#enfusion_scenario

1 messages ยท Page 23 of 1

final anvil
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when trying to loginto puiblish

narrow latch
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just tested, when they don't have a defend waypoint, they hunt you down lol

final anvil
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Okay, I was able to login by logging into ArmA Reforger first, but after bundling my mission and trying to upload I get:

DEFAULT   (E): Uploading failed! Reason: "Unauthorized"```
nocturne marsh
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Thanks

narrow latch
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can we manipulate a way points shape?

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oh good, so they'll only react to things within the radius of a defend waypoint

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not perfect but it's a good start for some CQB stuff

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do you have to use an AI group?

barren lava
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Hrm. I keep getting an error when I try to publish

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BACKEND (E): [RestApi] ID:[5] Error Code:400 - Bad Request, ApiCode:
DEFAULT (E): Uploading failed! Reason: "Asset bundle manifest is invalid"
RESOURCES (E): Publishing failed

grizzled sable
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Anyone know how to set Task For missions inside reformed tool

dusty pike
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hey was wondering how can I disable AI movement?
assumed that disabling the AIpathfindingComponent would have brough similar results to A3's but the AI just disappears
ideas?

narrow latch
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I think I saw something like a movement tick box in one of the components

dusty pike
narrow latch
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yeah, im probably gonna take a break from the whole thing until more documentation comes

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It wouldn't surprise me if someone makes a "Editor EZ Mode" mod that comes with a bunch of stuff already set up

calm yew
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hopefully we get something more akin to 3den in the future lmao

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if not, learning curve gonna get a bit steeper

visual flame
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How do you make AI walk to a waypoint rather than run to it?

narrow latch
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And ya know what, even if Bohemia doesn't make it, a modder probably will lol

calm yew
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yep

narrow latch
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I think the patrol waypoint makes them walk

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and it won't be like some kind of third party editor I reckon, if they make it using the SDK it'll probably be just like Eden

dusty pike
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my best bet so far for the movement disabling is giving them a very small defend waypoint but they move a little

visual flame
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tbh this editor is great. It's kinda like a game engine with the prefabs and all

narrow latch
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that's what it is

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Workbench is Bohemia's Unity/Unreal

dusty pike
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I hope a dev can clarify in the morning

narrow latch
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it's just pre-loaded with some basic arma stuff

visual flame
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yeah

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if you know Unity or Unreal you're fine

calm yew
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yep, it's way more open and flexible alright

visual flame
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just need to know how the game components work

calm yew
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only problem I see is for those that are not used to it, which well.. rip

wheat valve
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is there a way to set a limited number of respawns?

visual flame
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If I want the AI to cycle, can I just give them the cycle waypoint and add the rest of the waypoints to the cycle waypoint itself?
it seems to work

narrow latch
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Learned some things about the Defend Waypoint earlier, atleast from my testing, they won't react to anything outside the waypoint unless they see you or getting shot

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but gunfire won't trigger them to react

visual flame
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Were you able to change their formations?

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There's the AIFormationComponent

narrow latch
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There's a formation thing you type into

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I used one man groups though because I was trying to do a CQB thing

visual flame
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ah gotcha

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Is there any way to play the scenario in game without publishing it?

narrow latch
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Publish as private or test

final anvil
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do placed objects not save in mission files?

solar shard
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If its not already answered. Hat the same. My original Eden instance hat the weather manager also added. Just disable it and voila.

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So I was not mad. Thanks to you and all you BI folks!

proud sorrel
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Maybe I'm missing it, but is there a way to import prefabs from other addons without inheriting a dependency?

I'd d like to work with exO's awesome prefabs in a separate mission without requiring downloads of both

solid timber
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can you unpack the prefab (can't remember the exact terminology in enfusion) then remove the dependency?

torn wyvern
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I have a problem with the layers i created in world editor yesterday. I tried to organise my stuff a bit to prevent me from moving or altering it accidentally. I wanted to continue, but now the additional layers i created are not "loaded" in the editor, there is only the "default"-layer. Is it possible to get the two other layers back into my world?

rich niche
torn wyvern
rich niche
torn wyvern
# rich niche Something went wrong. The `sTsGamemasterWorld.ent` includes information about on...

i already was able to reproduce it, i tried to remember the steps i did yesterday and i have the exact same problem now

  1. New project
  2. New folder called "Worlds"
  3. Open World Editor and load Eden as a base
  4. Create sub-world > "Save world as" in "Worlds" folder
  5. Put Prefab "Gamemode_Editor_Full.et" in default layer
  6. Put Prefab "SpawnPoint_US.et" in default layer
  7. Save default layer (right click > save)
  8. Create new layer "Spawnpoints"
  9. Put before mentioned Spawnpoint into "Spawnpoints"-layer
  10. Save that layer (right click > save)
  11. Create new layer "Setup"
  12. Drop before mentioned GameMode_Editor into "Setup"-layer
  13. Save that layer (right click > save)
  14. Close World Editor (Its not asking to save anything!)
  15. Close Enfusion Workbench completly
  16. Start it again and load the project
  17. Open world in "worlds" folder
  18. Both created layers with their contents are missing inside world editor and no entry for the layers inside world.ent
wheat valve
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how do you enable radio spawning from the workbench?

marsh turret
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Anybody managed to make a vehicle (say a truck) an Arsenal and/or Forward Spawn?

torn wyvern
wheat valve
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@marsh turret no but if you figure it out can you please hook a brother up?

zinc wharf
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@sullen talon just reposting some findings I found last night (regarding versioning) - just in case you missed it...

@ex0, 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 as a client (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.

Thanks!

narrow path
sullen talon
zinc wharf
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Thanks, just figured it might be a cause for concern your end!

narrow path
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For map topology and background u need the mapentity component, and in Object Properties > Unsorted you put EveronRasterized.edds in to the Satellite background image and eden.topo in the map geometry data.

sturdy sonnet
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does this work to start a server too ? so you can play with friends on this scenario without publishing it

sullen talon
sturdy sonnet
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okok so you can't even if everyone has the scenario already downloaded on their pc

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if you publish the scenario under "private" or "test" option, people can still download it when they try to join the server ?

sullen talon
sullen talon
spark lynx
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Anyone had issues here with the game freezing when loading into mission?

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Was directed here by a dev

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Pretty sure it's not the mission because I haven't changed anything in mission since it was working ๐Ÿ˜‚

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(Freezes on a black screen)

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Also works fine in world editor

worn cedar
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With no prior coding knowledge i started to learn how to do the SQF stuff in arma 3 and can say i got quite far with it. Thats now roughly 2 years ago. But this new enfusion stuff is a whole new level of complicated lol.

narrow path
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Welcome to c# :D

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has anyone figured out the task stuff yet? I cant seem to make heads or tails of it

vast oar
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@slow thicket nice KOTH. how did you pull the loadouts from Capture & Hold?

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and is there an easy way to modify them or would that require extra tinkering

narrow path
vast oar
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under which prefab folder is is the rifleman, gl etc

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ah found it

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@narrow path help me find the loadoutmanager? ๐Ÿ™‚

narrow path
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in the resource browser there is a search bar in the top left corner, in there you can type "Loadoutmanager_USxUSSR.et" and you drag that in to the game world, make sure to click on the arma reforger folder before searching as it searches what ever folder u currently have selected

vast oar
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interesting its not part of CAH_BaseWorld even though that game mode comes with loadout manager

narrow path
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it should be, who ever made CAH may have either had to modify the prefab or renamed it

vast oar
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or im bad at searching! ill keep looking

narrow path
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for example i am using Ex0's coop sample loadoutmanager

narrow path
vast oar
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ah right

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i was searching wrong thanks for the help

narrow path
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vnpnp

sullen talon
vast oar
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is there a slotting system anywhere? for example when joining a team, instead of just choosing a role, there would be a list of roles (SL, FTL1, FTL2, Medic, AT, AR, etc)? because with the loadoutmanager everyone can have the same loadout if they wanted

zinc wharf
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I asked about this yesterday, currently there is no example - we would have to come up with our own solution. I am assuming this would include UI layout as well.

vast oar
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yeah i had a feeling. theres probably no interface for this yet, and probably do it like in arma 3 by spawning an AI and then letting the player take control of it seamlessly

zinc wharf
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I am sure Bohemia will release more examples over time, like C&H. But I also get the feeling that a lot more is possible with this new Workshop, you just need more of a developer background.

vast oar
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yeah

zinc wharf
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A lot of people will be relying solely on modifying examples from other people, not that much different from SQF in the old editor.

vast oar
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ye there will proably be a handful of CBA/ACE/ACRE type developers, and a bunch of people who just edit existing scripts

zinc wharf
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my only concern is with how the workshop will become oversaturated with useless tests and junk

vast oar
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its already happening theres 14 pages with maybe total of 3 useful mods

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im sure they will redesign the way mods are presented and searched for over time

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maybe allow publishing a mod semi-publicly based on the user's Arma 3 Unit thingy

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so communities could publish their stuff only to community members

zinc wharf
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another issue is, as soon as an addon is published, it almost has to stay forever. Other people download it and create a dependency. If you had the ability to just delete it, you could break other peoples addons and servers.

