#enfusion_scenario

1 messages Β· Page 24 of 1

torpid tundra
#

That flew over my head πŸ˜‚ I'm screwed if I'm Learning this

solar shard
#

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

worthy glade
#

HA, then there's me, green as can be

torpid tundra
#

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

quasi jay
#

What ID do you mean specifically ?

worthy glade
#

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

torpid tundra
#

What about the flux capacitor integration module for ZF43 nodes? Do they tie in with the yankeedoodle lane attachment components 🀨 = new editor

worthy glade
torpid tundra
#

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 πŸ€€πŸ˜‚

worthy glade
#

just make a new prefab from scratch, no big deal

torpid tundra
#

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

solar shard
# quasi jay What ID do you mean specifically ?

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 πŸ˜„

solar shard
#

thats more then enough user friendliness for me

torpid tundra
solar shard
#

Im very well aware of this ^^

quasi jay
solar shard
#

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.

quasi jay
#

That way you don’t even have to change the prefab

solar shard
#

but I still need the AiSpawnerComponent for other purposes πŸ˜„

worthy glade
#

Zeal can you figure out how to make a trigger play a custom song for me thanks

solar shard
#

haha. no way. other stuff to do right now πŸ˜„

worthy glade
#

xD

solar shard
#

and btw, instead of me, there are avid trigger folks here around

unkempt parrot
#

Does anyone know where I might find user created missions on my PC, as I’d like to host them on a dedicated server - if that’s allowed

mental cove
quasi jay
solar shard
quasi jay
#

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)

worthy glade
#

Holy are you speaking spanish

sullen aspen
#

Mission making is hard

crisp rain
#

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.

west karma
hot sandal
#

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.

sullen aspen
#

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.

sullen aspen
solar shard
#

but I love how you try to make me learn πŸ˜„

hot sandal
worthy glade
#

The everon life people figured out vehicle keys and locking, but the vast majority of modders seem intent on not sharing anything

proud sorrel
hot sandal
#

From jumping to the script definition I gathered it is more for which game master can edit it.

quasi jay
solar shard
#

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.

hot sandal
worthy glade
#

ActionsManager eh

hot sandal
#

I'm assuming the Life stuff uses custom scripting, I was just curious.

worthy glade
#

I wonder if that's part of the car prefab

mental cove
#

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

barren heart
#

I think the list cares about these entries in the task manager seen here. Might be worth starting there.

solar shard
barren heart
#

could also just not be assigned to your faction unlike the move ones for some reason

mental cove
#

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

exotic reef
hot sandal
#

Could break the prefab, create an inherited class and exchange that component, I suppose.

mental cove
#

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

crimson summit
#

I was 95% done with my scenario and then the editor crashed. Now I cant find my world. Has someone else had this problem?

heavy phoenix
#

I need to read this thread. Imma make some weird stuff....

crimson summit
barren heart
#

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......

long oyster
#

Heyaa, Crashes the server fully 2 minutes in.

slow thicket
long oyster
slow thicket
#

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?

long oyster
#

Vanilla runs fine, I have 2 servers up.

slow thicket
#

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

long oyster
#

I'll see if i cna get a full log here shortly

slow thicket
#

That would be awesome. Feel free to dm me if necessary.

hardy prawn
#

Does anyone know how to launch the CinematicEntity sequence?

slow thicket
long oyster
long oyster
#
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.
slow thicket
#

Really weird. Okay I'm going to try to host a server and test it.

vestal sky
#

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

proud sorrel
#

Has anyone had luck attaching an entitity to another prefab, like a vehicle? Looking to try to make a mobile respawn

mental cove
#

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?

proud sorrel
#

I know capture and hold has an RTO radio respawn, but I don't know how it works

long oyster
slow thicket
zinc wharf
#

@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?

proud sorrel
#

Anyone know where to get the mod ID after you publish your mods?

proud sorrel
#

Is there a tutorial on publishing missions yet? I realize I missed a ton of information (i.e. the /mission folder)

mental cove
#

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

long oyster
sullen talon
zinc wharf
#

Found some useful functions

#

I can knock something up

austere cobalt
# proud sorrel Is there a tutorial on publishing missions yet? I realize I missed a ton of info...

https://github.com/Herbiie/ArmAReforgerMissionMakingGuide/wiki/3)--ArmA-Reforger-Mission-Making-%7C-Finishing-The-Mission#publishing-your-scenario

GitHub

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

unique minnow
#

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

mental ferry
#

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

barren heart
#

Maybe its suggesting you phone for help πŸ˜„

mental ferry
#

I dont know what its suggesting

mental cove
#

so I found another weird dedicated server bug, placed vehicles have all animation disabled on their turrets

proud sorrel
sullen talon
worthy glade
sullen talon
unique minnow
proud sorrel
#

Whoa, you're still up @sullen talon ? o_o

sullen talon
proud sorrel
#

Dang, was going to start rapid firing questions lol

sullen talon
unique minnow
proud sorrel
#

Okay, I'm starting the recording for the Official ℒ️ UselessFodder Arma Reforger Mission Making Tutorial

signal cloak
#

How do you package a gamemodeocmponent into a prefab?

