#enfusion_scenario
1 messages ยท Page 23 of 1
just tested, when they don't have a defend waypoint, they hunt you down lol
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"```
Thanks
can we manipulate a way points shape?
oh good, so they'll only react to things within the radius of a defend waypoint
not perfect but it's a good start for some CQB stuff
do you have to use an AI group?
Hrm. I keep getting an error when I try to publish
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
Anyone know how to set Task For missions inside reformed tool
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?
I think I saw something like a movement tick box in one of the components
disabled it too but it did nothing

yeah, im probably gonna take a break from the whole thing until more documentation comes
It wouldn't surprise me if someone makes a "Editor EZ Mode" mod that comes with a bunch of stuff already set up
hopefully we get something more akin to 3den in the future lmao
if not, learning curve gonna get a bit steeper
How do you make AI walk to a waypoint rather than run to it?
And ya know what, even if Bohemia doesn't make it, a modder probably will lol
yep
I think the patrol waypoint makes them walk
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
my best bet so far for the movement disabling is giving them a very small defend waypoint but they move a little
tbh this editor is great. It's kinda like a game engine with the prefabs and all
I hope a dev can clarify in the morning
it's just pre-loaded with some basic arma stuff
yep, it's way more open and flexible alright
just need to know how the game components work
only problem I see is for those that are not used to it, which well.. rip
is there a way to set a limited number of respawns?
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
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
but gunfire won't trigger them to react
There's a formation thing you type into
I used one man groups though because I was trying to do a CQB thing
Publish as private or test
do placed objects not save in mission files?
If its not already answered. Hat the same. My original Eden instance hat the weather manager also added. Just disable it and voila.
So I was not mad. Thanks to you and all you BI folks!
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
can you unpack the prefab (can't remember the exact terminology in enfusion) then remove the dependency?
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?
Can you please share your whole Worlds folder? They layers should be exactly where you are pointing to.
sure thing. i got the world and the layers in a extra folder inside my project folder ("...\Arma Reforger Projects\sTsGamemasterEveron\Worlds")
Something went wrong. The sTsGamemasterWorld.ent includes information about only one layer and others are missing. Not sure how it happened, but if you can reproduce send us repro steps.
SubScene {
Parent "worlds/Eden/Eden.ent"
}
Layer default {
Index 0
}
i already was able to reproduce it, i tried to remember the steps i did yesterday and i have the exact same problem now
- New project
- New folder called "Worlds"
- Open World Editor and load Eden as a base
- Create sub-world > "Save world as" in "Worlds" folder
- Put Prefab "Gamemode_Editor_Full.et" in default layer
- Put Prefab "SpawnPoint_US.et" in default layer
- Save default layer (right click > save)
- Create new layer "Spawnpoints"
- Put before mentioned Spawnpoint into "Spawnpoints"-layer
- Save that layer (right click > save)
- Create new layer "Setup"
- Drop before mentioned GameMode_Editor into "Setup"-layer
- Save that layer (right click > save)
- Close World Editor (Its not asking to save anything!)
- Close Enfusion Workbench completly
- Start it again and load the project
- Open world in "worlds" folder
- Both created layers with their contents are missing inside world editor and no entry for the layers inside world.ent
how do you enable radio spawning from the workbench?
Anybody managed to make a vehicle (say a truck) an Arsenal and/or Forward Spawn?
i have no clue if i did everything right with the ticket, was the first i created on the feedback tracker ๐ i hope it helps. Tried to reproduce twice, same result: https://feedback.bistudio.com/T165071
@marsh turret no but if you figure it out can you please hook a brother up?
sure!
@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!
use the patrol waypoint
Will check with the workshop people, will let you know once I have a definitive answer ๐
Thanks, just figured it might be a cause for concern your end!
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.
does this work to start a server too ? so you can play with friends on this scenario without publishing it
No, you should publish your scenario and run the server with it, so they can download it straight in game.
okok so you can't even if everyone has the scenario already downloaded on their pc
if you publish the scenario under "private" or "test" option, people can still download it when they try to join the server ?
They won't be able to download it if it's private
I am not sure about that, you could try!
Anyone had issues here with the game freezing when loading into mission?
Was directed here by a dev
Pretty sure it's not the mission because I haven't changed anything in mission since it was working ๐
(Freezes on a black screen)
Also works fine in world editor
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.
Welcome to c# :D
has anyone figured out the task stuff yet? I cant seem to make heads or tails of it
@slow thicket nice KOTH. how did you pull the loadouts from Capture & Hold?
and is there an easy way to modify them or would that require extra tinkering
the loadouts are based off the prefabs for the rifleman, gl,tl etc etc and you use the loadoutmanager for them
under which prefab folder is is the rifleman, gl etc
ah found it
@narrow path help me find the loadoutmanager? ๐
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
interesting its not part of CAH_BaseWorld even though that game mode comes with loadout manager
it should be, who ever made CAH may have either had to modify the prefab or renamed it
or im bad at searching! ill keep looking
for example i am using Ex0's coop sample loadoutmanager
go to ArmaReforger > Prefabs > MP > Managers > Loadouts
vnpnp
Each scenario provides its own manager, check out how e.g. CAH_Morton is done
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
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.
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
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.
yeah
A lot of people will be relying solely on modifying examples from other people, not that much different from SQF in the old editor.
ye there will proably be a handful of CBA/ACE/ACRE type developers, and a bunch of people who just edit existing scripts
my only concern is with how the workshop will become oversaturated with useless tests and junk
its already happening theres 14 pages with maybe total of 3 useful mods
im sure they will redesign the way mods are presented and searched for over time
maybe allow publishing a mod semi-publicly based on the user's Arma 3 Unit thingy
so communities could publish their stuff only to community members
C&H has UI as well
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.
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.
So this begs the question, when do addons get cleaned up? If ever...