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Imagine that something popular like ACE gets released for a few months, then one day the guy who uploaded it decides to remove it from the workshop. That would cause havoc.

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So this begs the question, when do addons get cleaned up? If ever...

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Hopefully more light gets shed on things like this over time.

zinc wharf
iron dust
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if a mod is gone, it's gone and everyone who has dependencies on it will have issues

zinc wharf
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Yes, I guess you are right...

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Does the server download the required addons locally?

west karma
iron dust
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is it fixed? i have no idea, i just reacted to that line

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not sure if i would call that "fixed", though. if i want to remove my mod from the workshop, i should be allowed to

proud stream
iron dust
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sure, but again, me as a mod creator, if i want to remove my mod, i want it removed

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there can be plenty reasons for why i want to remove it

solid timber
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does deleting a mod on the workshop actually remove it from subscribers computers?

proud stream
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you can just decide to not continue supporting it, it will fade anyway then

iron dust
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not necessarily

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also there can be many reasons for wanting to delete a mod

proud stream
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for example ?

iron dust
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first coming to mind: if a mod gives you a bad name due to whatever issues

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another one would be if something is broken and people keep writing you about it, but you have no way of fixing it / simply don't want to bother

slow thicket
iron dust
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or i might simply not want people to use my mod x anymore. i shouldn't have to come up with a justification

proud stream
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well you should be concious about if you put something on the internet it stays for good. i mean even if you would delete it from the workshop. i have backups of that mod locally and can still use it

iron dust
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that said, i could also just sabotage the mod with uploading broken/blank files.

iron dust
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well, if i want the mod gone but have no way of doing that any other way, that's what i'm going to do

solid timber
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fair warning: the world editor's response to loading invalid conf files in a conf field is to crash ๐Ÿ˜„

west karma
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I wonder how you worked that out ๐Ÿ˜›

solid timber
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mercifully just after i saved ๐Ÿ‘ผ

west karma
hot sandal
solid timber
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haha at least it was saved by the time you got into arma ๐Ÿ˜„

iron dust
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but it's another good example for why not being able to remove workshop items is not a good thing

west karma
west karma
iron dust
west karma
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Yeah but I just meant as a temporary fix for you now

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With triggers how do I get it to trigger if a certain faction goes into it?

proud stream
iron dust
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i have more reasons for deleting mods ๐Ÿ˜„

proud stream
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if nobody knows who you are, no bad rep risk, no contacting and so so

west karma
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I mean we should definitely be able to delete mods at some point because it's your mod so you should be able to do what you like with it, but for now you can set it to private and hopefully in the future they will add the function to delete it

proud stream
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this will just result in peoplke running server running local backups and reupping them .

west karma
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They probably will anyway incase updates break things

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If they're paranoid

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Nvm I found the end Game on Empty bit

iron dust
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and again, if i want to, i can sabotage everything anyways with just updating with broken files

hot sandal
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Anyone knows if the engine allows for a proper pause on Esc? Or is it always running? Even the "SP" tutorial mission continues to run when you're in the menu or something.

solar shard
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Just a question around. I saw somehwere the possibility to spawn at an RTO. But cant find it in respawnmanagers. Did, by any chance, saw someone somethinh similar?

sturdy ore
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is there a tutorial for player waypoints? i got AI WPยดs working, but no clue how to set them for players

west karma
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Player waypoints are for the weak! Map and compass!

sturdy ore
west karma
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Idk I'm still working on triggers

sturdy ore
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also, if i use "get in" WP for AI, followed by a "Move" WP, they get in the car, then hop out again and walk to that secound WP.

waxen fossil
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AI cant drive yet

sturdy ore
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ah ok, thanks

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can they at least shoot the guns?

waxen fossil
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not yet

sturdy ore
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good to know, thanks

west karma
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INTERESTING

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OK so I have a trigger where if you run into it the game ends

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Hmmm

full bolt
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Hey all, so Iโ€™m in the process of creating a custom terrain, but I canโ€™t figure out how to create a loadable scenario on it. What components are necessary for, for example, a game master scenario to be loadable?

sturdy ore
# full bolt Hey all, so Iโ€™m in the process of creating a custom terrain, but I canโ€™t figure ...

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Join in future operations: https://discord.gg/UselessFodder
Support the channel and community: https://patreon.com/UselessFodder

Arma Reforger JUST came out, but it didn't ship with something simple like the Eden / 3den editor, so we're learning the new Enfusion Engine Arma Reforger...

โ–ถ Play video
sturdy ore
full bolt
#

Alright, thatโ€™s interesting, since I have those, but the map still doesnโ€™t seem to have a loadable scenario. Let me give that video a watch and Iโ€™ll come back to it.

west karma
sturdy ore
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awesome.. you already got some guides? would love to see

west karma
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BUT I think I have worked out triggers to some extent, got a trigger where it ends the game when all the enemies in a certain area are dead

west karma
sturdy ore
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awesome, thanks

solid timber
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anyone know how to change the default character you spawn as when using the camera position play?

west karma
# sturdy ore awesome, thanks

But basically adding a trigger entitiy and doing the + on the Script and adding an onActivation or onDeactivation script then putting in the code for ending the mission from the Sample COOP

solar shard
sturdy ore
solar shard
# sturdy ore nice guide. good job. you should add how to cycle Waypoints

thats pretty easy (for AI). you find it in my tutorial map ( https://github.com/Zealous666/AR_NightOps1985 ) but basically, just add the waypoints and a cycle waypoint. In the cycle waypoint you have settings to add the others to it.

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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Though I'm not sure how/if briefings work atm

solar shard
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there you can add all the stuff

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if you start my NightOps mission from the workshop you see it up and running. You can add the same node to other game managers

solar shard
west karma
solar shard
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its mostly based on the stuff the awesome folks here in discord discovered the last 48hours and the stuff @sullen talon from Bohemia.net provided us with the sample coop and personal support here in the channel

sullen talon
solar shard
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now its said. Seriously, the way you support the community in this kickoff is on point

sullen talon
solar shard
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why is a Bohemia guy surprised by this? ^^

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that prooves that arma and ofp is sorcery, magical stuff build by its own

sullen talon
solar shard
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@quasi jayso I love him too. Important in this difficult times

quasi jay
solar shard
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Has anybody figured out placing some sort pr markers?
Thanks to @solid timber I was able to place a simple pink square but that doesnโ€™t make any sense

solid timber
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well you can also place fuel station markers and tree markers with that method!!!

solid timber
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always be prepared

solar shard
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@sullen talon just figured out, you can add several aiRespawn prefabs to a trigger. That reduces the amount of queries a lot. Great!

mental cove
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My first proper mission almost done, just need a map marker to tell the player where to go and its golden

charred karma
#

think ya pinged the wrong person @solar shard

solar shard
charred karma
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No worries, just saw me getting credited for something and was like, "huh, that doesnt seem right"

solar shard
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Weired

charred karma
sullen talon
solar shard
#

Ah. Im sorry

solar shard
solid timber
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i was trying to reverse engineer the CAH capturearea code and not having a lot of luck

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it seems to set a lot of variables in the descriptor that aren't available to the component inspector/editor

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btw, its not great, but the best visible at high zoom marker ive come up with is using the Name City type ๐Ÿ˜„

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obviously makes all your markers look like city names, but...

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looks like so. it does the job at least to give some direction given there is no player marker ๐Ÿ˜„ i added the # to make it clear it was different

radiant summit
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Oh wow what a coincidence youโ€™re typing right now ๐Ÿ˜‚

solar shard
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Well. Combined with the Ingame visible comment entity (looks like a draw3d thing) its almost a task marker. But ex0 is on the way for the true solution ๐Ÿ˜‚

radiant summit
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I have played it 3 times and have not been able to trigger the win conditions. Iโ€™ve even destroyed the truck

solar shard
solar shard
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Normally the mission ends when the guards directly defending the truck are dead. But I plan to make a secondary objective by destroying the truck via event handler.

radiant summit
solar shard
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Yeah thats why Iโ€™m planning to make a secondary objective

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But sounds like a bug. Thank you!

solar shard
solar shard
full bolt
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Well shit. I have no clue why this isn't working. I have all of the modules down, the config files for the missions, and they work in the editor, but in the workshop, there's no scenarios on the map.

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There's gotta be something else that needs to be done in order for these scenario configs to actually load

solar shard
radiant summit
solar shard
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Break. \ am I crazy or are the backpacks gone? I see them in inventory but not on characters visually

solar shard
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(Patrols)

full bolt
radiant summit
solar shard
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Its by me and very early. About scenarios not showing Ingame

sullen talon
radiant summit
radiant summit
solar shard
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A pink one by any chance? Thats part of testing around with markers. Nothing more.

