#enfusion_scenario
1 messages Β· Page 24 of 1
well its not that more difficult then the former sqf scripts. its class based which is hard for me but I see the advantages. My issue is, the whole syntax is foreign for me especially when editing scripts created by other
I see a lot of folks in here who dont struggle with that like I do
HA, then there's me, green as can be
I hardly used sqf in arma 3 I just built my missions using 3den enhanced as R3vo managed to integrate most into the editor
And made really really good missions
What ID do you mean specifically ?
i made okay missions in ofp copying other people's scripts. i think people still make videos playing my 'ctf corridor' back when i was +walkingdead+ Kick
What about the flux capacitor integration module for ZF43 nodes? Do they tie in with the yankeedoodle lane attachment components π€¨ = new editor
just go ahead and program a turboencabulator from scratch, that'll help you make a mission
Ah yes thats it! I am able to link the core prefablicated enhancements from this so I can dribble some more
Gonna go play Arma 3 editor π€€π
just make a new prefab from scratch, no big deal
I'm not even gonna attempt to bud I don't get this editor in the slightest compared with the user friendly arma 3 one which I have spend 3k hours in and I didnt have to read any guides to learn that because it was self explanatory
I have duplicated ex0 aiSpawnComponent and the coopTriggerSpawner. The way I understand the trigger, I can add a default component. Which would be now my dubbed version entSpawnComponent (since its meant to spawn an entity).
But: I cannot find out the Id of the new entSpawnComponent to write it in the new trigger script.
And: just by dubbing the aiSpawnComponent and change its name and class inside doesnt make it a new SCR as I fear, since I cannot find it in the component to add it manually to the trigger. You see, i have no idea what im doing π
well I love that I can now just drag a fireplace into the scene and it has a setting to enable or disable the lit. Not to speak of OFP's inflame true π
thats more then enough user friendliness for me
In arma 3 there was fireplace and fireplace burning π
Im very well aware of this ^^
Well, I have no idea what you are doing too. π
You are looking for a reference to your new component that you added to some entity?
I think so. There is this trigger by ex0
SCR_BaseTriggerEntity : "{5BB84B3E6A0B46C5}Prefabs/MP/Triggers/CoopTrigger_Base.et" { ID "5966F2A96DE950B4" components { SCR_AISpawnerComponent "{5966F2A840D93A01}" { m_bUseTrigger 1 m_aWaypointsList { "WP1" "WP2" } } RplComponent "{5966F2A87A6B4E62}" { } } SphereRadius 10 ClassFilter "ChimeraCharacter" }
line 1 gets the id of the base trigger, as you told me via RMB.
Line 2 is an ID I dont know.
Line 4 is the ID of the SCR_AISpawnerComponent, which I dont know how to find out.
I dublicated the SCR_AiSpawnerComponent in the hope to create my own component. But whats its ID. And how to implement it, since it doesnt show up when adding a component to an prefab. its registered.
I will try to write it from scratch out of the editor instead of dublicating it.
I would suggest you to create modded class SCR_AiSpawnerComponent and overriding whatever you need.
That way you donβt even have to change the prefab
but I still need the AiSpawnerComponent for other purposes π
Zeal can you figure out how to make a trigger play a custom song for me thanks
haha. no way. other stuff to do right now π
xD
and btw, instead of me, there are avid trigger folks here around
Does anyone know where I might find user created missions on my PC, as Iβd like to host them on a dedicated server - if thatβs allowed
If the mission is on the workshop you just specify that in the server config files and it will go and download it
Try documents/MyGames/ArmaReforger/addons
I appreciate your help. I do it now the own way without dubbing stuff. Just writing it by scratch to learn it. Can you lead me to the right direction in my user script: all I want is to create an specific entity at the position of the trigger. So something like getPos thisTrigger to speak.
Yeah, you will need to get ResourceName of the prefab you want to spawn. Then Load the Resource from that given ResourceName and then spawn it using GetGame().SpawnEntityPrefab()
Create new EntitySpawnParams, set their TransformType to World and as transorm use the tranform of you entity (GetOwner)
Holy are you speaking spanish
Mission making is hard
Maybe in the beginning, just need to keep pushing through and youll start getting the hang of it. ex0 has 2 sample projects plus you have the tutorial and Capture & Hold mod to use as references for learning. It'll get easier over time with more documentation as well but at this stage it'll take some elbow grease.
That link is old this is the new one:
https://github.com/Herbiie/ArmAReforgerMissionMakingGuide/wiki/1)--ArmA-Reforger-Mission-Making-%7C-Getting-Started
Anyone knows how to lock vehicles yet? I have found disabling the SCR_CarControllerComponent will make it so that you can't start the engine but the vehicle itself is still fully accessible.
I got the ai part down. But the Task thing boggles my mind. In the samplecoop mission the S is blue and then when i add it it's red.
Then you also need some inits scripts to make the task sync work. And that is a bit to far for me right now. For now i will try again next week.
I did think the inheritance is pretty cool. The example maps are also intresting. I would like the readme to be a bit more explaining what does what and best practice.
What happens if you make the vehicle static?
I will die dumb and lonely
but I love how you try to make me learn π
No effect.
The everon life people figured out vehicle keys and locking, but the vast majority of modders seem intent on not sharing anything
Yeah, I couldn't parse like 10% of that lol
i saw some LockComponent
From jumping to the script definition I gathered it is more for which game master can edit it.
I am not at my pc the whole day, so I cannot really help you much more. π Although I would like to
As said, I dont expect your help. Its your weekend. I just dont wanna die so damn dump. Its frustrating not to understand the simples basics π
ok, so I have the ressourcename of the thing I want create: {5A2220DD0C16958B}Prefabs/MP/Spawning/SpawnPoint_US.et
now I need two things. a function to CREATE this ressource at a position. And a function to GET the position of the current trigger. That cant be that hard. Just thinking loud.
Damn dump?
Disabling the ActionsManager seems to remove most actions (get-in etc.) but leaves open weapon slots and cargo.
ActionsManager eh
I'm assuming the Life stuff uses custom scripting, I was just curious.
I wonder if that's part of the car prefab
Would anyone know why a custom task isnt appearing in the objectives list, my move task works fine but not my custom task
they appear on the map fine, just not in the list on the left
I think the list cares about these entries in the task manager seen here. Might be worth starting there.
are they in the right order, added as in the task manager?
could also just not be assigned to your faction unlike the move ones for some reason
Yeah the tasks work, appear on the map and can be completed. I think biscuits might be on the right track with the TextsManager since those attributes are empty for me
looks like SCR_VehicleSpawnProtectionComponent.IsProtected() is responsible for vehicle locking. i'm not sure how to override components though
Could break the prefab, create an inherited class and exchange that component, I suppose.
somehow i have managed to inverse my problem, only my custom tasks appear in the objective list and default move ones do not.
progress of a kind I suppose
I was 95% done with my scenario and then the editor crashed. Now I cant find my world. Has someone else had this problem?
I need to read this thread. Imma make some weird stuff....
Ok nevermind I'm stupid. I launched a different project
Sooo if you decide to make a custom trigger for a trigger task. Make sure you add a hierarchy component so it can actually reach the child entity. 300 breakpoints latter......
Heyaa, Crashes the server fully 2 minutes in.
Which scenario and are you 100% sure its this mod?
It's the only mod loaded,
St Phillipe crashes the fastest,
LeMoule can go for 8-13 minutes before it happens.
Interesting. I'm having no issues loading it locally and I know there was a server for St Phillipe running before without issues but its completely possible its the mod. Have you tried hosting a vanilla server yet?
Vanilla runs fine, I have 2 servers up.
Okay, I'll see if I can figure out what it is. I'm not sure if it could have to do with the AI.
Thank you for letting me know
I'll see if i cna get a full log here shortly
That would be awesome. Feel free to dm me if necessary.
Does anyone know how to launch the CinematicEntity sequence?
Just thought of something, was it failing as soon as you downloaded it or did you update it. I heard someone had an issue after updating and reinstalling fixed it.
You can get into the mission, but after 2-3 minutes on St Phillipe the server will just hard crash without log.
wait its not even crashing nvm its like reloading the mission
21:33:02:000 RESOURCES (E): Wrong&patched resource GUID in @"scripts/Game/Components/Gadgets/SCR_ConsumableItemComponent.c,86" for property <missing-def> resource name @"Assets/Items/Medicine/Gauze_01/Gauze_01_packed.xob"
***GAME LOADED ABOVE***
RESETTTING BELOW???
21:33:02:118 UpdateEntities
21:33:02:118 WORLD : Frame
21:33:02:118 DEFAULT : FPS: 59.4, frame time (avg: 16.8 ms, min: 2.8 ms, max: 76.2 ms), Mem: 2984771 kB, Player: 0, AI: 78, Veh: 0 (0), Proj (S: 8, M: 0, G: 0 | 8), RplItemsS: 78
21:33:04:416 ENGINE : FileSystem: Adding relative directory '/home/amp/.ampdata/instances/FoxGaming2/arma-reforged/1874900/AReforgedMaster' to filesystem under name profile
21:33:04:417 ENGINE : Initializing engine.
Really weird. Okay I'm going to try to host a server and test it.
Does anyone know how to lock an AI soldier in a sentry turret? I've managed to make him mount it at start but if he sees a target he directly gets out
Has anyone had luck attaching an entitity to another prefab, like a vehicle? Looking to try to make a mobile respawn
Anybody know how to make tasks work in multiplayer, when joining a server running my mission they dont appear, playing it locally they do still show up. And when going into game master on the dedi server they also show up, so maybe something to do with that?
I know capture and hold has an RTO radio respawn, but I don't know how it works
Don't even know what settings I changed, but its not crashing now
Lol great to hear. If you do figure out what it was or have more issues let me know.
@sullen talon Any advice for searching the terrain for flat/empty areas. Something like BIS_fnc_findSafePos from Arma 3. If you could point me to any particular functions or components in the engine that are doing something similar?
Anyone know where to get the mod ID after you publish your mods?
Nevermind, found it in search.
Is there a tutorial on publishing missions yet? I realize I missed a ton of information (i.e. the /mission folder)
is there a way to copy a component from one object to another, I have tried right clicking and copying group properties but pasting them doesn't work so is there a way to just move a whole component
also right clicking a disabled object seems to crash the world editor
nvm sometimes it will crash randomly at beginning, and sometimes it doesnt
Not really, you would have to make your own I am afraid - altho this is not my domain, perhaps someone other will know
https://github.com/Herbiie/ArmAReforgerMissionMakingGuide/wiki/3)--ArmA-Reforger-Mission-Making-%7C-Finishing-The-Mission#publishing-your-scenario
how do you change the display name of a faction? for example under "ui info" for USSR on the "FactionManager_Editor.et" prefab I can see its listed as "#AR-Faction_USSR" which im guessing is a reference to a file or variable or something that contains the string that is displayed in game? i may be totally wrong, but basically my question is how would I go about making my own faction, or editing the base ones. thanks
anybody get the "Script:Virtual Machine Exception occurred! Check log for more info" Error?
I check the log and its talking about phonebooths and shit. I did nothing with phonebooths lol
Maybe its suggesting you phone for help π
I dont know what its suggesting
so I found another weird dedicated server bug, placed vehicles have all animation disabled on their turrets
I noticed that when I tried to use the Humvee with the turret. Have you tried dynamically spawning it?
If a string begins with "#" it is usually a localized string key which refers to the string stored in the string table (.st files) - seealso "String Editor"
how does one dynamically spawn things
thankyou
I think the method is called SpawnEntityTemplate or similar?
would you happen to be able to shed some light on my other question to, regarding how I could iterate through the towns on a terrain? I know the logic I would like to implement, but I'm unsure of how to go about it.
Whoa, you're still up @sullen talon ? o_o
Yeah, but I'm going to bed π
Dang, was going to start rapid firing questions lol
Hmm, I am not sure if there is anything that would identify villages, I'd go about placing an entity in each of them and then collecting these entities somewhere
okay, thanks so much for your time
Okay, I'm starting the recording for the Official β’οΈ UselessFodder Arma Reforger Mission Making Tutorial
look forward to it!
How do you package a gamemodeocmponent into a prefab?
Once you have it set up the way you like just drag into your resource browser and it will make a prefab
Do I need to remake the prefab upon changes?
Not sure, I haven't played around with them too much yet
hitting apply to prefab in the bottom right should change the prefab in the folder
This is so much like unity, it's insane.
I am wanting to implement a custom game mode, how do I go about creating a prefab like GameMode_Base.et, but with my game mode as the script instead?
this is the base game mode, just components for various actions. If you're going from scratch you'd want to take a look at these and the logic to make sure you cover bases. could probably just make a prefab and then start making your own components to tie into it.
This is the 'Plain' game mode so it just has these basic components, there are deathmatch and team deathmatch game modes which probably just have more components attached than this plain one
Yeah I'm wanting to use that as a base class and overwrite some methods. It's creating a prefab from / for my script that I don't know how to do
Check pins for creating a prefab, probably a few pins down in the list
Thanks!
is there a way to have triggers reset after a certain or random amount of time?
I can take a look tomorrow when I get some free time
Ok I achieved a lot of stuff lately in my NightOps test thing. I will write a tutorial about certain aspects the next days. Especially about AI mounting turrets, adding addActions to win a mission (e.g. capturing a objective) or losing conditions. Works all fine.
But with two things I struggle. How to use spawnEntityTemplate to create a prefab dynamically at a IEntity trigger position?! @sullen talon you mentioned that but I cannot find any reference to that.
And how to iterate a loop in a script to somehow change the position of a entity periodically?
