#enfusion_scenario
1 messages · Page 25 of 1
You spelt sheshul wrong
modded XM177 or ingame?
Modded - it's the GAU-5 mod in the Workshop (not mine)
Sheshull Forces?
Ah I thought so. check
thats the one thing I was so much faster now in ArmaR then setting up my first custom loadouts when APEX released
Yeah agreed, although I still get a little confused by the various ALICE pouches etc. but I imagine that'll improve with repetition
Question, I'm trying to place weapon racks and equipment boxes in lieu of an arsenal box for a co-op mission, but nothing spawns in them. What is necessary to get items and weapons to spawn?
Check if it works if you have campaign faction manager prefab placed in
Hi there, does anyone know how to make tasks for a coop mission?
Is there any sample I could take a look or anyone that could help me with the process?
I placed it and something broke, causing the arsenal itself to be empty
Anyone know how to get markers to show up on the map?
Using SCR_MapDescriptorComponent
Or anything really, i just want to have a reliable marker I can position around the map for debugging...
Where can I find the info to Host a Coop mission on a dedicated server Ie. The guid etc.
Has anyone managed to utilise the supplies and loading them into trucks for players to deploy prefabs in their own custom coop missions?
@solar shard looks like objectives are working now 🙂....kind of
Good question :) someone?
I just need to be able to place markers on the map for debugging, can't find a simple example anywhere...
is that a prefab or something you custom made? the loadout selection screen, i mean
has anyone come across a wave respawn for missions, or a way to make round-based respawns for tdm-like games?
There is a wave respawn timer component
Player wave respawn component for players ist there otherwise for AI this is a good start point https://github.com/exocs/Reforger-Sample-Coop
I found the issue(?) The normal prefabs don't spawn anything, but the editable prefabs spawn with everything in it automatically for all boxes and racks
How do I import these sample missions into my enfusion engine
When opening the workbench there's an import option
Thank you
When I create my own prefab by duplicating an existing one, it saves to MissionName\Prefabs...
Can I freely use this in my gamemode/mod?
Or do I need to do any extra steps
is there a way to open a map to move the camera faster in the world editor?
Right click in the world editor and hold it, use WASD + QZ to move, scroll wheel determines speed
the persp button allows you to change to a top perspective, which is sort of a map
Can you pin this?
can we get a small tutorial page attached to the examples?
Did you solve the sizing issue? I'm running into the same problem. I even tried scaling up with entity itself with no change
Hi Team hoping someone can help me, I am trying to adjust the fog in my mission, I have the fog/haze manager and set the parameters I want however as soon as I go and play my mission within the workbench the fog is gone. Does anyone know wtf I am doing wrong?
is there link to tools i dont own arma on pc i own it on xbox
is there a way to download it without owning arma on pc
Stupid question. I just published a mission. I want to now download it and host it on my server. When publishing we don't have a server.json file. How do we pack one in when published? I want people if interested to be able to host my mission.
The server has a -listScenarios flag. https://community.bistudio.com/wiki/Arma_Reforger:Startup_Parameters#listScenarios
My problem is where do I get the information people are putting in their server.json file so I can get the conf information for my made mod to put in my server
Can't wait to check it out!
does anyone know how i can get scr faction control trigger to activate multiple times? for ex: the trigger activates, spawns a unit- this unit eventually dies, and i would like the trigger to become active again
Not quite sure but I believe you have to buy it on Steam to use the tools on pc sadly
I believe @proud sorrel stumbled upon the same in his last video. Don’t know if he solved it.
That’s the Respawn setup in the gamemode and custom created Loadouts added in the loadout manager.
Thanks mate 👍 glad to know I am not the only one
Setting up custom Loadouts is pretty easy. Just copy a character prefab into your project and edit it.
I will include it in my tutorial list which will be added soon to my NightOps git
I had an occurance of no session id in my serverDatajson file has anyone run into this?
Any way to use group prefabs but make them spawn inside a bunker I placed?
Oh from digging in the code, is this a WIP feature?
Seems like I’ll either have to wait until the Eden editor gets remade or more documentation comes out, I’m not interested in adding in new factions/content etc, just making missions, engines a little too uninforming rn
Yes thanks for showing me this Zeal
It's honestly a 10 minute job once you work it out - like building a Matryoshka doll
Anyone know how to make a custom faction?
Personally, my irritation is that I cant spawn individual units
AI only exists on a group level
Just spawn a group and delete the extra units?
yeah ive resorted to that
theres just a lot of stuff that is still not documented for beginners yet, like, how each component interacts etc
create groups with only 1 member. Give them a defend point at the fortification and optional add a compartment component to the fortification where you setup how they use the turrets inside etc
How do I add map objectives
Tasks that get executed/do other tasks in sequence
for players
K
@lean scroll its all in the coopSample from bohemia. Its explained in Herbiies tutorial (pinned here) or useless fodder's youtube video and this, and many more typical features are shown off in my NightOps - Everon 1985 coop mission, where I offer the source code here:
Did anybody try to prezoom the map to the mission?
I took a look at the coop sample but its beyond me, like, how does each component interact with eachother?
I didn’t see any scripts in there either
early access is around 1 week out. That time we needed to learn the basics stuff you just asked for. I guess an eden like editor is years away so better start learning on a developer tools level right now to achieve even greater stuff in just weeks. Just my two cents 😉
there are some scripts in it. Either attached as a userScript to the game logic entity or at the trigger etc.
Oh okay
I dont see Herbiees thing pinned
To be honest im a person who learns with a human there explaining it vs simply piecing apart and reading
https://github.com/Herbiie/ArmAReforgerMissionMakingGuide/wiki/1)--ArmA-Reforger-Mission-Making-%7C-Getting-Started
Than give useless fodders video a chance
I’ve watched his video, I didn’t see the objective part
Thank you
Ill have to watch fodders video again
Im writing down a tutorial right now about some more specific mechanics about the NightOps map. Tasks, vehicle respawn, custom Loadouts, stable weather ssystem etc. But this won’t be published before next week.
Alright
Im coming from someone who doesn’t work in game engines, only wanting to make scenarios/etc from the assets BI already gave
So, I don’t really know much about components and how to reverse engineer this kind kf stuff
I do know C# though
@solar shard first of all, thank you for your mission. It help me alot to understand how things work. But still strugling with tasks. Tried to do copy of your secondary task 2 but can’t make it work. But anyway it is very much helpfull ❤️
Hey thx. As stated in the mod description published, the task system is very glitchy right now. Even stated by @quasi jay that it has issues and needs a total rework for MP. But luckily, @mental cove is developing one right now and we all hope he can get it to run.
At this point I just replicated voji‘s task from their coopSample. Sometime it works, often not. Definitely not in MP most time. So don’t struggle with that too much.
There will come two more missions next week with the tutorial showcasing some more mechanics to copy like a dynamic vehicle Respawn with wandering respawn positions. My goal is to complete the NightOps mod with total of 3 missions showcasing the most (basic) coop stuff and it will be followed by a tutorial explaining those specific stuff.
Sounds amazing! Will focus on enviroment and AI until then. Thank you!
any tut for dynamic ai spawn?
Sorry, but this is misleading. The task system works correctly when used correctly. But to use it correctly, it's very difficult and not very modders friendly, sorry! 😦
Will it be modder friendly 😂
Im very sorry i Said that in the wrong way. Actually that’s new to me. I was tagging you in the hope you say exactly that. So no one of us were able to set this up correctly for MP then. I really wish we could get a very little tutorial how to set it up MP friendly. Right now, most time it doesn’t send it’s content over network and just shows the default values.
The simple thing like finishing tasks via trigger, create tasks in runtime via trigger etc and most important to set it up MP friendly is the one thing Joey malley tries to setup since days and no one of us solved it.
I for myself abandoned that tasks stuff some days ago and concentrate on other mechanics since it killed too much of my spare free time without a progress.
A total rework is a bit of an overestimation of what im putting together, just making a few wrapper classes and calling things in a different way really. And it all works in sp, and in mp fine if you have everyone on the server before you create the tasks.
Well speaking of this specific channel here #enfusion_scenario the one thing next to the basic stuff (setting up a mission, adding WPs etc) everyone is asking every hour is how to set up tasks properly. So I guess this is awesome @mental cove
I don't have Tasks in mine
As said, once Joe Malley has released his "framework" and I was able to implement it, I will write a tutorial about exactly that.
Going to try and work them out today 😛 that and maybe adding vehicles (which could be very easy idk)
The editor play button has a "play from camera position" option, but can I use it and spawn as a game master?
@solar shard Did you just make your SCR_CoopTaskManager from scratch or did you copy a prefab and edit it?
its based on the _base
so basically from scratch
Wow the AI is stupid, setting a patrol route is almost imposible
you can always when testing out of the editor press esc and play as gamemaster
It's time consuming ngl but put more waypoints, reduce radius. AI setup was easiest thing for me so far.
The fact that you can reuse waypoints between groups is really cool.
I’m looking forward to using that too create more dynamic ‘actions on’ behaviours
I think that's saying more about the complexity of everything else than the ease of AI setup 😛
I have placed a Vehicle Maintance station how can i let a car spawn there? tryed adding the vehicle spawner component but did not work
There is a setting for increasing the witdth of the AI path, haven't tested if that helps in any way?