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But thatโ€™d very offtopic here

radiant summit
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Nope, green. Iโ€™ll get a screenshot later

solar shard
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Dont know. Seriously

west karma
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Damn thought I had triggers but it turns out I don't ๐Ÿ˜ข

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@solar shard Have you got an end condition where if an area is clear it ends?

solar shard
odd perch
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@sullen talon Hi, do you know if there is any way to set fixed slots with predefined loadouts?

west karma
solar shard
proud sorrel
proud sorrel
west karma
west karma
proud sorrel
#

I'm VERY interested in that trigger inactivation example. Literally all I need to finish the mission for my Tutorial video @west karma

sullen talon
west karma
odd perch
#

thats what I thought, It appears that mission defined playable groups aren't even registered in the gui

west karma
proud sorrel
#

exO is a king btw ๐Ÿ‘‘

solar shard
full bolt
#

So I've gone through everything in here, and the scenarios are still not showing up in the workshop. I've got my directory outside of my addons folder, i've tried with a missions folder, without a missions folder, but nothing I'm doing here is actually causing the map to display playable scenarios below it

sullen talon
west karma
west karma
sullen talon
# west karma ๐Ÿ˜„ Any idea how I solve my problem though?

Well it's working just as expected - any time [any] character leaves the trigger, it ends the game - just as it's written. Instead consider something like this:

protected int m_iCount; // keep count of enemies
protected FactionKey m_sFactionKey = "USSR"; // enemy faction

bool IsEnemy(IEntity ent)
{
    SCR_ChimeraCharacter ch = SCR_ChimeraCharacter.Cast(ent);
    if (!ch)
        return false; // checking character only
    
    Faction f = ch.GetFaction();
    if (!f)
        return false; // must have faction
    
    return f.GetFactionKey() == m_sFactionKey; // must be target faction
}

override void OnActivate(IEntity ent)
{
    if (!IsEnemy(ent))
        return;
    ++m_iCount;
}

override void OnDeactivate(IEntity ent)
{
    if (!IsEnemy(ent))
        return;
    
    --m_iCount;
    if (m_iCount <= 0)
        OnEmptied();
}

void OnEmptied()
{
    // Clear game mode here
}```
west karma
#

Awesome! I shall pretend I know what any of that means and copy and paste it in ๐Ÿ˜„

crisp rain
#

Dang I was trying to write a script to help you but ex0 beat me to it >:(

odd perch
#

@sullen talon If I am reading this right this is on the trigger and counting entities in and out. I assume if the enemy leave then it will still fire

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as in walk out

odd perch
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ok, I guess a timer could give some wiggle room

solar shard
#

Which is actually great for typical โ€žpresentโ€œ / โ€žnot presentโ€œ trigger once we established some more prefabs to use it with. Like createVehicle or setTaskStateโ€ฆ

hazy wyvern
#

In the world editor, how to you play as a character/prefab you put down?

exotic reef
#

@sullen talon it appears that since dead characters physically remain inside the trigger, they do not trigger OnDeactivate. is there an efficient solution to detect once all soldiers of a faction have either left or died an area?

crisp rain
#

clean up those dead bodies :P

left lava
#

How to make tasks ?

solar shard
solar shard
#

@sullen talon your AISpawn prefab does not allow to store the created group in a variable, or do I miss something?

west karma
solar shard
#

I will take a look in the scripting documentation regarding missionNamespace and profileNamespace for that matter

west karma
carmine swan
# west karma https://github.com/Herbiie/TriggerTest That was working when you killed one of ...

cc @exotic reef it's because of the trigger prefab. In this test, you're using the SCR_CampaignBuildingTrigger which, if you look at class for it it has methods that are essentially checking for the entities in the trigger area to be alive. Specifically, there's an OnDeath method in there that is assigned to the character entity's death invoker meaning that when the character dies, it will invoke that method. OnDeath in this context will remove the item from the array of entities within the the trigger area.

Likewise, there is another method in there called CanBlockPreview which is also checking if the entities within the trigger area are character controllers, if they are it checks if they are alive. if they are not alive, it also removes them from the array of entities within the trigger area.

#

I was going to try and provide code examples, but that would be way too long of a post lol

exotic reef
carmine swan
#

TL;DR: naizarak is right in that if you just throw down a base trigger with that script, it will continue to detect dead characters unless you explicitly tell it to ignore them

exotic reef
#

lol exactly what you said

carmine swan
#

Yeah, you need to explicitly do it yourself in your own script, or just use the campaign building trigger prefab that Herbiie is using because that does it for you it looks like

mental cove
#

Whenever I reload the editor, the playable factions I have set, the time of day and some other attributes on the Game mode prefab i am using are being reset. I also notice that this reset happens when publishing to the workshop also. Does anyone have any idea why this might be?

solar shard
mental cove
#

im thinking its maybe something to do with the prefabs being in GM_Eden rather than the new world, but when i move them I spawn in the ocean?

solar shard
#

I deactivated them in gm_eden via checkbox and locked the layer. That solved it mostly.

exotic reef
full bolt
#

Zeal, thank you for the help, I managed to eventually get it working after copying the file structure from Exo's sample.

solar shard
solar shard
mental cove
full bolt
#

Looks like shit too because of the lack of textures lmao

solar shard
west karma
solar shard
waxen fossil
#

@slow thicket are you sure AI respawning is working in your mission? I was testing it in SP before throwing it on a server but the AI seems to stop respawning

west karma
#
{
    // user script
    protected int m_iCount; // keep count of enemies
    protected FactionKey m_sFactionKey = "USSR"; // enemy faction
    
    bool IsEnemy(IEntity ent)
    {
        SCR_ChimeraCharacter ch = SCR_ChimeraCharacter.Cast(ent);
        if (!ch)
            return false; // checking character only
        
        Faction f = ch.GetFaction();
        if (!f)
            return false; // must have faction
        
        return f.GetFactionKey() == m_sFactionKey; // must be target faction
    }

    override void OnActivate(IEntity ent)
    {
        if (!IsEnemy(ent))
        return;
        ++m_iCount
    }

    override void OnDeactivate(IEntity ent)
    {
        if (!IsEnemy(ent))
        return;
    
        --m_iCount;
        if (m_iCount <= 0)
            OnEmptied();
    }
    
    void OnEmptied()
    {
        SCR_BaseGameMode gameMode = SCR_BaseGameMode.Cast(GetGame().GetGameMode());
        Faction faction = GetGame().GetFactionManager().GetFactionByKey("US");
        int usIndex = GetGame().GetFactionManager().GetFactionIndex(faction);
        gameMode.EndGameMode(SCR_GameModeEndData.CreateSimple(SCR_GameModeEndData.ENDREASON_EDITOR_FACTION_VICTORY, -1, usIndex));
    }

};
solar shard
#

How do you check !isEnemy. To whom?

west karma
#

That's the first boolean

#

so the bool IsEnemy at the top checks if the faction of the entity matches the enemy factionkey at the very top

#

Not entirely sure how it's pulling the unit through but I'm guessing it's the SC_ChimeraCharacter.Cast(ent)

exotic reef
#

try calling super on the event handlers, otherwise you're bypassing the trigger's internal functionality

west karma
odd perch
#

this script only works if you are despawning dead bodies as they still count as entities

west karma
#

But the trigger should be ignoring that, unless what @exotic reef is saying is that the script is ignoring that and I have to do something else

#

But idk what calling super on the event handlers means

exotic reef
#

do super.OnActivate(ent), super.OnDeactivate(ent)

#

in the respective handlers

odd perch
#

Entity is passed to IsEntity script by the OnActive method which triggers on an entity enters a trigger. the trigger behaviour passes the entity that triggered it

#

what naizarak says

west karma
odd perch
#

it calls the base class method I believe

#

super.onactivate should be in the method

#

basically it calls the base class function and then does what you want to do

west karma
#

Soooo

override void OnActivate(IEntity ent)
{
    if (!IsEnemy(ent))
        return;
    ++m_iCount;
  super.OnActive
}

? I have literally 0 c# or c++ experience (can you tell)

exotic reef
#

if you override a method, calling super will run the base class's method first before your custom code

odd perch
#

it needs to be called first however

#

sorry naizarak stepping on your toes

west karma
#
{
    super.OnActive;
    if (!IsEnemy(ent))
        return;
    ++m_iCount;
}```

?
odd perch
#

๐Ÿ‘

exotic reef
#

lol it's ok i didn't invent programming

west karma
#

Thanks guys, you get added to the thanks on the tutorial

#

Hmm I got validation errors for can't find variable onActivate or onDeactivate

final anvil
#

Hey, I noticed you can delete base-game terrain objects but for some reason they pop back up after you publish the mission

#

Does anyone know how to fix that?

odd perch
#

its a bug

#

you aren't supposed to edit the world terrain

final anvil
#

oop

#

alright then

#

thank you

odd perch
#

it makes sense if you think about it. you want to redownload the map for a new mission?

final anvil
#

Not reallyh

odd perch
#

shame would have been cool

final anvil
#

But, nothing similar to hide object in A3?

odd perch
#

not that I am aware

final anvil
#

dambn

odd perch
#

perhaps a script could remove the mesh

final anvil
#

just gotta work around things then

odd perch
#

but no idea how to target the mesh objects

#

also the nav mesh wouldn't reflect the change

mental cove
#

most objects have a visible tag as far as I can tell, maybe changing that. Though it is likely that those attributes reset just like the objects you delete

#

But maybe changing that tag when the mission runs with a script?

west karma
#

Hmm so I got to :

override void OnActivate(IEntity ent)
    {
        super.OnActivate(IEntity ent);
        if (!IsEnemy(ent))
            return;
        ++m_iCount;
    }
    
    override void OnDeactivate(IEntity ent)
    {
        super.OnDeactivate(IEntity ent);
        if (!IsEnemy(ent))
            return;
        
        --m_iCount;
        if (m_iCount <= 0)
            OnEmptied();
    }

But now get a missing ; for after the super. for both of them?

exotic reef
#

super.OnActivate(ent);

west karma
#

Need to learn me some coding methinks

crisp rain
solar shard
mental cove
# solar shard That dont works. Tried it yesterday in many ways.

yeah I think i might have fixed it now, I just copied everything from my custom world, made a new world that didnt inherit from GM_eden then pasted (ctrl+shift+v) for absoloute position. Also copied everything from my old world that was before in GM_eden into the new world

#

It seems to be the same issue that Trigon was talking about with objects, anything not in your custom world gets reset on publish

solar shard
mental cove
#

yeah it also seems that the weather manager is in the base eden world, so that is still reset

solar shard
#

I actually deleted it totally from the base world instead of disabling it and now its fine.