icy jacinth
signal cloak
#

Do I need to remake the prefab upon changes?

icy jacinth
#

Not sure, I haven't played around with them too much yet

mental cove
heavy phoenix
karmic forge
#

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?

crisp rain
#

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

karmic forge
#

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

crisp rain
#

Check pins for creating a prefab, probably a few pins down in the list

karmic forge
#

Thanks!

wheat valve
#

is there a way to have triggers reset after a certain or random amount of time?

crisp rain
#

I can take a look tomorrow when I get some free time

solar shard
#

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 πŸ˜‚

keen phoenix
#

The fun of arma modding!

#

Is the in-game workshop down for anybody else? Haven't been able to access it for hours now

solar shard
#

Yeah and I love to make progress. Especially after the very first 24hours. But it’s crazy to struggle a whole day about that simple stuff we did since OFP 20 years ago so east.

keen phoenix
#

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

solar shard
#

That’s me. Absolutely. But it’s great what we achieved last days with the support of the Bohemia guys here.

keen phoenix
#

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

solar shard
#

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.

keen phoenix
#

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

magic oasis
#

Morning all...

distant moon
#

Good Morning dude

magic oasis
#

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....

wheat valve
#

has anyone figured out how to make a landmine? like a trigger that can use an RPG7 explosion.

median oar
#

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

GitHub

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

magic glen
#

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 ?

GitHub

A guide for making a basic Arma Reforger Mission, editted as I learn! - Pages Β· Herbiie/ArmAReforgerMissionMakingGuide Wiki

keen phoenix
keen phoenix
torpid tundra
keen phoenix
magic glen
keen phoenix
#

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

magic glen
#

yes I imported it form the png and it converted it in edds

solar shard
magic glen
#

@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)

magic glen
timid chasm
median oar
#

Ah fuck it still doesent appear as a scenario only as mod. Does some know what could happen?

median oar
#

Thanks that fixed to problem for me as well πŸ˜„

pliant rock
#

I hope they make stuff like this more flexible in the future

brisk notch
median oar
#

Is there any default prefabs to let groups respawn?

iron hollow
#

really wish the snap to ground move tool didn't put things on top of trees

magic oasis
#

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.

magic oasis
#

so i got the guy to enter the static but he doesn't feel like shoot me.. any idea why that could be?

solar shard
#

The basic AI stuff like perception manager is added?

magic oasis
#

It is, yes

#

ahhhhh. hang on.....

#

was lacking SCR_AIWorld but that also has no effect

solar shard
#

And other groups are attacking you?

#

So faction manager is setup

magic oasis
#

yeah, just tested that and they are

solar shard
#

Then I have no clue but adjusting the compartment settings till it works πŸ˜‰

magic oasis
#

i put an unarmed single character on there....

solar shard
#

This could be issue.

#

It’s 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

magic oasis
#

Thanks, i will keep trying

unique minnow
#

the spawn radius on the spawnpoints does not seem to make me spawn anywhere other than on the base point still?

barren heart
solar shard
solar shard
# magic oasis Thanks, i will keep trying

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
GitHub

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

barren heart
#

Wow you've got a lot going on in there all ready, I might have to take a look later on.

distant moon
#

Is just amazing to see the community in action .

pliant rock
#

yes

left lava
#

How to End tasks in OnTriggerEmpty() ?

magic oasis
#

Can you transfer prefabs between projects?

unique minnow
#

Does anyone know why even if you increase spawn radius it always spawns you exactly on the spawnpoint?

magic oasis
magic oasis
slow thicket
#

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.

magic oasis
pliant rock
#

yeah, just try some things out in both components

magic oasis
#

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

slow thicket
solar shard
#

Do you have by any chance still the other manager of the Eden.et enabled?

slow thicket
#

Possibly... How do I disable it

solar shard
#

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.

slow thicket
#

Lol okay thank you!

#

Still I cant get the damn clouds to stay, am I suppose to be editing anywhere other than "Initial State"

zenith void
#

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

exotic reef
#

i've uploaded a small mission called Farm Assault you guys can try out. took 2 days for 5 mins of gameplay lol

barren heart
#

Ahh nice these soldiers seem to know the way to the farm πŸ˜›

exotic reef
exotic reef
zenith void
exotic reef
#

no i mean copy paste your script so we can see what the problem is

zenith void
exotic reef
#

the first line is missing, it should say something like 'class myTrigger : SCR_BaseTriggerEntity'

zenith void
#

already in the tool

#

i think that line is automatically put in

barren heart
#

@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 πŸ˜„

exotic reef
#

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

brisk notch
#

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?

iron hollow
#

did you disable the default manager included in eden

barren heart
#

Yeah I did that and completed it now. Rambo I am not.

brisk notch
random heart
#

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

barren heart
#

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.