Hopefully more light gets shed on things like this over time.
Sure, I meant specifically for slot based loadouts.
but this issue has always existed with the workshop before
if a mod is gone, it's gone and everyone who has dependencies on it will have issues
Isn't it therefore a good thing that that issue has been fixed?
is it fixed? i have no idea, i just reacted to that line
not sure if i would call that "fixed", though. if i want to remove my mod from the workshop, i should be allowed to
it would break a lot of servers and result in chaos in a lot of cases
sure, but again, me as a mod creator, if i want to remove my mod, i want it removed
there can be plenty reasons for why i want to remove it
does deleting a mod on the workshop actually remove it from subscribers computers?
you can just decide to not continue supporting it, it will fade anyway then
for example ?
first coming to mind: if a mod gives you a bad name due to whatever issues
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
I believe thats from the loadout manager. I added everything that you see in Capture & Hold.
or i might simply not want people to use my mod x anymore. i shouldn't have to come up with a justification
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
that said, i could also just sabotage the mod with uploading broken/blank files.
sounds terrible lol
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
fair warning: the world editor's response to loading invalid conf files in a conf field is to crash ๐
I wonder how you worked that out ๐
mercifully just after i saved ๐ผ
I guess you could republish it as private?
Keeping it classy I guess considering Arma 1,2,3 also routinely crashed on errors in the description.ext.
haha at least it was saved by the time you got into arma ๐
at this point it makes no difference to completely deleting it from the workshop tho :>
but it's another good example for why not being able to remove workshop items is not a good thing
How do you mean? Can people still access it if it's private?
I mean most things crash if you have errors in core files ๐
no, i mean if it's private, dependencies would be f'd in the same way as if the item is just deleted for real. so it doesn't really make a difference not being able to delete a mod -- there are lots of ways to disable it for others
Yeah but I just meant as a temporary fix for you now
With triggers how do I get it to trigger if a certain faction goes into it?
dude i just realized, you can publish mods without showing the username, that way the mod is by "unknown". That fixes about every problem why you wanted to delte a mod theoretically speaking
i have more reasons for deleting mods ๐
if nobody knows who you are, no bad rep risk, no contacting and so so
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
this will just result in peoplke running server running local backups and reupping them .
They probably will anyway incase updates break things
If they're paranoid
Nvm I found the end Game on Empty bit
exactly
and again, if i want to, i can sabotage everything anyways with just updating with broken files
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.
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?
is there a tutorial for player waypoints? i got AI WPยดs working, but no clue how to set them for players
Player waypoints are for the weak! Map and compass!
yeah, not to see them.. invisible, just to add messages and stuff
Idk I'm still working on triggers
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.
AI cant drive yet
not yet
good to know, thanks
Hey all, so Iโm in the process of creating a custom terrain, but I canโt figure out how to create a loadable scenario on it. What components are necessary for, for example, a game master scenario to be loadable?
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Arma Reforger JUST came out, but it didn't ship with something simple like the Eden / 3den editor, so we're learning the new Enfusion Engine Arma Reforger...
minimum you need a gamemode, a faction manager and a spawn point
Alright, thatโs interesting, since I have those, but the map still doesnโt seem to have a loadable scenario. Let me give that video a watch and Iโll come back to it.
I'll be updating my guide when I am sure ๐
awesome.. you already got some guides? would love to see
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
awesome, thanks
anyone know how to change the default character you spawn as when using the camera position play?
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
Map and compass? Remove everything! Only the stars and a sketch in your briefing like in OFP 2001 ^^
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.
I'm going to get a basic mission working with briefing & end conditions before doing other stuff
Though I'm not sure how/if briefings work atm
Take a look in the coop sample. The coopGameMode has a onRespawnBriefing entity
there you can add all the stuff
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
awesome, will try. thx
as said, the source code (which I update regularly) is on the github above
Yeah it's my next To Do after trigger
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
I am still trying to build up on top of the coop - stay tuned. If god allows, there should be an updated version with Tasks example this evening, so you can have some fun during the weekend!
I love you tyrande
now its said. Seriously, the way you support the community in this kickoff is on point
Oh hey, look - it shows! ๐
why is a Bohemia guy surprised by this? ^^
that prooves that arma and ofp is sorcery, magical stuff build by its own
I never used tasks before, courtesy of @quasi jay - he's assisting me right now ๐ Kudos to him as well
@quasi jayso I love him too. Important in this difficult times
Love u too! โค๏ธ
Has anybody figured out placing some sort pr markers?
Thanks to @solid timber I was able to place a simple pink square but that doesnโt make any sense
well you can also place fuel station markers and tree markers with that method!!!
Tactical Fuel Station
always be prepared
@sullen talon just figured out, you can add several aiRespawn prefabs to a trigger. That reduces the amount of queries a lot. Great!
My first proper mission almost done, just need a map marker to tell the player where to go and its golden
think ya pinged the wrong person @solar shard
Seems like a discord issue. I am sorry!
No worries, just saw me getting credited for something and was like, "huh, that doesnt seem right"
C&H CaptureArea has MapDescriptor usage
Ah. Im sorry
Yeah its the map descriptor Iโm already using. Just not getting through the details. Will find out. Thx
i was trying to reverse engineer the CAH capturearea code and not having a lot of luck
it seems to set a lot of variables in the descriptor that aren't available to the component inspector/editor
btw, its not great, but the best visible at high zoom marker ive come up with is using the Name City type ๐
obviously makes all your markers look like city names, but...
looks like so. it does the job at least to give some direction given there is no player marker ๐ i added the # to make it clear it was different
Did you make the night ops mission?
Oh wow what a coincidence youโre typing right now ๐
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 ๐
I have played it 3 times and have not been able to trigger the win conditions. Iโve even destroyed the truck
Yes fellow friend
That is bad and sounds like s new bug since it worked fine some hours ago. I feel it has something to do that I spawn several squads with one trigger. Im with my kid outdoor right now but will look into it later. Thank you.