#

Maybe its back when the game receives an update like yesterday. I dont know.

west karma
# exotic reef super.OnActivate(ent);

So that script wasn't working... but now I went back to check and just put the end mission in the onDeactivate and it did work (when all of them were dead it ended), but it also ended when I died.

I am most confused.

mental cove
#

ah I fixed this by using a new weathermanager component and changing the attributes instead of the weather tool

solar shard
#

Nevermind. You are totals right. Just checked again and everything is reset.

I wonder if there is s better Eden world as the one from gamemaster mode without managers, gm placeable slots etc. Just an empty everon world to be used. @quasi jay @sullen talon is there some better sort of feedback tool we can suggest this or can you bring this to your office?

mental cove
#

There is a blank eden as far as I can tell, to use the stuff from GM_Eden but with editable attributes copy it from GM_Eden into a new world that is only a subscene of the regular just 'Eden' world

sullen talon
solar shard
carmine swan
#

okay this keeps driving me nuts, does anyone know the significance of prefabs marked with the _Editor suffix? Is it just a baseline prefab?

quasi jay
solar shard
west karma
# sullen talon You should be passing in only the ent, not "IEntity ent", that's syntax error

Yeah @exotic reef said ๐Ÿ™‚

I'm now at:

{
    // user script
    protected int m_iCount; // keep count of enemies
    protected FactionKey m_sFactionKey = "USSR"; // enemy faction
    
    bool IsEnemy(IEntity ent)
    {
        SCR_ChimeraCharacter ch = SCR_ChimeraCharacter.Cast(ent);
        if (!ch)
            return false; // checking character only
        
        Faction f = ch.GetFaction();
        if (!f)
            return false; // must have faction
        
        return f.GetFactionKey() == m_sFactionKey; // must be target faction
    }
    
    override void OnActivate(IEntity ent)
    {
        super.OnActivate(ent);
        if (!IsEnemy(ent))
            return;
        ++m_iCount;
    }
    
    override void OnDeactivate(IEntity ent)
    {
        super.OnDeactivate(ent);
        if (!IsEnemy(ent))
            return;
        
        --m_iCount;
        if (m_iCount <= 0)
            OnEmptied();
    }
    
    void OnEmptied()
    {
        SCR_BaseGameMode gameMode = SCR_BaseGameMode.Cast(GetGame().GetGameMode());
        Faction faction = GetGame().GetFactionManager().GetFactionByKey("US");
        int usIndex = GetGame().GetFactionManager().GetFactionIndex(faction);
        gameMode.EndGameMode(SCR_GameModeEndData.CreateSimple(SCR_GameModeEndData.ENDREASON_EDITOR_FACTION_VICTORY, -1, usIndex));
    }

};

Is there a way I can check what m_iCount is? I saw a print thing but not sure how to use it

solar shard
#

Print is an debug log console output. Perfect for that.

sullen talon
sullen talon
west karma
#

Ah yes and we check the faction int he script now

#

I guess before it just wasn't filtering

solar shard
# quasi jay I am unsure what are you speaking about specifically. But if you want the cleane...

just checked again. Actually, I'm using the basic eden world. Not the GM world. Still there are some managers included, like the TimeAndWeatherManager.

Our issue now is, when we place our own TimeAndWeatherManager. It conflicts somehow and SOMETIMES it uses our settings, sometimes the default settings and yesterday I had BOTH in addition. But we cannot delete or disable the one from eden since its resetting on a regular basis.

west karma
#

That Print thing should be showing up in the Log COnsole?

exotic reef
#

it prints in the Output tab and also to the script.log file in your profile folder

#

or Log tab, i forget which one

crisp rain
#

@solar shard if you can't get rid of it can you just override the methods in the included timeandweathermanager?

west karma
solar shard
crisp rain
#

@exotic reef profile

sullen talon
west karma
sullen talon
slow thicket
# waxen fossil <@395243518806720512> are you sure AI respawning is working in your mission? I w...

So as far as I can tell, the AI is definitely respawning but the catch is the whole group has to die and given that their pathfinding is kind of trash at the moment by default, there's normally one or two stragglers in the group that dont get killed and are stuck in a building or close to their spawn. If someone would like to explain to me a way to have the AI respawn when a certain number of the group is dead Im all ears. The way I know they respawn is by using the gamemaster when testing in the tools, which you cant do in game. They also sometimes end up ignoring the objective in order to fight enemies they see in field or are just chilling in some walled off courtyard. Im actually going to be making a new map to see if a smaller town helps fix this issue. But thank you for bringing this up

waxen fossil
#

ah ok, makes sense

west karma
slow thicket
#

Yeah im testing an update now and they are all fighting in the outskirts instead of on the objective. Ill keep working on it though

sullen talon
solar shard
slow thicket
#

Ive tried a few different types Im not sure if I tried defend but I can try again.

solar shard
#

I use defend in my map. They attack you from inside the defend wp when they see you but otherwise they ignore you as long as you are not In the wp circle

#

Tl:dr they dont โ€œgo onto an adventureโ€ when they here gunfire

slow thicket
#

Cool I'll try it out thanks! If this fixes it I owe you big time

solar shard
#

That would be too easy ๐Ÿ˜‰
But in NightOps it works great.

mental cove
#

Anybody know how to stop an AI character from moving, but still able to turn and shoot, like disableAI "PATH" from arma 3? Using the static Flag has no effect

dawn obsidian
#

Anyone know how to fix my map not having the normal background with routes and stuff?

sullen talon
slow thicket
#

Thank you!

west karma
slow thicket
#

Does the number of groups vs the number of AI within a group have a large impact on performance like it did in Arma 3?

solar shard
#

@sullen talonis there a reason the SpawnPoint_US_2 in your sampleCoop is in triggers?

#

I dont see any difference to US_1. Is it just moved to wrong layer by mistake or adressed somehow?

neat thunder
#

If we need to restart the server to switch missions(at least for Reforger), I reckon the only way for a community that plays multiple missions per session would be to create a Enfusion mission that will serve as the base, and then somehow load the missions as mods, and have a system for the admin to switch missions. But that would not allow for changing maps, I suppose. I don't see how we could play a COOP on Takistan, followed by a COOP on Altis, followed by a TvT(PvP) on Chernarus without forcing everyone to disconnect and connect between each mission.

exotic reef
#

@west karma i think i figured out what ex0 was talking about. getting triggers to filter on a custom condition is actually incredibly simple

#

all we have to do is override a single method from ScriptedGameTriggerEntity

#
    {
        return DefaultEntityFilterForQuery(ent);
    }```
#

basically every entity in the trigger gets run through the here which returns a simple true/false

#

you can override it with whatever custom condition you want

#

for example

#
        SCR_ChimeraCharacter cc = SCR_ChimeraCharacter.Cast(ent);
        if (!cc) return false;
        if (cc.GetFactionKey() != "USSR") return false;
        if (!IsAlive(cc)) return false;
        return true;
    }```
narrow path
west karma
# exotic reef for example

OK, so then using that we can get rid of the faction checker in the script as we've already filtered for faction?

exotic reef
#

yeah you can filter for whatever you want directly through that 1 method

slow thicket
#

@solar shard Your suggestion helped a lot. They aren't perfect, but the AI is a lot better about staying on the objective now. Thanks again!

west karma
#

I shall try this, thank you @exotic reef

exotic reef
#

my example now properly deactivates when an opfor character leaves the trigger OR dies

west karma
#

is IsAlive still a thing?

exotic reef
#

IsAlive() is defined in SCR_BaseTriggerEntity which my trigger is extending

west karma
#

So am I making a new prefab tigger based on SCR_BaseTriggerEntity?

exotic reef
#

yes that's what i used

slow thicket
#

If you edit a script that a prefab uses do you have to recreate the prefab?