random heart
#

(and if some1 has the same problem, it did work : right click on the prefab in the left panel list and "break prefab")

brisk notch
magic oasis
brisk notch
#

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?

random heart
#

is it at night ?

brisk notch
magic oasis
#

I get this far when trying to get a guy from group on PKM

#

Any ideas?

solar shard
#

at what point do you get this? you use the compartmentManager for that?

magic oasis
#

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

slow thicket
slow thicket
#

Mine is at sunset

brisk notch
slow thicket
#

LAT: -7.105 LONG: 75.737

random heart
#

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

slow thicket
#

Yeah I increased the time and it improved

vestal sky
magic oasis
vestal sky
#

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

maiden lodge
#

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)

brisk notch
magic oasis
vestal sky
#

No, I only placed down a defend waypoint over the sentry, added the waypoint to the groups static waypoints and poof it worked

random heart
exotic reef
maiden lodge
#

Oh okay and how I recompose it ?

exotic reef
#

make your changes then click & drag the instance into your resource browser. it will be saved as a new prefab

maiden lodge
#

Thank you ! (That's not very intuitive)

magic oasis
#

Can anyone point me to a guide or info on making a simple move/destroy task?

brisk notch
# random heart you edit the parameters for the time being to disabled the impact of lightning o...

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

karmic forge
#

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

rotund glade
#

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

brisk notch
exotic reef
rotund glade
brisk notch
#

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

crisp rain
#

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...

β–Ά Play video
night jewel
#

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? πŸ˜„

crisp rain
#

Haven't tinkered with loading images but that waypoint is better than the north star

brisk notch
#

where I can find the scenarioID of my edited mission?

crisp rain
night jewel
crisp rain
#

Not a bad plan at all! Definitely serving its purpose out there :D

narrow path
#

Has anyone figured out the ability to place probabilty of vehicles or items yet? is that not implemented atm

sullen talon
night jewel
# sullen talon 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

night jewel
#

Yes as I thought, the LoadImageFromSet method returns false when it tries to load the image

manic cloak
#

Where can I find the SzenarionID of my custom world?

crisp rain
night jewel
#

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

crisp rain
#

Nice man, thanks for sharing the solution :D

vast oar
#

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

crisp rain
#

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

carmine swan
#

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.

iron hollow
#

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

willow inlet
austere cobalt
willow inlet
carmine swan
#

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.

real elbow
#

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

carmine swan
#

is there a specific error you're getting that can provide some more context?

real elbow
#

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

austere cobalt
carmine swan
#

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

real elbow
#

no errors when playing in tools or launching via scenarios lol

carmine swan
#

weird

real elbow
#

just the glass component one

#

that i think exists in the default world

carmine swan
#

devs might have a better idea, then. Ihaven't done anything with dedicated servers yet so pretty limited knowledge there

real elbow
#

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

carmine swan
# austere cobalt I get the concept. You throw an event and add listeners which react to that but ...

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 πŸ˜›

narrow path
#

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?

radiant summit
#

@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 I’d note for these, is may not trigger them being unlockable if there’s enemy presence? It’s 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 patrol…

radiant summit
#

Ok. Killed all enemies guarding, no victory. Destroyed the truck, defeat screen.

EDIT: ah I see it’s been changed to capture the truck, not destroy.

narrow path
#

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! };

crisp rain
#

is this all of the script or is there more?

solar shard
# radiant summit Ok. Killed all enemies guarding, no victory. Destroyed the truck, defeat screen....

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 don’t 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 it’s 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

atomic tree
#

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?

thin ermine
strange raven
#

I know how to change weapon to the model, but i cant customise the weaponry. ( i could find the weaponry itself but i don’t know how to put it on models)

#

Do you guys know how to put it on….?

lean scroll
modern elm
#

i have seen you can move it, may be you can move it benealth the surface or someplace away?

thin ermine
left lava
#

How to add waypoint to SCR_AiGroupSpawner ?

narrow path
iron hollow
left lava
#

AISpawnerGroup in scripts/Gamelib/Genrated/AI/AISpawnerGroup.c

vestal sky
#

It's in like the main flags for objects along with a few other such as "static" or "editor"

solar shard
#

hmpf, having a lot of crashes lately. That said since yesteray, in the editor. Am I the only one?

iron hollow
left lava
iron hollow
#

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

solar shard
austere cobalt
iron hollow
#
m_group.GetOnEmpty().Insert(OnSpawnedGroupEmpty);

for that one i just respawn once the group is empty

barren heart
#

Just reading the patch notes "Fixed: AI sometimes don't see players in very dark area, even from upclose".

vestal sky
#

Had an AI 2m in front of me at midnight and he didn't see me

iron hollow
#

did you try now with the latest patch? it came out like in the last hour

barren heart
#

Had about 30 blufor and opfor makes friends in the castle, the very illuminated castle at that πŸ˜›

unkempt parrot
#

Has anyone figured out how to host a workshop mission on a dedicated server?