Simple stuff like that will kill my whole Sunday. LETS MOD π
The fun of arma modding!
Is the in-game workshop down for anybody else? Haven't been able to access it for hours now
Yeah and I love to make progress. Especially after the very first 24hours. But itβs crazy to struggle a whole day about that simple stuff we did since OFP 20 years ago so east.
Yeah right? It's like learning a new language to me completely, I like to think I was a pretty good mission maker for arma 2 & 3 but I only ever touched the surface of scripts, this is definitely fun
Thatβs me. Absolutely. But itβs great what we achieved last days with the support of the Bohemia guys here.
I couldn't figure out how neutralize tasks find the unit to be neutralized, I'm looking into components wondering if there's a manager I'm missing, had to download somebody elses example mission to see that the task sets itself to the unit you place it on, seems so simple now haha, I need to get out of the old arma engine mindset
And I remember good the days when the OFP demo came out and we had no 2d editor - nothing. And yet, we made missions for the demo just with notepad guessing coordinates and so on.
haha that's crazy, I only got into it all when arma 2 came out, I remember my first day trying to tediously write out "this addWeapon "" and "this addmagazine", 20 times just to do custom loadouts for me and my mates, thinking I was making the next big campaign
good fun, very excited for this game because of how much it offers without killing my computer
Morning all...
Good Morning dude
I'm looking through this SampleCoop template mission trying to figure out tasks. There is a SCR_EliminateTask but I cant find it anywhere to add, any idea what I am mmissing?
ohhhh, its a custom prefab....
has anyone figured out how to make a landmine? like a trigger that can use an RPG7 explosion.
Does any one know how to add the selectable(ingame) scenario to the mod? i have now a TDM mode and i just want to be able to start it xD i can maybe find it here from above : https://github.com/Herbiie/ArmAReforgerMissionMakingGuide/wiki/3)--ArmA-Reforger-Mission-Making-%7C-Finishing-The-Mission#publishing-your-scenario
Hi all ! I need some help to publish my first test mission :
I follow this tutorial : https://github.com/Herbiie/ArmAReforgerMissionMakingGuide/wiki/
I have trouble at the last step to bundle my mission, I got this on the console log :
RESOURCES (E): Failed to load metafile of mission config image:
DEFAULT (E): Cannot copy image:
RESOURCES (E): Creating bundle failed
Can someone help me please ?
I found this happened when I didn't have images set, I believe you need the .edds image
I wish! I'll let you know if I find any cause
In the publish window ?
Because I set one
https://mobile.twitter.com/IvanBuchta/status/1527957589274796034?s=20&t=I64Gyq8kdBuie3JGldLJlQ
Looks like a New Eden is planned at "some point" πππ
@G4nDalf_EG We want the full-featured 3D Editor as much as the community, but it's a complex task which will take time. :) #ArmaReforger's Game Master is the necessary step to develop a new in-game editor, scenarios can be made in #EnfusionEngine Workbench too.
It has to be in a certain resolution, could that be the issue?
Following to the tutorial, I set it at 576x324 for the loading screen and I take the same image. I tryed both png and jpg : same issue
Hm I'm not sure then mate, sorry
Just to clarify, before you publish. The CoopUS.conf .edds photo should be in that resolution
But yeah if you followed the tutorial I'm not sure
yes I imported it form the png and it converted it in edds
They have to be in the mod folder. Not in downloads
@keen phoenix I fixed it by delete all pictures and reimport it, delete the picture in my mission folder and copy it again and rename it in preview.jpg (like default in the publish window)
Yep, it was, I thing I missed something but it's work now, Thx ! π
https://github.com/Herbiie/ArmAReforgerMissionMakingGuide/wiki/3)--ArmA-Reforger-Mission-Making-%7C-Finishing-The-Mission
Ah fuck it still doesent appear as a scenario only as mod. Does some know what could happen?
Thanks that fixed to problem for me as well π
I hope they make stuff like this more flexible in the future
hello everyone, I'm having issues on turning on the lanterns in my mission, am I missing some xxxmanager object?
I just added an entity called LanternMilitary_US
[solved]
had to set properly the starting status in the lantern entity
https://docs.google.com/document/d/1i7s8IhEgCypr8yiauZ_GgNuoijxZtODCqu-11dvEjog/edit?usp=sharing
Is there any default prefabs to let groups respawn?
really wish the snap to ground move tool didn't put things on top of trees
Is anyone able to jump on voice with me and hold my hand through making a simple destroy a vehicle task? I kinda get all the components but am really struggling to stitch it all together.
so i got the guy to enter the static but he doesn't feel like shoot me.. any idea why that could be?
The basic AI stuff like perception manager is added?
It is, yes
ahhhhh. hang on.....
was lacking SCR_AIWorld but that also has no effect
yeah, just tested that and they are
Then I have no clue but adjusting the compartment settings till it works π
i put an unarmed single character on there....
This could be issue.
Itβs recommended to only use groups via base_spawn. Either create one with only one member or several and give them a defense waypoint near the turret. Either way, when the compartment component is setup correctly, one will use the turret
Thanks, i will keep trying
the spawn radius on the spawnpoints does not seem to make me spawn anywhere other than on the base point still?
@solar shard Is this the sort of thing you were after, made a generic component for spawning prefabs of triggers https://streamable.com/z8ra2e
while you are right I already solved it with the support of Joe Malley. In my current NightOps version, there are several bonus objectives which allows you to unlock (spawn) new US_spawn points. But thank you. This looks awesome.
you can always download my sourcecode and copy stuff or use it for tutorial purposes:
https://github.com/Zealous666/AR_NightOps1985
the current code include stuff like:
- tasks for bonus and main objectives
- trigger to spawn enemies dynamically
- enemies on patrol, arming vehicles & bunker turrets
- trigger to spawn more spawn points on the fly
- trigger to win the mission by capture of the truck via AddAction
- trigger to loose the mission when truck gets destroyed
- daytime and weather setting
- loadout & respawn system
- mobile respawn attached to an vehicle
Wow you've got a lot going on in there all ready, I might have to take a look later on.
Is just amazing to see the community in action .
yes
How to End tasks in OnTriggerEmpty() ?
Can you transfer prefabs between projects?
Does anyone know why even if you increase spawn radius it always spawns you exactly on the spawnpoint?
Does that function only work if there is someone else on the point. Thatβs how I read it but I am probably wrong.
i dont see anything like that
Maybe I dreamt it. Sure I read the tooltip or something. Iβm AFK will double check later.
Okay Im dumb how do I change the initial weather? I know I need to use the time and weather manager but after that im lost.
Just do what I did and smash the sliders until something works. Coolest thing is that it takes effect in real time before you even load the mission.
yeah, just try some things out in both components
Had a lot of fun watching the AI on patrol at night. Really like how only the squad lead has his light on. Not sure if this is intend but cool nonetheless
Which sliders actually effect the weather? Time works fine but when I change the initial state for the weather its always clear as soon as I load in
Possibly... How do I disable it
open in in its default layer and in "unsorted" you can untick the "enabled" box as you can do with a lot of elements. Then lock the default layer and pray that it takes some till it will magically reset itself.
Lol okay thank you!
Still I cant get the damn clouds to stay, am I suppose to be editing anywhere other than "Initial State"
im following herbii guide but the trigger script throw an erro any idea why > Function "ScriptedEntityFilterForQuery" is marked as override, but there is no function with this name in the base class > in the paste bin its line 4, 7 in the script tool
i've uploaded a small mission called Farm Assault you guys can try out. took 2 days for 5 mins of gameplay lol
Ahh nice these soldiers seem to know the way to the farm π
you have to extend SCR_BaseTriggerEntity. post your code
yeah they even know how to open doors, sometimes. but going upstairs is too much for them
u mean the radius its at 800 and post you code i dont understand that reference..
no i mean copy paste your script so we can see what the problem is
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
the first line is missing, it should say something like 'class myTrigger : SCR_BaseTriggerEntity'
@exotic reef Well I don't seem to be able to complete your mission, not down to any bugs I just apparently suck and keep dying π
if you hang back the friendlies should clear them out. there are 1 or 2 enemies that can randomly spawn in houses though. once you kill all enemies the mission will end
hello, I'm facing a weird situation, with timeandweather manager, when the mission starts, the time of the day is correct but... the clock (and the time of the day) is not changing, it is locked at the starting time, any suggestion?
set a time multiplier
did you disable the default manager included in eden
Yeah I did that and completed it now. Rambo I am not.
nope, thx, I'll do it immediately
hey guys, I'd like to delete an object from a prefab, do you know a way to do it ?
Obviously I tried deleting it but an error message appears saying I can't
I can't move the object out of the prefab, and hiding it only works in the world tool, once the scenario launched it appears to players
You can right click the prefab entity in the left pane and break prefab instance if im understanding you right. If you want to permanently change the prefab you can right click it in resource browser and edit prefab.
you are a life saver, thanks a lot
(and if some1 has the same problem, it did work : right click on the prefab in the left panel list and "break prefab")
[solved] thx Cuel, there was a conflict with the timeandweather manager of Eden
Worth checking the log. I had similar and it literally told me what the problem was.
sorry to bother you, I'm facing another issue with AI reactions, not sure if I need to setup AI Skills or something similar anywhere in a config file.
Here it is my situation:
I'm using waypoint type "patrol" for a group of AI (rifle team) these units are respecting the waypoint and when they ear a rifle shot they are reacting properly going to the source of the rifle shot. At this point unfortunately looks like they are not able to see the opponent, they go very close to the enemy before starting to answer to the enemy fire
Any suggestion?
do I need to setup a starting alert level of the AI?
is it at night ?
during the daybrake
"Create entity @"ENTITY:2305843009213693970" ('GameEntity','Assets/Weapons/Tripods/6T5/Tripod_6T5.xob') at <5030.547363 28.683001 11955.031250>
SCRIPT (W): Wrong type VEHICLE used!- #AR-EditableEntity_Tripod_6T5_PKM | entity: GameEntity<0x000002AE546BEAD8>, prefab: '', pos: <5030.55,28.683,11955>"
I get this far when trying to get a guy from group on PKM
Any ideas?
at what point do you get this? you use the compartmentManager for that?
sorry, should have been more clear. This is in the log when I start the gmae in the viewer
it might be unrelated though
never mind. I get it with no group or waypoint so must not be the issue
Having the same issue with one of my scenarios, let me know if you figure out what is causing it
you too during daybreak?
Mine is at sunset
which latitude and longitude are you using? I have the feeling that the geo coordinates could be in some way connected
LAT: -7.105 LONG: 75.737
could one of you run the same test at midday ? I saw some parameters in the editor how lightening impact how IA "see"
it may be bugged
Yeah I increased the time and it improved
I've gotten this before but managed to get the guy in the PKM by placing a defend waypoint by it. It's just a warning and I couldn't see what exactly causes it.
Ok. Thanks. Does it take some time? For me the guys just stand about doing nothing. No one gets on the gun. π€·ββοΈ
Takes 1-2 seconds to move to it but should happen instantly basically
Can they enter it if you use the gamemaster commands?
I had problems with this yesterday and was a bit tricky to get it to work
About prefab, how can I edit an prefab ?
I made an duplication of an existing prefab but I can't find how to edit it (remove elements for example)
looks like the sun (and the visibility) for the AI is not the same the players have, maybe it is a different timezone or latitude/longitude
Did you have to change anything in the compartmentManager?
No, I only placed down a defend waypoint over the sentry, added the waypoint to the groups static waypoints and poof it worked
you edit the parameters for the time being to disabled the impact of lightning on AIs
right click on it in the hierarchy and "Break"
Oh okay and how I recompose it ?
make your changes then click & drag the instance into your resource browser. it will be saved as a new prefab
Thank you ! (That's not very intuitive)
Can anyone point me to a guide or info on making a simple move/destroy task?
nope, unless it was accidental
meanwhile I tried to manage the parameters of the TimeAndWeatherManagerEntity and now is working way better
here the screenshot
https://docs.google.com/document/d/1exXAYxvslrYpdyFVIlFo01NkKIwILXPCud9wsF3TVBA/
still need to figure out which one of the changes is impactfull and which is not
Any examples for spawning? I want to respawn the player in a radius around a spawn point. Can't get the spawn radius setting to do anything, and can't seem to change the player's spawn point either
Sorry for asking, I could not find it in search. How can we change the speed of AI patrols? I cannot find anything in waypoints or group behaviour. I dont need patrols running all the time
maybe I'm wrong but the player spawn in the center of the area, just in case there is already somebody in the center the spawn radius is applied
if you use patrol waypoints they will walk
Ah..... so "move waypoint but just different move" as they say in the description..... Very intuitive. Thank you for the help. Much obliged.
sorry everyone but I'm really confused about how to test the mission in MP,
is there a way to run the mission on my pc and give access to remote players?
My mission is already in the workshop of course
Started a series for people brand new to making missions, going into co op in the next video and then future videos will focus on adding specific features. https://www.youtube.com/watch?v=2BM7stNyaNk
Today in the enfusion workbench powered by the enfusion engine we are making a base arma reforger mission for you to build up from. The mission in this video is geared more to singleplayer but in part 2 we can discuss co-op and multiplayer aspects including expanding the mission.
Win condition trigger script: https://pastebin.com/4fYGXJbh
Shout...