west karma
#

Pretty much entirely thanks to @exotic reef and @sullen talon (and @odd perch for helping earlier) I now have working triggers that end the mission when all the enemy inside are dead - will be updating the guide now

mental cove
#

When I place down a character and enable the AI it shoots at me, however when I reload or publish the mission it seems they have their AI disabled very odd

iron hollow
mental cove
#

deleting an re adding the perception manager seems to let groups shoot each other again after a reload, but the single characters are disabled, but if i copy one of these disabled chatacters and paste them they have their AI working

unkempt parrot
#

Does anyone know where workshop missions might go to? Would like to host one on a dedicated server. Or failing that, custom made missions on the local PC

slow thicket
west karma
solar shard
# sullen talon Just an oversight

thought it. I replicated your stuff into my mission but having mixed feelings. Sometimtes, even when I copy / paste it, the UAZ task appears (and all the others dont) and sometimes, without any change, its the other way. But even when I can fix this. How do you actual check if the UAZ is destroyed? I noticed that the task is completed (not the mission I guess?) but dont see an entry in the UAZ event handler

west karma
#

So I think things to add to the guide now are:

  • Briefing
  • The MP loading in stuff, like selecting faction etc.
  • The MP manager stuff like radio manager & chat manager

Should be simple from now on

#

Can potentially look at limiting loadouts per group? I'm thinking a script that if you load in with a loadout of which there are too many it kills you or just loads you into a rifleman

hazy wyvern
#

How can you add a component to a Player Controller, so that when the player entity spawns, it has that component? Do you make the "Default Controlled Entity" a prefab with that component?

mental cove
#

so this is really wierd, I have AI groups that shoot at me, I reload the world they no longer shoot at me, I delete an re add the perception manager and now they shoot again. Only problem is when publishing they dont shoot either

slow thicket
#

What layer are you adding the perception manager to?

mental cove
#

the default layer in my new world

slow thicket
#

No idea then. It just sounds like when a read only prefab gets edited

mental cove
#

yeah its wierd because I dont touch anything on the perception manager

lean scroll
#

WASD keys not working for me to move camera in World editor.Whats wrong?.Any solution/option?

hazy wyvern
#

Hold right mouse button

lean scroll
#

Isn't hard when you want to move some objects? both right/left mouse button?

#

I saw some my friends just using WASD key to move!

west karma
#

I just use WASD, have you tried the scroll wheel to change the speed?

lean scroll
#

Yes.I used it to change camera speed but im stuck with Hold right mouse button!

west karma
#

Weird

lean scroll
#

Reinstalled workbench and still same problem

dusty pike
#

has the attachto command been replaced by parenting entities ?

sullen talon
quasi jay
solar shard
undone stirrup
#

hey, is there a way to add the game master mode to an custom terrain afterwards

solar shard
#

Sure, via correct gamemode

solar shard
sullen talon
solar shard
#

This will solve everything

west karma
#

Which bit makes you get the introduction set up screen where you select loadout, group etc.?

#

I'm guessing in the GameMode

jaunty sigil
cloud obsidian
#

Any way to adjust the loadout to spawn without ammo in your gun?

mental cove
#

so I just figured out my issue with the ai when publishing, and I have been really dumb. Apparently the soviets dont have flashlights so they cant see anything in the dark. And early morning like 6am is apparently still too dark for them lmao.

dreamy raft
#

Too much vodka the night before.

west karma
mental cove
west karma
#

I guess I need RespawnMenuHandler and TimerComponent too

solid nebula
west karma
#

I have the same but not "SCR_RespawnHandlerComponent" and it's working, I think

solid nebula
#

yep

#

seemse to be it

#

ty

distant moon
#

Guys i want to say you thank you for help all mission maker of arma to understand Who effusion is working . Please d ont stop your effort for the communauty

#

My english is bad but you know what i want to tell you enfusion is hard . And with your tuto and your explication the hard come to easy .

west karma
#

https://github.com/Herbiie/ArmAReforgerMissionMakingGuide/wiki/ArmA-Reforger-Mission-Making---Getting-Started

Think map markers, tasks and briefings are the only bit left for this - though briefings look to be different than ArmA 3 (where's mah 5 paragraph format)

GitHub

A guide for making a basic Arma Reforger Mission, editted as I learn! - ArmA Reforger Mission Making Getting Started ยท Herbiie/ArmAReforgerMissionMakingGuide Wiki

#

I might break it out into different pages

proud sorrel
#

Anyone want to hop in sub_gamma VC with me and tell me how to get these dang scripts to attach to stuff?

#

@west karma @sullen talon @solar shard ?

full bolt
#

Interesting issue, whenever I place AI down in game master, they immediately dissappear

#

Is there a module I'm missing?

west karma
proud sorrel
#

NP

native phoenix
#

is mission making/scripting in the workbench similar to sqf where you could make entire missions using just scripts and not messing with the editor itself?

proud sorrel
#

Apparently those guys just really want to talk tactical vehicle physics in that channel @willow inlet LOL

sullen talon
slow thicket
#

Just uploaded an update to KOTH AI with a new scenario and some improvements. I've gotten a lot of feedback since yesterday which has helped a lot so if anyone tries it let me know whatever is broken.

proud sorrel
#

I'm SO close to figuring out how to get good GameOver triggers

west karma
final anvil
#

is there a way to put my mission file on my server without having to upload to workshop?

proud sorrel
proud sorrel
#

I'm beginning to suspect that onActivation and onDeactivation are not executed when the conduction for the Trigger is achieved @west karma @sullen talon

worthy glade
#

fodder are you making more guides too? โค๏ธ

dense wagon
#

Any ideas why I can't get a simple scenario mod to work. I'm creating the world and the mission header, but I never see the scenario in the game.

west karma
sullen talon
#

Hey there guys! I have made yet another game mode mod which you can get inspiration from, this one is uploaded on to Workshop as well!
GitHub link here https://github.com/exocs/Reforger-Deathmatch-Chicken.

It touches bits of replication as well, but is a free for all preset. Have fun!

west karma
#

Chicken?

sullen talon
west karma
#

๐Ÿ˜„

proud sorrel
proud sorrel
#

AFAIK, this should end the game when the ChimeraCharacter steps into the trigger and procs OnActivation

wheat valve
#

how do you make an prefab invisible as in making a prop invisible?

proud sorrel
west karma
#

You just need ChimeraCharacter in there

#

Not the whole path

proud sorrel
#

ISN'T THAT SOMETHING

west karma
#

Including buildings, roads etc.

sullen talon
west karma
sullen talon
#

Class filter is just the name of the class it filters against, no paths, not prefabs, no nothing.
Simply ChimeraCharacter or Vehicle or GenericEntity (and similar) is what you are looking at

proud sorrel
#

Heck yes

#

So, now I just need to come up with some AND and OR triggers to make this multi-objective operation able to work!

west karma
#

Presumably you can make global variables

proud sorrel
#

I was actualy wondering about that. I'm not sure what the global variable space is like here

#

Everything I've seen thus far stores variables on the actual object

sullen talon
#

Avoid globals, that breaks OOP!

#

Live with the assumption that for every global usage a puppy passes out. ๐Ÿ˜ฆ

proud sorrel
#

My thought for an 'AND' trigger is to just check on an interval if the other triggers have been activated and, if all of them have, then proc it's OnActivation

#

But I can't tell if Triggers currently even keep track if they have been triggered

amber solstice
#

globals bad

#

unless when there is no choice

barren heart
#

oh the name and class filter is an either or situation, that had me very confused for a minute there ha

proud sorrel
#

How do I reference another entity in a world within the "User Script" section of a prefab?

#

I'm trying to reference another object so I can use the getter function onit

barren lava
#

Is there a way to look at the map like you could in the 3den editor?

proud sorrel
#

Yeah, I'm absolutely struggling to find a way to reference another world object inside my triggers here

barren heart
#

So the coop example uses a task with a trigger as a child, in order to get a reference through GetChildren(). Might be able to copy some of that?

proud sorrel
#

Hmm, good idea

#

I'm coming to realize that creating new types of triggers is more than just taking basic ones and adding some components and code to it

proud sorrel
barren heart
#

Yeah more coding is needed, but at the same time that leads to new components that can be shared so maybe we'll get there ๐Ÿ™‚

#

SCR_TriggerTask1 has it

#

Sorry MoveTask_1 is its OG name

proud sorrel
#

I'll see how it's implemented there. Thanks @barren heart

barren heart
#

Aye good luck, I'm gonna get some sleep

proud sorrel
#

Yeah, some of the OOP C#ish stuff is really throwing me for a loop, especially object types and and casting

proud sorrel
#

Like, how do I execute the GetHasActivated() function for a different trigger here. Is it not accessable outside the scope of the obj?

#

I get this error

full bolt
#

Hey mission making people, I've got a strange issue.

#

My AI just..aren't hostile

#

at all

crisp rain
#

do you have a perception manager prefab in the scene?

full bolt
#

Oof, I know I put it in previously, I must've deleted it while troubleshoot some navmesh issues

#

Thank you

exotic reef
proud sorrel
solar shard
solar shard
exotic reef
solar shard
#

Did someone find out how to make a simple SetPos of an existing entity?

fair kite
#

how do you set up sequential waypoints? i can do one but the group doesnt continue to the next one

hexed bane
#

day 3 waiting for you guys to figure more stuff out cause I am LOST

solar shard
naive lion
#

my OPFOR sample faction wont attack anyone, where can I go to modify the factions that it considers enemies?

odd perch
#

@naive lion are these custom groups? If so you need to set their faction to USSR manually

naive lion
odd perch
#

I don't have access to the editor but it is one of the components of the AI group entity

#

actually its under group under the main section of SCR_AIgroup

#

called Faction

#

The groups appear to be case sensitive as well the need to match the factions in the faction manager

lean scroll
#

Hi folks. What's the best language to learn to develop the skills best suited to scripting/mission making. Is C# the place to start?

crisp rain
#

Yes

#

You can also just look on the bohemia wiki as it goes over the syntax and other general info

lean scroll
#

I have a batchelors degree in Computing Science but was hopeless at Java even back then... I have a decent grasp of reading and understanding basic to intermediate level code, but fall over when it comes to writing code with the correct syntax, order etc.