Can you get all your projects open in the workbench at the same time?
Don’t think so. But you can of course manage several worlds in one project
Thanks man!
Is there a roadmap for early access what features to expect? I saw some vehicles in the official custom sample master mod for example or the disabled destroy furniture feature. Wondering if / when features like NVG, tracked vehicles etc are coming. Expecting to be months away Ofcourse.
anyone has height map sample i can use?
because when i load my height map seem like nothing change..it remain flat
Theoretically you can get one from https://terrain.party/
#enfusion-terrain-makers asked?
oh wrong section
hm, i got a weird problem with the arsenal prefabs. i got a faction manager placed down and configured. i place down a full arsenal box, i test it in the editor and it works (even the custom arsenal preset works, i added the rolled up BDU and all the PASGT helmet variants). i close the editor, load the world again and it does not work anymore, all the arsenal boxes are empty. same thing happens after publishing.
Hey all, I was able to make a successful mission following Useless Fodder's video. Thank you so much for that @proud sorrel I am curious though, I have my GUID that comes with the MOD but how do we get the game id part that goes in front of the conf line so I can add it to my server? How do we pack a server.json file into the bundle? Do we add it to the bundle and then rezip it and then publish?
I just realized, it would be nice for people to leave comments on your mod to see how you can better it than just seeing a "like" percentage 🙂
What should the "Game Mode" field be for Game Master?
In the basegame Gamemaster mission its "#AR-Scenario_GameMode_GameMaster"
I just made a script it does work in the editor but not on a server. If we can solve the issue we have a solution 😄 (Simple Marker ) #enfusion_scripting message
Thanks dude, I will take a look after work!
Maybe you are trying to modify some core data (packed, lock icon) - override such items in your mod and then use those 
yeah should work. its the ID for the language stringtable. if there would be a different translation for "Gamemaster" in different languages it would be the correct translation automatically depending on the language you set in your game
Anyone got a link/info on creating custom loadouts?
what are the keyboard layout for workbench? i cant wsda to move
Right click then WASD
ok thank you
ty
Ahh alright thanks a lot!
hm, im not sure, just placed down one of the arsenal presets, i did not modify it. interestingly it works in a new project, even if i do the exact same thing. i´ll compare both projects, maybe i can find some difference.
ok thats interesting (maybe, im not sure 😄 ). the only difference i was able to find was that the arsenal prefabs and the faction manager were in different layers i created. now i moved the the arsenal prefabs into the same layer and it works without a problem. should that be a thing? is the order of the layers important?
Any ideas which component I edit to remove starting weapons from the loadout?
Want my player to spawn with no weapons
Order of/in layers can force order of initialization, so yes, managers should be before other dynamic things ideally :\
order as in order on the list? or the IDs (order of creation)?
If alphabetically it would be nice if we could use numbers in the names.
This is awesome, it works great, except for one thing, I want to use the AISpawnerComponent to make waves of enemies spawn every X seconds, but for some reason the component won't allow more to spawn, it also won't allow players to respawn if they die, or if they aren't in yet when the ai spawns, thoughts?
Basically curious if you know what in the script is blocking new spawns, and if it would be possible to turn it off.
You will need to implement your own logic, it is just an example of how to approach it 🙂
The order in which you see them, yeah
Never mind - there is an "unarmed" character already built as a prefab.
now how to make prefab characters playable
I'm being dumb, I just need to add the unarmed character to the loadout manager and then remove the others, so they can only respawn as that.
@sullen talon is there an easy way to set tasks as complete via script? So could I have a custom trigger that sets a task as successful?
I notice there's getTaskState in your mission, is there a setTaskState??
@quasi jay will know more 🙂
GetTaskManager().FinishTask(myTask); 🙂
@west karma have you by any chance find out how to create tasks midmission? Still cannot find out a way that JIP see the tasks in my server
Not at all sorry haha
I've forgotten how I added the tasks in the first place 😄
Curious, I have the time and weather manager in. Have weather states. I am just trying to make my mission start with raining and dark/dusk and become morning as time goes on. I am trying to set my initial day time but it looks to either be night or day. So strange.
Maybe it’s conflicting with the one in base Eden.er your map is probably based one. I can recommended the force weather component you find in my NightOps map. It’s based on ex0‘s C&H variant
Perhaps you are duplicating the TimeAndWeatherManager? See Zeal's note 🙂
Has anyone figured out how to enable selecting the group/company name in the spawn menus?
I know they can be changed in the faction manager, but how do we allow players to pick their callsigns?
If you have named the task, say, task1 in the World Editor, can you reference this in a script? So would
GetTaskManager().FinishTask(task1)
work?
SCR_TriggerTask task = SCR_TriggerTask.Cast(GetWorld().FindEntityByName("trg_secondaryTsk_2"));
GetTaskManager().FinishTask(task);```
I tried this in different variants but always got a pointer null.
But now when I think about it, maybe it was no triggerTask class, I used. Will check when I’m at home.
Thanks, I had seen that but wasn't sure how to impliment it. I do have two time and weather. I adjust the duplicated one and it adjusts stuff but it doesnt look like time goes by.
Well my solution is to NOT use another weather manager since one is in the Eden.er which resets itself uncontrollable. And then instead, I add the force weather component to my gamemode.
LOL
thats good to know, thanks 😉
Thanks man I will try that.
It still needs ONE weather manager to inherit. So make sure that indeed one exist (Usual the default one in Eden.et)
I appreciate it.
Can you do the equivialnt of a sleep? to delay something
See this method: GetGame().GetCallQueue().CallLater();
Is there any documentation for that method?
Mkay, added basic tasks to the tutorial:
https://github.com/Herbiie/ArmAReforgerMissionMakingGuide/wiki/4)-ArmA-Reforger-Mission-Making-%7C-Extras
this is what i need
@west karma Thx for a very well laid out and explained set of tutorials, that's a lot of work you have done and it is very much appreciated
Only thank me if it all actually works in MP 😛
lol well we will see, we needed a good intro to it and that certainly gets us started
@west karma yes thank you. Do you have anything regarding server.json? Useless fodder video really helped get my mission started but I cannot figure out for the life of me the proper gameid for use on my server conf line.
so a missing element to that is setting up a player orbaty, lets say a command group an d a couple of squads, with preconfigured roles/loadouts
Nope, don't have a server
On the to do list, but it looks like it won't look the same
dont you have an mp enviro to test your stuff on ?
As much controversy there is over 2042 it would be sick to have on the fly mission builders/scenarios without needing to spend hours.
i played about in the factions manager but to date only see 1 group in the respawn gui screen
Nope
ok well to give u access to ftp and a server isnt an issue, but... the ball breaker is being able to edit the json file on the fly to add a sceanrio to test, eg #missions type of functionalisty
Where do we get this initial conf line for our server? I mean sure I have the missions/name.conf
Atm am happy letting other people do the MP testing for me 😛
@visual stump I just followed the tutorial for the server configuration on the wiki, it worked for me out of the box, didnt even need to set up firewall rules
MP is for nubs, real OFP mission making veterans play solo (spending days testing their own mission)
The way will likely to be to build up the menu from the ground up
So far, when the mission ends I have to restart my server to start again. Am I missing something or is this limited at the moment. For reference I am hosting Night Ops
Thats true for now :(
Anyone experimented with triggered music playing....?
My apologies, I guess I missed that wiki since I was following Fodders video. I will go look up the wiki. Thanks.
https://github.com/itsSchrobo/awesome-arma-reforger take a look here. Complete server tutorial.
Found it here: https://discord.com/channels/452035973786632194/975861303270862898
Check the toilet flush :)
cannot recommened that till I re-implemented the tasks 😉
Devs, are you guys planning on making the task framework more accessible? Or just relying on modders
I can tell you we had a lot of fun. 😊🙏
Thats awesome to hear. Mission 2 and 3 of this mini-campaign are allready in production but right know I will finish the task system of that first mission.
The timeandweather manager advice is great - I was wondering why the missions was so easy to test. It's because nobody was shooting back at me!
followed step by step, when I open the world I can't find the game mode, any idea?
can confirm @west karma 's system has worked for me with a basic seize task. SP only test. Thank you
@steady nimbus did you change the name of the script when saving? I did and it didn't work, so saved with the exact same name as per the tutorial
And then it worked
Hey,
I was able to make your script to work with few modifications to complete tasks.
SCR_BaseTask task = SCR_BaseTask.Cast(GetGame().GetWorld().FindEntityByName(objectiveName));
task.Finish();
GetTaskManager().FinishTask(task);```
I think issue was that you were missing GetGame().
same name, same folders, same capitalization
love you already. mind to explain that?
Edited my original message.
I am 99% sure issue was:
You were missing GetGame().
well and to get the correct task class I guess. EditorTask etc
I will give it directly a shot
Also, I just changed type to SCR_BaseTask so it can accept any type of base task instead of editorTask.