Heyo i have a question xD i managed to make my own Waypoints, however the Image which im loading from the ImageSet like in the Tutorial has some problems
i'm accessing the Image like this:
Waypoint.LoadImageFromSet(0, BuildingIconImageset, "USSR_Base_Main_Select");
The Variable BuildingIconImageSet looks like this:
[Attribute("{F7E8D4834A3AFF2F}UI/Imagesets/Conflict/conflict-icons-bw.imageset")] //ArmaReforger/UI/Imagesets/Conflict/conflict-icons-bw.imageset
protected ResourceName BuildingIconImageset;
Does someone have any idea why this is happening? π
Haven't tinkered with loading images but that waypoint is better than the north star
where I can find the scenarioID of my edited mission?
i think i will leave it like this for now, it serves the purpose π
I don't want to spend too much time on it right now xD I'm going on with other things
Not a bad plan at all! Definitely serving its purpose out there :D
Has anyone figured out the ability to place probabilty of vehicles or items yet? is that not implemented atm
Don't forget to .SetImage(0);
hm doesnt help :/
Waypoint.SetOpacity(0);
Waypoint.LoadImageFromSet(0, BuildingIconImageset, "USSR_Base_Main_Select", true);
Waypoint.SetImage(0);
In the comments of the ImageWidget class it says, that calling this function is switching to another Image, if its loaded
So i guess the error happens on loading the Image from the ImageSet
Yes as I thought, the LoadImageFromSet method returns false when it tries to load the image
Where can I find the SzenarionID of my custom world?
Holy shit, I got it xD
I have changed the variable "BuildingIconImageset" as follows:
From:
[Attribute({DCEAF860DE9F72DF}UI/Imagesets/Conflict/InfoImageSet.imageset]
protected ResourceName BuildingIconImageset
To:
protected ResourceName BuildingIconImageset = "{DCEAF860DE9F72DF}UI/Imagesets/Conflict/InfoImageSet.imageset";
I dont know what the Attribute Makro does, but somehow I can't access the ImageSet that way.
But anyway, it works now and I can finally go to sleep satisfied xD
Nice man, thanks for sharing the solution :D
is there a mod for having loadout slots, so you choose a slot like 'squad leader' and get a specific loadout, but nobody else can take that slot because youve taken it already?
because the loadout system in the game by default is just choose 1 out of 5 and anyone can also choose the same, like you can have 8 machine gunners in your squad
You'd have to look at the workshop to see if there is a mod for that
then you'd need to find a server running that mod
You could create yourself some kind of custom manager that inherits from the LoadoutManager or even just a custom component to stick on the loadout manager that keeps track of how many each type of loadout has been selected. I don't know for certain, but I have to imagine there's some kind of event that gets fired that you could hook into when a loadout is selected.
If there is, you just increment a counter value every time someone selects a loadout and decrement it when someone changes their loadout or disconnects (aka deregisters). Anyway, that's how I'd do it. Mind you, I haven't actually tested that but it doesn't seem like it would be too difficult to do.
Might play around with that kind of idea.
can i replace the root in a prefab? got a custom game mode but moving over all the attached components felt like a lot of work
You can also inherit and specialize SCR_BasePlayerLoadout
Is there some tutorial or example how this event stuff works?
Can you hook into events on a global lvl so for example can some nonrelated component that is placed alone for itself listen to player killed events?
Spawn character prefab, find EventManager on it - check events which are raised. You can hook on those from kind of anywhere.
Or - if its local player only GetPlayerController
I don't know of any tutorials going over events in arma specifically (yet), but events and event listeners are a software development topic not specific to just arma so you can look up the overall concept of how they work and look into how they have it implemented in Reforger.
trying to troubleshoot a scenario causing replication errors when trying to join it via dedicated server. Could this be caused by too many prefabs being placed?
can't join the server succesfully - can host the scenario/mission on local and via scenario's from primary game menu
is there a specific error you're getting that can provide some more context?
yeah - one moment
getting loads of these: 15:46:47:842 RPL (E): IReplication::JIPError: Inconsistent item table on Slave connection. Item is missing or different item was loaded in its place. (item=0x40043FD2 layout=UniversalInventoryStorageComponent)
15:46:47:842 RPL (E): Expected:
15:46:47:842 RPL (E): cpp_layout=_RplComponent_Layout
I get the concept. You throw an event and add listeners which react to that but there are million ways how this could be implemented and work.
But if they are really available from anywhere it would be great can't wait to test it out tomorrow.
Does this scenario load okay in the reforger tools or do you get errors there too? it seems like the wrong component is on an object or something? it's expecting one thing, getting another. If you get the same error when playing in tools, you will need to track down what component it actually wants and put that on whatever item is throwing that error.
that's just what i gather from that error message haha i could be wrong and the devs might have some better insight
no errors when playing in tools or launching via scenarios lol
weird
devs might have a better idea, then. Ihaven't done anything with dedicated servers yet so pretty limited knowledge there
before i go down a troubleshooting rabbit hole... anyone have issues with placing "large" amounts of prefabs?
like- building 2-3 new military bases worth of assets
I mean, events typically are available from anywhere. You're just creating a listener that is waiting for a specific event and when it's fired you do stuff. Typically, you should be able to get the instance of whatever object fired the event and do stuff with it. But yeah it will take some experimentation. I have yet to do that myself so right now it's just conceptual based on general game dev concepts π
kind of a weird question, my pc is way above specs for the game and everything else in the workbench works well for me, but the script editor is super unresponsive, has anyone else ran in to this issue and fixed it or anyone know any causes?
@solar shard playing latest version. Lighthouse objective seems to auto complete. Showed before I killed anyone in the area. Got in BTR while New Spawnpoint text showed, it said Completed APC, not New Spawnpoint continuously pops up. Been going for a few minutes now
Ok, it stop once I unlocked a new Spawnpoint. One thing Iβd note for these, is may not trigger them being unlockable if thereβs enemy presence? Itβs the radio uplink one. This one completed correctly though.
Still at the radio uplink. Seems like the dynamic spawning is placing them just a few meters away. Unless there was a nearby patrolβ¦
Ok. Killed all enemies guarding, no victory. Destroyed the truck, defeat screen.
EDIT: ah I see itβs been changed to capture the truck, not destroy.
what am i doing wrong with the below code causing it to end the mission with defeat/FIA has won the game, When im trying to get it to say Victory/FIA has won the game.
override void OnActivate(IEntity ent) { SCR_BaseGameMode gameMode = SCR_BaseGameMode.Cast(GetGame().GetGameMode()); // Get the game mode for the end script Faction faction = GetGame().GetFactionManager().GetFactionByKey("FIA"); // Get the winning faction Key int fiaIndex = GetGame().GetFactionManager().GetFactionIndex(faction); // Get the winning faction key's index gameMode.EndGameMode(SCR_GameModeEndData.CreateSimple(SCR_GameModeEndData.ENDREASON_EDITOR_FACTION_VICTORY, 1, fiaIndex)); // End the mission! };
is this all of the script or is there more?
Hey appreciate your play testing and feedback. Yeah I noticed yesterday night that the tasks auto complete when playing the map online while everything is alright when playing out of the editor. That said, you will have a hard time if you donβt know the final task: (capture, not destroy anymore). The system in the background is setup that way that the mission fails when you destroy the truck and wins, when you capture it via userAction.
The BTR dynamic spawn point is disabled right now due to a critical bug.
The others at lighthouse & radio should work normal but also need adjusting regarding enemy presence. Buggy too it seems. It should complete (und unlock once all enemies are dead) but I feel I have to rework that too.
I will setup the tasks again from scratch since right now it has become a hell of bugs and I noticed that the weather system also resets itself still! (It should start in the evening and getting dark very quick, but most time itβs just noon) Will bug fix as much as I can tonight since I really want to finish it and continue to make a bigger one on main island. Plan to make 4-5 coop missions in the mod as a MP campaign but right now it lacks on vehicles to fulfil all my plans which will be a homage to Cold War crisis. To be honest, testing all this stuff on a dedicated server is another challenge
Is it possilble to delete buildings and other map objects in a mission/mod? Currently I only know how to add those things but not how to delete/hide the original stuff.
If I try deleting buildings then I get the message
"You are about to delete entities also from inactive layer(s).
Do you still want to proceed?"
If I proceed then the changes are not persistent. How can I solve this?
fairly sure you can't remove from the original map
I know how to change weapon to the model, but i cant customise the weaponry. ( i could find the weaponry itself but i donβt know how to put it on models)
Do you guys know how to put it onβ¦.?
But removing or at least hiding by script should be possible? But idk which method would delete/hide it.
i have seen you can move it, may be you can move it benealth the surface or someplace away?
I suspect there'll be a 'hide objects' like in arma 3
How to add waypoint to SCR_AiGroupSpawner ?
That's it as far as I can tell
can't see any such script in the core files, it's from a mod?
AISpawnerGroup in scripts/Gamelib/Genrated/AI/AISpawnerGroup.c
I think there's a disable value or smth. I've seen nightops use it to remove a trigger once it's been triggered
It's in like the main flags for objects along with a few other such as "static" or "editor"
hmpf, having a lot of crashes lately. That said since yesteray, in the editor. Am I the only one?
ah that's why i didn't find it. if you're just looking to spawn a group and give it a waypoint you might be better off spawning a prefab group so you get it configured properly
did you get it to spawn the group with members?
The goal is to make finite group waves, the prefabs do not allow it right ?
you can spawn as many prefabs as you want
i made a infinite ai spawner with waypoints by just modifying the spawner in the sample-coop mission to respawn once the group was killed
Just a heads up to that.
The current NIGHTOPS version has a lot of bugs lately which I didnβt find. Doing it just again from scratch with more streamlined solutions and some new features like custom Loadouts etc
How do you keep track of the AI (alive or dead)? via trigger? I have my whole mission in a big SCR_ChimeraCharacter trigger which periodically iterates over an array of AIs and respawns then when dead. But this seems to me super hacky.
m_group.GetOnEmpty().Insert(OnSpawnedGroupEmpty);
for that one i just respawn once the group is empty
Just reading the patch notes "Fixed: AI sometimes don't see players in very dark area, even from upclose".
Had an AI 2m in front of me at midnight and he didn't see me
did you try now with the latest patch? it came out like in the last hour
Had about 30 blufor and opfor makes friends in the castle, the very illuminated castle at that π
Has anyone figured out how to host a workshop mission on a dedicated server?
Seems like the days of PBO's are over
I do. What's your issue?
Downloaded mod has ServerData.json which contain all the necessary information, the rest is documented on Biki
Couldn't find much yet, so I made a tutorial for custom missions based on what I figured out so far.
(just now, after recording, found out about the coop sample, so I guess I'll do an updated one soon :p)
https://www.youtube.com/watch?v=AyGeke4kDck
Learn the basics of how to create a scenario for Arma Reforger in the Enfusion Workbench!
More Documentation should be coming, check here: https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding
Hey, quick question. I'm trying to play a Team Death match mode on my custom world but have a variety of issues.
A) I dragged an obscene amount of managers and prefabs for testing so I'm not sure why what I have works
B) When G is pressed, or on random, I get the following error
Class: 'SCR_VONController'
Function: 'InitEntries'
Stack trace:
scripts/Game/VON/SCR_VONController.c:353 Function InitEntries
scripts/Game/UI/HUD/QuickMenu/SCR_QuickMenu_BaseDisplay.c:171 Function OnOpen
scripts/Game/UI/HUD/QuickMenu/SCR_QuickMenu_BaseDisplay.c:346 Function OnMenuOpen```
C) Sometimes a helmet of USSR soldier is visible in FP mode.
__
What steps do I need to take to successfully set up the world to my required game mode?
Have a bit of a mix at the moment
tried removing all the stuff and copying only prefabs from Reforger maps, still didn't work properly
When GenericWorldPP_Default prefab shows up in my resource browser, my workbench crashes. Curiously, this happens in new projects I make but does not happen in an older project I have.
you doing pvp or coop?
pvp
are you using the capture and hold as dependency?
I'm not, I originally thought you could make this simply a TDM. Can I still add the dependency?
idk about adding a dependency after making the project i assume u could, but idk how maybe Ex0 knows more. there is a TDM game mode prebuilt in the game files and using GM_Eden does have alot of the managers that are required already placed in the map. could help
wondering I can add the dependency here
actually, seems like I can open the project with additional addons, let's see if that works
right click
okay then yeah do it that way
maybe not lol
I have no idea, like i said i haven't messed around with adding dependencies after the project has begun out of habbit from previous arma games.
tried to add it as dependency and it just destroyed my project π
Just noticed that the game crashes after several seconds once the camera is in the town of Etui on the northern island (NightOps mission). Since the last update. Maybe a memory leak.
I'm now unable to open any project in workbench. If I try...INIT : Workbench startup
ENGINE : Creating engine.
ENGINE : FileSystem: Adding relative directory 'C:\Users\LastNickLeft\Documents\My Games\ArmaReforger\profile' to filesystem under name profile
ENGINE : Initializing engine.
ENGINE (E): Addon 'ArmaReforger' dependency '591AF5BDA9F7CE8B' can't be added
ENGINE (E): Addon 'EnfusionPostProcess' dependency '58D0FB3206B6F859' can't be added
ENGINE (E): Addon 'ArmaReforger' dependency '591AF5BDA9F7CE8B' can't be added
ENGINE (E): Cannot initialize game project settings!```
tf it cant add reforger files to the project? did u accidently remove it or core as dependency?
no, just added an extra dependency in one project, then tried to open it again and now all projects can't open
try going in to #reforger_troubleshooting the BI memebers tend to keep an eye on that channel they may be able to help.
I had that error yesterday after changing the project name, it was giving that error plus other odd stuff. Deleted profile folder and all sorts before eventually restarting PC then it was just fine π€·ββοΈ
I have removed addon folder with the original project. validated files. Gonna try to restart PC for the second time now
still nothing
Hello everybody, i have a issue, i made a mission with the herbiie's Tutorial, at the end i don't have anything in my scenarios ingame. can you help me ?
are u using the placeholder images
Sticky posts tried?
yeah using any other image other than the ones u have rn and it should work
so i change the images and everything gonna work ?