#

So figured the textbooks are the best way to restart

crisp rain
#

Lot of useful info in here. Enforce script is pretty similar to java/c#. Just be patient with yourself and keep working at it, it'll slowly click over time

solar shard
crisp rain
#

Well just keep chipping away. Honestly its a little fun experimenting and trying to figure stuff out. The satisfaction when you finally get it to work feels great. Im working on a few simple tutorials but hope to get into making scripting ones soon to help bridge the gap as we all learn.

solar shard
crisp rain
#

Totally understand. Going from an editor to a pretty fleshed out and new game engine is a big step. With time things will settle and best practices will emerge. Just needs time to mature and with all of us collectively hammering away and the bohemia staff being so active there sure are exciting times ahead

solar shard
#

I coded a little bit c++ with c&c remastered modding but besids that im just a typescript / javascript guy. LUA or SQF is fine. This here is a totally different thing. But its getting better. Step by step.

indigo sky
#

hey ho lads!
Is there a way to force the AI to net get in the autonomous mode when engaging? I want the MG Soldiers to say in the bunkers basically xD

west karma
solar shard
solar shard
indigo sky
#

I will try that one out, thx

solar shard
indigo sky
#

thx!
I had that in the normal gamemaster mode and it was driving me crazy ^^

magic oasis
#

Hi guys. Where can i find the cooldown for respawn timer? Thanks

sullen aspen
#

Is there a way to set trigger heights? Like with waypoints ?

#

Or rather for

#

is there a size component i can add?

solar shard
sullen aspen
#

What about waypoints?

#

How do i change the height of completion radius of waypoints?

solar shard
# sullen talon Yeah, this is unfortunately an issue of layers/initialization order. All tasks m...

@sullen talon & @quasi jay Just a headsup. I believe there is a bug in your task framework. The eliminate UAZ task. The entity is named "EliminateTaskA" and thats how you refere to it in the script of the coopLogic. But in the taskManager you just call it "EliminateTask". The way I see it, its just a typo. Since the logic referes to the correct Entity, the task fires successful ending the game. But he cant show up on the map since the manager cant adress it.

Never the less, where do you adress in the script, that its the "Target_UAZ" to be hooked to the task. Cant find any reference to that vehicle in task or logic. I see there is a "target_UAZ_class" but cant find it anywhere.
Edit: it works now by just dragging the task below any vehicle. Didnt know it just checks for the next vehicle nearby since I was confused that you called the class specific "UAZ..." and not universal "vehicle..." or whatever. But it works!

Would be great to get a answer at monday! Enjoy your weekend.

lofty marlin
#

@solar shard as far as I understood the elimnate task just attaches itselft to the nearest entity with an eventhandlerManager. So no need to reference, just put it near the entity that is the target.

solar shard
#

it doesnt sound universal and more specific to the UAZ. Let me check

lofty marlin
#

it is bugging a bit in the editor though, when moving the Elimnate Entity u might need to restart the world editor

#

or place a new one with same name

#

and there is a line that was commented out, where you could spawn that task without placing it in editor, maybe that confused a bit

solar shard
#

Has someone figured out how to send an AI into a gun of a bunker. The getInNearist, which works good with the BTR, doesnt seem to work

iron hollow
#

why does the weather manager keep resetting after previewing?

solar shard
#

Use the search here. Was discussed yesterday a lot

lofty marlin
#

How did you get the getInNearist to work? They didnt do it for me, tried for hours @solar shard

solar shard
#

With a normal BTR it worked. I only allowed Gunner via wp setting

lofty marlin
#

ah that might be it

solar shard
magic oasis
#

Is that the same to make an AI man aMG nest?

solar shard
magic oasis
#

Yeah, I'm just trying to figure out how to get an AI to man an MG. No clue ๐Ÿ˜ฆ

solar shard
#

me too. I saw at the very first day someone made it here. But cant replicate it

lofty marlin
iron hollow
lofty marlin
#

wasnt here yesterday but you might be able to override it?

solar shard
iron hollow
#

alright

lofty marlin
#

y I think locking the layer is the key

keen phoenix
#

hey guys I'm having the most frustrating problem with the time/weather resetting, I know a lot of people had the same problem but I haven't seen any answers that work. Was wondering if anybody knows how to fix this?

solar shard
#

so the other way around. will try to create the task entity new from scratch

lofty marlin
#

u need to set the radius to more than 0 i think

solar shard
#

Thr task range?

lofty marlin
#

in the EleminateTask entity is an attribute Range or Radius

#

thats the range the task will search for

#

an suitable entity

solar shard
#

yeah i see. actually 0 is okayish. something weired is going on. When I cut the eliminateTask entities and paste them on same position it works till next editor restart. Then it would cause an engine error. @quasi jay is this a known bug?

keen phoenix
solar shard
keen phoenix
solar shard
lofty marlin
solar shard
#

Yes

lofty marlin
#

mh weird

keen phoenix
quasi jay
solar shard
#

seriously, here it is but it doesnt need a fix now. cut / paste same position solves it for a while.

So, when placing your eliminateTask entity it works. When restarting editor, it wont work and create this in console on launch (I renamed the entities but that doesnt matter)

Create entity @"ENTITY:2305843009213694404" ('obj_primaryTsk_2', SCR_EliminateTask) at <10907.439453 24.538000 11737.405273>
GUI (E): ImageWidget::LoadImageFromSet can't load ImageSet 'UI/Imagesets/Tasks/Task_Icons.imageset'
Create entity @"ENTITY:2305843009213694405" ('obj_primaryTsk_1', SCR_EliminateTask) at <10905.357422 25.676001 11724.741211>
GUI (E): ImageWidget::LoadImageFromSet can't load ImageSet 'UI/Imagesets/Tasks/Task_Icons.imageset'

#

When cutting / replacing them, it works again...

iron hollow
#

i didn't touch the eden weather manager and it seems to work now, i put down a weathermanager, deleted it and put a new one in

quasi jay
keen phoenix
iron hollow
#

well, 2

keen phoenix
#

legend, that's fixed it

quasi jay
solar shard
# quasi jay Does that fix it?

oh sorry, no I thought I mentioned it. It doesnt matter sadly.

But maybe you can give me to another topic regarding your task a short answer. Does the eliminateTask check for a nearby single entity (like the UAZ) or, in case of infantry characters, for the whole group? (so does have to be the whole group wiped out)

#

(or does the task entitiy has to be close to the "group_base.ent" as I believe

west karma
#

I've not looked into spawn points yet, but how easy is it to turn them on or off by script?

#

Thinking of spectator pen style of thing

solar shard
#

Was trying to finish it while my kid was asleep but that task bug killed my time. Will try to finish the script tomorrow

west karma
#

Hm maybe. Basically like a single life COOP mission, everyone spawns in one place but doesn't respawn (there's probably an easier way of doing this idk)

solar shard
west karma
#

I'm just reformatting the guide today, maybe looking at tasks & typing up the briefing

solar shard
west karma
#

@exotic reef did this scripted filter (added the user script):

        SCR_ChimeraCharacter cc = SCR_ChimeraCharacter.Cast(ent);
        if (!cc) return false; // If the entity is not a person, filter it out
        if (cc.GetFactionKey() != "US") return false; // If the entity does not have the Faction key of USSR, filter it out
        if (!IsAlive(cc)) return false; // If the entity is dead, filter it out
        return true; // Otherwise, include it!
    }```

I'd guess there's some kind of isPlayer variable?
quasi jay
solar shard
west karma
# solar shard The if (!cc) part? Awesome. Thx

No sorry, the (!cc) just filters out things that aren't characters, but you should be able to do something like
if(!IsPlayer(cc)) return false;

I think there is an IsPlayer check, I can double check in a bit

solar shard
#

Ah. CC is just chimeraCharacter akA a character. Check. Didnโ€™t really had the time to look into it.

solar shard
#

I see now

#

I guess I will solve this by my own. But donโ€™t have time for the create us_spawn script now

keen phoenix
pliant rock
#

so any good solution to the image problem? Read the pinned message and added the image directly to the mod itself, but still the workbench can't copy it

west karma
#

My god editing the GitHub wiki was harder than the mission making

lofty marlin
#

Cant you just use markdown there?

#

I liked md

west karma
# lofty marlin Cant you just use markdown there?

The markdown is refusing the accept that some of the code is code and is being silly. Idk if GitHub is trying to be clever and thinking I'm making a mistake when I'm not...

Also the page order is a pain

austere cobalt
#

How do I tell the game to start in faction/Role selection instad of spawning me as a camera in water?