So you figured out too that it needs an enormous amount of RPGs to destroy a normal truck ๐
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.
yeah, 3-4 I think?
Iโll try it again. Iโm pretty sure there was like 5 of them. Maybe 6, and I checked every building in the area as well
Yeah thats why Iโm planning to make a secondary objective
But sounds like a bug. Thank you!
Just too much if you ask me
If its that much fun to rinse and repeat such a simple mission its more then I expected ๐
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.
There's gotta be something else that needs to be done in order for these scenario configs to actually load
Did you follow the sticky? Regarding โaddon folderโ and placeholder after publishing?
I like cooperative content and Iโm looking forward to what Reforger could offer. Not really big on pvp in a game like this, unless itโs a Battle Royale or something. So Iโm playing/testing whatever is on the workshop haha. But yeah it was fun, even went around looking for Patrols.
Break. \ am I crazy or are the backpacks gone? I see them in inventory but not on characters visually
They do exist. Some trigger fired. Some persistent.
(Patrols)
Which sticky are you referring to? I'm not seeing the one you mean
Yeah I killed a lot after I couldnโt get the mission to end. What are the green icons on the map? Mission related?
Its by me and very early. About scenarios not showing Ingame
Setting up user actions is now pinned in #enfusion_scripting :
#enfusion_scripting message
No clue what you are talking about
If you zoom into the target area (red), thereโs a green symbol there too. Also in another area where enemies were
any chance we get a feedback channel for usermade stuff?
A pink one by any chance? Thats part of testing around with markers. Nothing more.
But thatโd very offtopic here
Nope, green. Iโll get a screenshot later
Dont know. Seriously
Damn thought I had triggers but it turns out I don't ๐ข
@solar shard Have you got an end condition where if an area is clear it ends?
not exactly. I have a condition, based on ex0 works, where a specific group has to be neutralized
@sullen talon Hi, do you know if there is any way to set fixed slots with predefined loadouts?
Hm yeah.
I've got a trigger where if a specific unit dies it ends using the onDeactive script with the endGame script for ex0, which I thought I could use as an area trigger but if you kill one enemy the game ends
should be fixed by now. Just tested it and it works. I splitted the dynamic spawned group, which is mission critical in an own trigger, while all other town groups which arent mission ciritical are still one second trigger together. If you update the map in the workshop and try again I HOPE its fine now.
Your guide is a godsend btw. Helped me out a lot
Thanks for sharing the VOD. I need to make a more focused video ๐
Is what I was doing
Well I got most of the start of it from your twitch stream ๐
I'm VERY interested in that trigger inactivation example. Literally all I need to finish the mission for my Tutorial video @west karma
Not atm, you'd have to script it ๐ฆ
Well it's in the wiki link now but it's not functioning exactly how I want - it's ending when 1 person dies ๐ฆ
thats what I thought, It appears that mission defined playable groups aren't even registered in the gui
Can you do max loadouts per group?
Also @sullen talon would you mind looking at the trigger example here and tell me if I'm barking up the wrong tree?
https://github.com/Herbiie/ArmAReforgerMissionMakingGuide/wiki/ArmA-Reforger-Mission-Making---Getting-Started
exO is a king btw ๐
Absolutely. Praise BI. Hype ๐
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
Yeah, I don't fancy the in-world scripts and I'd rather see a modular component framework for this, but hopefully together we'll get there at some point. For now it will get the job done โ
Was that a yes I'm barking or it should work but you hate it? ๐
At the moment it's not working how I want it to because I think the script runs every time an enemy dies - so you kill one and the game ends
It's ok-ish. ๐
๐
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
}```
Awesome! I shall pretend I know what any of that means and copy and paste it in ๐
Dang I was trying to write a script to help you but ex0 beat me to it >:(
@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
as in walk out
Yes
ok, I guess a timer could give some wiggle room
Which is actually great for typical โpresentโ / โnot presentโ trigger once we established some more prefabs to use it with. Like createVehicle or setTaskStateโฆ
In the world editor, how to you play as a character/prefab you put down?
@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?
clean up those dead bodies :P
How to make tasks ?
Maybe with an eventHandler onDestroyed counting them == counting all?!
We dont know but looking forward to figure it out
@sullen talon your AISpawn prefab does not allow to store the created group in a variable, or do I miss something?
Are you sure? Because mine was firing when they died
I will take a look in the scripting documentation regarding missionNamespace and profileNamespace for that matter
https://github.com/Herbiie/TriggerTest
That was working when you killed one of the two guys
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
thanks...but it doesn't seem to work on my end. i shoot them but the game doesn't end
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
i'll give it a look, i was using the basic trigger which doesn't appear to filter dead entities
lol exactly what you said
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
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?
I noticed similar stuff but I think it was because there were same in the origin world I just dubbed
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?
I deactivated them in gm_eden via checkbox and locked the layer. That solved it mostly.
actually nvm, the trigger does work. switching to zeus is what kept the EndGameMode() from working
Zeal, thank you for the help, I managed to eventually get it working after copying the file structure from Exo's sample.
Deactivate those in gm Eden or delete them and use your own in your new world. That worked for me.
Stratis? Seriously? AWESOME!
yeah i just tried that and got the ocean spawn, copied everything from GM_eden, pasted into my world, disabled the ones left in GM_eden and locked the layer. Ocean spawn and stuff still reseting
FUBAR
Looks like shit too because of the lack of textures lmao
Im looking forward to it
Purely through trial and error!
Thats what describes my last 72hrs free time ๐
@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
So I plugged this into the Trigger Script but nothing happens:
{
// 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));
}
};
How do you check !isEnemy. To whom?