#

Seems like the days of PBO's are over

sullen talon
amber tinsel
#

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

β–Ά Play video
fathom merlin
#

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

winter grove
fathom merlin
#

pvp

narrow path
#

are you using the capture and hold as dependency?

fathom merlin
#

I'm not, I originally thought you could make this simply a TDM. Can I still add the dependency?

narrow path
#

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

fathom merlin
#

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

narrow path
#

okay then yeah do it that way

fathom merlin
#

maybe not lol

narrow path
#

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.

fathom merlin
#

tried to add it as dependency and it just destroyed my project πŸ˜„

narrow path
#

welcome to arma always make backups

#

are u able to remove the dependency you added?

solar shard
fathom merlin
# narrow path are u able to remove the dependency you added?

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!```
narrow path
#

tf it cant add reforger files to the project? did u accidently remove it or core as dependency?

fathom merlin
#

no, just added an extra dependency in one project, then tried to open it again and now all projects can't open

narrow path
barren heart
#

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 πŸ€·β€β™‚οΈ

fathom merlin
#

I have removed addon folder with the original project. validated files. Gonna try to restart PC for the second time now

#

still nothing

hazy raven
#

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 ?

narrow path
hazy raven
#

I think so

narrow path
#

yeah using any other image other than the ones u have rn and it should work

hazy raven
#

so i change the images and everything gonna work ?

narrow path
#

]should do

hazy raven
#

Ok thanks i give it a try.

solar shard
#

Really, check the stickies. Your fault is just one possible several with that issue. It’s all explained there several times.

#

There are some things which can go wrong with the missionHeader we all went through

halcyon patrol
#

Is the enfusion workbench tool designed and intended for mission making or are you guys just working with what you've got

hazy raven
#

@solar shard I will sorry for the inconvenience, i will check the sticky messages.

solar shard
hazy raven
#

@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 !

vast oar
#

is there a sample coop mission by BI in the workshop?

#

ah theres one on github, not ingame

solar shard
#

Yes. coopSample. It’s in the sticky too.

vast oar
#

is there a solution to assigning only 1 loadout per spawn

solar shard
#

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.

solar shard
vast oar
#

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

solar shard
#

Not so sure. Read the question several times here but don’t know the answer.

mental cove
narrow path
#

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

fathom merlin
#

@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?

mental cove
#

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.

fathom merlin
#

my US characters just die on spawn lol. Doesn't matter if it's a player or not

steady nimbus
#

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.

sullen talon
sullen talon
sullen talon
fathom merlin
#

it's odd, because the AI was spawned away from that area

sullen talon
fathom merlin
#

thank you, that worked. It was caused by "Penalty Time" in here

solar shard
fathom merlin
mental cove
small narwhal
#

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?

sullen talon
fathom merlin
#

where can I open this menu?

sullen talon
fathom merlin
#

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

sullen talon
fathom merlin
#

I was smooth brained, activated draw debug and now I see what the issue is

#

sorry

crisp rain
#

No need to apologize, we are all here to learn :)

west karma
#

Do any of the examples have a way of doing "slot screen" type groups with set roles and loadouts? Or something close to?

hazy raven
#

@west karma You are the best ! You make a perfect tutorial ! Huge thanks !

west karma
#

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

hazy raven
#

@solar shard I find the issue for my mission, i forgot the (s) in missions.... I am sooo dumb !

crisp rain
#

@hazy raven A few people following my tutorial reached out and had the same problem. Its semi common so dont beat yourself up :P

crisp rain
crisp rain
#

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.

west karma
#

Groups and limited loadouts

#

OR groups, spawn everyone as unarmed and then have squad equipment boxes

solar shard
crisp rain
#

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

vast oar
#

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

west karma
#

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

GitHub

Hi I have been following your Mission Making tutorial and got to the script section for ending the mission. following the instructions when Validating the code i get an error on the "overr...

west karma
solar shard
vast oar
#

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

west karma
#

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

crisp rain
#

herbiie ill check if the script validates on my end in a minute here

west karma
#

Maybe add to the tag manager something to display your loadout with it

solar shard
#

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.

west karma
#

Indeed!

crisp rain
#

I posted on the github issue

ruby basin
#

Hey, does anyone know how I can remove the soviet faction from the conflict gamemode and only have it as PVE?

solar shard
ruby basin
solar shard
#

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

ruby basin
#

Thanks again, Ill take a look at it

barren heart
#

@solar shard Big thanks for making me realise I can rebind exit play mode.

solar shard
#

lol

crisp rain
#

Are you talking about using Esc to access game master?

solar shard
#

my moment of glory between all this Pros here πŸ˜„

crisp rain
#

Also these food usernames and I haven't eaten lunch yet D:

barren heart
#

πŸ˜„

solar shard
crisp rain
#

You can use Y(hold) to access it in game

magic oasis
#

I use Esc all the time to back out of inventory etc. I totally need to rebind that in Enfusion

crisp rain
#

I did a couple of times and left the editor but that punishment helped my brain understand to just use TAB

solar shard
crisp rain
#

oh yeah probably other reasons to do it

#

I should rebind mine to shift+esc while im thinking of it

steady nimbus
#

@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?