]should do
Ok thanks i give it a try.
Really, check the stickies. Your fault is just one possible several with that issue. Itβs all explained there several times.
There are some things which can go wrong with the missionHeader we all went through
Is the enfusion workbench tool designed and intended for mission making or are you guys just working with what you've got
@solar shard I will sorry for the inconvenience, i will check the sticky messages.
u can make missing in it
All fine. Was just a hint.
The mission workbench is intended to do everything including total conversions. So yes, you can totally can make missions with that. Maybe someday a simple mission editor will come too once the game has made more progress but right now, thatβs what we got (and itβs awesome thanks to endless possibilitiesβ¬
@halcyon patrol Making simple PVE PVP mission, is not so difficult, the ui is counter intuitive but like Zeal says the possibilities and opportunity are huge !
is there a sample coop mission by BI in the workshop?
ah theres one on github, not ingame
Yes. coopSample. Itβs in the sticky too.
is there a solution to assigning only 1 loadout per spawn
And, not by BI but with more stuff in it, mine for example. The NightOps mission from the sticky. And several awesome tutorials from folks of this place are there too.
You mean to limit them?
i mean theres 8 slots in a Squad, i want only 1 to be a SL, 1 to be Medic, 1 to be AR, 1 AAR, 1 Grenadier, etc
something like that
Not so sure. Read the question several times here but donβt know the answer.
There might be a better way, but you could make a class that inherits from loadout manager and modify or add some functions that remove loadouts when a player joins
You could just make a group and set it as playable, and then figure out how to eneable player to slot in to the group
@narrow path was able to resolve the issues
and implement capture and hold
only issue I still have now is that my US characters keep getting killed on spawn. Not sure if that's due to there being some sort of zone that you can't leave?
Anyone figured out the end screens yet, I have an endscreen defined in the SCR_GameOverManagerComponent, but I keep getting an error when trying to use it.
How can I set sequential tasks for a coop mission? Like, Move to A, Move to B, Kill C, Extract at D, then set it to one faction and customize the task description.
You would have to create them with your script one by one, on completion, I think. There is a completion callback though! @quasi jay ?
Are you talking about C&H specifically?
There is a "SpawnArea" that kills enemy units in 10 seconds
well, that's unfortunate
I'm using C&H game mode. Where is that defined? Is it the Penalty time?
it's odd, because the AI was spawned away from that area
It's an entity in the world SCR_SpawnArea, I believe
Just on the phone right now but what is NEUTRAL? Like a Mission tie? Thinking about faction keys.
with CH mode, I see there is a config for each mission type. I've created mine, where can I apply this?
its just an alias for an int, like EDITOR_NEUTRAL is 1000, but I figured my issue out, I was using GameOverBase.layout instead of EndScreen_Default.layout. In the content layout attribute
Does anyone know How to work SCR_ScoringSystemComponent?
I tested TeamDeathmatch prefab and I killed AI soldger but the score is not counted up.
Do I need to place the another something prefab or component?
It should appear in the 'Scenario' menu automatically.
where can I open this menu?
But penalty time is tied to the SpawnArea
yeah.. much appreciate the advice <3, seems like it's a combination of issues.. there is an issue with the defined mission area. as US I keep getting "you are behind enemy lines return to your objective" and I still keep getting killed. Just going through CH default maps to see where that is defined
That is the SCR_SpawnArea doing that!
No need to apologize, we are all here to learn :)
Do any of the examples have a way of doing "slot screen" type groups with set roles and loadouts? Or something close to?
@west karma You are the best ! You make a perfect tutorial ! Huge thanks !
I just typed up what other people said to do haha the peeps here like @solar shard @exotic reef @sullen talon are the ones who worked things out
@solar shard I find the issue for my mission, i forgot the (s) in missions.... I am sooo dumb !
@hazy raven A few people following my tutorial reached out and had the same problem. Its semi common so dont beat yourself up :P
Do you have an image example of what you're referring to?
I mean like ArmA 3's slot screen?
Ahh
I haven't come across anything similar yet
I think the loadout from capture and hold would probably be the closest, would have to see how it works and then build up something new.
Groups and limited loadouts
OR groups, spawn everyone as unarmed and then have squad equipment boxes
And I just did what ex0 and the others here explained to me! All credits to the folks!
I have something similar on my list herbiie so if I get to it before someone has a solution ill let ya know what I find
i followed sneaky's guide and made a mission, i can sorta make missions now. still need to figure how to create limited loadouts so there can only be like 1 machinegun and 1 grenadier per team
i dont like squad equipment boxes. i hate people spending 15 minutes RP dressing up at the start of an op, what a waste of everyone's time
in A3 we create templates in advance with all the correct slots and loadouts and outfits, you just pick your slot and ready to go
Speaking of @exotic reef :
https://github.com/Herbiie/ArmAReforgerMissionMakingGuide/issues/1
Was IsAlive defined in SCR_BaseTrigger or was it defined in the building trigger type I was using before?
If the latter could someone go in and grab the code for IsAlive from the Compaign_BuildingTrigger so I can add it to this script for the tutorial - I'm back on barracks atm so have no access
100% agree but if the choice is that or nothing then idk. There will be a way to do limited loadouts though because this is reforger, maybe in the RespawnMenu or the LoadoutManager
Yeah, virtual arsenal always feels like a cheat room.Iβm a fan of either respawn Loadouts which already is implanted or persistent inventories.
our thing looks like this https://i.imgur.com/pybHarP.png and when you die and if its not a one-life op, then you just respawn with the same loadout (fresh). makes it fast and whoever is leading an op can see what he got and he lacks, rearrange people before they fuck off to play dress up
guess we'll have to wait for actual programmers or BI to help figure this out.. it definitely requires a UI element where you see a list of this sort and ability to click in and out of roles, etc
I suspect the way it will be is somehow finding out what loadout everyone in the group has so you join the group and select the SL loadout and boom you're SL
herbiie ill check if the script validates on my end in a minute here
Maybe add to the tag manager something to display your loadout with it
Cheers bbz
Well avid coders are providing more and more GUI stuff in #enfusion_scripting and folks like @sullen talon are here not just to support us but also to study what we need the most I guess.
Early access is just a week. We have to patient and creative.
Indeed!
I posted on the github issue
Hey, does anyone know how I can remove the soviet faction from the conflict gamemode and only have it as PVE?
I found it
For the search: faction manager -> isPlayable
Thanks, also another question is game master included in conflict or do I need to add it?
thats another gamemode afaik. altough you can use it while testing maps out of the editor which is very useful to observe your scripts, AIs or triggers once you have changed the default "esc" binding in the workbench settings -> world editor
maybe you can add the corresponding component to your own gamemode. dont know
Thanks again, Ill take a look at it
@solar shard Big thanks for making me realise I can rebind exit play mode.
lol
Are you talking about using Esc to access game master?
my moment of glory between all this Pros here π
Also these food usernames and I haven't eaten lunch yet D:
π
sort of. I use ESC SHIFT to leave game testing. So I can use ESC to reach GM
You can use Y(hold) to access it in game
I use Esc all the time to back out of inventory etc. I totally need to rebind that in Enfusion
I did a couple of times and left the editor but that punishment helped my brain understand to just use TAB
yeah but, was @magic oasis said, there or enough reasons to rebind it π
oh yeah probably other reasons to do it
I should rebind mine to shift+esc while im thinking of it
@crisp rain I'm following your tutorial on YouTube, I'm just starting with this editor and I'm having problems with my game mode as Plain, Greenfor is always neutral/unresponsive and when I put single units instead of groups they're always static no matter the faction. Any ideas?
If you place a single unit (not from a group) you need to go into the components and check the 'enable ai' box. That's why I just use groups and then alter them as I see fit
Perfect, thank you, what about green as a neutral unresponsive faction? Same process?
@crisp rain Thanks for that, I am glad it wasn't me haha
Though I should really have clocked that, didn't need to be at my PC for it haha
Umm. As for green being neutral im not positive because I actually haven't placed them. , I am done with work in ~1hr and I can check and get back to you after some troubleshooting
@west karma It's fine, you said you don't really code so it would have been hard to notice what was going wrong with that script he posted + the error messages. Essentially he was going to starbucks to order a pizza (using a function that didn't exist in the class he inherited from)
That could be the key to unlocking my problem with using a single dude on a static.
Ikr should've followed the guide! Has pictures and everything π
I don't code at all. Literally the only code I know is SQF from ArmA 3. Tempted to look into c# or c++ basics, whichever it is enfusion is based on
c# is really close, I do plan to make a beginner series on EnScript but itll be a couple weeks before its all together.
@magic oasis hope it fixes your problem :D
this. thats me!
I really wish there was local hosting so I could play with a small group without needing to have a dedicated server
true true
Probably something to come in the future, it was really nice in arma3 just 2 minutes you could throw up a mission from your pc
Ye
Has anyone tried setting groups to be playable? Seen that button but not touched it
I appreciate that
Why cant i see my mission in my scenarios list, ive done what the pin says got it in a diffirent folder not using placeholder images not sure what im missing?
Is the folder within your addon called 'Mission' or 'Missions'?
missions
Did you copy your addon into a new folder that was used in the launch params? If so make sure you copied the latest version of your mission
yeah before i started making a mission, i saw people having issues with the original place that it saved to, so I move the default to C:\Mission\MeauxCapture . So it will be the latest version
then in launch params i have this -addonsDir "C:\Mission" -addons MeauxCapture
The most common problems seem to be using 'Mission' instead of 'Missions' within their addon, config problem (not changing from default .edds for example). Other than that it's hard to go through everything. I suggest trying to make a new project with bare minimum (just base world and sub scene) then setup your config and try to get that to show up in your scenarios list
So im still having a problem with getting tasks to work on a dedicated server, they show up just fine in single player and in the editor. They are also completable on the server so im suspecting this is a UI thing, has anybody had something similar?
I'm still trying to figure out how to make it work in the editor lol
perhaps related, though the icons are still visible when playing
What is a EnvironmentProbeEntity?
my gunners now gun. thanks π
I might have missed the tip if anyone already asked, but is there a way to test a scenario in multiplayer without publishing it on the Workshop ?
It seems the dedicated server can only load mods from the workshop, contrary to the Reforger client
But for now, player-hosted game are not a thing, yet
You can use the 'PeerTool' within the editor
@steady nimbus I am going to take a look now at your problem, give me a few. @magic oasis glad to hear it!
Game > Play game > Localhost + PeerTool ?
is that supposed to allow friends to join me ? Because it seems I can't even find a valid server on localhost, default port
might have something to do with Defender though
No it opens up a new window for each client so you can tab between them
I'm afraid I don't understand
oooooh might need to install the dedicated server tool
that's why nothing happens
Is it possible to recreate missions like Antistasi, Liberation, H&M... in this new engine?
Thanks, I noticed that when you choose SCR_FactionManager, the only one that comes with all 3 factions is the one already included on GameMode_Editor_Full
All the other have US and Russia or no factions
Yeah i think
@steady nimbus ---mayyyybe---- let me test something in a fresh mission
Anyone feel like giving me a lesson on creating a simple move task? I feel like im smashing my head against a wall π¦
Like setting a waypoint in the editor for AI to move to when the game starts?
No, i got that OK. I'm struggling with creating any kind of task. Starting with a simple move task. Been trying to dissect the sample coop mission but I just can't et it to work
@steady nimbus ok just stick with the FactionManager_Editor for now, it looks like the FFA and USxUSSR managers don't like each other :P they're both essentially telling the game 'there is 1 faction' and the other is saying 'no there are 2' leading to an ocean spawn if you're blue/red
Can probably merge the scripts from the two or somesuch
FactionManager_Editor is a prefab with all 3 factions, so you could use that or just make your own prefab with all 3 factions listed in the object properties.
prefabs are actually awesome. Even if I can't get to understand how most of them work, I can feel the complexity one can reach by using these
OK, i got move tasks working. Though I feel like i just chucked poo at the wall until something stuck!
It's very nice, you just build something and go 'well I might use this again so I can save all of these custom settings/orientation' and just drag it into the project as needed
razorclam nice job! That's how it works, we just keep slinging until it sticks :P
oh snap!! so i jst drag the instance to the resource browser to create a prefab!!
:)
Has anyone figured out how to get AI to use vehicles? The GetIn waypoint works just fine, but they immediately leave the vehicle to complete their other waypoints.
Easy as 1, 2, 3 to create a prefab #enfusion_scenario message
@barren lava AI haven't taken their drivers ed course yet
lol, well that's a shame.
well.. making my own prefab of a camp fire grouped with a burning particle effect and then putting it in a folder call compositions was my Enfusion peak!.......... Until i found out the camp fire comes with a action to light it..... oh well.... on to the next one.....
hahha yeah I was stuck there all day, I'm using _editorfull for now, just need practice now
Nice, well glad its solved so you can move on to something else now :D
learning curve here is insanely slow lmao
We all have different learning curves but the good thing is we also have plenty of time. There is no deadline or rush!
Hmm if you don't use spawn immediately on groups and instead call SpawnUnits() say via a trigger.
Each time its called it adds whatever units were set for the group to the group, again and again.
Could be useful to someone, say if you wanted to increase AI group size based how many players were in the trigger defending?
