

mental cove
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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

west karma
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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

mental cove
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But fast forward 500hrs of practise and I think ill be making some good stuff with the world editor

unique minnow
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are there any scenarios to download yet

narrow path
unique minnow
narrow path
solar shard
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But there are plenty more by other people

slow thicket
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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.

distant knoll
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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?

narrow path
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i dont think anyone has tested that yet

distant knoll
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ah

narrow path
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could ask the map makers or Ex0 either one may know

slow thicket
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I would assume it would have to be treated as a completely separate map

distant knoll
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to me it would make sense that theyd need to download the entire thing

slow thicket
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Including when you edit it

narrow path
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yeah unless we have somthing like the hide terrain module from A3

distant knoll
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welp

mystic kestrel
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did you guys find out how to make AI not alert and to feel "safe"?

distant knoll
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no mission specific trenches :(

narrow path
exotic reef
narrow path
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same with Map Descriptorcomponent

distant knoll
narrow path
#

gah why cant i make folders in my sublayers?

analog dock
west karma
narrow path
#

anyone figured out how to lock vehicles yet?

analog dock
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Probably requires modification of the vehicle interaction since it's not implemented yet

mystic coyote
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Any idea if its possible to change the size and composition of groups?

narrow path
worthy glade
mystic coyote
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Not the AI

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Wasnt clear my b

final anvil
west karma
round goblet
mental cove
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Has anybody figured the tasks out yet, I managed to get one to appear for gamemaster but didnt seem visible to actual players

worthy glade
west karma
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Yeah definitely, very much want feedback from people so I can keep refining it

worthy glade
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okay, after work in maybe 7ish hours i'll give it a run through and let you know

west karma
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πŸ˜„

analog dock
worthy glade
# west karma πŸ˜„

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

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like this should be in the official wiki

west karma
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I SHALL MAKE ALL OF THE REFORGER MISSIONS BROKEN

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MUWAHAHA

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HAHA

slow thicket
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Does anyone know how to publish to xbox?

solar shard
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there is a xbox tab in the publishing.

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ehrg mission header

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wait no. thats actually wrong. where did I see this?

slow thicket
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Yeah I checked there, didnt see it

solar shard
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hm, I saw all the different platform tabs yesterday somewhere... mom

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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

sullen talon
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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!

narrow latch
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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

solar shard
sullen talon
solar shard
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that is more then I achieved

sullen talon
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But; since it will be on GitHub, we can do more stuff there, as it will be requested

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#nopromisesthough #butI'llTryMyBest πŸ˜›

west karma
solar shard
#

the simple thing as if one entitiy is not alive (a vehicle) to finish the mission would be a BIG step forward

narrow latch
solar shard
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^^

sullen talon
west karma
#

πŸ˜‡

sullen talon
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But first - initial commit πŸ™‚

solar shard
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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 πŸ˜‰

west karma
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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?

mystic kestrel
west karma
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Not even tried haha

mystic kestrel
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that's the last thing i really need for missions to work for me and my friends lol

west karma
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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

solar shard
mystic kestrel
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yeah pretty much the same result i had

solar shard
mystic kestrel
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but i mean we're a closed group of friends, we could play around that for a while tho

sullen talon
solar shard
mystic kestrel
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are there traditional triggers?

solar shard
junior cliff
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Is there any kind of "shape" I could place in world editor to use it for checking if "A in B area" via code?

solar shard
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hmpf, I just found the place to set the faction key of a task and all crashed -_-

sullen talon
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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?