crisp rain
#

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

steady nimbus
#

Perfect, thank you, what about green as a neutral unresponsive faction? Same process?

west karma
#

@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

crisp rain
#

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)

magic oasis
west karma
#

Ikr should've followed the guide! Has pictures and everything πŸ˜›

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

crisp rain
#

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

west karma
#

I really wish there was local hosting so I could play with a small group without needing to have a dedicated server

solar shard
#

true true

crisp rain
#

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

west karma
#

Ye

#

Has anyone tried setting groups to be playable? Seen that button but not touched it

narrow path
#

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?

crisp rain
#

Is the folder within your addon called 'Mission' or 'Missions'?

narrow path
#

missions

crisp rain
#

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

narrow path
#

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

crisp rain
#

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

mental cove
#

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?

steady nimbus
mental cove
#

perhaps related, though the icons are still visible when playing

nocturne mist
#

What is a EnvironmentProbeEntity?

magic oasis
digital knot
#

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

crisp rain
#

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!

digital knot
#

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

crisp rain
#

No it opens up a new window for each client so you can tab between them

digital knot
#

I'm afraid I don't understand

#

oooooh might need to install the dedicated server tool

#

that's why nothing happens

fervent fractal
#

Is it possible to recreate missions like Antistasi, Liberation, H&M... in this new engine?

steady nimbus
crisp rain
#

@steady nimbus ---mayyyybe---- let me test something in a fresh mission

magic oasis
#

Anyone feel like giving me a lesson on creating a simple move task? I feel like im smashing my head against a wall 😦

crisp rain
#

Like setting a waypoint in the editor for AI to move to when the game starts?

magic oasis
#

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

crisp rain
#

@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

west karma
#

Can probably merge the scripts from the two or somesuch

crisp rain
#

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.

digital knot
#

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

magic oasis
#

OK, i got move tasks working. Though I feel like i just chucked poo at the wall until something stuck!

crisp rain
#

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

magic oasis
#

oh snap!! so i jst drag the instance to the resource browser to create a prefab!!

crisp rain
#

:)

barren lava
#

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.

crisp rain
#

@barren lava AI haven't taken their drivers ed course yet

barren lava
#

lol, well that's a shame.

magic oasis
#

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.....

steady nimbus
crisp rain
#

Nice, well glad its solved so you can move on to something else now :D

steady nimbus
#

learning curve here is insanely slow lmao

crisp rain
#

We all have different learning curves but the good thing is we also have plenty of time. There is no deadline or rush!

barren heart
#

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 😐

narrow path
#

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.

crisp rain
narrow path
#

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

kind prairie
#

wish they kept the old mission making editor

pale cedar
#

@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.

barren heart
#

@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 πŸ™‚

pale cedar
#

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.

barren heart
#

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. πŸ˜›

pale cedar
#

Well, I guess if turned out as a happy accident

barren heart
crisp rain
#

Nice dude, ill give it a try tonight :D

proud sorrel
#

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 πŸ‘ to help spread to more folks so we can get some more AWESOME missions on the workshop!

https://youtu.be/WNL_oFhlmLU

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 ...

β–Ά Play video
pale cedar
#

@barren heart Thanks man. πŸ‘

lean scroll
#

@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

crisp rain
#

@lean scroll You're copying the script in and the game doesn't end? What specifically is the problem you're experiencing?

lean scroll
#

no the workbench wont even validate

crisp rain
#

Can you paste your script in here, use 3 of these ` before and after to format the code

lean scroll
#

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

crisp rain
#

gotcha, you can skip to the 'game end logic' timestamp as thats exactly where I start adding the script

lean scroll
#

ah you know what this is it

crisp rain
#

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!

lean scroll
#

yeah validates fine now, thanks sneaky! your video is awesome too thanks for all the hard work

crisp rain
#

Hey you're welcome, glad we could solve the problem. and thank you :)

crisp rain
#

@barren heart Mission complete salute 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.

barren heart
#

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 πŸ˜›

crisp rain
#

Overall great starting point!

dense wagon
#

For SCR_CaptureArea, has anyone figured out how to link it to a polyline?

slate garnet
#

Has anybody figured out the equivalent to triggerActivated?

proud sorrel
slate garnet
proud sorrel
#

(Sorry if bad terminology. C# isn't my thing)

slate garnet
#

s'alright, it's really not mine either.

solar shard
# barren heart Yeah will do, spoiler alert I wanted it to be two player coop but some of the co...

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 β€œCoop framework”.