Whereas for me I just have way too many generals on the beach now π
How do i get my server to load my cuztom mission? I have bundled it but everytime i try and launch it it says game destroyed and closes the cmd, with no error log outputted.
id check #reforger_servers
Yeah i asked in there some dude said increease log level then he dipped out and no one else has responded -_-
Like this is what i dont get, when you bundle a mission it converts most in to json and its supposed to create a serverdata.json and manifest json files but for my mission it does not but when downloading and opening the nightops mission it does. Like wtf is going on
wish they kept the old mission making editor
@barren heart Have you uploaded your mission file? I really would love a working example of a number of the things you did in your mission.
@pale cedar I haven't yet, can do though if you'd like. I'm just about to finish removing some parts that were giving null errors in the editor.
I got a little prefab mad in places, they got nested, it got angry. After that you should be able to have an error free look π
Cool, I liked your mission, and I'm interested in creating singleplayer mission, since the game could really use some.
Could you ping me if you upload the mission, thanks.
Yeah will do, spoiler alert I wanted it to be two player coop but some of the code I wrote gave me a few worries about how well it would function.
So its probably best you wanna make SP at least until I work out how I'm gonna test multiplayer stuff. π
Well, I guess if turned out as a happy accident
@pale cedar Right here is the current version I'm about to hit publish on. There is still an error if you go down into the prefab folder. Apparently it just doesn't like AI groups in prefabs so just hit ignore.
https://github.com/Biscuits101/ATG
Nice dude, ill give it a try tonight :D
Okay, after teasing it a ton, The COMPLETE Guide to Making Custom Missions in Arma Reforger IS OUT!
I put 12 hours planning, recording, & editing, this video will show everything you need to know to make and publish a custom coop mission
I hope it helps! If it did, drop a π to help spread to more folks so we can get some more AWESOME missions on the workshop!
ALL of the Resources for this tutorial: https://hq.uselessfodder.com/p/how-to-make-missions-in-arma-reforger.html
Buy awesome tactical games: https://nexus.gg/UselessFodder
Join in future operations: https://discord.gg/UselessFodder
Support the channel and community: https://patreon.com/UselessFodder
This is a COMPLETE guide to making a custom ...
@barren heart Thanks man. π
@west karma been trying to follow your guide, works perfect until you tell us to copy the endgamemode user script over
zero success with trying to figure out how to get those scripts to work
@lean scroll You're copying the script in and the game doesn't end? What specifically is the problem you're experiencing?
no the workbench wont even validate
Can you paste your script in here, use 3 of these ` before and after to format the code
i am actually watching your video now sneaky
so ill come back to it once im finished
hang on ill post the script in his documentation
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
gotcha, you can skip to the 'game end logic' timestamp as thats exactly where I start adding the script
Just want to make sure you didn't repeat this mistake, a few people put the wrong trigger in on accident https://github.com/Herbiie/ArmAReforgerMissionMakingGuide/issues/1
ah you know what this is it
No worries, I posted a solution at the bottom of that post or you can just follow the video to verify the right trigger and you'll be all set!
yeah validates fine now, thanks sneaky! your video is awesome too thanks for all the hard work
Hey you're welcome, glad we could solve the problem. and thank you :)
@barren heart Mission complete
Only feedback so far would be to spread out the enemies down by the beach area a little bit, there were so many wandering the road together lol.
You're not wrong, they even cause each other traffic jams lol. I'll take a look tomorrow, I think I'd just discovered the cycle waypoint in that area and was just happy to see them moving around at the time π
Overall great starting point!
For SCR_CaptureArea, has anyone figured out how to link it to a polyline?
Has anybody figured out the equivalent to triggerActivated?
I was looking for this earlier, too. I think the base triggers don't actually track whether they've been activated.
Yeah, I can't seem to find any resources on it. Which is a shame, wanted to endMission when all conditions were met. Nothing that can't be solved with clever design though.
I think you would have to define a new object type with that as an object variable
(Sorry if bad terminology. C# isn't my thing)
s'alright, it's really not mine either.
Welcome to my wild world. Rebuilding the mission from scratch since two days again and again thanks to null pointers all the time and MP issues with the βCoop frameworkβ.
One thing I canβt figure out and Iβm hearing from others too, when using @sullen talon coop framework based on the Eden.et world, the tasks wonβt work after restarting the editor. If you move / replace then it works till next restart.
GUI (E): ImageWidget::LoadImageFromSet can't load ImageSet 'UI/Imagesets/Tasks/Task_Icons.imageset'```
That wonβt happen if you build your own world. It has to conflict with the eden.et as the βweather managerβ does too btw. Thatβs why in coopSample everything works flawless I guess. Only work-around is to place a βbaseTaskManagerβ as @mental cove figured out. That way it works in SP but not MP at all.
TaskManager must be above Tasks in terms of layers, ideally move all sorts of managers to the too (layers can help)
@sullen talon thats my hirachy right now. TaskManager is above the tasks as you mean, right?
But should be the "EDEN" sub-world of eden.et BELOW my NightOps layers to prevent the weather daytime conflicts we all see here all the time? That would explain SO MUCH (and I would love you even more) π
@proud sorrel is the video worth checking if already followed some other guide for example Sneaky's? based on the timestamps it seems to be covering the same topics
Id be interested to know why that needs to be like that?
@solar shard picking apart you mission has helped me a lot. π
Do you by any chance have it duplicate? Eg. there could be one manager in some of the Eden layers
That was my Intension. And to proof as soon as possible that PvE can be a thing in reforger. FUBAR reddit π
It will be a little 3-Mission-Campaign I will update from time to time. No so complex as my Arma 3 NightOps missions obviously but meant to be picked a part. Sourcecode on GitHub will be released too.
There is the default one on the Eden.et where we created the sub-world from (as told in the C&H tutorial). We cannot remove or disable it since it keeps resetting itself after restart. Thatβs the thing we are struggling with.
We are discussing it here on a daily basis since all of us had this problem. But no long-term solution so far.
Check the components on the C&H game mode - there is one that sets the time and weather without the need of touching the entity. Not sure how I called it, probably something Time, Weather ish
I was looking at the script in the trigger to spawn the spawn points last night. I was like, oh shoot, I understand this! π
I will look into that later and if it works, I will contact @west karma & all the other tutorial writer about that. Thank you.
That credit goes mainly to @mental cove who just creates a universal, prefab-based one so we can use it on vehicles too and spawn points attached to vehicles. Will be in my next version.
How can I transfer a prefab to a new project?
Custom one? There are in the corresponding folders
I tried to copy the file from the location to mine but Iβm sure it didnβt work. Will check it out again.
Or just copy my world into your one and jump between the worlds in editor. But that could cause other issues
Yeah, we used it in the official addon, so it should work and if you want to do some custom magic you can get inspired there
Is there any sort of mission brief/map objective/hints system?
I just take screenshots of everything then replicate it in my world. Thatβs basically how Iβve been learning.
N.B. Make sure you are using SCR_BaseTriggerEntity and not another entity such as BaseGametriggerEntity. SCR_BaseTriggerEntity has certain functions predefined that are used in the script. Using another entity type will not work.
I will look into that, thank you! Right now I spend my lunch-break with a thing, Im messing since days. I tried to replicate your code of the uaz destroy logic, to finish tasks in other triggers or actions on my own, but having a hard time with it. Thas basically my code for example in a userAction, which for itself and to send the mission, works fine:
override void PerformAction(IEntity pOwnerEntity, IEntity pUserEntity)
{
SCR_EditorTask task = SCR_EditorTask.Cast(pOwnerEntity.GetWorld().FindEntityByName("obj_primaryTsk_1"));
GetTaskManager().FinishTask(task);
SCR_PopUpNotification.GetInstance().PopupMsg("COM TRUCK CAPTURED");
SCR_BaseGameMode gameMode = SCR_BaseGameMode.Cast(GetGame().GetGameMode()); // Get the game mode for the end script
Faction faction = GetGame().GetFactionManager().GetFactionByKey("US"); // Get the winning faction Key
int usIndex = GetGame().GetFactionManager().GetFactionIndex(faction); // Get the winning faction key's index
gameMode.EndGameMode(SCR_GameModeEndData.CreateSimple(SCR_GameModeEndData.ENDREASON_EDITOR_FACTION_VICTORY, -1, usIndex)); // End the mission!
}```
But thats, what crashes the game when actually doing it:
```NULL pointer to instance
Class: 'SCR_CaptureVehicle'
Function: 'FinishTask'
Stack trace:
Scripts/Game/Tasks/SCR_BaseTaskManager.c:709 Function FinishTask
Scripts/Game/Coop/SCR_Capture.c:9 Function PerformAction
Scripts/Game/Interactions/SCR_InteractionHandlerComponent.c:152 Function DoProcessInteraction
Scripts/Game/Interactions/SCR_InteractionHandlerComponent.c:509 Function OnPostFrame```
theres lots of guides showing the same stuff - open eden.ent, create a sub-scene, add some logic to it, perception, AI, loadout, etc etc. seems rather pointless after you do it once... should just make it once and export, then use it as a base for all future missions π€
i mean it should maybe even exist built-in the workshop as a template because its always the same. the only time it will change is when a new map is added, so you load a different map
That was the very first thing I did after setting all up. Dubbing the world as a template.
nice did you find a convenient way to have it saved and reused as a template?
im thinking if i just save it, once i reload it it will continue from where i left it and overwrite the template-ness of it... i guess you just copy-paste the entire folder and back it up somewhere?
Could'nt you create a prefab with the said logic ?
Exactly that. For example, in my NightOps mod, I have a world folder and in it folders for every mission. I just have a mission_0 with just a subbed world, all itβs layers and managers which I use for all missions.
I could store all managers in a prefab or as a child-node, but in my way all layers and comments are there too.
if i download NightOps will i be able to load it in workbench and see this structure?
btw i played NightOps a few days ago, it was creating an endless amount of respawn points not sure if youre aware of this bug or maybe even already fixed it
the 2 days old version is very buggy. Im redoing it from scratch right now. Maybe can upload it tonight. The respawn thing and the unstable task framework are the most urgent things I aim to fix.
but yes, you can download it from github and load it in the workbench. Its just not the perfect version right now as you already figured out.
ive never opened an ongoing project need to figure it out. i mean i add the .gproj file to the workbench and load it, but it loads up empty as if i just loaded a completely brand new unnamed empty world π€
ok i think i got it. load the .gproj file and then doubleclick the .ent file in Worlds
weird though.. whats the point of loading the .gproj if you still have to go search for the files... shouldnt it just load you straight into where the project was saved?
that would make C&H a dependency for that mod just cause of one module, or do I miss something here?
Is there a way to make a coop mission without the C&H module? More like old school one life only missions, slotting screen and all?
ofcourse
Do you mean by any chance that? That doesnt seem to be so detailed as the weather manager.
Yes, peek into it to see how it's implemented - it's fairly simple
Well maybe I miss something but it looks to simple. I love the things I can setup detailed in the time weather manager
But I will give it a chance and find out how to configure a custom Id. Thanks π
Check the API in the component
Roger That
If you wait around 24hours I can provide you are more stable and streamlined solution with the newest GitHub commit. @lavish granite and itβs without c&h
im waiting. id love to see a well made template for mission making
mine is very very basic, basically it just has the mandatory components like sides, perception, ai, etc. really the most basic mandatory stuff that must be added into every mission
Well itβs not as perfect and complex as the Arma 3 stuff we provide but thanks to ex0βs patience we are making progress π
Awesome, thanks!
I just did this (Deleted a disabled baseTaskManager object and moved my custom task manager to a new layer) And now my mission enters an infinite loading screen when playing through the actual game and not in the editor
I'll just jump in the convo here. Basically you update the "NightOps" and we can nip the base features for a standard Co-Op, save it as a new prefab then?
Words came out a bit quickly there, but you might still know what I mean
Yep thatβs my Intension. I have put the basic coop stuff in my first misssion (which needs urgent bug fixes actually) like custom Loadouts, dynamic enemy spawn, additional Respawns on the fly or different task variants.
Will do 1-2 more missions with SLITLY more complex approaches. I upload it on GitHub on a regularly basis since last week.
But Iβm no avid coder and no official game designer. So donβt expect too much.
Ok so I fixed the infinite loading screen, (had a reference to a file i deleted), but still no tasks in mp
Nor am I. But after the ease in Eden in A3 I am struggling to get every asset needed into every mission, eeeevery time......
But yes... Cheers m8.
@mental cove btw I noticed, when disabling a prefab not via its own "enabled" tickbox but via the "disabled" flag in GENERAL, most time editor crashes with the most prefabs if you want them edit later on.
I isolted that scriptpart where time and weather is defined and wrote my own little one. Added as a component to my own coop gamemode, but nothing happens. Time is still the default one. Either cause my script never kicks in or while the daytimemanager from the eden.et (which we cannot get rid of) overwrites it I guess?
[ComponentEditorProps(category: "GameScripted/GameMode/Plain", description: "Manager component allowing to adjust custom time and weather")]
class SCR_CustomTimeManagerClass : SCR_BaseGameModeComponentClass
{
}
//------------------------------------------------------------------------------------------------
class SCR_CustomTimeManager : SCR_BaseGameModeComponent
{
//! Manager singleton instance, assigned on first get call
private static SCR_CustomTimeManager s_pInstance;
[Attribute("30", UIWidgets.Slider, "Duration in seconds after which session is terminated when game ends.", params: "0 60 0.01", category: "CaptureAndHold")]
protected float m_fEndGameDuration;
//! If enabled custom weather Id will be used on session start. Authority only.
[Attribute(defvalue: "0", desc: "If enabled, custom weather Id will be used. Authority only.", category: "CaptureAndHold: Environment")]
protected bool m_bUseCustomWeather;
//! Weather IDs are the same as used in the TimeAndWeatherManager. Weather set on game start. Authority only.