Eg. TriggerTask, CustomTask
Ah I wasnt aware that this is the parent class. I was just checking which of my task need which class but thats awesome
but just to understand... in your code you shows me still editorTask
so you just changed it afterwards? I will do that too. That makes so much sense
I didnt edit my code snippet, let me do that so its fixed for future referencing.
well but it works. just tried it out
I appreciate your help. Thank you very much.
Now all whats left to solve is why they most time not appear in MP
Yay, if you delete out your addons folder or where your project was being created from you are toast right? I mean we cant take down a published one and keep editing?
Oh, Do you RPL commands to server?
Because they can only be completed on server side.
I was testing an error and didn't even realize where the files were stored originally. FUN 🙂
the issue is, they dont show up correctly in the beginning. Icons dont appear on the map and in the name / description there are the default placeholders. The task prefabs of course have the rplcomponent added.
thats how they usual appear when launching the map via dedicated server.
Can confirm. Also, for me as the first to join it was middle of day. For next guy it was night.
How about third guy?
Eg. Its possible server only set day and it defaults to night on clients.
Or vise-versa.
When I left and came back it was synced. When I played through a second time there was also no issue.
Do you have link to repo?
yeah mom, commiting right now newest version
Will check it soon,
I was about to finish off one of my scripts, but do you know how to get Entity name from component.
sorry no. Im still struggling with understanding the class based syntax and request support all the time.
😛
Yeh, This IDE doesnt make it any easier.
Its super hard to find out all data that class holds.
Example, GenericComponent only shows few functions.
speaking of that. Has anybody figured how let a trigger only run one time? Is there some sort of "deleteVehicle thisTrigger" in the onActivate script necesary?
I dont understand last part.
But you can either have simple bool that sets false once used to prevent more uses triggers.
Or you can destroy whole trigger. I did this because I wanted to also delete object from the world.
the last part is meant like destroying the whole trigger. How would you achieve this?
I am still working on MP solution, but this works in SP/as a host:
SCR_EntityHelper.DeleteEntityAndChildren(GetGame().GetWorld().FindEntityByName(entityName));
Tested quite many languages, but seems like you can use nim to highlight this new scripting language. 😄
works fine, thank you. I friggled a little bit more with the rplComponent of the tasks, really courious if they work now in MP but im not at the gaming station right now to test.
DeleteEntityAndChildren can only be executed on server.
Thats why I created new class to handle RPC to make it work in MP.
WIP
{
[Attribute("", UIWidgets.EditBox, "Objective name", "")]
protected string objName;
[Attribute("", UIWidgets.EditBox, "Objective description", "")]
protected string objDesc;
[Attribute("", UIWidgets.EditBox, "Objective title", "")]
protected string objTitle;
void CollectItem()
{
Rpc(RpcAsk_CompleteObj, GetOwner().GetName());
}
[RplRpc(RplChannel.Reliable, RplRcver.Server)]
protected void RpcAsk_CompleteObj(string entityName)
{
//Send hint to all.
SCR_BaseTask task = SCR_BaseTask.Cast(GetGame().GetWorld().FindEntityByName(objName));
task.Finish();
GetTaskManager().FinishTask(task);
Rpc(RpcDo_CompleteObj);
SCR_EntityHelper.DeleteEntityAndChildren(GetGame().GetWorld().FindEntityByName(entityName));
}
[RplRpc(RplChannel.Reliable, RplRcver.Broadcast)]
protected void RpcDo_CompleteObj()
{
SCR_HintManagerComponent hintComponent = SCR_HintManagerComponent.GetInstance();
hintComponent.ShowCustomHint(objDesc, objTitle, 10);
}
}```
Did you by any chance did find a way to create / unlock tasks midmission in runtime by trigger instead of all shown at the mission beginning? Thats the last big part im struggling with.
Havent yet work on that.
Who was that guy working on Objective/Task system API?
@mental cove
Do you know latest status of that project?
yeah he just asked my to join his server for testing purpose. So I guess he's making progress but I wasnt able to help since im just at my work mac right now
Uh oh, my script made game not feel good.
has anyone else lost everything even after saving and closing workbench like the project exists but all layers are gone like the world and everything in your saved folder?
not really but sounds like your meta files of the layers are gone
Ah fuck yes, my script has the filename in doesn't it
Does a find and replace SCR_HerbTaskManager with your filename
Hell yeh, found way to get entity name as component.
It should now work in MP. 😄
Had to set parent class to ScriptComponent because it has GetOwner().
Anyways, going to check your project now.
So when i load the eden.ent terain it does not work properly i can only see a white outline of the map anyone else had this problem. Even if i "tp" to object that are supposed to be on the map it does not load
its m_01 btw
Umm...
Here is my porblem the world does not seen to want to load
jap its a merge error since I moved some scripts into another folder. I will re-upload the whole git
they are still referenced in the meta
Anyone have a notion of how to make a game mode like counter strike "defuse bomb" with a round based system and one life to live per round?
To do second part of that, you just spawn players as spectators when they die and once round is over you just force spawn them again.
Interesting, I haven't seen the spectator thing
Even better, I can move players to a goofy play area, unless I can use spectate to force them to watch 1st person
I could make a mod to display the round info on a screen in the play area, that'd be sick
That should be possible with this new UI layout system.
any way to place the unit in the tower, not on the tower?
here we go. uploaded it completely again:
So, which task should be only visibler?
Through editor. Shouldnt that be player-hosted?
editor and scenario (ingame) works fine. but when playing via dedicated in a real mp / coop environment, they are just empty
Anyone worked out how to set the imageset for a mapDescriptorComponent?
joe malley mentioned that he believes, it only works well when tasks are initialized AFTER all players have joined the server but thats just what I heared. I have really no experience in that
I know which Quad i want to use, but I cannot choose the imageset
all tasks have rplcomponents etc but it seems like either, I havent set up them correctly or the class needs an overhaul to broadcast itself
I think that might be because of this.
Right now trying to figure out how to run dedicated server. 😄
@native monolith was so nice to test the dedicated stuff for me since I hadnt the time to setup one by myself the last days
https://github.com/itsSchrobo/awesome-arma-reforger btw is a good source for setting up one
maybe @quasi jay can elaborate that a little bit for us for better understanding
Based on comment, it should only affect editor mode.
But, you cant never trust just comments in script.
Here the repo for KOTT thanks for all the help 😄 https://github.com/devinSpitz/KingOfTheToilet @sullen talon gave you credit cause i got some scripts from you and you helped me some times here 😄
Thanks.
I think this should be standardised format for MissionHeaders.
Because you cant remember all addon ids, else we are going to end up like this:
{1C7C31ACBB314DCF}Missions/MissionHeader_1.conf
{1298YFEHO0H82312}Missions/MissionHeader_1.conf
{FDSHUO8123JJDGFD}Missions/MissionHeader_1.conf
{FA089U212J1298321J}Missions/MissionHeader_1.conf
You can't tell which mission is which when putting it on the server I think
ok, fair enough.
never saw that from a server standpoint.
{7413AC94034AF2BC}Missions/nightops_everon1985_1.conf here ya go
am I crazy... i could have sworn that I saw the prefabs of the conflict buildings, when they are just that blue transparent preview but now Im looking since an hour and cant find em
has anybody figured out how to adress the "visible" flag of an preplaced entity? thinking of a way of "hideObjectGlobal"
Got this error when trying through scenario.
Also, I added Print to init of CoopTaskManager, seems like it never gets called on server.
Strange. 🤔
Also, I tried to attach debugger to server, but wasnt able to.
Dunno if there's tutorial somewhere.
those support class is from their eliminateTask. Did you tried it several times?
its a task / class their wrote for their coopSample I guess
Anyone familiar with looking at our logs to see why a mission might not have loaded from the server?
My mission load fine from the workshop to play
weird issue. When I try to drop GenericWorldPP_Default into my world, the editor hard crashes without and error, everytime. Any suggestions? Sometimes I don't even get as far as dropping it. The editor will also crash when that entity even shows up in the resource library.
Yeh, i had same issue.
Its optional so I just skipped that part until its fixed.
Gotcha, Thanks Solid!
So whenever I try to do anything with the navmesh file (CTI_Campaign_Eden.nmn) including reading it or selecting it in the Navmesh File field in the NavmeshWorldComponent in SCR_AIWorld the editor crashes. I think this is also the cause of a crash if I try to open CTI_Campaign_Eden.ent. The crash.log file shows: Program: E:\Steam Files\steamapps\common\Arma Reforger Tools\Workbench\ArmaReforgerWorkbench.exe Reason: Access violation. Illegal read by 0x7ff68b30fd9d at 0x2678517d1b8
sometimes when publishing I dont get a scenrioid, why? I am very confused
Just tried purging the Arma Reforger Tools regedit records but that didn't help.
https://streamable.com/tzsxo0
Any idea why they didnt move with the vehicle ?
I don't think AI driving is implemented yet.
ah
And they can be gunner and fire with the vehicle weapon ?
That I don't know, but it should be pretty easy to find out.
ok thanks
So to clarify, I get the crash when I follow these steps and press Ok at the end: https://github.com/Herbiie/ArmAReforgerMissionMakingGuide/wiki/2)-ArmA-Reforger-Mission-Making-%7C-Creating-The-Mission#adding-ai-world
Although I'm looking at the CaptureAndHold scenario right now and it isn't populating the Navmesh File field so maybe it isn't needed. I'll proceed assuming it isn't and see what happens.