GitHub

Contribute to exocs/Reforger-Sample-Coop development by creating an account on GitHub.

late oyster
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how do I add an existing world in world editor? somehow the Eden world disappeared and now I only have my sub world

narrow latch
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eeeeey, I got the AI movin round

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but they aint shootin at me

sullen talon
sullen talon
narrow latch
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nah it's there

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I noticed that this github thing wanted me to set forced faction us on the game mode component?

sullen talon
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You can legit disable whether the faction is playable or not and imho it's the preferred way - the respawn menu then works properly πŸ˜‰

west karma
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Otherwise it won't know which faction to spawn you and put you in the ocean

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Unless there is a better way of doing that ingame?

sullen talon
narrow latch
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yeah in that forced faction thing I get -1

west karma
#

Or in editor

west karma
sullen talon
narrow latch
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1 =?

west karma
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0 would be US 1 would be USSR

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Because the US is the first faction

sullen talon
west karma
#

But there should be a drop down

west karma
sullen talon
# west karma But there should be a drop down

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 πŸ™‚

Factions are stored in a non-linear collection, therefore their order can get changed, it's better to use FactionKey, that always hits fast. πŸ™‚

solar shard
#

Can you elaborate how you did setup those triggers. Im just studying your file right now.

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i see those triggers, but what does them TRIGGER?

#

its when a player enters, I see. But i dont see where you defined that

sullen talon
# solar shard i see those triggers, but what does them TRIGGER?

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

narrow latch
#

I do like the factions being individuals instead of being locked into blufor/opfor/civilians/neutral

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The AI tried to shoot me!

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rood

west karma
#

Is there a limit to how many units get spawned in the world editor preview?

solar shard
sullen talon
solar shard
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yeah Im talking about thatr

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you set there WPs

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AH. i see now. The spawn position

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SCR_AISpawnerComponent did you write this?

sullen talon
solar shard
#

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?

solar shard
sullen talon
solar shard
#

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.

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Since that is the barebone stuff to establish a small coop scenario

sullen talon
solar shard
#

oh didn even noticed. thats no trigger I see

lean scroll
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Do prefab AI units have AI controllers already in them

solar shard
#

thats the gameoverscreenmanager I guess

solar shard
mystic kestrel
sullen talon
late oyster
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I noticed that there's a handful of different navmesh files for the map, is there any difference between them?

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I can see that some have "vehicle" in the name while others don't

west karma
#

I think you have two navmesh components, one for infantry one for vehicles?

narrow latch
#

alrighty, I made a quick CQB test, but gun shots don't seem to alert the AI PES_Cry

west karma
#

HitReg manager in?

narrow latch
#

I mean the sound of gunshots

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they notice getting shot lol

solar shard
late oyster
#

there's CTI_Campaign ones and MPAITest ones

#

and then also a GM one

exotic reef
#

is SCR_AISpawnerComponent based on an existing component or was it custom written for this mission?

sullen talon
exotic reef
#

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

late oyster
#

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

solar shard
#

@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

west karma
#

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

narrow latch
#

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

west karma
#

Yeah I've noticed that too

#

But they do shout "DEFEND THIS POSITION" and when they get attacked they stay in the general area

narrow latch
#

I wonder why only one guy came out of his room to shoot me though

west karma
#

All that was needed πŸ˜‰

solar shard
#

He took the short stick

narrow latch
#

that one guy is the best CQB experience i've had in ARMA lol

neat thunder
#

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?

solar shard
#

hahah

sullen talon
narrow latch
#

I was stunned that he got a shot off

slow thicket
#

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.

west karma
#

So you should just need to add them to the server

solar shard
neat thunder
#

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?

slow thicket
west karma
#

Oh, good point idk

solar shard
#

@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?

sullen talon
solar shard
#

@willow inlet πŸ™‚

neat thunder
#

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

sullen talon
exotic reef
sullen talon
#

☝️

slow thicket
#

Thank you both

narrow latch
#

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

solar shard
#

so every guy is in an own group and all have the same defend waypoint?

narrow latch
#

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

solar shard
#

@sullen talon The fog haze and godray entities are for the whole world, arent they?

#

thx

late oyster
sullen talon
late oyster
#

so is the trigger entity itself a script?