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)
try calling super on the event handlers, otherwise you're bypassing the trigger's internal functionality
It's Ex0's script, I don't know what that means haha
this script only works if you are despawning dead bodies as they still count as entities
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
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
So just like:
{
if (!IsEnemy(ent))
return;
++m_iCount;
}```
Or am I being dumb? ๐
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
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)
if you override a method, calling super will run the base class's method first before your custom code
{
super.OnActive;
if (!IsEnemy(ent))
return;
++m_iCount;
}```
?
๐
lol it's ok i didn't invent programming
Thanks guys, you get added to the thanks on the tutorial
Hmm I got validation errors for can't find variable onActivate or onDeactivate
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?
it makes sense if you think about it. you want to redownload the map for a new mission?
Not reallyh
shame would have been cool
But, nothing similar to hide object in A3?
not that I am aware
dambn
perhaps a script could remove the mesh
just gotta work around things then
but no idea how to target the mesh objects
also the nav mesh wouldn't reflect the change
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?
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?
super.OnActivate(ent);
Thanks, it validated, let's see if it works!
Need to learn me some coding methinks
more info on super and modding file structure in general if you haven't read it yet https://community.bistudio.com/wiki/Arma_Reforger:Scripting_Modding
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
The only issue is, that any map updates wonโt be happening then for you?
yeah it also seems that the weather manager is in the base eden world, so that is still reset
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.
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.
ah I fixed this by using a new weathermanager component and changing the attributes instead of the weather tool
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?
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
You should be passing in only the ent, not "IEntity ent", that's syntax error
Hm. Then I missed something. Wouldnโt it be better to start with it regarding the base tutorial
okay this keeps driving me nuts, does anyone know the significance of prefabs marked with the _Editor suffix? Is it just a baseline prefab?
I am unsure what are you speaking about specifically. But if you want the cleanest map, using Eden terrain, I suggest searching for Eden.ent.
You are totally right. Its all there. Forget everything since โhelloโ ๐
Yeah @exotic reef said ๐
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
Print(m_iCount);
Print is an debug log console output. Perfect for that.
Your trigger needs to be set to All Changes and query periodically if you're not updating it manually.
Class Filter, should be ChimeraCharacter, prefab != class
Ah yes and we check the faction int he script now
I guess before it just wasn't filtering
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.
That Print thing should be showing up in the Log COnsole?
it prints in the Output tab and also to the script.log file in your profile folder
or Log tab, i forget which one
@solar shard if you can't get rid of it can you just override the methods in the included timeandweathermanager?
Yeah it went to the Log console I'd just forgotten to save the script.
Still not deactivating when they die, mind
As said. There is no consistent hirachy. Sometimes its overwritten. Sometimes not.
@exotic reef profile
In the scripted filter make sure that you check that they are alive ๐ Capture & Hold utilizes this
Someone up above said the trigger was already doing this
I am not so sure about that, I don't think it does.
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
ah ok, makes sense
OK, where is the scripted filter?
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
The trigger has a filter method. See C&H for reference.
Doesnโt simply help a defend wp for that?
Ive tried a few different types Im not sure if I tried defend but I can try again.
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 โgo onto an adventureโ when they here gunfire
Cool I'll try it out thanks! If this fixes it I owe you big time
That would be too easy ๐
But in NightOps it works great.
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
Anyone know how to fix my map not having the normal background with routes and stuff?
โ ๏ธ With @quasi jay's help we have pushed **tasks **example into the sample coop scenario.
Hopefully as time goes, we'll be able to re-integrate some things into base game, but for now this should give you some insight on how to approach it.
https://github.com/exocs/Reforger-Sample-Coop
Disclaimer:
#enfusion_scenario message
Thank you!
Ok, I couldn't work that out (not a clue what I'm looking at).
BUT, could I add an onDestroyed or onKilled EH to the onActivated that adds to m_iCount (unless that's local to the script?) so it triggers if either they die or they leave the zone?
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?
@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?
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.
@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;
}```
Idk if you figured it out but there is a component called map entity in there it will have a place to link topo and background image. I'm not at PC but the background is everon raterized or something similar and the topo file I believe ends with .topo both can be found in arma reforged files
OK, so then using that we can get rid of the faction checker in the script as we've already filtered for faction?
yeah you can filter for whatever you want directly through that 1 method
@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!
I shall try this, thank you @exotic reef
my example now properly deactivates when an opfor character leaves the trigger OR dies
is IsAlive still a thing?
IsAlive() is defined in SCR_BaseTriggerEntity which my trigger is extending
So am I making a new prefab tigger based on SCR_BaseTriggerEntity?
yes that's what i used
If you edit a script that a prefab uses do you have to recreate the prefab?
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
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
bit different from sqf isalive
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
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
Just an oversight
Just pushed an update that improved AI spawning and how well they play with the objective. If you decide to give the mod another shot let me know if you see an improvement or if there are any other issues.
will do, thanks
Updated tutorial with triggers to end mission when area is clear ๐
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
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
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?
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
What layer are you adding the perception manager to?
the default layer in my new world
No idea then. It just sounds like when a read only prefab gets edited
yeah its wierd because I dont touch anything on the perception manager
WASD keys not working for me to move camera in World editor.Whats wrong?.Any solution/option?
Hold right mouse button
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!
I just use WASD, have you tried the scroll wheel to change the speed?
Yes.I used it to change camera speed but im stuck with Hold right mouse button!
Weird
Reinstalled workbench and still same problem
has the attachto command been replaced by parenting entities ?
Yeah, this is unfortunately an issue of layers/initialization order.
All tasks must be sorted AFTER the TaskManager. Otherwise they will not initialize properly.
@quasi jay can we add this to a list of issues on our side?
We should surely fix this. Tasks were never really used this way, so it's something new for us and we should adapt the system to it.