Wait a second, CaptureAndHold doesn't have AI does it. So I can't really conclude it isn't needed for a scenario with AI.
So I was able to load GM_Eden.nmn, so at least that works. I have no idea why I am unable to load anything inside ArmaReforger/worlds/MP/ though. Any troubleshooting advice would be most appreciated.
Would it be in bad taste to reenact that time, in the 80's, that a dozen retired rangers smoked 20+ Crips gang members in LA?
is there a way to make AI force path 0 or hold position?
Bad taste is quite tricky subject. Its just how people intercept things.
Special forces eliminating enemies? Most thinks thats ok.
Retired people who became vigilantes? Dunno.
I tried to lookup the subject, and google gave me no results with multiple different search combinations.
So I think its quite niche global knowledge as I hadn't heard about that before.
So what had happened was, late 80's. Army ranger gets out the service and buys a house in LA (Why). Gang shit goes down outside his house and he regularly gets in peoples face about gang shit going down on his front lawn and calls the cops about all of it. One day, they threaten to burn down his house and shoot him so be calls up a bunch of his buddies that got out of the service and (probably) asked them if they want to get into a gunfight one more time?
Anyway, 12-15 army rangers, fresh-off the irons have a BBQ with a something like four guns to each man and enough meat to feed an army. They eat like kings and when the sun goes down, the shooting starts. Anyway, 20+ KIA gangers and a few wounds to the rangers but the chief of police was PISSED!!! Anyway, no one ever touched his house again.
Best part is the owner of the house had a .357 magnum backup gun. He had a magnum as a backup. "Who's the gangster now, bitch?!"
Combat missions is quite different than just shooting people on your streets.
One of them has legal rights to shoot.
Is it possible that they killed innocents? Doubtful, but possible.
Did they danger public safety with shootout and damage innocent peoples property? Yeh.
Personally, glorifying/recreating shootouts in civilian settings is personally no go.
Not exactly. But giving them a defend waypoint helps since they don’t react on you as long as you are outside of the WP circle (they still shoot at you when they see you but hold position)
You could also create custom AI task that has delay built-in.
What das that help in that regards?
Yes. Give em a getInNearest waypoint and only tick the Gunner position in the WP settings
Dont understand exactly but this gave me some stuff to think about it. Right now it’s struggling that AI on move / patrol WPs leave their cycle route and hunt you when they hear you shooting kilometers away. Not sure if it’s intended and the enemy is radio em but it’s disturbing often.
I was experimenting with blowing a car up. 5 minutes later the AI turn up having left their patrol route and scared the crap out of me! I mean, they would come and investigate I guess but if it’s intended or not is anyones guess!
I'm having an issue with the navmesh not propagating into bunkers. I think the space inside is too small and is getting marked as not traversable in the navmesh. As a result all my bunker groups end up standing on top of the bunkers. Is there any way to force them to use a different navmesh? That way I can use my custom navmesh to allow other groups to maneuver around barricades and whatnot but my bunker groups will use the default game navmesh which will allow them to stand inside the bunkers. Here's what it looks like currently: https://i.imgur.com/kxqMxc8.png
You could make the waypoint prio until a player is near enouth that you can say its fin when they hunt. With a trigger as example :) thats what i gone do now propaply until i find something better :)
well in arma 3 i solved that sometimes to have groups on careless in a big trigger area and only when a player is inside the trigger area they are aware etc. so they dont go on adventures when c4 explodes kilometers away. same approach somehow
do you mind to share the code how you change a waypoint to be not on prio via trigger?
Dont mind when if done it xD maybe today :)
I managed to come up with a fix. I created a copy of my world, deleted the bunkers, and then generated a navmesh in that world. This created a navmesh that took into account everything except for the bunkers. I then switched back to my original world save and selected this new navmesh and lo and behold the bunker groups were once again inside the bunkers.
This feels kinda hacky however. It would be nice to be able to flag certain objects to be ignored by the navmesh generator. That would work much better I think. Either that or give us more options to force the navmesh generator to place meshes in certain places.
Do you know i filtertype for a trigger that makes sure its a player? ChimeraCharacter also is ai right?
Yeah I remember that herbiie provided a userScript in his first Tutorial which does exactly this. So attach the script to your trigger and it assures that it fires only by alive players
Im at phone Right now so can’t give it right now
Should that not be just a filter?
Nope. Ex0 said you have to do that afterwards. The filter must stay chimeraCharacter
hmm yes the alive thing xD but thats not realy nessecary cause if you dead you where already alive on that spot xD
ok 😄
Yeah it’s just another parameter. But just look into that tutorial #2 of herbiie. It’s pretty easy.
Here ya go:
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Ah it was actually in his 2nd tutorial:
https://github.com/Herbiie/ArmAReforgerMissionMakingGuide/wiki/2)-ArmA-Reforger-Mission-Making-%7C-Creating-The-Mission
also found it its not a problem 😄 but thanks anyway xD
As far as I can tell, all you have to do now is find out how to address a static waypoint and change its priority flag
@west karma can you add a license there? otherwise it impossible for me to use cause its copyrighted xD
Not a problem im already doing it xD
struggling with custom factions and loadouts
getting this error:
Function: 'Get'
Stack trace:
scripts/Core/proto/Types.c:353 Function GetRandomElement
scripts/Game/UI/Menu/GameMode/SCR_RespawnSubMenuBase.c:293 Function QuickDeploy
scripts/Game/UI/Menu/GameMode/SCR_RespawnSubMenuBase.c:212 Function OnMenuUpdate
scripts/Game/UI/Menu/SubMenu/SCR_SuperMenuBase.c:22 Function OnMenuUpdate
scripts/Game/UI/Menu/GameMode/SCR_RespawnSuperMenu.c:101 Function OnMenuUpdate
Can’t speak about custom factions but custom Loadouts are easy to achieve. Maybe try it first?!
its a factions issue
I cant get any loadouts to work my faction
Oh Check. Sorry but never friggled with that yet
Characters.
Just dublicated character prefabs into the project and edited them with new names
I am looking for confirmation by a BI dev responsible for mission making on this:
You can not move or delete existing objects from any of the parent scenes (e.g. Eden.ent) for your mission (e.g. CustomInheritEden.ent). I have not seen info about it pinned yet so, I want to put it at least on the biki. But I'd like to be sure there is no intended way to do this right now.
This is correct, you cannot delete any existing objects from any of the parent scenes.
Do you know why i dont get the parent Waypoint? xD
I try with parent and owner both seem to net be what i want xD Does parent mean Main Component?
Where is this component attached to? That’s afaik the parent.
No component the trigger has all the functions 😄
Ah direct cast from the parent not find component maybe
is this going to change in the future? seems like a pretty big limitation
Why not use getWorld EIentity getItemByName bla and find the preplaced named waypoint?
I am not the person to answer this, some engine programmer would have to share their insight. Maybe @rich niche could shed some light on this?
Cause i dont like that you should be just able to copy paste the waypoint 😄
just thinking out loud, but aren't layers just a delta applied on top of the existing world? why can't there be "negative" layers that delete or edit the base world in the same fashion
But the parent itself is null wtf? xD
it looks like if you select the slot entity, then drag the prefab for the gun into the rack. it will place it in there for you, so i guess. just drag all the weapons you want into the rack once and save it as a new prefab?
equipment boxes are filled with tickboxes under SCR_ArsenalComponent
Finished 😄 Its easy now. Add this scripts recompile. After that on your waypoint add an RLC_PlayerTriggerPrio as child set the parameters you want and add a Hierarchy Component. Than it will set the prio when the player is to far and remove the prio if his near 😄
as example 😄
I could take this in my upcoming tutorial of "special things". Will credit you ofcourse
Thats fine yes 😄 i now making a missions that has randomized spawns etc. to make it more interesting to play 😄
Is SCR_WaypointAreaMeshComponent needed for waypoint to function properly or used only for visualization?
Does it may need to be set only from master RPL ? Cause of network stuff? than it would need a RPLComponent as well
hm having a hard time to att the RLC... doing it via CREATE and dragging it into the world causes an engine error that he cannot hook it to a child... I guess because its needed to be a component? Or should I just add it as a component to the waypoint?
No its no component its under the create tab
yeah, but when placing it in the world it causes errors. Dont know if this solves itself once I moved it then as a child to the wp
Yes it will go away when its a child 😄
Error is: RLC_PlayerTriggerPrio cannot hook to the waypoint, it is not a child of SCR_AIWaypoint!
Self explaining? xD
im not sure if its need to get replicated 😦 i think maybe yes so i would need to do a little bit more xD
so basically, you add this to EACH waypoint with its own stuff. Sounds like a lot of trigger queues for me. Why not just place one trigger (not as a child) and give im the names of the waypoints alltogether he should change?!