#

like you said it needs custom logic to check for players

sullen talon
narrow latch
#

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

late oyster
#

I can find it in the create tab but there's nothing I can do from there

narrow latch
#

as a CQB thing, it's way better than we've got in arma previously, but some fine control would be rad lol

late oyster
#

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

solar shard
#

You have to add the component to it

late oyster
#

if I open it in the world editor then I still don't see what to edit

torpid plinth
#

did the whole "need to publish mod to see custom scenario in the game" issue get resolved?

sullen talon
late oyster
#

yeah I did that now but there's still not much more there

torpid plinth
#

ah, cool

sullen talon
late oyster
#

the properties are there yeah

#

but I mean how do I edit its script to for example have a different query

sullen talon
narrow latch
#

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

late oyster
#

so would the component be something like a script that checks for any AI in an area or something

sullen talon
late oyster
#

I think I sorta get it

mental cove
#

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?

late oyster
#

but I don't know enough about the scripting yet to be able to set that up

narrow latch
#

other than the AI reaction time, it's so gud 😩

sullen talon
solar shard
sullen talon
sullen talon
solar shard
narrow latch
#

how do I mess with day night settings stuff?

nocturne mist
#

Does anyone know how to place map markers?

solar shard
exotic reef
#

something like this

narrow latch
solar shard
#

thats an prefab entity

#

just search for "weather" and you will find it in no time

narrow latch
#

do I need to make a instance of it or something? or just start editing

mental cove
solar shard
#

@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

lament violet
#

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);
solar shard
#

@sullen talon did you place this default briefing in the gamemanager? I cant find it actually

proper chasm
#

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.

exotic reef
narrow latch
#

I've spawned a lamp, is there a way to turn it's light on in the editor?

sullen talon
sullen talon
sullen talon
late oyster
#

how would I move your coop gamemode prefab into my own project?

#

in a different world

lament violet
solar shard
sullen talon
solar shard
#

yeah thats what I mnt wth eventhandlercomponent.

solar shard
zinc wharf
#

@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?

lament violet
sullen talon
zinc wharf
sullen talon
torpid tundra
#

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...

zinc wharf
solar shard
torpid tundra
#

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

zinc wharf
#

Surely the workshop is going to be oversaturated with peoples test projects and personal missions?

solar shard
torpid tundra
#

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

rigid axle
#

I'm assuming/hoping it's still coming but just isn't release yet

torpid tundra
solar shard
#

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.

rigid axle
#

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

wispy sky
#

seeing a new navmesh, may be late to the party but is it an experimental fix for AI or something else?

rigid axle
torpid tundra
#

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

solar shard
#

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)

odd perch
#

@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

dawn venture
#

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

narrow latch
#

Question, do you need to own reforger to mod reforger?

#

asking for a friend

torpid tundra
zinc wharf
#

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?

solar shard
#

removing or pubishing to other platforms (xbox) is the one thing I couldnt figure out πŸ˜„

slow thicket
#

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

torpid tundra
#

Zeal make a guide πŸ˜‰πŸ‘€πŸ˜¬πŸ˜¬

sullen talon
slow thicket
#

I lied. It looks like it did upload to console. huh

odd perch
#

@sullen talon does layer structure matter and naming?

sullen talon
zinc wharf
#

@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.

cedar ivy
#

Anybody managed to get the spawn radius on spawn points to work?

sullen talon
sullen talon
mental cove
#

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

narrow latch
zinc wharf
#

Do you mean the project or the bundle?

sullen talon
zinc wharf
#

OK and what about 'unpublishing' addons? Is that possible yet?

odd perch
#

@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

west karma
#

For missions to appear in Scenarios (not published missions) do they need to be anywhere specific?

#

Nvm found the pin

zinc wharf
#

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.

barren heart
#

In the filters in workshop try ticking testing. I think that allowed me to see my private and testing projects.

remote magnet
#

Has anyone found the commands to spawn units

mental cove
#

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

west karma
# west karma Nvm found the pin

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 😦

odd perch
#

@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

late oyster
#

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

narrow latch
#

is there fog?

late oyster
#

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?

static prawn
#

duplicate it

late oyster
#

I got it now, it was just kind of a weird sequence of duplicating it, opening it, breaking it, then dragging it to browser

west karma
#

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

west karma
#

Yeah

#

Bit of a frustrating requirement!