Holy moly. That simple. Thank you. Explains everything why it was so crazy behavior
hey, is there a way to add the game master mode to an custom terrain afterwards
Sure, via correct gamemode
@quasi jay can you point us where you synced the UAZ to the trigger? The eH component doesnโt seem to it. Or did you hardcode it?
That was me - in the level it's directly scripted on the "Coop logic" entity
Ah. That logic entity seemed empty to me when I checked it. Thank you!
This will solve everything
Which bit makes you get the introduction set up screen where you select loadout, group etc.?
I'm guessing in the GameMode
Add the SCR_RespawnBriefingComponent to the gamemode object.
Thanks!
Any way to adjust the loadout to spawn without ammo in your gun?
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.
Too much vodka the night before.
Do I need to do anything more than drop it in? It put me in the ocean ๐ฆ @solar shard
they dont kill each other till the gamemaster light comes on lol https://gyazo.com/46102220f04295acfaea3efdd80dbc79
I guess I need RespawnMenuHandler and TimerComponent too
ive done this and had zero luck getting the briefing menu up
I have the same but not "SCR_RespawnHandlerComponent" and it's working, I think
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 .
This.
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)
I might break it out into different pages
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 ?
Interesting issue, whenever I place AI down in game master, they immediately dissappear
Is there a module I'm missing?
Sorry man taking a bit of a break
NP
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?
Apparently those guys just really want to talk tactical vehicle physics in that channel @willow inlet LOL
It's a bit more of a process
Nah, I'm sorry, working on a small mod right now ๐
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.
I'm SO close to figuring out how to get good GameOver triggers
What're you trying to do? I've added area clear triggers to my guide
is there a way to put my mission file on my server without having to upload to workshop?
Trying to utilize the onActivation and onDeavtivation scripts to end a game when a unit enters
I'm beginning to suspect that onActivation and onDeactivation are not executed when the conduction for the Trigger is achieved @west karma @sullen talon
fodder are you making more guides too? โค๏ธ
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.
OnActivation is. It should be fairly simple to do, is it a specific unit you want?
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!
Chicken?
It is pretty much DM Vodka except you start clucking ๐
๐
I'm trying to figure out this GameOver via trigger so I can make THE guide
AFAIK, this should end the game when the ChimeraCharacter steps into the trigger and procs OnActivation
how do you make an prefab invisible as in making a prop invisible?
But instead, the game ends immedietely
Ye because it's not filtering any entity is activating it
Including buildings, roads etc.
Again.. Class filter
If he got that from my guide (although I put in caps that it didn't work tbf) I am most sorry
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
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!
Presumably you can make global variables
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
Avoid globals, that breaks OOP!
Live with the assumption that for every global usage a puppy passes out. ๐ฆ
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
you couldnโt have said it better
globals bad
unless when there is no choice
oh the name and class filter is an either or situation, that had me very confused for a minute there ha
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
Is there a way to look at the map like you could in the 3den editor?
Will test it out tonight!
Yeah, I'm absolutely struggling to find a way to reference another world object inside my triggers here
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?
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
Which object uses the GetChildren() in the coop example?
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 ๐
SCR_TriggerTask1 has it
Sorry MoveTask_1 is its OG name
I'll see how it's implemented there. Thanks @barren heart
Aye good luck, I'm gonna get some sleep
Yeah, some of the OOP C#ish stuff is really throwing me for a loop, especially object types and and casting
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
Hey mission making people, I've got a strange issue.
My AI just..aren't hostile
at all
do you have a perception manager prefab in the scene?
Oof, I know I put it in previously, I must've deleted it while troubleshoot some navmesh issues
Thank you
if you're trying to access an external entity, you have to find it through```
GetGame().GetWorld().FindEntityByName("blabla");
That makes sense. But I'm still not able to access the functions I added with the scripts field in the Workbenxh as per the re plied message
An big improvement would be to concentrate on the class filtering to get the ability to filter only for players etc
I just implemented a simple task franework in it, based on ex0 sample. Will take a loot today to make a multi trigger end and thats it.
it works for me. there must be a problem somewhere else
Did someone find out how to make a simple SetPos of an existing entity?
how do you set up sequential waypoints? i can do one but the group doesnt continue to the next one
You can add the group as many as you want. Just click the little + and add the names of the preplaced (static) waypoints
my OPFOR sample faction wont attack anyone, where can I go to modify the factions that it considers enemies?
@naive lion are these custom groups? If so you need to set their faction to USSR manually
yes custom groups, i get that i need to set that but i dont know where to do it
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
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?
Yes
You can also just look on the bohemia wiki as it goes over the syntax and other general info
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
Thanks
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
Be patient. Best advise ever. Trying to modify the dynamicSpawn script create instead an entity like a spawn point or vehicle but no luck yet.
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.
Which is awesome. We are all used to create the most complex arma 3 missions just by sqf with little to no 3d eden editor usage and its a hard time now to struggle with the simplest things like a setPos or createVehicle function.
Edit: but im making progress on my end. Once im successful implementing it my NightOps mission i will write w step by step tutorial.
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
Actually no. I dont miss eden editor and im totally fine with the workbench. I love it as a pure developer environment. Its my lack of c# skills which is getting me the hard time to avhieve the arma 3 results.
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.
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
@exotic reef worked that out didn't he?
Simplest i guess but not exactky like disableAI PATH is go give them a very small DEFEND Wp
That would be great
and then the AI wont wander off if they see an enemy 200 - 300meters away? :D
I will try that one out, thx
They engage enemies when they see them and but dont โgo on adventuresโ from mt experience
thx!
I had that in the normal gamemaster mode and it was driving me crazy ^^
Hi guys. Where can i find the cooldown for respawn timer? Thanks
Is there a way to set trigger heights? Like with waypoints ?
Or rather for
is there a size component i can add?