(speaking of cycle patrols which several waypoints)
Yeah if you want to make mutliple waypoint for one trigger yes
the thing is, I like to try to use as few triggers as possible since every queue is pressing performance as we all know from Arma 3 times ^^
But that would mean its also not that accurate. If you make like a patrol trouth the hole city when its ok for the ai to just ignore it? One trigger over the hole city?
so I would just place one trigger covering area of all waypoints and when the player enters this area, I would change all waypoints to "no prio" in one step. Do I miss something here?
yeah you are right about that too. Maybe we need both for diffeerent situations 😄
gimme an example: in my nightops map I have a very short patrol. That would be a waste to use several triggers...
yes it would be xD
every trigger is more queue performance... even when I set the triggers to 5 seconds interval to make a little bit more random reaction time to that.... I would like to have just one trigger covering the whole area and to add infinite wp names via that trigger
Ok So it eather prios the parent or all children? would that be a solution?
Than it could make both just depends on what the hirarchie is xD
that is a cool idea. Making the waypoints its children and changing all its children instead. That way you could either place all WPs to change as its children or just one by one in your big city scenario
you are a genious 😄
Ok will do that 😄 give me some time 😄 i also do the rpl stuff. that would mean that every waypoint and the Trigger would need a RPL component. with that i can make sure only the master(server) sets the prio
yeah and a hierachy component for the waypoints. But that could be done manually and explained via tutorial since on the other hand, you would had to make a prefab for each waypoint again
yes is there no way to say that a component needs another one?
keep in mind to make a failsave if there is a children without the prio flag (like a cycle waypoint) too
lile Require....
oh dont know
We need to find a good way of storing all these good tips and tricks for the ones that are just coming across in single discord messages
The pins haven't been updated in days
We have good GitHub resources but we will end up duplicating work
absolutely. isnt @round goblet or someone managing the biki?
I'm not sure to be honest. Can anyone contribute to the biki?
You can always check #community_wiki the good people there will update the wiki for you
feel free to contribute, I can give access to anyone interested
biki is super annoying to get updated and not every content is welcomed in there
I'll make link to this list to biki 🙏
I can
how can I prevent AI from disembarking the vehicle I wanted to have one guy sitting in a BTR turret.
But when he spots enemies he just disembarks.
Agree with this. Especially for newbie / less skilled content creators (I.e me / most creators) and those just starting out
(trying to find a way like HideObjectGlobal)
My idea is to use the conflict game mode and edit it. I would like to do a capture island but with a small group say less then 10. No pvp so only two factions. Is there a way to do this and customize the capture areas defenses?
I like all the leveling up and resources aspects but want to make it more pve
Would love the idea of that too but I'm sure it's no small feat. Definitely doable though. Just need the skills.
Is it possible to disable third person in the editor?
Is there a way to get access to the conflict file? I know the logic is accessible through workbench but want to start with an example
I am sure I could do it from scratch but would be quicker I would think by removing aspects
Which conflict file?
Eg. Game settings, Mod settings, custom config files, etc.
A sample scenario I guess that I can edit
Some thing I can download or access to put into workbench and edit
Maybe we already have access to it and I just don’t know that’s why I had the question
It’s not a mod And his baked into the game so I assume I needed to figure out a way that I could edit that game mode or set of files
Ah, I just misread, argh.
I was thinking you were talking about config files, not conflict game mode. 😄
😊
@solar shard I have completed system that can add new tasks on runtime. 🙂
It supports any tasktype and adding multiple tasks at once.
Yeah it’s all good I’m just frustrated because I know the game logic is in workbench So I know you can create your own conflict type mission file but I was just hoping there was a shortcut LOL
this is awesome. Im at work right now and break is over. Would love to implement this tonight and contribute & explain in my upcoming tutoiral
maybe this solves the MP task issues too on dedicated server! Great work @slender gull !
Hmm, yeh. It can be workaround with the initialization issue.
Haven't checked, would assume so but you can also disable third person as an option on a dedicated server
My group likes the idea of the leveling up and moving resources and trying to capture the island over multiple sessions. My second thought was to incorporate game master into it so that I could remove unneeded objects as they progress
Ah, haven't looked into server setup yet but at least that's an option. Thanks
Using the version of the racks in the editable prefabs folder automatically spawns in all of the weapons
Is the leveling up aspect and the resource management tied directly to conflict or is that it’s own logic resource I can put into my mission
This is a little longshot, but I think conflict gamemode = Campaign scripts.
So you can either edit those classes, or do childrenn class out of them.
Pretty sure if I'm telling you to use it in a tutorial it's not copyrighted even without a licence, but sure
Hello mission makers companions, yesterday i played my edited mission with teammates and we had a problem with JIP, seems that any player joining server after the mission start (let's say 1 min start), would be kicked by battleeye, anyone came accross this?
I can not use it in switzerland until there is a license that says so xD as far as i understand that. But thanks the tutorial helped me realy 😄
I thought there was an easy way to add a generic licence thing to Github
Find me a licence and I'll add it @median oar 😉
Do you have any arma code there? i dont see any so MIT would be good?
What do you mean ArmA code?
Something copyrighted by arma / Bohemia Interactive xD send you a pm 😄
Just write it down somewhere (gist.github.com could be your friend) and ping me with link.
Right now there's few ok tutorials.
But problem is that they are scattered around everywhere.
@slender gull can you ping me with links in DM?
As said, they are scattered everywhere. And thats the problem. 😄
Check pinned messages in different enfusion channels, Search from youtube, etc.
I usually do that to update my list. 💪
Now it also support either children waypoint or parent waypoint. Depending on the hierarchy. (The trigger needs Hierarchy and RplComponent and the Waypoint need RplComponent) im not 100 sure if the children waypoint may need the Hierarchy component but the when it is parent it does not need it.
@solar shard i did not test if it can grab the children tell me if it does work or not 😄
Make a prefab with the RplComponent already on it. To not get this error: "RLC_PlayerTriggerPrio cannot hook to the RplComponent please add one!"
not sure if I did it right. Recompiled the scripts.
Placed them in the world (errors!)
Added rpl and hierachie tom them and created an prefab out of it.
But still child errors. Added a waypoint TO it. So the waypoint is its child. Still error. Is this allright?
yes should work :) the habdling is terrible xD have to only run the code only ingame/runtime xD will fix that later :)
have to do something else will answer later sry xD
hey team, has anybody had any luck getting AI pathfinding to be a bit better or is this just the way the game is for now? Even when I'm making a million waypoints they're getting stuck on every nook and cranny
Which NavMesh are you using?
here I am not having touched one at all, which one should I use?
Haha add a navmesh otherwise they don't know where to nav!
I've been using CTI_Campaign_Eden.nmn
https://github.com/Herbiie/ArmAReforgerMissionMakingGuide/wiki/2)-ArmA-Reforger-Mission-Making-%7C-Creating-The-Mission#adding-ai-world
@quasi jay So I'm looking into a way of limiting the number of each loadout a team can have (so you can only have 1 sniper or 2 MG etc.), any tips?
Atm I'm thinking adding something to OnPlayerSpawned that gets their loadout and adds it to an array, then in SCR_LoadoutManager having something where it checks that array to see if the max number of each loadout has been reached and if it has then remove that loadout from the m_aPlayerLoadouts array?
Does anyone know where you setup the different map configs for your gamemode?
for example, the SCR_MapCampaignUI is added as a UI element in a SCR_MapConfig, but where is that assigned for your scenario?
(this example is for the CTI world included in ArmaReforger)
Or am I able to get an array of all players loadouts just in the loadoutmanager... hmm
thank you mate you're a legend hahaha
Hi,
How do i connect the completion of a waypoint to a trigger? Do I have to add an component to the waypoint or do I write some lines of code?
Anyone got multiple scenarios working at once yet?
Like listing 2 different maps and swapping between?
like that? what do you mean exactly?
I think he means multiple sub-worlds.
Swapping? Still not understanding correctly. Can only speak to myself. I have a folder for every mission of that mod in the Worlds folder (cause of the amount of layer files) and swap between the worlds all the time.
While it is in the same mod project, you can swap and copy/paste stuff between the worlds.
Sometimes my AI just straight up ignores their next waypoint, the weirdest part is that it doesn't happen every time i test, only sometimes.
Anyone else run into this issue.?
I found this issue when AI would I guess 'investigate' during night time when their perception was really really poor, outside of that I haven't
Hmm
so I spent a lot of time in arma 3 editing but I'm new to C++ and enfusion.. how would I go about scripting a vehicle to blow up? I guess not as simple as this setdamage 100; anymore hey
I have the night op downloaded. Learned most of what I needed from useless fodder for my mission. Has anyone made a base MP mission start file to get things going?
I really hope they give reforger some love instead of just launching it for 30 dollars and waiting for all the modders to work out the bugs 🙂
IMO I think reforger tools should have two levels. Simpler mission building for people that just want to get in and play and then open up the hood for all the and geeks to help group 1 🙂
They've said they'll be making something that closer resembles the eden editor from arma 3
I just wish there was more documentation for reforger, but it will come
Hello guys 👋 I just made a simple mission that's perfectly working. I'm able to choose faction, loadout then play, BUT when I publish it to workshop then play it in the game, I keep spawning in water. Any clue on this ?