[Attribute(defvalue: "", desc: "Weather IDs are the same as used in the TimeAndWeatherManager. Weather set on game start. Authority only.", category: "CaptureAndHold: Environment")]
protected string m_sCustomWeatherId;
//! If enabled custom time of the day will be used on session start. Authority only.
[Attribute(defvalue: "0", desc: "If enabled, custom time of the day will be used. Authority only.", category: "CaptureAndHold: Environment")]
protected bool m_bUseCustomTime;
//! Time of the day set on game start. Authority only.
[Attribute(defvalue: "12", desc: "Time of the day set on game start. Authority only.", category: "CaptureAndHold: Environment", params: "0 24 0.01")]
protected float m_fCustomTimeOfTheDay;```
//------------------------------------------------------------------------------------------------
/*!
Forcefully sets weather to provided weatherId. Authority only.
*/
protected void SetWeather(string weatherId)
{
if (!m_pGameMode.IsMaster())
return;
if (weatherId.IsEmpty())
return;
TimeAndWeatherManagerEntity weatherManager = GetGame().GetTimeAndWeatherManager();
if (!weatherManager)
{
Print("Cannot initialize weather: TimeAndWeatherManagerEntity not found!", LogLevel.WARNING);
return;
}
weatherManager.ForceWeatherTo(true, weatherId, 0.0);
}
//------------------------------------------------------------------------------------------------
/*!
Forcefully sets time of the day to provided value. Authority only.
*/
protected void SetTimeOfTheDay(float timeOfTheDay)
{
if (!m_pGameMode.IsMaster())
return;
TimeAndWeatherManagerEntity weatherManager = GetGame().GetTimeAndWeatherManager();
if (!weatherManager)
{
Print("Cannot initialize TimeOfTheDay: TimeAndWeatherManagerEntity not found!", LogLevel.WARNING);
return;
}
weatherManager.SetTimeOfTheDay(timeOfTheDay, true);
}
//------------------------------------------------------------------------------------------------
/*!
Initialize the manager.
*/
protected override void EOnInit(IEntity owner)
{
super.EOnInit(owner);
if (m_bUseCustomTime)
SetTimeOfTheDay(m_fCustomTimeOfTheDay);
if (m_bUseCustomWeather)
SetWeather(m_sCustomWeatherId);
}
}```
Does anyone know what causes this error
RESOURCES (E): Failed to load metafile of mission config image:
DEFAULT (E): Cannot copy image:
RESOURCES (E): Creating bundle failed`
``` Trying to bundle my mod and keep giving me this error
did you try delaying the call a bit?
talking to me? I would not know how to do it. Have no clue what Im doing here nor about the scripting language ^^
proud as fuck just to isolate the righ script part π
are you using .edds files that are not part of your mod? If yes, import images into your mod and use those
images have to be in your project folder, have to correct format and size
I am yea, Ill give that a shot and see
ah, also the size is important, was a very crude one
yeah, might want to use PostInit aswell over EOnInit
GetGame().GetCallqueue().CallLater(<SomeMethod>, 1);
Size needs to be 576x234
@solar shard I just tried the
weatherManager.SetTimeOfTheDay(3.0, true); ```
Nothing, then I disabled my time and weather manager so only the default eden one exists and now it works
wait two seconds.
-
where did you put those codelines in. At the end?
-
so you only have the default one from eden inside now it works? Thats exactly what I want to achieve since own placed ones conflicts the whole time with the default one we are forced to use
ah I think I get about point 1
you put it two times in at the currect getters
- yep looks like GetTimeAndWeatherManager() can grab the wrong manager
- I just shoved them in my task assignment section for testing since I know it gets called reliably
hmmm, didnt worked for me. I only have the default weather manager in the eden.et and this is my current code:
[ComponentEditorProps(category: "GameScripted/GameMode/Plain", description: "Manager component allowing to adjust custom time and weather")]
class SCR_CustomTimeManagerClass : SCR_BaseGameModeComponentClass
{
}
//------------------------------------------------------------------------------------------------
class SCR_CustomTimeManager : SCR_BaseGameModeComponent
{
//! Manager singleton instance, assigned on first get call
private static SCR_CustomTimeManager s_pInstance;
//! If enabled custom weather Id will be used on session start. Authority only.
[Attribute(defvalue: "0", desc: "If enabled, custom weather Id will be used. Authority only.", category: "Environment: Weather")]
protected bool m_bUseCustomWeather;
//! Weather IDs are the same as used in the TimeAndWeatherManager. Weather set on game start. Authority only.
[Attribute(defvalue: "", desc: "Weather IDs are the same as used in the TimeAndWeatherManager. Weather set on game start. Authority only.", category: "Environment: Weather")]
protected string m_sCustomWeatherId;
//! If enabled custom time of the day will be used on session start. Authority only.
[Attribute(defvalue: "0", desc: "If enabled, custom time of the day will be used. Authority only.", category: "Environment: Daytime")]
protected bool m_bUseCustomTime;
//! Time of the day set on game start. Authority only.
[Attribute(defvalue: "18", desc: "Time of the day set on game start. Authority only.", category: "Environment: Daytime", params: "0 24 0.01")]
protected float m_fCustomTimeOfTheDay;```
/*!
Forcefully sets weather to provided weatherId. Authority only.
*/
protected void SetWeather(string weatherId)
{
if (!m_pGameMode.IsMaster())
return;
if (weatherId.IsEmpty())
return;
TimeAndWeatherManagerEntity weatherManager = GetGame().GetTimeAndWeatherManager();
weatherManager.SetTimeOfTheDay(3.0, true);
if (!weatherManager)
{
Print("Cannot initialize weather: TimeAndWeatherManagerEntity not found!", LogLevel.WARNING);
return;
}
weatherManager.ForceWeatherTo(true, weatherId, 0.0);
}
//------------------------------------------------------------------------------------------------
/*!
Forcefully sets time of the day to provided value. Authority only.
*/
protected void SetTimeOfTheDay(float timeOfTheDay)
{
if (!m_pGameMode.IsMaster())
return;
TimeAndWeatherManagerEntity weatherManager = GetGame().GetTimeAndWeatherManager();
weatherManager.SetTimeOfTheDay(3.0, true);
if (!weatherManager)
{
Print("Cannot initialize TimeOfTheDay: TimeAndWeatherManagerEntity not found!", LogLevel.WARNING);
return;
}
weatherManager.SetTimeOfTheDay(timeOfTheDay, true);
}
//------------------------------------------------------------------------------------------------
/*!
Initialize the manager.
*/
protected override void EOnInit(IEntity owner)
{
super.EOnInit(owner);
if (m_bUseCustomTime)
SetTimeOfTheDay(m_fCustomTimeOfTheDay);
if (m_bUseCustomWeather)
SetWeather(m_sCustomWeatherId);
}
}
What do I miss here?
Thanks for the help @pliant rock and @solar shard, one last question is that how do I convert it into a edds, is there a tool in workbench or do I need to do in Photoshop?
.edds are just renamed .tga actually. So photoshop is fine or just a png sending through a online tga converter is even enough
@solar shard I dont see anything wrong with your code, unless your setting it to 3am then straight back to 6pm when the next section now works with the TimeAndWeatherManager now disabled. Maybe comment that bit out and recompile
which part do you mean exactly, am I blind? where did you get that 3am?
tried several runs btw with different time. Its always those 09:10am from the eden default
So save as tga then just rename it to a edds?
Thanks again
ah maybe cause of that "authority only part" if its not gamemod gm return...
//weatherManager.SetTimeOfTheDay(timeOfTheDay, true);```
So I meant comment out the second bit as maybe you were expecting night and getting day if both were working.
But if its reading 9 in game then I guess neither are working.
Maybe try shoving the top line somewhere you know for sure runs or add a breakpoint to see if its being reached
@solar shard Is this how you test the time in game btw, its easier done in the day I take it lol.
lol. I just open the gamemaster and read it from the display. But I did your variant too just to make sure.
Ahh that is much easier haha
Im still courious how you achieved that.
@solar shard So this wont be too helpful but
protected override void OnTaskUpdate(SCR_BaseTask task)
{
super.OnTaskUpdate(task);
if (task.GetTaskState() == SCR_TaskState.FINISHED)
{
foreach (SCR_BaseTaskExecutor taskExecutor : m_aTaskExecutors)
{
AssignNextTask(taskExecutor);
}
}
}```
```protected void AssignNextTask(SCR_BaseTaskExecutor taskExecutor)
{
foreach (SCR_BaseTask task : m_aInitialTasks)
{
if (!task)
continue;
if (task.GetTaskState() == SCR_TaskState.FINISHED)
continue;
// Setting the target faction invokes things so only do this when needed
// IE due to completion of previous task and not a player joining the current task
if (task.GetTargetFaction() != m_pTargetFaction)
task.SetTargetFaction(m_pTargetFaction);
// Assign the first task that is incomplete
AssignTask(task, taskExecutor, false);
// TESTING
m_pTaskManagerUIComponent.ToggleCurrentTask(true);
m_CurrentWaypoint = task;
break;
}
TimeAndWeatherManagerEntity weatherManager = GetGame().GetTimeAndWeatherManager();
weatherManager.SetTimeOfTheDay(3.0, true);
}
ah I see
I just shoved it in here, its ultimately called from the TaskManagers OnTaskUpdate so maybe this is an server master/authority thing and you component is the local player authority
I totally misunderstood you. right
I still have a very poor understanding of authority stuff in reforger atm, need to work out local dedicated servers from the editor so I can begin to wrap my head around it
in the end this is meant like isServer?!
@solar shard yeah, if I understand you right.
and this is from the method were trying to call.
Sets the current time of the day.
Only issuable by the authority.
Automatically broadcast to all clients.```
So there is evidence for it needing to be from the authority
So I made my images and save them as tga then renamed and now it's telling me Try reimporting the texture (.edds), but I can still open them in Photoshop as edds
and did you do it? (right click on them in the workbench -> re-import
Now it just says Failed to load then the path, and re-import is greyed out
hmpf. So I tried everything. You proved, its possible to do via trigger etc. But Im not able to follow @sullen talon hint and use the C&H script to make my own one. Everyday here, I feel a little bit more dumb π
@barren heart once again, thank you for your kind support!
I reimported them and even renamed them back to tga then imported them then renamed them in workbench and I still can't open them. That is what it's like in workshop, renaming them in there adds the .tga at the end and renaming them in the actual mod folder works but then they can't be read by workshop
I really dont know then but using another method to get the TGA if its a compressed file format. And you checked the sizes?
8.10 MB (8,501,555 bytes) for the tga, then when I rename it it goes to 1.04 MB (1,101,020 bytes)
I mean the scale / resolution
720x960 and 576x234 right?
I have actually used on both, PNG and EDDS the 576x234 but I dont think that this is the issue. Sorry that I cant help
It's no problem, thanks for the help and insight anyway. Ill try and see what's going on and see if I can get it working
@barren heart okay, final approach when trying to follow @sullen talon hint to use his C&H script:
[ComponentEditorProps(category: "GameScripted/GameMode/Plain", description: "Manager component allowing to adjust custom time and weather")]
class SCR_CustomTimeManagerClass : SCR_BaseGameModeComponentClass
{
}
//------------------------------------------------------------------------------------------------
class SCR_CustomTimeManager : SCR_BaseGameModeComponent
{
//! Manager singleton instance, assigned on first get call
private static SCR_CustomTimeManager s_pInstance;
//! If enabled custom weather Id will be used on session start. Authority only.
[Attribute(defvalue: "0", desc: "If enabled, custom weather Id will be used. Authority only.", category: "Environment: Weather")]
protected bool m_bUseCustomWeather;
//! Weather IDs are the same as used in the TimeAndWeatherManager. Weather set on game start. Authority only.
[Attribute(defvalue: "", desc: "Weather IDs are the same as used in the TimeAndWeatherManager. Weather set on game start. Authority only.", category: "Environment: Weather")]
protected string m_sCustomWeatherId;
//! If enabled custom time of the day will be used on session start. Authority only.
[Attribute(defvalue: "1", desc: "If enabled, custom time of the day will be used. Authority only.", category: "Environment: Daytime")]
protected bool m_bUseCustomTime;
//! Time of the day set on game start. Authority only.
[Attribute(defvalue: "18", desc: "Time of the day set on game start. Authority only.", category: "Environment: Daytime", params: "0 24 0.01")]
protected float m_fCustomTimeOfTheDay;```
/*!
Forcefully sets weather to provided weatherId. Authority only.
*/
protected void SetWeather(string weatherId)
{
if (!m_pGameMode.IsMaster())
return;
TimeAndWeatherManagerEntity weatherManager = GetGame().GetTimeAndWeatherManager();
if (weatherId.IsEmpty())
return;
if (!weatherManager)
{
Print("Cannot initialize weather: TimeAndWeatherManagerEntity not found!", LogLevel.WARNING);
return;
}
weatherManager.ForceWeatherTo(true, weatherId, 0.0);
}
//------------------------------------------------------------------------------------------------
/*!
Forcefully sets time of the day to provided value. Authority only.
*/
protected void SetTimeOfTheDay(float timeOfTheDay)
{
if (!m_pGameMode.IsMaster())
return;
TimeAndWeatherManagerEntity weatherManager = GetGame().GetTimeAndWeatherManager();
if (!weatherManager)
{
Print("Cannot initialize TimeOfTheDay: TimeAndWeatherManagerEntity not found!", LogLevel.WARNING);
return;
}
weatherManager.SetTimeOfTheDay(timeOfTheDay, true);
}
//------------------------------------------------------------------------------------------------
/*!