I have a custom BaseGamemode (Prefab) which has AutomaticRespawn component replaced with:

  • RespawnBreefingComponent
  • RespawnMenuHandlerComponent
  • RespawnTimerComponent

Furthermore i have added to my World:

  • spawnpoint for US
  • Factionmanager with USSR isPlayable deselected
  • LoadoutManager
solar shard
#

To be fair, that not what GitHub is for. Why not contributing your content to the wiki?

west karma
#

๐Ÿ˜„

worthy glade
#

say im copying the GameMode_Plain.et, but i want to make a new game mode and learn what's even in this one, how do i do the thing

west karma
# worthy glade say im copying the GameMode_Plain.et, but i want to make a new game mode and lea...

https://github.com/Herbiie/ArmAReforgerMissionMakingGuide/wiki/3)--ArmA-Reforger-Mission-Making-%7C-Finishing-The-Mission#editing-the-game-mode

GitHub

A guide for making a basic Arma Reforger Mission, editted as I learn! - 3) ArmA Reforger Mission Making | Finishing The Mission ยท Herbiie/ArmAReforgerMissionMakingGuide Wiki

lofty marlin
worthy glade
#

oh you got that far too eh erb

west karma
lofty marlin
austere cobalt
west karma
lofty marlin
#

ye you need some more to get that working, look at ex0s sample

worthy glade
#

Herbiie def needs to be adding his work to the official wiki it's insane not to

#

whoever sets people up with wiki access needs to find him

#

or her

#

i dont know hehe

west karma
#

It

worthy glade
#

huehuehuehue

west karma
lofty marlin
#

I used plain so I needed to ^^

west karma
#

That's what I do in the tutorial and it worked fine for me

west karma
austere cobalt
lofty marlin
#

I needed to configure some components so the ui would be loaded correctly. also autorespawn prohibited me to spawn at all.

west karma
#

It shouldn't splash you in the ocean though

austere cobalt
west karma
#

And you've definitely got the US ticked as playable in the Faction Manager?

lofty marlin
#

should also untick USSR as playable since there is no spawn

austere cobalt
west karma
#

Yes should have a tick in isPlayable for the US and not a tick in isPlayable for the USSR

austere cobalt
#

yup

west karma
#

Hm

#

Is your spawn point snapped to ground or has it sunk under the floor?

lofty marlin
#

what does you spawn point look like?

austere cobalt
#

You will not believe it. I removed the factionmanager and set it new unchecked ussr and it works now

west karma
#

๐Ÿ˜›

lofty marlin
#

nice

solar shard
#

Did assign the faction keys correctly in the game mode and faction manager ?

west karma
#

When in doubt redo it

solar shard
#

I guess your faction manager, which you now removed, wasnโ€™t properly configured

west karma
#

Probably clicked something by accident

#

@solar shard In your Night Ops mission is that unlimited stuff crate on the boat copied from something or did you make it?

austere cobalt
solar shard
#

Thatโ€™s the original prefab. But itโ€™s just a test since it doesnโ€™t allow the user to save a.m virtual arsenal as intended. Even that I added the correct loadout additional to the loadout manager.

lofty marlin
austere path
#

is the enfusion workbench meant to be replacing the eden editor to create missions?

lofty marlin
#

i think so, the all praised allinone solution

austere path
#

there won't be like an "easier" environment?

austere cobalt
austere path
#

i hope so

west karma
#

Provide the feedback and hopefully they will!

#

Once you've got the initial side set up it's not particularly worse than scripting for ArmA3 though

austere path
#

is there like a guide for a basic mission?

worthy glade
#

herbiie made one martino

#

he is your saviour

zinc wharf
#

how do you create the 'Unity Empty GameObject' equivalent in the World Editor?

austere path
#

who is this saviour?

zinc wharf
#

or is everything a prefab at its heart?

worthy glade
#

hit em with the link @west karma

austere path
#

thanks

zinc wharf
#

Let say, I wanted to add an empty object to a layer purely for a position reference later?

west karma
#

Updating it with adding the Respawn Menu Briefing

worthy glade
#

im so happy for this guuide herbiie i could cry

limpid mulch
#

Hi, in the world editor there isn't any way to open the map (in order to move through the world)

zinc wharf
#

ty

austere cobalt
# zinc wharf ty

checkout the pinned posts in this channel alot good stuff I really don't like that they use discord for this instead of a forum and wiki

zinc wharf
#

ok so its not like unity where you can just have an empty object with just a transformation

#

or is there just a SRC_Entity or something?

#

I see it now, GenericEntity

sturdy sonnet
#

I don't understand the workflow of Reforger. Let's say i create a mission and i want to test it in MP with a friend.
Every time i edit something in the workbench, I will have to publish it in public with a new version ?

zinc wharf
#

I believe you can host a server potentially through the editor

#

there is mention of dedicated server or something in there

#

When you 'Play Game' you can choose localhost

#

so as long as your router is setup correctly, your friend should be able to direct connect to your ip?

#

this is all speculation

#

Something I noticed which troubles me, if you change the name of your root prefab in the resource manager, it breaks the inheritance of any instances using that prefab...

#

unlike, Unity for example, where the inheritance is maintained.

solar shard
#

(If you want to test it in an MP environment)

west karma
#

I wonder if they could join a LAN? Maybe through Hamachi

west karma
#

https://github.com/Herbiie/ArmAReforgerMissionMakingGuide/wiki/3)--ArmA-Reforger-Mission-Making-%7C-Finishing-The-Mission#setting-up-mission-introduction

New section added ๐Ÿ™‚ Think I'm going to take a break now though (will be at work most of the week too)

GitHub

A guide for making a basic Arma Reforger Mission, editted as I learn! - 3) ArmA Reforger Mission Making | Finishing The Mission ยท Herbiie/ArmAReforgerMissionMakingGuide Wiki

barren heart
#

You've certainly earned it, very helpful resource!

hot sandal
#

Anyone figured out the time and weather manager yet? I find it quite confusing to configure. Trying to set it to late afternoon and rain but it turns pitch black at 1500 already and I can't seem to alter the weather parameters.

#

I also wonder how it interacts with the weather editor function at the top bar.

#

...and I've turned my mission pitch black without being able to change it. Thank the Gods for the Undo function.

barren heart
#

I made a duplicate of the WeatherStates.conf and plugged it in to change the default to rainy, not played with it too much yet. I did find when it was darkish the AI stopped being able to see each other when stood a meter apart though ๐Ÿ˜

worthy glade
thin ermine
hot sandal
solar shard
barren heart
#

@worthy glade seemed to be, there is a start state in there and you can set and of course you can add or remove states etc

hot sandal
barren heart
#

The fog graph editor confused me and I noped out of there for now though ๐Ÿ˜„

worthy glade
#

does this magically cycle through all entities or something SCR_ChimeraCharacter cc = SCR_ChimeraCharacter.Cast(ent);

thin ermine
worthy glade
#

oh, it's from an override

hot sandal
west karma
thin ermine
#

unless you haven't set up the lat and long and such yet

hot sandal
rotund narwhal
#

everytime i press play (not from camera) i spawn in the floor. anyone know why this could be?

thin ermine
hot sandal
#

Yeah, sure. Hope that will be adressed on the way to Arma 4.

At this early stage I just can't be sure if it's a bug or if I'm just using it wrong.

solar shard
hot sandal
#

Yeah, but that doesn't make sense. Sun should be up around 1400 in July in that geographic location.

#

I've just noticed there is another weather manager instance in the Eden world I have a sub-world of. Might be clashing.

#

So, when I copy / disable the one from the base world and then change the time on it, it seems the sun's position is correct now.

#

And now the values also correctly update in the Weather Editor panel.

#

Preliminary learning: don't have multiple time and weather managers in World Editor.

zinc wharf
#

anyone had the issue when the editor crashes whenever you try and drag any prefab out?

solar shard
hot sandal
#

It's what I did.

worthy glade
#

how do i look at the OG SCR_BaseTriggerEntity

solar shard
magic oasis
#

Guys, any info out there on creating a simple task?

solar shard
#

Itโ€™s in the sampleCoop which ex0 of Bohemia pinned

#

You can also just use my NightOps mission and copy the stuff. Itโ€™s all there

worthy glade
#

anyone know how to change the 'exit test hotkey' in the editor to something other than escape

#

i would guess those 'tasks' in prefabs are probably tasks

solar shard
solar shard
worthy glade
#

thank you, my next mission is changing the time of day, lmao

solar shard
#

To change the esc is pretty useful (I use shift esc) since you can use game master for debugging then

worthy glade
#

you can?

solar shard
#

Yes. Itโ€™s in the esc menu. Even if itโ€™s not editor gamemode

worthy glade
#

that's really cool, what do you do with it

solar shard
#

That way you can drag your character around to Test area triggers or the Zeus lightning to test onDestroy event handler etc

worthy glade
#

oh that is baller

solar shard
#

So no really debugging then testing I mean

worthy glade
#

wow this is really useful

#

i can watch enemy unit behavior without having to be there to see if they did what i wanted