What's the name of your spawn point? Is it the default name? I remember watching uselessfodders video and he mentioned that using the default spawn point name can sometimes result in spawning in water. Complete guess, but maybe something to check?
It's called USFieldSpawn. Yeah I watched it too.
Not sure then, I've been working on a mission myself but not published, I might encounter the same issue when I do
Yeah probably. I just don't get why the result while published is not the same while in Ref tools 🤔
does anybody know whats the corresponding flag for an entitiy, whn adressed with .show(true)
hello, does anybody know any good coop mission?
Hey guys, did some troubleshooting to find that a mission I made for the server loads me in water, and it just stays there forever. What could be causing this issue?
We have been playing Zeals night ops mission. It’s good fun.
Please define good
But yeh, I agree Zeals stuff is fun.
And its open source!
I'm still not sure why I'm in the water loading screen forever when I launch my server
Hello everybody, i have a issue, when i check my addons files i can find for exemple three files (ex : 591AF58DA9F7CE8B) but i can't find mine for my mission so when i use the Arma Reforger Server Mod Helper, i can't find my mission in it, i can only find three of them the three folders on the top of the screen... I don't know why and i really hope you can help me with that.
In yellow is my main project folder
Btw, my mission work in SP in the main game
if it's something super basic I am very sorry but I have no idea what it is
Is it my spawnpoint maybe?
I have 3 of them
why are there so many damn barriers to this, just trying to test a simple map.
Is editor fine?
No errors
And it spawns in correct location?
Does map show correct spawn?
Is the problem with only on respawning or?
When I load the map on my server it just loads water
Dedicated or listen server?
I think dedicated? I'm not sure what the difference is
Do you use Server tools to host server and connect, or do you enter by scenarios screen?
Server tools, also I had no idea you could enter by scenarios screen
Okay wait, when I load in the game regularly I spawn in the water O.o
How about through editor?
By hitting play?
Ye
Ok, screenshot me your spawnpoint settings.
SCR_SpawnPoint?
Your problem is definetly in the scene.
yep I've been following multiple different tutorials for things so they might not all be on the same page with setup
DOes it show loadouts menu in startup?
Blink can you show your gamemode
Sounds like you are missing some manager prefabs.
https://i.imgur.com/syQlB2S.png this one?
Whose tutorial?
Can you show all the components on the gamemode, something might be conflicting
Today in the enfusion workbench powered by the enfusion engine we are implementing Co-Op into our base Arma reforger mission we made in part 1. The mission will now support multiple players on the US side so friends can play together. Future videos in this series will focus on specific features to add so we can really flesh out our mission and m...
I have the same problem, but in editor I can have the faction & loadout menu, then spawn correctly. But when I play my published version through the game, I can't choose faction and stuck in water
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
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This is a COMPLETE guide to making a custom ...
Check managers part.
Which manager is he missing though? It doesn't look like he is.
The part 2 had me remove prefabs and add MP prefabs
Not sure.
Make sure he's managers matches yours.
Yeah I'm doing that now
They do, I had this issue and it was due to components in my gamemode prefab
I just follow this tuto and still can't spawn
https://i.imgur.com/ZHdjczm.png omfg! Forced faction is FIA
hey can anyone help me? When i try to connect to my server in the console turns up this error : (E): IRepliecation::JIPError: Inconsistent item on Slave connection. Item is missing or diffrent item was Loaded in place. (con=0x0)
and my game crashes but when i load the scenario with the same mods as the server no crash and in workbench no error what is going on?
So you found issue? 😄
That'll be it
YESS!! and I can spawn! THANK YOU!!
Show all logs on server.
All's good in editor, but stuck in water on the game, any clue ?
where do i find them
Did you have dedicated server?
Yes.
Do you have a respawn timer component in your gamemode? I'm not sure that'll help but it could be it.
Console shows all logs from server side.
For client side, go to
C:\Users\USER\Documents\My Games\ArmaReforger\profile\console.log
What I'll do Soljian is publish my mission and I'll let you know if I encounter the same issue
Fine
Client side seems fine.
Show server.
what you mean show server the config?
server side logs.
In the console.
copy the console or what?
K, give me sec to read it
Yeah, I cant say anything specific than that you have lot of problems in your scenario.
okay? how do I recognise the problem
do i need to put the resource folder in the folder of the map?
becauce i can start the mission in workbench and i get no error and can play the mission just fine
Whose tutorial did you follow?
for with part of the progress?
?
https://www.youtube.com/watch?v=WNL_oFhlmLU this one and https://www.youtube.com/watch?v=zryfAg3t6-E
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 ...
Take your first steps with a basic introduction into using the Arma Reforger Mod Tools / Enfusion.
0:00 Introduction
0:15 Creating your first project
1:00 Enfusion Introduction
1:50 Opening Everon
2:30 Setting up your Sub-Scene & Layers
4:31 Viewport Navigation
5:48 Viewport Camera Settings
7:20 Playing the Game
8:00 Wrap Up
Try following only useless fodder.
You can skip PP and visual parts.
I've run into an issue with my mission. The arsenal and mobile spawn point solution work great locally, but on a dedicated server, it doesn't. Its seems that if I have anything set as a child to a vehicle prefab, that vehicle will not function once its running in a dedicated server environment. Any suggestions?
? skip PP?
PP19 mod?
PostProcessing
and how / where to skip it?
Once he goes over visual improvements tutorial part, you can ignore that.
i feal dump right now where can you give me a time stamp im so confused
59:05
and why should i skip i didnt place enything off this kind
For around 50% of users, including me.
Game crashes when I search or try to add PP to my scene.
ok but in editor everything is fine withe the mission and there is just trubble on the server
The entire engine and workbench is new to everyone. Hard to get solutions to even the simplest problems let alone network authority in multiplayer. Just need to be patient, take it slow and share as much info as we can.
confusing enough as I try to connect to the server I saw how someone tried to connect as well and he didn't crash he didn't get the error but I did
Maybe you have some mods loaded that are conflicting?
they get loaded automatically when I try to join or am i wrong
are there server sided things that could provent me from joining like old data?
I got alot of similar errors until i dumped all my mods
i have moddod weapons on the server cant realy drop them unles it fixes it :/
Took me 3 days.
Had to remake few systems, but its finally done.
First public release of Operation White Devil is now out!
Includes my own intel gathering and and objective systems. 🙂
jesus iz just works now after i deletet EVERY mod nice there is no problem enymore 😄
thanks after i cleart it it worked first i didnt get waht you meant but after a while thx
Hi, I'm trying to publish a test version of my mission but I keep getting error over error, tried to move the folder around but now I'm getting problems with image.
RESOURCES : Packaging project successful
RESOURCES (E): Failed to load metafile of mission config image:
DEFAULT (E): Cannot copy image:
RESOURCES (E): Creating bundle failed
I checked the post fixed here of how to fix the issue but nothing changed, tried multiples images and sizes.
Anyone know what I'm doing wrong?
Is the image inside your addon?
yes sir
does it need to be in addons or inside art or equivalent inside your project folder?
I used to have that issue.
Then I just rebooted my whole PC.
Sounds ridiculous, but it fixed my issue. 😄
I'll try
lmao it worked, thanks a lot!
Again. Another reason to blame Bohemia, because even if we follow their guidelines directly they don't solve issues as they havent tested all edge cases.
I wouldnt assume from indie studios to test all edge cases, but Bohemia is +34 billion USD yearly revenue studio. They should have resources for automated testing and for 99% edge cases.
as long as they fix this constant crash I'll be ok with them, can't play for 10min in a row but anyways that's for another section on discord lol
I have never trusted Armas multiplayer system.
I play solely SP only.
Your loss. Never had any problems with ArmA MP and it sure beats SP 😉
does anyone know where I can find this so called tutorial
Can be a bit hit or miss for me when I try some bigger scripts, one time I did a dday airboure script which would randomly spawn planes to fly over the map.. spawned one for every player and ended up having a shit tonne haha
Has anyone figured out sequential tasks? One task being activated on success of another?
Might sound stupid but how can I create a giant invis wall?
just a plain collider
or trim everon quite a bit
Isn’t it the MP/Campaign stuff?
Im beginning to find out. Will provide a solution in 1-2 days (don’t have much time to mod atm)
any tips on adding hud markers for a move task? can't seem to find anythimg
I have added a HUD Marker from the tutorial in this mod: https://github.com/devinSpitz/KingOfTheToilet otherwise the people did not understand that they have to flush the toilet xD
What all is needed for ai in a mission
I've added perception and aiWorld
Drop a group in. And they just stand there
navMesh file loaded in the aiWorld?
thanks. can you point me to where its defined. It's 8am and i'm staring at toilets 🤪
https://github.com/Herbiie/ArmAReforgerMissionMakingGuide/wiki/1)--ArmA-Reforger-Mission-Making-%7C-Getting-Started
So-called POM here is a so-called link to the so-called tutorial
@west karma thanks for your so-called effort to help the so-called community
That's to do with locality and where you're running scripts, you're evidently execution a global command locally. Not ArmA's fault at all 😉
So-called thanks for your so-called response
This script is for the Hud Manager of the playerController: https://github.com/devinSpitz/KingOfTheToilet/blob/main/Scripts/Game/RlcUiWaypoint.c
Heres the Layout you need:
https://github.com/devinSpitz/KingOfTheToilet/tree/main/UI%2Flayouts%2FHUD%2FTutorial
you need at least to edit this Line: IEntity entity = pWorld.FindEntityByName("KOTToilete");
Cause your task is for sure not KOTToilete xD
There is no implementation of waypoint reach for that check the Reforger Tutorial in the default arma project :)
haha no no, I never said it was
whats the different between the various waypoints, aside from the obvious ones.