Yeah. Where you define if its a sphere, you can alter that. Look in my example mission. I have triggers in there like a big invisible wall for instance
What about waypoints?
How do i change the height of completion radius of waypoints?
@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.
@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.
that is awesome. I was just confused since there is an target_uaz_class and not an "target_vehicle_class" or whatever. I will give it a try
it doesnt sound universal and more specific to the UAZ. Let me check
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
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
why does the weather manager keep resetting after previewing?
Use the search here. Was discussed yesterday a lot
How did you get the getInNearist to work? They didnt do it for me, tried for hours @solar shard
With a normal BTR it worked. I only allowed Gunner via wp setting
ah that might be it
that worked. Even without restarting. Just tragged the task below the new vehicle and it worked
Is that the same to make an AI man aMG nest?
thats what Im exactly wondering. That didnt work for me
Yeah, I'm just trying to figure out how to get an AI to man an MG. No clue ๐ฆ
me too. I saw at the very first day someone made it here. But cant replicate it
nice to see i understood that correctly
so it's in the default terrain ๐ค but i can't remove it from that? how would publishing work
wasnt here yesterday but you might be able to override it?
I removed it. Didnt work. I disabled it. Didnt work. But somehow... now it works. By disabling (not removing) it and locking the default layer. Now its overriding, which didnt work very well the days before. Maybe patched. Maybe glitchy.
alright
y I think locking the layer is the key
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?
ok thats driving me crazy. It workd flawless. No i restarted the editor and it doesnt work but give me an engine error when starting
so the other way around. will try to create the task entity new from scratch
u need to set the radius to more than 0 i think
Thr task range?
in the EleminateTask entity is an attribute Range or Radius
thats the range the task will search for
an suitable entity
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?
I couldn't find the answer, I understand something to do with overwriting but when I only have one time and weather prefab I can't understand what might be overwriting it
the one in the base eden.ent which is resetting itself on startup? thats what we believe
I've deleted that one and created a new one.. should be gone
Till editor restart if we are talking about the base Eden layer
but you do use the CallQueue like vojtiman did, so that the game has time to init the entities it should attach to ?
Yes
mh weird
ah my problem does occur when restarting, maybe it adopts my timeandweather prefab into the base eden layer. my next question is how do we update it and save it permanently
Oh, I have no idea what that error is. Can you please send me a call stack or something? ๐ค
PS: I won't be here most of the time today, so sorry for very little answers.
No I wont. I wanted to tag you for monday. Now its weekend and you should really not be here ๐
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...
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
Thatโs a weird error. Can you please try creating them from prefab, instead of copying the existing ones?
ah so keeping the default but adding another time and weather manager?
well, 2
legend, that's fixed it
I already did
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
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
Im just rerwiting ex0 aiSpawn script in some type of spawnEntity script to create a new US_spawn via trigger. Thatโs a similar thing you are looking for?!
Was trying to finish it while my kid was asleep but that task bug killed my time. Will try to finish the script tomorrow
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)
Couldnโt you just create playerCharacters without respawn for that?
I'm just reformatting the guide today, maybe looking at tasks & typing up the briefing
Idk can I
I implemented their basic task system with some primary and bonus tasks in the latest NightOps mission. All Iโm looking for now is this create spawn script and a way to filter trigger by players.
@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?
Only a single entity. You can override the logic though.
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
Ah. CC is just chimeraCharacter akA a character. Check. Didnโt really had the time to look into it.
yeah line 2 sets that variable
I see now
I guess I will solve this by my own. But donโt have time for the create us_spawn script now
Good guide mate, appreciate that
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
Did you use correct size?
My god editing the GitHub wiki was harder than the mission making
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
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
To be fair, that not what GitHub is for. Why not contributing your content to the wiki?
Because I didn't know how to do that
๐
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
https://github.com/Herbiie/ArmAReforgerMissionMakingGuide/wiki/3)--ArmA-Reforger-Mission-Making-%7C-Finishing-The-Mission#editing-the-game-mode
do you want the whole briefing and chose faction shebang or plain spawn`?
oh you got that far too eh erb
https://github.com/Herbiie/ArmAReforgerMissionMakingGuide/wiki/1)--ArmA-Reforger-Mission-Making-%7C-Getting-Started
Is the new link for the guide
@austere cobalt https://community.bistudio.com/wiki/Arma_Reforger:Scripting_Modding bottom of the page is a minimal setup
Yea basically the same thing that you have in the conflict mode.
You select a faction then a loadout then your spawnpoint then you spawn.
But when I press play in the editor it spawns me to the default location in the water directly instead.
I need a Wiki Account to contribute, not sure who would sort that
Yea I have all that
ye you need some more to get that working, look at ex0s sample
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
It
huehuehuehue
He shouldn't if he's edittig the BaseGameMode
I used plain so I needed to ^^
That's what I do in the tutorial and it worked fine for me
Can you send a screenshot of all the components?
Ahh thats you I just followed each of the steps in your tutorial until end of "Editting the Game Mode" yea sure making screenshot.
I needed to configure some components so the ui would be loaded correctly. also autorespawn prohibited me to spawn at all.
It shouldn't splash you in the ocean though
https://imgur.com/a/ioy0Pwj (click on link for higher res)
And you've definitely got the US ticked as playable in the Faction Manager?
should also untick USSR as playable since there is no spawn
yes also tried ticking both and only US
Yes should have a tick in isPlayable for the US and not a tick in isPlayable for the USSR
yup
what does you spawn point look like?
You will not believe it. I removed the factionmanager and set it new unchecked ussr and it works now
๐
nice
Did assign the faction keys correctly in the game mode and faction manager ?
When in doubt redo it
I guess your faction manager, which you now removed, wasnโt properly configured
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?
Not impossible, but I kinda tend to believe there are a few bugs. I already solved too many problems by removing and resetting components. Maybe I'm getting insane...