Initialize the manager.
*/
protected override void EOnInit(IEntity owner)
{
super.EOnInit(owner);
if (m_bUseCustomTime)
SetTimeOfTheDay(m_fCustomTimeOfTheDay);
if (m_bUseCustomWeather)
SetWeather(m_sCustomWeatherId);
Print("Custom Weather Manager initialized");
}
}```
Still not overwriting the default weather manager π¦
If we can get this thing to work I guess we are all happy not to struggle with the weather management conflicts
Let me steal that component and have a stab at it brb
@solar shard Got it to work, just needed to make the png then import the png and it made the edds for me and then just had to right click and re-import
If you guys don't figure it out by the time I am done with work I can take a stab at the weather problem
That would be awesome! Actually my break is over and Iβm at work too again. π
I just created that component and added it to my gamemode as it is part of the original gamemode in c&h with no own weather manager placed in the scene (just the default one from Eden.et)
I am editing the conflict gamemode to only have US enabled as playable but everytime I save and start the mission Soviets are marked as playable again, anyone have any ideas on why this is happening?
Quick question, how did you open the Conflict mission in Enfusion? I've been trying to open CTI_Campaign_Eden.ent and it crashes the editor pretty consistently once it loads to around 80%.
File -> Load World -> ArmaReforger -> MP -> CTI_Campaign_Eden.ent, can't say that It does that for me, just having saving issues for my changes I am attempting to do
Huh, that's basically what I was doing. I'll fiddle around with it some more but at least I know it should be possible to open that file now.
Core data are read only. Find the campaign faction manager - right click - override (in your addon) - set the value there.
Yea I know what you mean now ex0 thanks for the help
May sound dumb but I guessing from what you told me, I don't need the world stuff or do I?
I'm setting up a patrol of several waypoints for some AI, using a cycle waypoint to make sure they don't just stop when they get to the end. Is there a way to make them go back to the same waypoints in reverse order when they reach the last waypoint, or do I have to add the same waypoints in reverse to the list of waypoints to cycle?
@solar shard Double and triple checking im not wasting anyones time but I think I've finally got it
And dont worry I took a long lunch break in the middle of banging my head off the wall π
Lunch is important!
It's pretty similar. I cover a lot of the nitty gritty details, so it might be worth putting on in the background while you work, but otherwise you're probably good to skip it
@solar shard Here's the component, a small but very important section was missing. I understand components way better now though π
You can add it to any type of game manager and set its params
Will look into this tonight. You earn a cake already! πͺ
or ```class Night_Class: SCR_BaseTriggerEntity
{
override void OnActivate(IEntity ent)
{
SCR_ForceTimeAndWeatherComponent.GetActiveComponent().SetTimeOfTheDay(3.0);
}
};```
Directly activate via triggers etc, issues might happen with the trigger method in multiplayer though not tested it.
heyo, can someone tell me how to run my own mission on my dedicated server?
I have a server where steamcmd runs, but my mission/mod is missing the ServerData.json filei....
that's all I have:
did you bundle it in workbench?
Should give you an error and tell you what's not validating?
@west karma I helped him out and got it resolved, wrong trigger
But I put it in bold π’
@west karma btw I created the mission with your instructions on Github, but I can't find a way to get it to work on my server.
As a mod I can add it but that does not work unfortunately
I've not done any server work sorry
π¦
I haven't even actually tested my tutorial in MP... just assumed it worked
I'm working on a server tutorial, should be up by friday
haha sad tho xD I can't test it either because my server doesn't recognize it as a mission xD
herbie i must have had an older version up
so not your fault man
you updated it i see that
thanks for the guide btw its a great resource
works flawless and I see what you changed to my approach. Will be implemented in the coop gamemanager I provide with the nightops map for everyone
thank you very much for your support!
TimeAndWeather should replicate itself, but time and weather can only be set from the authority (for example the server).
Is there anything mission making side that you need to do to make it work on the server?
@sullen talon Yeah I noticed it said "Sets the current time of the day. Only issuable by the authority. Automatically broadcast to all clients.".
Just not 100% yet what clients are going to run on various entities etc yet. I'm sure it'll make more sense when I test things on the server.
Request: make the video about setting up your own dedicated server hosting your own custom mod π
It's dropped on clients automatically, as they don't own the trigger, so it shouldn't be a big deal
Speaking of that. You commented the weather system used the same IDs as the manager. But canβt find there any IDsβ¦
Thatd the next one coming 
Yeah I studied that window. But what IDs? Iβm blind π
@solar shard try cloudy, rainy, clear and overcast I think
Oh and the rainy one has sound when done this way π
iD == state ?
Combined with the Rain prefab. Wohooo. Finally π₯³
I think it's these ones π€ 
ππΌπ¬
Itβs your comment. So Iβm just askin π
is there anyway of importing layers to another world at all? Kinda like the merge mission function from A2/3
You are right. I will add the words in to the comment of the script as long as buscuits trigger solution
Looks like the layers are saved as files in the same directory as the world, so I'd assume you can copy them from there? Or if it's an entirely separate project then you could locate the actual files in Explorer and copy them over from there.
Yeah i think i tried that at one point but it then threw errors left and right but i was just figuring things out ima try that, if it doesnt work, then do the old copy > CTRL SHIFT V paste
Ah, okay. If you're looking to save time setting up basic game logic every time you make a new mission, maybe you could set up a prefab with all that stuff already made? I have very little experience with this so far, though, so I don't know enough about how things work to know if that'd be practical.
yeah ive yet to mess around with creating custom prefabs yet
Just starting off mission making using @proud sorrel 's great vid. Is there an easy way to edit a spawn loadout - I'd like to add a custom combo of clothing / weapon
Appreciate it's a very noob question
Presume I need to create a new Loadout Resource?
yeah thats easy. You find it in my nightops mission since yesterday with three custom loadouts.
But basically, just locatio those character_......et, copy the prefab and edit it
Hi does anyone know how the ScoringSystemComponent works? It seems it does not work out of the box.
you find the clothings in one component, the weapon slots have each an component for its own and then there is an inventory component where you can add ammo etc to specific pouches...
Is it just me, but when i search "world" in resource browser at world editor, all enfusion tools crash.
Ok, its actually when ever GenericWorldPP_Default.et is trying to load thumbnail my editor crashes.
yeah dont do that or save anything to a reado only file or try and delete lots of things at once these all crash the editor
https://community.bistudio.com/wiki/Arma_Reforger:Capture_%26_Hold_Setup
I followed every step in Capture & Hold wiki, and I got 0 B mod in the workshop without a mission. What is the problem?
is it published? its pretty well explained and discussed here. Look at the pinned posts.
@fossil crag I have a video in #reforger_capturehold if you finished the wiki part of the tutorial you can skip to the end of my video to chapter "testing scenario without workshop"
@sullen talon @quasi jay Thank you for the Coop mission ! That really help me with my mission idea, but i have a question and a idea to propose. Why not make the CoopTriggerSpawner (SCR_BaseTriggerEntity) able to randomly spawn units in a predefined zone, with the possibility to chose how much units you want by choosing prefabs in ArmaReforger/Prefabs/Groups/(Blufor/Opfor/Indfor). This would make possible to spawn a lot of unit very quickly. I don't know how to script it but... I give you my idea.
Just uploaded a new version with custom loadouts and some stability fixes. More to come thanks to ex0's feedback. Task system still needs a total rework, especially for MP.
how do i get gameid for coop mission i just make for a server?
this is what i get GUID 5970B9A395F16FA2
Yes i think is the thing you are looking for.
Sorry
how to u set the mission time starts? and weather
You have to put a TimeandWeatherManager.et you can find that in Arma Reforger/Prefabs/World/Game.
tyy
Are there any good tutorials out there on how to setup a custom faction? π
@proud sorrel I actually learned one thing in your Video π Was suggesting all the time to folks to create TGAs and rename them to EDDS for the preview images. Had no clue that workbench does that for you by just draggin em in π
Hi all. I've laid down all the necessary components to disable automatic respawn. But at spawn, the menu doesn't appear - my character falls spawns in air and falls to the ground, and only then when he dies does the menu appear
first picture is cycle waypoint second is the group
is this how you should set it up to make them constantly cycle between those two waypoints?
Went to work on a mission I was prototyping last night, met with a nice Illegal read error today 
At least WB itself and other worlds are loading correctly.
I'd recommend just typing it in the cycle waypoint instead of both sinces the cycle activates the waypoints to save time.
This ofcourse depends on if you have a group that have some more waypoints that you dont want/need under the cycle one.
Also. You dont have to type in the cycle waypoints name. π
Do you have by any chance the hit reg manager in your world?
Check your console output if some managers canβt be loaded due already exists (mostly in the Eden.et)
Ok thanks - yes I do have it in the world
Make a test without it. It conflicts if there is already one. Solved that issue for me.
Ok thanks buddy. I'll try that now. Also I just realised - I am trying to edit the prefab without copying it to my world/project. Didn't realise I have to copy it over in order to adjust / add to the prefab. Will try both now
You surely should edit your own instance via βduplicate prefab to (β¦modβ¦)β
I hope i've not overwritten the default prefabs - or are they locked/protected
so basically what you are saying is theres no need to put in the cycle waypoints into any object properties?
just place the cycle waypoints down and select the waypoints?
They are locked and usual workbench just crashes when you try to save a locked thing
Thanks Zeal
But always make your own copy to keep your stuff clean
this server needs discord threads enabled.
im confused on this then, how does an AIgroup know they are to cycle?
if you dont call the cycle waypoint anywhere on object properties...
it seems to be working just fine so im not sure what the issue is
if its just best practice id like to know why just for my knowledge base
You need to put the cycle waypoint's name into the groups Static Waypoints.
What you dont need is to put in the names of the patrol points in the groups Static Waypoints. Atleast i haven't done it and so far it has worked fine. π
As long as the waypoint names are set in the cycle waypoint you should be good. It saves a lot of time.
oooh so the AIgroup ONLY need the cycle waypoint
Yeah.
that makes sense and that does save time thank you
but does the cycle waypoint need to be at the end of the waypoints to cycle?
from what ive just been told, thats what were discussing
oh π€¦ββοΈ
you just place the waypoints into the cycle waypoints properties
then tell the AIgroup to use the cycle waypoint
it should repeat on its own i think is what they are saying
someone correct me if i misunderstood
Cycle waypoints should be
patrol7
patrol8
and static should be
patrolcycle1
and just make the cycle loop infinite with -1 or a set number of times.
thanks biscuits
what is the component that allows a plain game manager to have the ability to use Zeus, when Im debugging locally zeus is availiable but when on server it is not available even by vote
i think its editor in editor out?
Not sure about the component but have you tried login in with admin? '#login password' or something like that
i think its related to the votingManagerComponent. If you look at a game mode that has that set up in voting that mode has 2 other templates active EDITOR_IN and EDITOR_OUT which has the threshold for amount of votes to allow a game master. I think thats it. it wouldnt need it running locally
I'd recommend logging in as admin, i tried adding the editor_in / editor_out but it just seemed to kick the person after winning the vote.
@silent canopy https://streamable.com/azne3v
Is there a way to change the name of the faction you are joining. I've been able to kinda change it but then it just tells me "No deployment points available!"
Guys, how can i delete a mission from the workshop?
Did you manage to solve this, I just get spawned into the ocean without menu loading and on attempt to respawn just a black screen with magazine ui, afaik its identical to several setups i have seen outside of the faction key being a new faction I have in my faction manager.
Thank you sir
Nope π¦ I had identical behaviour when I deleted the gamemodeplain (saved in my own project)
restarting from scratch now to see if there's any improvement
nice, thats helpful
Instead of the cycle waypoint syncing with other waypoints, can it be seen as a βcontainerβ for the other waypoints which loops?
Loadout_Action_SaveLoadout does not work ingame it does not show the option on the arsenal prefab is there some thing i misst?
I dont know how i can have such a hard time figuring this out but how do I just make a mission on the eden terain where i can run around. I dont want to use the Capture and hold sample. I simply want the map and a spawnpoint
you need herbiies tutorial
Thanks
thanks for the help kapa found it out myself after long intensive testing
Oh wow, you really need the task manager above the tasks!
another night wasted of debugging that I should have known the answer to
hello everyone, is there a way to invite friends to play a coop mission i made without running the map on a dedicated server?
Did you have spawn on camera enabled?
You need to have a faction-specific spawner, then in the game mode set it to 0 or 1 depending on how many factions
is it documented somewhere what the AI behaviour is for the different waypoinys
waypoints^
Can you rename the Managers/Modes/GameObjects without any conflicts? I would like the hierarchy names to be smaller to fit my screen
I am still unable to open the conflict mission in the editor. When I open the World Editor, press "Load World" and select CTI_Campaign_Eden.ent I only ever manage to load around 80-90% before I crash. Am I doing anything obviously wrong? Is there a crash log for the editor somewhere that I can take a look at?
does anyone know how to spawn a respawnable group of ai using the scr faction control trigger? (yes ik how to respawn ais and waypoints)
have you changed your mission directory?
outside the reforger tools folder
i lost 100% of my missions and test saves that were saved in the default location
Yeah I'm saving to a different directory in my Documents folder.
If I delete a bush from the Eden map for my scenario, will it dissapear for all players who enable my mod
regardless of the scenario?
i dont think it'll get deleted
i dont think you can remove things atm
if i recall, if you did they might have to redownload the whole map
I have one last question about this, what password would you use for this, would you set it in your server config?
How do I create a group from scratch? I would like to be able to exactly fine tune where a soldier will spawn in
I was going to try and make a mission. Anyone else try to load up eden world and you just have water?