For example: the attack and destroy wp, vs a move wp+ a wait wp does the same thing technally doesnt it?
With the move waypoint and wait waypoint, I know the wait waypoint you can alter the time they wait there for? as for attack and destroy I can only imagine it makes them continue tracking and hunting enemies
i ask because i have trouble using anything but simple move, patrol and cycle waypoints
the other waypoints break something in one way or another
yeah? what trouble are you experiencing? I've spent the last two days pulling my hair out trying to get AI to do various things hahaha
well i set up a simple simulation us squad S&D (town). the squad gets caught up on the attacking part, they get like stuck on things
where i can simulate the exact same scenario with a move waypoint, paired with a wait wp
when I had that it was because I didn't have a navmesh, could that be it at all?
ummm
if there was no navmesh wouldnt they no be able to walk at all?
i would assume ai world brought that in
or gamemode
thats what I thought but I think theres movement aswell as map-specific navmeshes, so head into SCR_AIworld, check navmesh, and you'll have an option to choose which navmesh, choose like CTI
i have another unrelated question too
yep?
when i get on ill check that out
ais and vehicles- idc about them moving or driving
but how could i get an ai to get in a turret and shoot something- i got the ai to spawn, walk to getinnearest- after playing around with some models i got him to track and shoot (but no hits)
i added vehicle perception to the ai group, that seemed to give him the ability to see(sort of)
but that whole thing broke so i tabeled that
yeeep I've found the same thing, not sure about that. I find that they always shoot up and above the targets
yeah okay same answer ive recieved from multiple people
seems to be broken atm
aye thanks
i'd love to know how to script a vehicle to blow up, can't seem to find how its done or to even spawn in destroyed (trying to get some explosions in my city)
No they can walk but they don't know where things like fences are for planning a route
How to predefine faction groups, and restrict players from creating new groups?
Good question
How to limit player loadouts in each group? (example: in each group maximum 2 riflemans, 2 machine-gunners, 1 marksman)
Another good question
The simple answer is to write a loadout and faction manager that does, but how one does that I have no idea
I got a hopefully simpler question:
How do I complete a waypoint by script?
And for debugging purposes: What do i call to get a simple hint or textmessage displayed?
you can use Print to get things to show in the log
🤦♂️ should have thought of print <-<
Print(String)
To show hints do this:
SCR_HintManagerComponent hintComponent = SCR_HintManagerComponent.GetInstance();
hintComponent.ShowCustomHint(objDesc, objTitle, 10);
Thanks a lot.
does anybody know how one can speedup time ingame by script?
Has anybody noticed the category tags keep resetting on mods or am I just seeing this on my end.
Like if you go into the workshop now and are sorting by SP/MP scenarios and the vast majority have become untagged?
Am i being so dumb.... really... how can I change the granade type of my m203? Just testing my new modded smoke- and flare shells 🙂
cant find any keybind
Can you drag them in in the inventory?
yeah that works. and when all others dropped, he loads my smoke shell perfectly. But how to so directly? its not like Arma 3 where you had those magazine slot
you can drag it into an equipment slot and reload it manually after firing by pressing the corresponding key. But so far there is no option to use one type over another type.
hi, does anyone know why my ai is not showing in editor and not spawning when i hit play?
thats weired since the UI is suggesting i with the different warhead icons and even a distance indicating similar to Arma 3
Try moving it around and making sure it's snapped to ground?
it is snapped to grown, i also put other 2 grups and they are not spawning or showing
idk if i'm missing something
Have you selected the Spawn Instantly button?
this one?
timeManager.SetDayDuration(86400 / var.GetFloat());
from Zeus time multiplier attribute.
nope
😛 Try that:
https://github.com/Herbiie/ArmAReforgerMissionMakingGuide/wiki/2)-ArmA-Reforger-Mission-Making-%7C-Creating-The-Mission#adding-ai-world
this one?
oki, ty
will test
now! fak my life
following a tutorial where that is not explained
😮 Which one?
Eh, One of my AI's didnt do ragdoll.
All other AI did ragdoll on death, so probably Bohemias bug.
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 ...
damn right
https://github.com/Herbiie/ArmAReforgerMissionMakingGuide/wiki/4)-ArmA-Reforger-Mission-Making-%7C-Extras#creating-custom-loadouts
Custom loadouts added to tutorial - if I've missed something pls let me know
that's great, thanks for sharing
@west karma Thanks for your contributions dude
@west karma what about scripting? are you going to add some?
I am basically learning how to do something then writing up the tutorial for it.
I don't know any c# so don't know how to script anything
Doing gods work, Herbiie
This is very reassuring - I’m guessing 90% of mission makers won’t have coding experience. Im learning c# and can write basic programs, but when I look at some of the enfusion scripts posted here it feels like I’m a 10 year old reading a Greek tragedy
im fiddling with the cinematic timeline, and how that would work with scripting... but the editoris crashing a lot for me.
Anyone had luck with playing triggered music for ambience / immersion? I.e at the start of a mission
@west karma the mobile respawn point is amazing. I spent many hour figuring out that for A3 and now look where we are. Wish it was all that simple.
Have you had any luck with hud markers for waypoints?
you mean like a introduction scene? - i guess thats tied to the cinematic timeline.
@median oar showed me how to to that via his CaptureTheToilet mod. I will explain it in my tutorial next week but its, for now also included in the NightOps sourcecode
I took a look but 🤯
Watching a stream and I see GM and respawn on players with radio backpack. Is similar possible in editor? I assume so but has anyone enabled it? If so, how?
In your game mode, there should be a "SCR_PlayerSpawnPointManagerComponent", I believe if you check the box for "Enable Player Spawn Points" with the PlayerRadioSpawnSpoint set as the prefab, it should work
That’s awesome. Thanks.
Has anyone figured out how to put units into turrets in editor? 
In the compartment setting of the weapon you can add a name of a character. Pop a character next to it with a name and enable the AI
Ivan1, the luck b***ard 😄
ty
Ha. My guy was called Steve.
Only problem is he only fires when I get to like 50 feet away.
how can I reduce a vehicles starting health to very low so it'll get taken out with a single M72 round...?
setDamage 20;? 😪
nooo idea
What I noticed regarding that topic, that the backpack of the RTO, default prefab or added to your own custom layout is invisible although visible in loadout screen. Is it only me?
Make sure that it's the correct faction item
well as said, have it also on the default rto loadout
let me try this real quick
can confirm, the radio somehow doesn't init correctly 😄
If you pull it off and back on, it shows 
no issue with regular backpack
yeah I know. its weired
but there is also a scoped m16 with doesnt have a scope actually ^^
😄
If you drag the RTO guy prefab into editor, it shows there, but when you start the game, it becomes invisible too
Let me dig a bit 
yeah as said, thats what i mean with default loadout. I notied that last week. Didnt really bother with adding a radio backpack to my own custom loadout but noticed now too, that is always the case
Will you write the bug report / check if there is one already?
I did already
send me the link please 🙂
but there are more buggy things. For example, if you put another M72 LAW in to a backpack. You can actually replace the shot variant but when equipping the new one, he wont put out the sights TILL you show that again too if you are in 1st person. swapping them in 3rd person works fine.
A few days ago I mentioned wanting to recreate a conflict type mission. Someone mentioned I would probably need to use scripts. Does anyone know of the scripting for this
Best to open it up in the world editor and take a look
Noitce there are bayonet prefabs in Weapons>Attachments
Anyone observed performance differences between in-game vs. editor? I've made some change to my mission and it's resulting in a c. 5-10 FPS drop (on the 99% FPS) in tools editor vs. my published version. I've reverted all the changes so tools editor version is now exactly the same as the published version, but something odd is still going on
Makes me wonder whether some code cleanup / background remnants are causing it
Do you have any other addons enabled?
I wish I could get my head round scripting. Feel like most of the potential is locked behind scripts. 🥹
Can I just point to conflict?
Good point. Let me look into this. Just to confirm, the drop is when I play via the tools, not in-game
I sometimes get drops in the workbench to like <5 fps. Only fix is to reboot the workbench.
My scenario resets to day time in the published version after setting it to night with the weather editor, am I doing something incorrectly?
there is a default weather manager included in eden which overwrites your settings
You will see in the logs any prefabs which are duplicated.
This is ace advice. Shared it on my big tweet of Arma Reforger advice (and tagged with credit)
Link for tweet?...found it good info on there
headache will return once you restarts the workbench 😉
I recommended to use the force weather script included in some maps
it fixes the problem in the final build, if you remove that object every time you start up the editor it'll work fine
what exactly did you mean by this, i cant find cti under any aiworld navmesh settings
For info all - this appears to happen in all situations. I've published an update to my mission and it runs around 5-10 fps faster in-game. Not sure if it's just me, but the overhead of the workshop running alongside the test environment would make sense.