One thing I can’t figure out and I’m hearing from others too, when using @sullen talon coop framework based on the Eden.et world, the tasks won’t 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 won’t happen if you build your own world. It has to conflict with the eden.et as the β€œweather manager” does too btw. That’s why in coopSample everything works flawless I guess. Only work-around is to place a β€œbaseTaskManager” as @mental cove figured out. That way it works in SP but not MP at all.
sullen talon
solar shard
#

@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) πŸ˜„

vast oar
#

@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

magic oasis
sullen talon
solar shard
#

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.

solar shard
#

We are discussing it here on a daily basis since all of us had this problem. But no long-term solution so far.

sullen talon
magic oasis
solar shard
solar shard
magic oasis
#

How can I transfer a prefab to a new project?

solar shard
#

Custom one? There are in the corresponding folders

magic oasis
#

I tried to copy the file from the location to mine but I’m sure it didn’t work. Will check it out again.

solar shard
#

Or just copy my world into your one and jump between the worlds in editor. But that could cause other issues

sullen talon
lean scroll
#

Is there any sort of mission brief/map objective/hints system?

magic oasis
rotund glade
solar shard
# sullen talon Yeah, we used it in the official addon, so it should work and if you want to do ...

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```
vast oar
#

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 πŸ€”

#

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

solar shard
vast oar
#

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?

random heart
#

Could'nt you create a prefab with the said logic ?

solar shard
#

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 it’s 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.

vast oar
#

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

solar shard
#

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.

vast oar
#

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 πŸ€”

#

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?

solar shard
lavish granite
#

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?

solar shard
sullen talon
solar shard
#

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 πŸ™‚

sullen talon
solar shard
solar shard
vast oar
#

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

solar shard
#

Well it’s not as perfect and complex as the Arma 3 stuff we provide but thanks to ex0’s patience we are making progress πŸ˜‚

lavish granite
#

Awesome, thanks!

mental cove
rotund glade
#

Words came out a bit quickly there, but you might still know what I mean

solar shard
#

But I’m no avid coder and no official game designer. So don’t expect too much.

mental cove
#

Ok so I fixed the infinite loading screen, (had a reference to a file i deleted), but still no tasks in mp

rotund glade
solar shard
#

@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.

solar shard
# sullen talon Check the API in the component

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);
    }
}```
ruby basin
#

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
iron hollow
#

did you try delaying the call a bit?

solar shard
#

proud as fuck just to isolate the righ script part πŸ˜‰

pliant rock
solar shard
ruby basin
pliant rock
#

ah, also the size is important, was a very crude one

iron hollow
pliant rock
barren heart
#

@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
solar shard
#

wait two seconds.

  1. where did you put those codelines in. At the end?

  2. 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

barren heart
#
  1. yep looks like GetTimeAndWeatherManager() can grab the wrong manager
  2. I just shoved them in my task assignment section for testing since I know it gets called reliably
solar shard
#

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?

ruby basin
#

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?

solar shard
#

.edds are just renamed .tga actually. So photoshop is fine or just a png sending through a online tga converter is even enough

barren heart
#

@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

solar shard
#

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

ruby basin
#

Thanks again

solar shard
#

ah maybe cause of that "authority only part" if its not gamemod gm return...

barren heart
#
//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.

solar shard
#

lol. I just open the gamemaster and read it from the display. But I did your variant too just to make sure.

barren heart
#

Ahh that is much easier haha

solar shard
barren heart
#

@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);
        
    }
solar shard
#

ah I see

barren heart
#

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

solar shard
#

I totally misunderstood you. right

barren heart
#

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

solar shard
#

in the end this is meant like isServer?!

barren heart
#

@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
ruby basin
#

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

solar shard
#

and did you do it? (right click on them in the workbench -> re-import

ruby basin
#

Now it just says Failed to load then the path, and re-import is greyed out

solar shard
#

@barren heart once again, thank you for your kind support!

ruby basin
solar shard
#

I really dont know then but using another method to get the TGA if its a compressed file format. And you checked the sizes?

ruby basin
solar shard
#

I mean the scale / resolution

ruby basin
#

720x960 and 576x234 right?

solar shard
#

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

ruby basin
solar shard
#

@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 😦
#

If we can get this thing to work I guess we are all happy not to struggle with the weather management conflicts

barren heart
#

Let me steal that component and have a stab at it brb

ruby basin
#

@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

crisp rain
#

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

solar shard
solar shard
ruby basin
#

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?

main tangle
ruby basin
main tangle
#

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.

sullen talon
ruby basin
#

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?

wraith elm
#

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?

barren heart
#

@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 πŸ˜›

proud sorrel
barren heart
#

@solar shard Here's the component, a small but very important section was missing. I understand components way better now though πŸ˜„

#

You can add it to any type of game manager and set its params

solar shard
#

Will look into this tonight. You earn a cake already! πŸͺ

barren heart
#

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.

night jewel
#

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:

lean scroll
#

did you bundle it in workbench?