#
DEFAULT   (E): Cannot copy image: 
RESOURCES (E): Creating bundle failed```

Every time
neat wadi
#

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 :/

solar shard
#

576x324 is what I used since the CAH mod example does so

west karma
#

Wonder if there is a filesize limit

neat wadi
#

oh right it needs to be in your mod's subfolders, too @west karma

west karma
lime stratus
#

all 3 images in the config?

west karma
lime stratus
#

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

west karma
#

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?

solar shard
#

Asking the real questions :when do we get the MI helicopter from the BI sample assets preview-image

neat wadi
west karma
#

Clear as mud

neat wadi
#

@west karma I just put the same image into icon, loading screen and preview πŸ™‚

west karma
#

Hm but my folder isn't coming up on the Browse

lime stratus
west karma
#

Do they need to be .edds?

lime stratus
#

Thats what the error message means by

mission config

neat wadi
lime stratus
# west karma Do they need to be .edds?

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

west karma
#

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

narrow latch
#

so how do I get the faction selection menu to show up when I hit play?

west karma
#

The preview image .png also needs to be in your mission folder πŸ₯²

#

Well after all that the tutorial is updated with publishing πŸ™‚

narrow latch
#

halp? PES_Cry

analog dock
#

the GM_Eden map has everything required otherwise

narrow latch
#

isn't campaign conflict?

#

hmm can the faction menu actually open from the editor?

late oyster
#

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

narrow latch
#

try right clicking and snap to ground and orient normal

late oyster
#

that only does it for the root of the prefab

narrow latch
#

what if you click drag select everything in the prefab?

late oyster
#

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

narrow latch
#

that's spooky

#

So when I go to my workshop thingy, my project is 0kb and nothing shows up?

late oyster
#

it would be nice if there was a way to place compositions in the editor in the same way they're placed in GM

mental cove
#

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

zinc wharf
#

anyone know how to access an addon published as 'private'?

#

although I am the owner, I cannot seem to see it in the workshop

analog dock
zinc wharf
#

its not there

#

i was informed of the 'test' filter, but i want to keep my scenario private for the time being

narrow latch
#

anyone know why my Addon/Scenarios might not be loading? workshop says they're all 0kb even though they're not

west karma
zinc wharf
#

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?

lean scroll
#

how u guys moving in world editor? hold right click and use wasd?

west karma
#

Just WASD to move the camera, scroll wheel to adjust speed

zinc wharf
#

@sullen talon are the GUID and modId the same thing?

lean scroll
zinc wharf
#

for example, when I open up the ServerData.json for my addon, the id is the same as the GUID in workbench

west karma
#

Try clicking where it says camera at the top and fiddling with those settings? Idk

zinc wharf
#

does not look like the wiki example however

lean scroll
west karma
#

=[

final anvil
#

Anyone found the component that manages scenario player group size?

slow thicket
#

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

final anvil
#

Sweet, will give it a try soon.

narrow path
#

has anyone found a faction manager for the FIA?

final anvil
#

IIRC it comes in a few prefabs.

narrow path
#

its in the GM_Eden > GameMode_GameMaster > FactionManager_Editor_1

zinc wharf
#

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

final anvil
#

hmm

zinc wharf
#

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

final anvil
#

yeah

narrow path
#

it has been the same with previous arma titles aswell

zinc wharf
#

that is true, but its more obvious now

final anvil
#

How did you put it on your server without uploading it?

zinc wharf
#

i did upload it

#

first i tried 'private'

#

that was not visible, even to me (i am the owner)

final anvil
#

epic

zinc wharf
#

then i tried 'test', that was visible to anyone with 'test' turned on in the filters

#

not ideal

final anvil
#

I noticed some modes have very high squad sizes. Has anyone figured out how to change that?

zinc wharf
#

but hosted fine

zinc wharf
#

how so?

#

works as intended

#

but finally, i tried 'unlisted'

final anvil
#

well, never seen test

#

i only saw unlisted and private!

zinc wharf
#

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

final anvil
#

ah ok

#

How do you open downloaded workshop items in the tools?

#

Like C&H

#

wait, I remember seeing a guide on something similar

zinc wharf
#

you must create a new project using the addon as a dependency

warm python
#

is it possible to disable the camera speed mousewheelbinding? Very annyoing... (in the world editor)

final anvil
#

ah okay.