#

i am stuck like 30ft from the ground, can i go higher in this game master thing

#

yes i can, pgup and pgdn

#

zeal you're a gem

exotic reef
#

strange, rain works in the editor but when in-game scenario it's mute

solar shard
pliant rock
solar shard
#

Most time I should say. Since the weather manager is so inconsistent Iโ€™m not sure if there are sometimes conflicts to rain prefab

pliant rock
#

So just now created the Conflict Mode combined with GameMaster

exotic reef
#

the rain shows up but it doesn't make any noise. but only when actually exporting the scenario. when previewing in editor it works fine. oh well

pliant rock
#

at least in a usable state, not sure if everyone starts as GameMaster, as it has still the voting behaviour in it, but can't test in on a server so far

radiant summit
#

@solar shard I have some thoughts if you are ever looking to expand the nightops mission

solar shard
solar shard
fringe bough
#

could somebody help me? How to make one life, without respawn?

exotic reef
fringe bough
#

@exotic reef No, i want MP

#

with one life for players

radiant summit
hot sandal
worthy glade
#

how do i convince the AI to go into the upper floor and wait on the balcony to shoot baddies

#

i dont want to plop him there, i want hiim to move there from somewhere else

sullen talon
sullen talon
exotic reef
#

i don't think the game has a spectator mode so there's really nothing they can do anyways

fringe bough
#

@exotic reef I need only one life. The respawn time - great idea. Thanks!

magic oasis
exotic reef
#

in your game mode entity, there should be components SCR_RespawnSystemComponent and SCR_RespawnTimerComponent. those are the ones which control respawning

worthy glade
#

i just realized that i can destroy a table and it spawns debris infinitely while not destroying the table - there must be a manager i havent plopped in for that

#

it's also very easy for AI to get stuck on objects and fail to complete their waypoints

#

havent figured out how to get them to open a door and go inside yet

exotic reef
#

you have to add a navmesh file

worthy glade
#

already done

exotic reef
#

works for me, they open doors and can navigate around obstacles. if too many try to squeeze through a small doorway they can get stuck though

worthy glade
#

okay yes, but you are doing something to get them to do that, they arent reading your mind

exotic reef
#

not sure what you mean, they're fairly autonomous

night jewel
worthy glade
#

are you using a waypoint? which one?

exotic reef
#

basic move waypoint

#

if you give them a search and destroy they will actively explore the environment, looking inside houses, etc.

sullen talon
solar shard
worthy glade
#

when i give them a waypoint in the beachhouse they just ignore it, argh

sullen talon
solar shard
exotic reef
#

@sullen talon what's the best way to force rainy weather?

sullen talon
solar shard
iron hollow
#

How to actually get group members? It's always empty

    override void EOnInit(IEntity owner)
    {
         m_Owner = SCR_AIGroup.Cast(owner);
        if (!m_Owner)
            return;    
                
        array<AIAgent> agents = new array<AIAgent>;
        m_Owner.GetAgents(agents);
        
        PrintFormat("=== agents %1", agents.Count());
    }
sullen talon
sullen talon
iron hollow
#

Got the same result in post init

#

do I need a CallLater even

solar shard
iron hollow
#

actually for this thing it's better to use events

solar shard
#

@radiant summit I donโ€™t plan to implement much more stuff and will next start a true bigger coop experience on everon. This was just a testbed to provide an early coop experience. Like a proof of concept.

#

And to be honest, it still needs a lot of MP testing

storm ice
#

guys can you help me? i published the mod with the editor and the server got the mod, but my client cant download it.. I'm stuck in the "downloading"

mental cove
#

so im looking at the Eliminate tasks from the sample coop, and I'm not entirely sure where they set the target entity, is it a component attribute somewhere?

thin ermine
#

@sullen talon sorry for the ping but any guides on how to use SVN with reforger tools?

solar shard
solar shard
#

They donโ€™t โ€œsyncโ€ them at all. Was looking for the same just hours ago.

#

@radiant summit did you play by any chance the Version I uploaded this afternoon where you have the secondary objectives with entering the empty BTR as a task? And did the mission finish this time?

radiant summit
quasi jay
solar shard
pliant rock
#

๐Ÿ˜„

worthy glade
#

oh waypoints have a component that can be moved vertically, if it's too close to the bottom floor they wont go upstairs

quasi jay
worthy glade
#

using a really really thin waypoint seems to help get them specifically where i want

solar shard
worthy glade
#

so far 70% of the time the AI gets stuck on the stairs and doesnt go up

solar shard
pliant rock
#

but as soon as the AI tries to use vehicles its worse than arma 3 ๐Ÿ˜„

worthy glade
#

my udnerstanding was they cant use vehicles yet

west karma
west karma
pliant rock
solar shard
pliant rock
#

oh, okay

#

need to try that out

worthy glade
#

i made a thin waypoint and lifted the secondary cylinder above the second floor, but there's zero guarantee the AI ever shows up there

west karma
worthy glade
#

sometimes they just stop outside the house in a random position

pliant rock
#

we had like already one mission where the AI flawlessly failed in its BTR xD

#

even the one in the turret

worthy glade
#

werent there premade object positions somewhere that you could make the AI go to somehow

#

'bunker defence pos 3' or something

#

to make em crouch at a certain spot and look out

solar shard
pliant rock
#

๐Ÿ˜„

#

Objective: Get kids into bed!

solar shard
worthy glade
#

just as my daughter starts crying lo

pliant rock
#

also the three-legged ones

solar shard
#

GM works good. The getInNearest and getIn WP not. I have no idea how to achieve that.

fringe bough
#

how to make simple map marker?

#

in world editor

solar shard
#

technically thats in the C&H mod. But I wasnt able to transfer it more then creating the standard markers like the house or church

#

let us know if you made more progress. But its about the SCR_mapDescriptor

exotic reef
worthy glade
#

they got real close a couple times though, even went upstairs, not sure what makes it tick

solar shard
quasi jay
solar shard
quasi jay
#

Use that as parameter for Resource.Load(resName); and use the returned resource for GetGame().SpawnEntityPrefab(). Not precise name, but +-. Speaking from the top of my head. ๐Ÿ˜…

solar shard
#

Thank you!

#

So I create my own prefab and get its id afterwards. Wild West times ๐Ÿ˜‚

quasi jay
#

Yeah. Well you can have something like:
[Attribute()]
ResourceName m_sResourceName;
And fill it from world editor. You can even drag & drop it there.

solar shard
#

will check imidiately after Operation: Sleeping kid

#

your engine and tool developer did an awesome job indeed

worthy glade
#

start reading them a textbook on data structures they'll go to bed

#

it's a win win situation

#

what is the time of day controller i need to plop into my mission

#

i like freezing missions at sunrise, cause pretty

solar shard
#

Weather and daytime manager

worthy glade
#

this is my official system prefabs island

solar shard
#

Wonderful. Reminds me of desert island 20 years ago

worthy glade
#

gosh i loved ofp

#

first played via the demo in PCGAMER magazine

solar shard
#

But not the net code ๐Ÿ˜‰

worthy glade
#

i dunno, i played competitively on the TWL ladders, and in karrillion's huge modded server, it was good enough,

solar shard
barren heart
#

@solar shard

#

if its a dude not in a group and is set as the default ocupant

worthy glade
#

hmmmm

barren heart
#

takeout has arrived hope that helps ๐Ÿ‘‹

pliant rock
#

would be best to create an enhancement for GM, so that they can directly spawn these things with crew

worthy glade
#

what does 'sunset signal offset' do i wonder

pliant rock
#

try it out ๐Ÿ˜ฎ

#

I guess it delays something

worthy glade
#

hmm i want pretty clouds for sunrise but i dont want it to be overcast, what do?!

solar shard
# barren heart <@721320175504457740>

Never mind. Was on the phone and didnโ€™t see the settings. Thatโ€™s cool. Never saw that you add a soldier in the entity setting. Thank you!

worthy glade
#

can i disable third person via SCR_CameraManager?

vital sky
#

dumb question, how to i set a spawn point for myself in the test map ? i need to try it out some models i added but i don't want to load the tutorial over and over again just for that

iron hollow
vital sky
#

alright thanks

torpid tundra
#

Mission making is ridiculous at the moment not as user friendly as Arma 3

vital sky
#

i agree, the "world editor" tool is to be taken on a litteral sense imo

#

it's seems great to make worlds, not much for missions

#

hopefully they improve on that for arma 4

solar shard
#

does anybody know, how to get the ID of an own written component? Own prefabs can fetched with right mouse button, but how components?

solar shard
# sullen talon isPlayer would go something like this ``` bool IsPlayer(IEntity entity) { int ...

Im trying to get this done right now. The way I understand this, the bool must be inside this, since thats what happening when a chimeraCharacter enters the trigger, right?

`// Spawn when whatever enters this trigger
if (!IsSpawned())
{

        if (DoSpawnDefault())
        {
            // Once the group is spawned, in this case let's just disable the
            // trigger, making it a complete one-shot
            GenericEntity.Cast(GetOwner()).Deactivate();
            // Additionally we could just RplComponent.DeleteEntity(GetOwner(), false);
        }
    }`
worthy glade
#

how does that choose what spawns?

solar shard
#

thats at another part. this is just a braket from ex0 aispawn script. but just to bring this in if (isPlayer {}doesnt solve my problem.

#

I just understand where the filterin happens in this code. I understand, that the class filterin happens in the actual trigger prefab by chimeraCharacter but that I have to filter isPlayer here in the actual script. But just not where.