On the left hand menu browse the world, find any asset in the Eden map in the hierarchy, press F
youre supposed to, fly around a little bit
is it possible to set one spawn point to multiple factions?
Appreciate it.
Hey everyone! Just started digging into the enfusion tools. I've gotten the basics of getting spawns setup and placing down Ai. I want to recreate the ARMA 2 style Insurgency game mode (clearing the red squares on the map where enemies have spawned). Does anyone know the best way to get started with this? I'm assuming I need to learn how to spawn Ai dynamically and then somehow have the squares show up on the player map, but I have no idea how to do either of those things.
Any direction would be greatly appreciated!
I'm going to attempt to figure out if I can create a custom group somehow
Help! I keep spawning into the water even though I have a respawn point and the managers!!!
Any solution?
SCRIPT (E): No spawn point could be picked, are there any present in the world?
I've added a RespawnMenuManager and disabled AutomaticRespawnManager, and it does show the menu, however I try to deploy to the respawn position and it does not do anything
Is this perhaps a bug?
This is additional logging when I try to use the menu:
SCRIPT : Loadout req. lock lock engaged! [X]
SCRIPT : Loadout req. lock lock disengaged! [ ]
SCRIPT : SCR_RespawnComponent::PlayerLoadoutSet response received: OK
SCRIPT : SpawnPoint req. lock lock engaged! [X]
SCRIPT : SpawnPoint req. lock lock disengaged! [ ]
SCRIPT : SCR_RespawnComponent::PlayerSpawnPointSet response received: OK
SCRIPT : SpawnPoint req. lock lock engaged! [X]
SCRIPT : SpawnPoint req. lock lock disengaged! [ ]
SCRIPT : SCR_RespawnComponent::PlayerSpawnPointSet response received: OK
SCRIPT : SpawnPoint req. lock lock engaged! [X]
SCRIPT : SpawnPoint req. lock lock disengaged! [ ]
SCRIPT : SCR_RespawnComponent::PlayerSpawnPointSet response received: OK
SCRIPT : SpawnPoint req. lock lock engaged! [X]
SCRIPT : SpawnPoint req. lock lock disengaged! [ ]
SCRIPT : SCR_RespawnComponent::PlayerSpawnPointSet response received: OK
SCRIPT : SpawnPoint req. lock lock engaged! [X]
SCRIPT : SpawnPoint req. lock lock disengaged! [ ]
SCRIPT : SCR_RespawnComponent::PlayerSpawnPointSet response received: OK
SCRIPT : SpawnPoint req. lock lock engaged! [X]
SCRIPT : SpawnPoint req. lock lock disengaged! [ ]
SCRIPT : SCR_RespawnComponent::PlayerSpawnPointSet response received: OK
SCRIPT : SpawnPoint req. lock lock engaged! [X]
SCRIPT : SpawnPoint req. lock lock disengaged! [ ]
SCRIPT : SCR_RespawnComponent::PlayerSpawnPointSet response received: OK
SCRIPT : SpawnPoint req. lock lock engaged! [X]
SCRIPT : SpawnPoint req. lock lock disengaged! [ ]
SCRIPT : SCR_RespawnComponent::PlayerSpawnPointSet response received: OK
SCRIPT : SpawnPoint req. lock lock engaged! [X]
SCRIPT : SpawnPoint req. lock lock disengaged! [ ]
SCRIPT : SCR_RespawnComponent::PlayerSpawnPointSet response received: OK
For some reason, I added a SCR_RespawnTimerComponent and it magically worked, it seems like its needed even if you aren't going to have a timer
Do i need scripts for tasks? Or am i good to go with prefabs?
yes I did - I'm an idiot lol
Took me 2 hours to realise it
Best to start really simple bud - a single objective mission to begin with. Then build from there
You can use the coopSample for dynamic spawn. Or the NightOps map to look how you can implement them dynamically or with faction control triggers and tasks.
But what you want to achieve needs a little framework you should first draw as a concept.
This is what I have concepted and implemented so far.
Vehicle with respawn and arsenal attached to it - Implemented (Works perfectly!)
Dynamic spawns that trigger ~300m from objectives with patrol and defend waypoints - Implemented (Worked after some stupid mistakes)
I have the basic framework for all the spawning complete. Now I just need to figure out how to draw a shape on the player map and have it change color based on enemy presence.
The CoopSample was a HUGE help in setting up the dynamic spawns
Ah. I did some early tests with markers of all sort. One is in my map. But wasnβt able to achieve something similar to the C&H mod. Thatβs actually the best place to look how it is done.
Would love to learn how you solved the vehicle Respawn system.
Will do! Thanks Zeal!
Is there a way to place map markers (that are visible on briefing and throughout the game). I.e an exfil marker
As just saidβ¦ looking forward if someone figured it out. Hadnβt the time to dig deeper into that yet.
thanks Zeal - missed that message
can someone help
01:56:45:118 GetResourceObject @"{2B5389075F3947BA}Missions/TDM_Durras.conf"
01:56:45:118 RESOURCES (E): Failed to open
01:56:45:118 RESOURCES (E): MissionHeader::ReadMissionHeader cannot load the resource 'Missions/TDM_Durras.conf'!
01:56:45:118 ENGINE (E): Unable to read the mission header '{2B5389075F3947BA}Missions/TDM_Durras.conf'
01:56:45:218 ENGINE (E): Unable to initialize the game
01:56:45:228 ENGINE : Game destroyed.
I know it was discussed here several times, but did someone figured out how to publish on xbox yet? Is this even possible at the moment?
How to use localization strings? I have create new localization Id and want to implement it in Description field in Briefing.
I try to user # prefix before localization string, But localization doesn't work.
Ai getin as gunner in MG nest, use defend waypoint over the nest.
Operation Blue Light is published. An initial try at an OFP type, relatively linear, infantry based mission. Lots of walking / infil / exfil, a little bit of shooting. Thanks @solar shard, @balmy imp, @west karma, @proud sorrel
and to add to that, add compartment component to the MG nest to config it
This seems like a bug indeed π
waiting for Hearts and Mind mission :/
Has anybody found a way to edit the name of the groups that the player can join? I would like to change the names from atlas red 1 etc. to something else
any idea how to stop player from instant death?
Has anyone figured out how to make objectives?
Because I am looking at tutorial scene and WP markers dont hold any data expect their name.
@slender gull Do you mean the little X markers from the tutorial mission, with distances etc?
No, those are just gameobject with SCR_MapDescriptorComponents.
Having these would be my goal.
looking for the same actually
Hey buddy, you need a spawn entity!! It is located in the prefabs folder, drag it into your world as you would with an object. Just set one up and you'll be good to go.
Gosh...
It seems to be partially hardcoded.
Ah ok I use them in my mission along with the popups that the player would normally hold J for.
And the distance waypoints. But the task aspect isn't MP safe yet so I wouldn't use my method. Need to work on it some more.
The coop sample is where I started though, essentially if you have an SCR_BaseTask, or realistically a specialised form of one, moveTask etc.
You have to set its faction to the faction that you want to be able to accept it.
You can force accept through taskExecutors by calling AssignTask in the manager and passing a task and a taskExecutor (player task controller thing).
Which you can manage a list of through OnPlayerRegistered/OnPlayerDisconnected events.
The tutorial was fairly difficult to track everything down. You can get what you want with less complicated means though I reckon than the tutorial uses.
Thanks, Will test that out.
Really strange and annoying that they don't use their own layer system so it would be easy for learn from.
The tasks are really complicated I have a framework for making tasks almost done, just need to get JIP bugs fixed and then I will send it to you if you want
Well damn I was gonna be doing that today, that would be awesome π
@mental cove can i ask, what would a framework like that look like? I think I should be interested in that
I have some custom task classes with their own support classes and stuff, a custom task manager that takes a list of strings as an argument. And a taskMarker class, you place the task marker class down fill out the stuff about it then put the name in the task manager and it creates one there at runtime
How well does Arma handle depencies to others mods?
Most package managers are super neat and you can upgrade them independently.
And there's also obselete tags, etc.
that sounds sweet
or you dont put the name in the taskManager and call a function to create one in code
@slender gull I don't think its as neat yet, it seems to just have the GUID as a dependency and therefore no versioning. But I'm just basing that of the addon.gproj file
ID "SPMissionTest"
GUID "59692495D59B0AB6"
TITLE "Assassinate General Makarov"
Dependencies {
"58D0FB3206B6F859"
}```
"no versioning"
As a software developer, Yiks!
The servers seem to support versioning so its kinda odd to not see it in the dependencies, reckon it'll change.
But still, Enforce seems to take big leaps from RV3.
This hierarchy shorting still drives me nuts.
Oh god I hadn't noticed that yet. If you don't like that have you noticed this ?
Sometimes, you just have to fire designers...
Does anyone know how to integrate vehicle spawning into my Scenario/World? I have found these "Vehicle Rapair Points" which apparantly have a chance to spawn a vehicle. But so far none spawned. Also I tried to add the "SCR_VehicleSpawner" component, add the prefab-vehicles it should be able to spawn and tested it. But still ... no vehicles spawning. Can anybody please help?:(
Eh, How can I make my map targets larger?
I set scale everywhere to 5, but size stayed the same.
how does one place map markers?
Create GenericEntity and add component SCR_MapDescriptorComponents
But as you can see from my screenshot, its not wanted outcome.
Thats how tutorial example made them.
thank you!
I never get passed that point btw π
looks exactly as my exmaple ^^
Why would you make me see this! It's ruined for me now...haha
how can i assign waypoints or targets to players in my missions so players know where to go?
The camera stopped working in the world editor on the wasd keys. The camera only works with the mouse. Tell me how to turn it on.
Hi folks, what, where would be the best tutorial for me to follow to get started with coop mission design (Not a newbie to OFP/Arma mission editing scripting, but heyho that has now changed a lot)
i dont wanna start from a template, would rather start from scratch so i can understand what is going on better
There is a MapDescriptorDefaults.conf file linked in individual map configs which configures descriptor types, in your case you could add MDT_Target and configure it there, or configure it through script (MapDescriptorComponent & MapItem API)
Im not super sure if setting size from the component attribute works, but you have no quad selected so it might just be that the default red icon cant be scaled π€
The camera stopped working in the world editor on the wasd keys. The camera only works with the mouse. Tell me how to turn it on.
HELP
Look into the pins for:
coopSample by BI
Tutorial git by Herbii
Tutorial Video by useless fodder
Tutorial Coop scenario βNightOpsβ by myself.
The current task framework is a limitless bit lackluster when it comes to MP but never the less itβs in the sample
Thx Zeal, am kinda watching Fodders Utube tutorial, is that gonna be ok or will it take me down bad paths ?
Itβs awesome for a simple Start an we all didnβt passed that point π
ok m8 thx for the help, one more question, placing down player entities, if say i placed down a squad with say 1 x mg and a typical squad setup, would that limit player selection to just 1 x MG or could all players select an MG role ?
Never tried that out. Give me a shout when you tried it.
But Iβm not sure there is a lobby system and on the other hand I donβt know how the Respawn works without Loadouts. Give it a shot!
k thx
has anybody figured it out how to create a spawn that lets you spawn as a soldier that was already placed as an a.i.? Like arma 3 where you could choose what soldier you want to play as in a given list?
Wow, that just breaks my brain why such a work around.
But then again, its Bohemia.
Ain't suprised.
At the moment, is there any way to limit the group size of a mission? i.e I have 3 loadout slots in my mission on the loadout selection screen. Does this mean that unlimited people could join the mission and pick one of the 3 loadouts, or does it mean that only 3 people could join, and once a loadout is used, it dissapears from the menu?
Hello mission makers, is anyone able to point me to how one might setup a simple scenario to place on a custom island so people can play it in the workshop?
trying to follow fodders youtube tutorial, am at adding RespawnMenuHandler component section which sghould load faction selection screen etc, when pressing play button, but it's taking me straight into the gameworld, any ideas what i haven't done correctly (The default autrespawnhandler component is disabled) ??
@near vault Play from camera position ticked?
This one had me stuck in the editor for 2 hours scratching my head π₯²
Finally realised when I noticed the height I was dropping in from was changing every now and then
Deffo one of these moments
Ha yeah I think I'd be confused as all hell by that one. Glad it happened to someone else first π
https://github.com/Herbiie/ArmAReforgerMissionMakingGuide/wiki/1)--ArmA-Reforger-Mission-Making-%7C-Getting-Started as I don't think it's pinned
Same link for you too π
Ty dude
Would anyone know why possibly I'd be getting stuck on the Deployment screen while using the RespawnMenuHandler? After choosing a loadout and going to the deployment map, pressing deploy just clicks the button and nothing happens -- I turned off the AutomaticRespawnHandler so I could get the loadout menu.
Throw in the spawn timer module. π
Donβt ask me why. π
Ahh thanks haha!
I already had one in lol
@solar shard do you think the script you used to add spawn points on a trigger would be a good place to start to spawn a new task on completion of another?
not so sure. first for all, the script causes trouble. I just replaced it with a simpler method for the respawn points. But Im looking to see how you establish dynamic tasks. BTW @mental cove who makes a lot of great mechanics for this alreay, is creating a MP task framework since at least yesterday for countless hours. Dont know how he's making progress but I guess we can all profit from that.
Thanks. I need to dig into the task management stuff more.
Isn't it because without the timer it doesn't know how long respawn is?
thats the one thing which isnt working in MP environment on my system right now. Still struggling with other things but thats the next thing on my to-do (or Joe Malley provides a great solution, which I assume)
Iβm quite sure it was exactly the same in A3 π§