#

well, in any case... has anyone figured out how to retexture signs or anything through the world editor?

zinc wharf
#

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)

warm python
zinc wharf
#

and you then uploaded as 0.0.2 private, the original 0.0.1 is no longer accessible on workshop

final anvil
#

gotcha

zinc wharf
#

so you do have some form of control of addon visibility

narrow path
#

am i being dumb or can i not download Ex0's coop sameple file from github?

zinc wharf
#

but so far, looks like you cannot remove an addon from the workshop, other than making it private

slow thicket
#

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

manic cloak
#

How do you even create your own scenario with a map. I can't do it myself

warm python
final anvil
#

Hmm. Can't figure out this group tihng, will have to figure it out a different time.

slow thicket
sullen talon
sullen talon
sullen talon
zinc wharf
sullen talon
sullen talon
zinc wharf
#
"mods": [
    {
      "modId": "59332B9FE5539A29",
      "name": "Test Addon",
      "version": "0.0.6"
    }        
  ]

here is a modified example

#

that worked ok with 'test' and 'unlisted'

sullen talon
sullen talon
narrow latch
#

My mission don't show up in the scenario editor PES_Cry

#

Does the mission header file need to be in the missions folder?

narrow latch
#

because that causes an error when bundling PES_Cry

sullen talon
narrow latch
#

there are many pinned messages =(

narrow path
#

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?

zinc wharf
#

@sullen talon, i don't suppose you know why my addon published 'private' was not visible to me in the workshop?

sullen talon
zinc wharf
#

hmm, maybe not

#

how do i got about linking my steam account to the bohemia one?

narrow latch
#

did the thing the pinned messages said, still bundle error =(

#

nvm got it

zinc wharf
#

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

narrow latch
#

Scenario still doesn't show up =D lol

sullen talon
zinc wharf
#

no problem

#

@sullen talon, maybe you can answer this one - everytime you upload a bundle, does it override the previous version?

dusty pike
#

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?

zinc wharf
#

is that a yes?

sullen talon
# zinc wharf 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... πŸ€”

zinc wharf
#

ahh ok

worthy glade
zinc wharf
#

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

narrow latch
#

oh, it doesn't show up in scenarios but I can play it from the actual addon it self

sullen talon
dusty pike
wheat valve
#

how do you set win/loss conditions on missions?

torpid tundra
narrow latch
#

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

torpid tundra
#

i just dont understand why they changed it all eden worked fine

narrow path
torpid tundra
#

we can hope lol

narrow path
#

remeber this is simply a mas test bed for the new engine

torpid tundra
#

true

narrow latch
#

There will probably be a Eden Equivalent

torpid tundra
#

i gotta keep reminding myself this lol

narrow path
#

plus going from eden to this, is a massive change, its always gunna be a bit jarring once u learn it, itll be natural

narrow latch
#

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

torpid tundra
#

it feels like this is designed for people who are already pros lol

solid timber
#

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)

torpid tundra
#

but yeh your right im sure eventually there will be an eden equilivant

narrow latch
#

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

solid timber
#

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 πŸ˜„

analog dock
torpid tundra
#

im sure we will be having a completely different conversation in 2 years or so lol

wheat valve
#

lowkey this program is way more powerful than eden, i hope it stays.

narrow latch
#

oh they won't be getting rid of this

solid timber
#

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

analog dock
#

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 ^^

solid timber
#

haha there are a lot of non-functional uploads with "test" in their name

#

its a pretty wonky system tbh

analog dock
#

For now uploading it unlisted to the workshop is the easiest way to get the dependencies running

solid timber
#

i dont know if in-game mod downloaders have ever really been a good idea

#

at least not for a game like arma

analog dock
#

I guess it's something they added since they had to use their own workshop anyways

solid timber
#

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 πŸ˜„

zinc wharf
#

@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.

final anvil
#

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.

analog dock
final anvil
#

players

#

trying to raise it to 10

#

πŸ™‚

analog dock
#

Let me check

final anvil
#

I really appreciate that, thanks!

narrow latch
#

ah okay, so the faction choosing screen is controlled by the game mode prefab

final anvil
#

yep

narrow latch
#

but what in the game mode prefab does it?