night jewel
#

yeah

#

these are the bundle files:

west karma
crisp rain
#

@west karma I helped him out and got it resolved, wrong trigger

west karma
#

But I put it in bold 😒

night jewel
#

@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

west karma
night jewel
#

😦

west karma
#

I haven't even actually tested my tutorial in MP... just assumed it worked

crisp rain
#

I'm working on a server tutorial, should be up by friday

night jewel
#

haha sad tho xD I can't test it either because my server doesn't recognize it as a mission xD

lean scroll
#

so not your fault man

#

you updated it i see that

#

thanks for the guide btw its a great resource

solar shard
#

thank you very much for your support!

sullen talon
west karma
barren heart
#

@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.

solar shard
sullen talon
solar shard
solar shard
# sullen talon

Yeah I studied that window. But what IDs? I’m blind πŸ˜‚

barren heart
#

@solar shard try cloudy, rainy, clear and overcast I think

#

Oh and the rainy one has sound when done this way πŸ˜„

solar shard
#

iD == state ?

solar shard
sullen talon
#

I think it's these ones πŸ€” think_turtle

solar shard
#

It’s your comment. So I’m just askin πŸ˜‰

narrow path
#

is there anyway of importing layers to another world at all? Kinda like the merge mission function from A2/3

solar shard
wraith elm
narrow path
wraith elm
#

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.

narrow path
#

yeah ive yet to mess around with creating custom prefabs yet

lean scroll
#

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?

solar shard
austere cobalt
#

Hi does anyone know how the ScoringSystemComponent works? It seems it does not work out of the box.

solar shard
#

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...

slender gull
#

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.

narrow path
#

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

fossil crag
solar shard
#

is it published? its pretty well explained and discussed here. Look at the pinned posts.

crisp rain
#

@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"

hazy raven
#

@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.

solar shard
# lean scroll Just starting off mission making using <@145278694515146752> 's great vid. Is th...

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.

https://github.com/Zealous666/AR_NightOps1985

GitHub

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

deep prairie
#

how do i get gameid for coop mission i just make for a server?

hazy raven
#

Look your addon folder for the file Addon.gproj you will find everything in it.

deep prairie
#

this is what i get GUID 5970B9A395F16FA2

hazy raven
#

Yes i think is the thing you are looking for.

deep prairie
#

the id is the mod id but the game id is different

#

nvm i figure it out

hazy raven
#

Sorry

deep prairie
#

how to u set the mission time starts? and weather

hazy raven
deep prairie
#

tyy

vernal shadow
#

Are there any good tutorials out there on how to setup a custom faction? πŸ™‚

solar shard
#

@proud sorrel I actually learned one thing in your Video 😎 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 πŸ˜‚

lean scroll
#

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?

midnight olive
#

Went to work on a mission I was prototyping last night, met with a nice Illegal read error today vsad
At least WB itself and other worlds are loading correctly.

vernal shadow
#

Also. You dont have to type in the cycle waypoints name. πŸ˜„

solar shard
# lean scroll

Do you have by any chance the hit reg manager in your world?
Check your console output if some managers can’t be loaded due already exists (mostly in the Eden.et)

lean scroll
#

Ok thanks - yes I do have it in the world

solar shard
#

Make a test without it. It conflicts if there is already one. Solved that issue for me.

lean scroll
#

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

solar shard
#

You surely should edit your own instance via β€œduplicate prefab to (…mod…)”

lean scroll
#

I hope i've not overwritten the default prefabs - or are they locked/protected

lean scroll
#

just place the cycle waypoints down and select the waypoints?

solar shard
#

They are locked and usual workbench just crashes when you try to save a locked thing

lean scroll
#

Thanks Zeal

solar shard
#

But always make your own copy to keep your stuff clean

lean scroll
#

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

vernal shadow
lean scroll
#

gotcha okay that makes sense

#

i thought you meant you dont need to anywhere

vernal shadow
#

As long as the waypoint names are set in the cycle waypoint you should be good. It saves a lot of time.

lean scroll
#

oooh so the AIgroup ONLY need the cycle waypoint

vernal shadow
#

Yeah.

lean scroll
#

that makes sense and that does save time thank you

magic oasis
#

but does the cycle waypoint need to be at the end of the waypoints to cycle?

lean scroll
#

from what ive just been told, thats what were discussing

magic oasis
#

oh πŸ€¦β€β™‚οΈ

lean scroll
#

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

barren heart
#

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.

lean scroll
#

thanks biscuits

silent canopy
#

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?

barren heart
#

Not sure about the component but have you tried login in with admin? '#login password' or something like that

silent canopy
vernal shadow
#

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.

barren heart
vernal shadow
#

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!"

magic oasis
#

Guys, how can i delete a mission from the workshop?

balmy imp
lean scroll
#

Nope 😦 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

silent canopy
lean scroll
#

Instead of the cycle waypoint syncing with other waypoints, can it be seen as a β€œcontainer” for the other waypoints which loops?

primal ridge
#

Loadout_Action_SaveLoadout does not work ingame it does not show the option on the arsenal prefab is there some thing i misst?

lunar latch
#

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

lunar latch
primal ridge
#

thanks for the help kapa found it out myself after long intensive testing

magic oasis
#

Oh wow, you really need the task manager above the tasks!