Thatโs the original prefab. But itโs just a test since it doesnโt allow the user to save a.m virtual arsenal as intended. Even that I added the correct loadout additional to the loadout manager.
Thats a common symptom when playing around with BI products ๐
is the enfusion workbench meant to be replacing the eden editor to create missions?
i think so, the all praised allinone solution
there won't be like an "easier" environment?
For arma reforger I think yes. But I can imagine they bring eden back as a solution for not so techy people and also for quick missions.
Maybe community will develop plugins for the Workbench to make it easier to use for simple mission making.
edit: for Arma4
this. beat me to it
i hope so
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
is there like a guide for a basic mission?
how do you create the 'Unity Empty GameObject' equivalent in the World Editor?
who is this saviour?
or is everything a prefab at its heart?
hit em with the link @west karma
https://github.com/Herbiie/ArmAReforgerMissionMakingGuide/wiki/1)--ArmA-Reforger-Mission-Making-%7C-Getting-Started @austere path
thanks
Let say, I wanted to add an empty object to a layer purely for a position reference later?
Updating it with adding the Respawn Menu Briefing
im so happy for this guuide herbiie i could cry
Hi, in the world editor there isn't any way to open the map (in order to move through the world)
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
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
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 ?
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.
No you have to implement it in a dedicated server. No way for local host.
(If you want to test it in an MP environment)
I wonder if they could join a LAN? Maybe through Hamachi
https://github.com/Herbiie/ArmAReforgerMissionMakingGuide/wiki/3)--ArmA-Reforger-Mission-Making-%7C-Finishing-The-Mission#setting-up-mission-introduction
New section added ๐ Think I'm going to take a break now though (will be at work most of the week too)
You've certainly earned it, very helpful resource!
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.
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 ๐
is that how you control weather?
it's affected by latitude and longitude and time of year, just like arma 3 was
Thought so that you'd have to create your own params file.
Guess that has something to do with altitude and longitude settings to define where on earth you are. Just a thought.
@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
So, with the default lat / long sundown is around 1400. ๐
The fog graph editor confused me and I noped out of there for now though ๐
does this magically cycle through all entities or something SCR_ChimeraCharacter cc = SCR_ChimeraCharacter.Cast(ent);
depending on time of year, yes
oh, it's from an override
In July...
I think in a trigger's script ent is the entity that triggered the trigger
I mean, hey, in australia, days are short in july
unless you haven't set up the lat and long and such yet

Default in the manager are -4 71. That puts me close to the equator in the Indian ocean.
everytime i press play (not from camera) i spawn in the floor. anyone know why this could be?
in the editor, you have to do a lot of extra work
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.
You do it right. Thatโs just the default value of the prefab
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.
anyone had the issue when the editor crashes whenever you try and drag any prefab out?
Yeah BUT, as we all had to learn, the one in Eden.etn resets after restart. Only solution is to disable (but not delete) it and lock its default layer.
It's what I did.
how do i look at the OG SCR_BaseTriggerEntity
You will eventually find out that it will still reset / overwrite from time to time. Thatโs what I experienced.
Guys, any info out there on creating a simple task?
Itโs in the sampleCoop which ex0 of Bohemia pinned
You can also just use my NightOps mission and copy the stuff. Itโs all there
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
Yeah In workbench settings. Itโs in the world editor tab ich I remember correctly.
You need the task entity and the task manager and make sure to load them in the same order
thank you, my next mission is changing the time of day, lmao
To change the esc is pretty useful (I use shift esc) since you can use game master for debugging then
you can?
Yes. Itโs in the esc menu. Even if itโs not editor gamemode
that's really cool, what do you do with it
That way you can drag your character around to Test area triggers or the Zeus lightning to test onDestroy event handler etc
oh that is baller
So no really debugging then testing I mean
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
strange, rain works in the editor but when in-game scenario it's mute
The rain entity works for me
I did the most dumb thing ever, but thanks to the other Mission guide that was dropped here it now works ๐
Most time I should say. Since the weather manager is so inconsistent Iโm not sure if there are sometimes conflicts to rain prefab
So just now created the Conflict Mode combined with GameMaster
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
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
@solar shard I have some thoughts if you are ever looking to expand the nightops mission
Iโm right now implementing two more triggers which will unlock more spawn points on its way and im still trying to figure out how to send the sentries in to the mg nest in the final town but this is just a little showcase of basic coop stuff.
Not meant to be as complex as my Arma 3 NightOps persistence coop maps.
But im very happy about feedback. So feel free!!
Fair enough. Maybe just glitchy or not fully implemented?!
could somebody help me? How to make one life, without respawn?
are you trying to make a single-player mission?
What do you think about something like having to acquire an enemy radio as the first objective, then this would show the location of the truck? I was thinking maybe an objective timer to add a bit of pressure. Possibly slow down the passage of time just a bit. Itโs kind of jarring as is
I would not expect anything else from a Bohemia game. Things randomly doing random stuff at random times for random reasons is at the core of this series. :D
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
Trigger has the box mins box maxs, where you can change the shape of the trigger - is this what you mean?
I'll investigate, I think this is my bad
would've been easier if you said yes. otherwise the lazy solution could be to increase the respawn time to an infinite number
i don't think the game has a spectator mode so there's really nothing they can do anyways
@exotic reef I need only one life. The respawn time - great idea. Thanks!
forgive me for being bad. I just ca't see how the destructionof the UAZ is linked to the task. ๐ฆ
in your game mode entity, there should be components SCR_RespawnSystemComponent and SCR_RespawnTimerComponent. those are the ones which control respawning
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
you have to add a navmesh file
already done
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
okay yes, but you are doing something to get them to do that, they arent reading your mind
not sure what you mean, they're fairly autonomous
Hello compans! I followed this tutorial (https://www.reddit.com/r/arma/comments/ut8izn/arma_reforger_mission_making_getting_started/?utm_medium=android_app&utm_source=share) and made my own "Scenario".