#

otherwise im a floating camera

sullen talon
narrow latch
round goblet
#

@torpid tundra Eden like editor is not just present yet. World Editor is not replacement of Eden per my understanding.

lean scroll
analog dock
final anvil
#

8

analog dock
lean scroll
#

That is awesome

analog dock
#

Only a .json configuration file

lean scroll
#

SO the modID is the only thing and that can be found in my documents for each addon?

torpid tundra
lean scroll
#

Are any mods server side or client side?

lean scroll
lean scroll
#

So no mods are technically are on the server side anymore?

#

Like in A3?

narrow latch
#

hmm do I have to do something with the mode prefab? cause I placed it, and still spawn in ocean

solid timber
# torpid tundra RIP majority of the mission making community then

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 😦

round goblet
torpid tundra
#

thats true but this looks so much harder to learn 😦

solid timber
#

it is, definitely. that comes with it being powerful

narrow path
#

@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?

solid timber
#

its not even "like" a game engine editor a la unity or unreal... it is that πŸ˜„

torpid tundra
#

liberation will be sweeeet

final anvil
analog dock
#

I have no clue, didn't play too much on the official servers

zinc wharf
#

@lean scroll what do you want to know?

lean scroll
# zinc wharf <@456226577798135808> 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"
        }
    ]
}

}

zinc wharf
#

yes that looks correct

lean scroll
#

server dies everytime

zinc wharf
#

how are your mods published?

lean scroll
#

they seem all public

zinc wharf
#

ok the names might be incorrect, because they have special characters

final anvil
lean scroll
zinc wharf
#

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

lean scroll
#

With my client?

zinc wharf
#

no, i mean - only include one mod at a time in the server config

lean scroll
#

Okay I found it

#

Oh I see

#

yeah thank you

zinc wharf
#

see which one kills the server and take a snapshot before it dies

#

it will tell you why

lean scroll
#

Also how do I hold the console up so it does not close itself upon death?

analog dock
lean scroll
#

It just closes immediately

zinc wharf
#

there is an old command you can add to a bat file

#

but you will have to google

lean scroll
#

WOOPS

#

@ echo off - ?

zinc wharf
#

can't remember

#

there is a command that stops windows auto closing on error

lean scroll
#

Alrighty I'll look for it was hopin to jog your memory

#

yeah

#

thanks again

zinc wharf
#

no problem

analog dock
final anvil
#

hmmm. interesting, you could do that with AI but not surea bout players

lean scroll
analog dock
final anvil
#

true. is that under faction manager?

zinc wharf
#

and yes, it seems like there is no such thing as local hosted assets

#

for servers

final anvil
#

i only saw things like callsign info and arsenal presets.

analog dock
final anvil
#

Is it under Object Properties?

analog dock
#

yup

final anvil
#

as a component or like unsorted

analog dock
#

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

final anvil
#

Visual Identity? Pretty sure that's not it, but I checked through the rest of the options extensively.

analog dock
#

nope

#

Are you using a CampaignFactionManager?

narrow latch
#

I figured it out =D, now my respawn point isn't working lol

#

I can click on it and click deploy but nothing happens

final anvil
#

from the GameMaster full gamemode

analog dock
#

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

narrow path
#

@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

narrow latch
#

What in the game mode prefabs determine what factions show up? I only want US to show up

narrow path
#

the faction manager determines that

narrow latch
#

ah

lean scroll
#

Thanks again

analog dock
narrow latch
#

how do I remove a faction? the minus is greyed out

#

Ah

#

Thank you Heart

#

so now my spawn point still isn't working, it's on the map, I can click it, I can hit deploy

#

nothin happens PES_Cry

analog dock
#

did you get a pop up with an error?