#

another night wasted of debugging that I should have known the answer to

brisk notch
#

hello everyone, is there a way to invite friends to play a coop mission i made without running the map on a dedicated server?

toxic geyser
toxic geyser
worthy glade
#

is it documented somewhere what the AI behaviour is for the different waypoinys

#

waypoints^

lean scroll
#

Can you rename the Managers/Modes/GameObjects without any conflicts? I would like the hierarchy names to be smaller to fit my screen

main tangle
#

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?

mighty axle
#

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)

mighty axle
#

outside the reforger tools folder

#

i lost 100% of my missions and test saves that were saved in the default location

main tangle
#

Yeah I'm saving to a different directory in my Documents folder.

lean scroll
#

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?

worthy glade
#

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

silent canopy
lean scroll
#

How do I create a group from scratch? I would like to be able to exactly fine tune where a soldier will spawn in

visual stump
#

I was going to try and make a mission. Anyone else try to load up eden world and you just have water?

lean scroll
opal jackal
unique minnow
#

is it possible to set one spawn point to multiple factions?

visual stump
#

Appreciate it.

keen torrent
#

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!

lean scroll
#

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

ionic lark
#

Do i need scripts for tasks? Or am i good to go with prefabs?

lean scroll
#

Took me 2 hours to realise it

lean scroll
solar shard
keen torrent
#

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

solar shard
#

Ah. I did some early tests with markers of all sort. One is in my map. But wasn’t able to achieve something similar to the C&H mod. That’s actually the best place to look how it is done.

Would love to learn how you solved the vehicle Respawn system.

keen torrent
#

Will do! Thanks Zeal!

lean scroll
#

Is there a way to place map markers (that are visible on briefing and throughout the game). I.e an exfil marker

solar shard
lean scroll
#

thanks Zeal - missed that message

warm cape
#

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.

solar shard
#

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?

elder stirrup
#

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.

lean scroll
#

Ai getin as gunner in MG nest, use defend waypoint over the nest.

lean scroll
#

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

solar shard
sullen talon
deep prairie
#

waiting for Hearts and Mind mission :/

grand dock
#

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

deep prairie
#

any idea how to stop player from instant death?

slender gull
#

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.

barren heart
#

@slender gull Do you mean the little X markers from the tutorial mission, with distances etc?

slender gull
slender gull
green hill
sand belfry
slender gull
#

Gosh...
It seems to be partially hardcoded.

barren heart
#

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.

slender gull
#

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.

mental cove
barren heart
#

Well damn I was gonna be doing that today, that would be awesome πŸ˜„

green hill
mental cove
#

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

slender gull
green hill
#

that sounds sweet

mental cove
#

or you dont put the name in the taskManager and call a function to create one in code

barren heart
#

@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"
 }```
slender gull
barren heart
#

The servers seem to support versioning so its kinda odd to not see it in the dependencies, reckon it'll change.

slender gull
barren heart
#

Oh god I hadn't noticed that yet. If you don't like that have you noticed this ?

slender gull
#

Sometimes, you just have to fire designers...

magic kiln
#

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?:(

slender gull
#

Eh, How can I make my map targets larger?
I set scale everywhere to 5, but size stayed the same.

grand dock
slender gull
grand dock
#

thank you!

solar shard
#

looks exactly as my exmaple ^^

keen torrent
mystic kestrel
#

how can i assign waypoints or targets to players in my missions so players know where to go?

blazing quartz
#

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.

near vault
#

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

warm pawn
# slender gull Create GenericEntity and add component SCR_MapDescriptorComponents But as you ca...

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 πŸ€”

blazing quartz
#

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

solar shard
solar shard
near vault
#

Thx Zeal, am kinda watching Fodders Utube tutorial, is that gonna be ok or will it take me down bad paths ?

solar shard
#

It’s awesome for a simple Start an we all didn’t passed that point πŸ˜‰

near vault
#

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 ?

solar shard
#

Never tried that out. Give me a shout when you tried it.

#

But I’m not sure there is a lobby system and on the other hand I don’t know how the Respawn works without Loadouts. Give it a shot!

near vault
#

k thx

grand dock
#

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?

slender gull
lean scroll
#

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?

unkempt parrot
#

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?

near vault
#

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) ??

barren heart
#

@near vault Play from camera position ticked?

near vault
#

yes and also play inside viewport

#

ah thx a lot sorted

lean scroll
#

Finally realised when I noticed the height I was dropping in from was changing every now and then

#

Deffo one of these moments

barren heart
#

Ha yeah I think I'd be confused as all hell by that one. Glad it happened to someone else first πŸ˜„

west karma
unkempt parrot
hollow fulcrum
#

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.

magic oasis
#

Don’t ask me why. πŸ˜‚

hollow fulcrum
#

Ahh thanks haha!

magic oasis
#

@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?

solar shard
#

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.

magic oasis
#

Thanks. I need to dig into the task management stuff more.

west karma
solar shard
#

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)

magic oasis