However, I don't understand how to get it to work on my Deticated server.
My server is running Steamcmd
Can someone help me? xD
are you using a waypoint? which one?
basic move waypoint
if you give them a search and destroy they will actively explore the environment, looking inside houses, etc.
I was just checking, it's properly referenced as 'EliminateTaskA' everywhere - we wrote the task so it just queries first nearby entity on init; seems to work well on my side, even TaskManager has it as 'EliminateTaskA', perhaps outdated version?
Possible. I could fix it on my end too. But donโt you have a weekend? ^^
when i give them a waypoint in the beachhouse they just ignore it, argh
isPlayer would go something like this
bool IsPlayer(IEntity entity)
{
int playerId = GetGame().GetPlayerManager().GetPlayerIdFromControlledEntity(yourEntityHere);
return playerId > 0;
}
Itโs not connected at all. I had the same mistake. Actual in the script it just looks for the nearest entity. So just place it next / in the vehicle at it works.
@sullen talon what's the best way to force rainy weather?
Yes, I do, but that doesn't prevent me from modding 
Thanks. I figured this out too already. But I appreciate your support.
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());
}
Check C&H component that forces weather and time on different maps
Thanks!
EOnInit may be too soon to check, they might spawn later
Thatโs stuff I do all the time in my Arma 3 NightOps missions. But here I decided to let the players optional capture the empty BTR and in the next version it will also unlock a spawn point at the lighthouse then.
actually for this thing it's better to use events
@radiant summit I donโt 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
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"
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?
@sullen talon sorry for the ping but any guides on how to use SVN with reforger tools?
Iโm just re-writing your spawn AI script to spawn a vehicle or spawn entity instead. Are you by any chance modding this evening too? There might be come up some issues once kids are in bed and I have modding time ๐
Itโs in the actual script. Look in the script files. It just searches for the nearest entity.
They donโt โsyncโ 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?
Understood. Well just shoot a DM if thereโs anything I can help test. Iโll be sporadically available for about the next week or two. Apartment hunting, but other than that Iโm on my PC daily
Check if vanilla doesnโt have vehicle spawner yet. I believe there is one.
holy. I didnt even think about that and was so proud making script progress :ugly:
๐
oh waypoints have a component that can be moved vertically, if it's too close to the bottom floor they wont go upstairs
Haha, sorry for that. But feel free to rewrite something yourself. Itโs the best way to learn! ๐
using a really really thin waypoint seems to help get them specifically where i want
but i want to fire it by trigger to create a spawn_us.ent so I guess I have to stick to my script
so far 70% of the time the AI gets stuck on the stairs and doesnt go up
I really like you guys.
which is way advanced to arma 3 ๐
but as soon as the AI tries to use vehicles its worse than arma 3 ๐
my udnerstanding was they cant use vehicles yet
Least they're using stairs ๐
Not old enough
sadly, yeah
if you reduce the getIn WP to gunner only, it works flawless. Driver is not supported yet officially. In my own case game just crashes then.
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
Yeah I saw your BTR as I ran past it thinking "Oh the AI can't use vehicles yet it'll be fine"
sometimes they just stop outside the house in a random position
AHAHAHA
we had like already one mission where the AI flawlessly failed in its BTR xD
even the one in the turret
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
I will do since I believe (and my understanding of your developed environment is very basic) for my need I cant use the create vehicle prefab. But I will test. Now I have other tasks to fulfil (getting kids to bed. hardest task ever)
that said, I wasnt able to send an AI into the PKM of an MG nest. Anybody achieved that?
just as my daughter starts crying lo
not sure if it was the GM, but we had AI with mounted Guns shooting at us
also the three-legged ones
GM works good. The getInNearest and getIn WP not. I have no idea how to achieve that.
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
yeah it looks like their pathfinding is only 2D right now
they got real close a couple times though, even went upstairs, not sure what makes it tick
you cant just implement this in the base_trigger or base_trigger_spawner prefab to the class filter, right? It has to be done in the actual script?!
Yeah, add you component to set it off
when creating an own prefab (like the coopTriggerSpawner.et) where to get the ID?
RMB, copy Resource Name
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. ๐
Thank you!
So I create my own prefab and get its id afterwards. Wild West times ๐
Yeah. Well you can have something like:
[Attribute()]
ResourceName m_sResourceName;
And fill it from world editor. You can even drag & drop it there.
will check imidiately after Operation: Sleeping kid
your engine and tool developer did an awesome job indeed
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
Weather and daytime manager
prefabs -> world -> TimeAndWeatherManager.et
this is my official system prefabs island
Wonderful. Reminds me of desert island 20 years ago
But not the net code ๐
i dunno, i played competitively on the TWL ladders, and in karrillion's huge modded server, it was good enough,
Yeah me too. I was around 16. Founded a big clan just by demo even without release. But thatโs a bit OT
hmmmm
takeout has arrived hope that helps ๐
would be best to create an enhancement for GM, so that they can directly spawn these things with crew
what does 'sunset signal offset' do i wonder
hmm i want pretty clouds for sunrise but i dont want it to be overcast, what do?!
Never mind. Was on the phone and didnโt see the settings. Thatโs cool. Never saw that you add a soldier in the entity setting. Thank you!
can i disable third person via SCR_CameraManager?
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
https://github.com/Herbiie/ArmAReforgerMissionMakingGuide/wiki/ArmA-Reforger-Mission-Making---Getting-Started
follow the first part of this
alright thanks
Mission making is ridiculous at the moment not as user friendly as Arma 3
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
does anybody know, how to get the ID of an own written component? Own prefabs can fetched with right mouse button, but how components?
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);
}
}`
how does that choose what spawns?
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.