#

You would have to ignore that first

narrow path
#

check ur gamemode for to see if it has a SCR_RespawnMenuHandler in object properties

narrow latch
#

it needs that in general otherwise the menu doesn't show up at all

analog dock
#

I don't have it and everything works 🀣

narrow latch
analog dock
#

hah found it inside of the gamemaster

#

@final anvil found it!

final anvil
#

oop

analog dock
#

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

worthy glade
#

in ex0's sample coop, did he custom make the coop game mode?

narrow latch
#

yeah

final anvil
#

oh sweet, how so?

worthy glade
#

what a badass

final anvil
#

wait nvm

#

edit prefab lo

narrow latch
#

yis

worthy glade
#

edit prefab?

analog dock
worthy glade
#

what do

analog dock
#

You can duplicate or overwrite it in your addon

spark lynx
#

How do you get your scenario to appear in the scenarios list?

analog dock
#

overwriting will result in you not having to change every Groupsmanager component

worthy glade
#

groupsmanager component eh

analog dock
#

If you use GM_Eden the SCR_GroupsManagerComponent is inside of the GM

final anvil
#

ah gotcha

#

i can also make my own in my mod file

analog dock
#

if you don't already have one, possibly

#

Have no way of checking it

#

atleast not atm

worthy glade
#

what is GM_Eden

analog dock
#

GameMaster Eden

narrow latch
#

unrelated but soldiers have unique bodies? uwu

analog dock
#

one of Reforgers default Scenarios

narrow latch
#

Fat soldiers here I come

final anvil
#

is anyone else having trouble logging into their BI account to publish their work

#

Identity authentication failed - Error Code=404

spark lynx
final anvil
#

this is what I get

#

rog

#

ty

spark lynx
#

and it says you're logged in but you actually aren't

#

so press logout again

#

it's weird

final anvil
#

restart pc time

analog dock
#

Very useful resource from what I could tell

narrow latch
#

okay well using the team deathmatch prefab made my spawn point work

analog dock
#

Also important to note that you need to assign sides to player spawn points

worthy glade
narrow latch
#

I did PES_Cry

analog dock
#

for some reason those are Strings

worthy glade
#

where did ex0 get his triggers from

narrow latch
#

made em im guessing

worthy glade
#

from scratch?

#

or taken from an existing and modified

analog dock
#

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

wheat valve
#

how do you set win/loss conditions? my mission instantly ends when you kill the first squad.

narrow latch
#

can you edits a groups positioning?

worthy glade
#

i see options in the triggers themselves to 'end when all ai dead' but they are unchecked

sullen talon
worthy glade
#

haha noooo

sullen talon
#

Lemme check real fast

worthy glade
#

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

sullen talon
#

I am a le stupid, I forgot to use the boolean anywhere in the scripts. Lemao.

worthy glade
#

i dont know what that is

#

im gonna watch fodder's video.. but damn i much prefer written format

mystic kestrel
sullen talon
narrow latch
#

So, the AI only respond to seeing the player, but gunshots don't seem to rile em up to much

worthy glade
#

how did you make the triggers exo?

sullen talon
worthy glade
#

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

sullen talon
sullen talon
worthy glade
#

you and me, we speak different languages

#

im going to cry in the corner now

narrow latch
#

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?

torpid mural
narrow latch
#

and what are these settings?

#

I mess around with these

#

sorry for double send

torpid mural
#

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 πŸ˜„
*FactionManager - Probably needed to seperate factions between AIs/player, who is friendly, who is enemy etc. idk

narrow latch
#

well perception manager seemed like the one, but it's only got line of sight stuff

sullen talon
torpid mural
narrow latch
#

I see nothin bout gun shot reacting

final anvil
#

still unable to login

#

to publish

narrow latch
#

they're on a defend waypoint, maybe that's causing the weird reactions

final anvil
#

gonna revalidate

wheat valve
#

awesome thanks exo, works great.

narrow latch
#

maybe they only react to stuff in the defend waypoint

final anvil
#
BACKEND   (E): Identity authentication failed - Error Code=401
BACKEND   (E): Error response: {"url":"/game-identity/api/v1.1/identities/reforger/auth","message":"ErrID: 2ebeff68-f29c-4a74-b594-b8a4350426a8: Authorization failed, check your token."}```
#

anyone else getting that?