Think the link to my tutorial in that is the old one, might be worth updating
https://github.com/Herbiie/ArmAReforgerMissionMakingGuide/wiki/1)--ArmA-Reforger-Mission-Making-%7C-Getting-Started
Oh, kk. I'll do that
You have a twitter account @west karma ?
Nope
kk
Added to the tweet https://twitter.com/UselessFodder/status/1530649517774630913?s=20&t=FM_r4bTrRHaxbWbATAe5zQ
Herbiie on the @ArmaPlatform official discord has put together a complete Mission Making Guide for #armaReforger. This is an exceptional tutorial and worth reading through for any mission maker.
https://t.co/Jke1phLrdM)--ArmA-Reforger-Mission-Making-%7C-Getting-Started
🥳 Thanks
I'm still adding to it so there's custom loadouts on there now as well, if you've not got that far yet
how do you add a single soldier? xD
Like an enemy?
yea i mean they all in groups
They all need to be in groups, but you can remove all but one person from the group
https://github.com/Herbiie/ArmAReforgerMissionMakingGuide/wiki/2)-ArmA-Reforger-Mission-Making-%7C-Creating-The-Mission#adding-an-ai-group
But rather than clicking the + to add click the - to take away
dunno im too used to the Eden Editor i guess xD
Well in the Eden Editor they are also always in a group it was just less obvious 😛
true 😄
I'll say it though the Enfusion mission making is still better than the old 2d editor from the start of arma 3 👀
yea its just a steeper learning curve, atleast for me 😄
Remember clicking through every person in a company sized mission to make them playable 😬
i guess both have some pros and cons 😄 the Enfusion is definitely more advanced
but lawdy ive been trying for 20 mins to get an NPC to sit in a vehicle and still no luck 😄 that stuff was easy in Eden
Yeah, I think vehicles are tricky - AI can't drive. The Get in waypoint should work though?
It’s a brand new and far from feature complete. I think we have to be patient to the fact that things just don’t work and things that were easy in Eden do not apply any more.
But workbench > ArmA Tools by quite a degree
To be honest I never used tools but to upload on mod re uploaded. I find Workbench to be amazing. Not only really powerful but good fun to use.
Some solid knowledge from @winged geyser that should help newbie mission makers
So when you're looking at scr_aiworld, look into the navmesh component, there'll be an option there to see what navmesh you want to use (sorry im not at my computer now), and one should be CTI
this is all i get, i navigate the sub categories, and theres nothing that mention cti
Sorry mate, expand Navmesh settings. What do you see there?
Yep and click the ... beside Navmesh File
And explore those directories and you should find 4, two for CTI navmesh infantry and vehicles, and two for navmesh NEW I think
Just the infantry, back in your SCR_aiworld there are two navmesh components I believe one is intended for vehicles but seeing as they dont work right now anyway may aswell leave disabled
Aha I swear thats always what happens when you make progress in mission making, but yeah that should work for ya
Hahah yep
Haha, too keen to get it working mate
lol yeaaaaa i break things thats how i elarn
Good method
Morning guys. Once I have posted a mission to the workshop, any idea how I can then remove it?
That’s the best part. You can’t.
It's there for eternity to shame us @magic oasis
I supposed you could clear the mission, change the title to "test" and remove description etc. to make it non-identifiable
Did you try to change it to „tested”
Any thoughts on how best to set a trigger to imitate a "radio call"? I.e the old OFP menu would be 0-1, and there would be a squad with a "wait" waypoint synced to a trigger activated by a radio call
I deleted the thing from my published folder to try to remove it
Spawn and Despawn system is coming 😄 With prefab use and no naming of an entity just with hierarchy xD https://stream.spitz.onl/play/35
Do prefabbed vehicles not work in MP?
Try it as env prefab with my system and it should work as well but please give me feedback 😄
- https://github.com/devinSpitz/AiAndEnvSpawnFramework
- It's also in the workshop for dependencies
- There is an example world to check out how to do and what's possible
IT Does: - It does spawn and despawns on player contact just with hierarchy no naming
- It does add the waypoint automatically to the ai without naming them as in the example shown and only how in the example shown 😄
- It does recreate the navmesh for all created env if wanted
Have fun with it 😄
If they are placed directly in world editor, they may have issues in MP.
Try vehicle spawner instead
Should they have? only the masters spawn stuff? i know you know better than me xD
When using SpawnPrefab in MP scenario, it will be master which actually spawns entity and gives it to remote clients.
Here the problem is that preplaced objects are loaded with the world, so replication treats them as static.
For now, please use a system which spawns those after world load.
ok will do that as fast as possible. thanks very mutch 😄 There is a world loaded trigger or something than?
While mine is only triggered by player alive and in zone the world should be loaded right?
I'm out of pc, so can't check.
Look into chimeraWorld, world, game, gamemode classes.
I think most of people are using Call later and frame events, but it's not the nicest
Yeah
Perfect so no problem there 😄
But i will make sure it can not happen anyway in the next update. Thanks very mutch 😄
But then they won't appear in the hierarchy so making them MSPs would be more difficult?
Mmm so all vehicles HAVE to respawn? Bit annoying
So how do I add an MSP with a spawn point attached to a vehicle?
Is it ok/save to assume that if the GameMode is Loaded the world is Loaded as well? That should happen before right?
Is there anything else I need to do when uploading to the workshop? My mission is not visible in the Scenario tab.
Seems to work fine here: https://stream.spitz.onl/play/36 In Editor is GameMaster and on PeerTool is the player
We had issues with it too, can't confirm atm
Check components on radio truck, it's the one which can spawn players in conflict
Ok as I intend(and do) to use it with a player (and alive) trigger it should not make any problem anyway. And I still added the check, it at least does not hurt 😄
How did I break conflict mission? About half way through the mission, ai bases stop spawning in. The map markers are there and the camp fires, just no tents or ai spawning in...?
What's the component called? Or do I have to guess that too? 😛
I'm not in front of PC to check myself. It's gonna be something with respawn in the name.
Who let the devs out 🤔
When you say radio truck do you mean the command variants? Because they don't have any components that have respawn in the name, they have one which says "spawn protection" but that's just enabled/disabled
https://i.imgur.com/P804wwK.png
With ActionsManager, VehicleAnimation, NwkVehicleMovement and Rpl at the end
The CampaignRadiOTrucks are the same
Yeah, command truck is what I meant
Does it have deploy HQ action in actions manager?
If not, then conflict has additional inherited prefab for those somewhere.
Laws allow us to have weekend off
I know, it feels strange to me too
No, it doesn't.
Now my loadouts are starting with their grenades out by default shrug
Could this be where my conflict scenario edit is breaking? ```16:23:52:214 SCRIPT (E): NULL pointer to instance
Class: 'SCR_CampaignBase'
Entity name:'MainBaseSouth' id:2305843009213696671
Function: 'SpawnDefenders'
Stack trace:
scripts/Game/Entities/Campaign/SCR_CampaignBase.c:839 Function SpawnDefenders
scripts/Game/Entities/Campaign/SCR_CampaignBase.c:3232 Function LoadState
scripts/Game/Campaign/SCR_CampaignBaseManager.c:637 Function LoadBasesStates
scripts/Game/Campaign/SCR_CampaignStruct.c:111 Function Deserialize
scripts/Game/GameMode/SaveLoad/SCR_MissionStruct.c:33 Function Deserialize
scripts/Game/GameMode/SaveLoad/SCR_DSSessionCallback.c:73 Function LoadStruct
scripts/Game/GameMode/SaveLoad/SCR_DSSessionCallback.c:87 Function OnLoaded```
Does conflict have mobile spawn point vehicles? I thought it just used players with radios
@west karma Yes. The Mobile HQ vehicles that can be spawned by Sergeants. I've tried to dig into those entities but can't find out what makes them act as a respawn 😦
@sullen talon Quick question. You posted a small example with dynamic enemy spawns. Is there a way to make those only trigger from a certain faction? I'm trying to combine placed and dynamically spawned units, but the placed soldiers are setting off the trigger before the players get there.
Yes, in the trigger check that the entity triggering it has FactionAffiliatedComponent and a particular Faction GetAffiliatedFaction()
@sullen talon @exotic reef Is there a way of getting all players in an array easily? I was thinking if there was an allPlayers or failing that allEntities then I can do a check tos ee if they are players
GetGame().GetPlayerManager().GetPlayers
how an i delete things out of the base eden layer? i can delete things, but when i save load again its always back
i just want this stump out of my life
Belated thought: Does the World Editor allow for mission-specific terrain alterations of Everon? 🤔
Okay, then that means that World Editor does not yet support an equivalent to VBS4's Geo Mode... wherein roads can be placed/edited (e.g. adding intersections) with the AI taking these into account, terrain elevations changed ('hey that berm isn't there in Conflict mode!'), surfaces altered (e.g. 'the squad was ordered to cut down the high grass at that specific entry point to the camp'), and so on, all before/separate from the actual placing of entities and Editor modules and triggers
does anyone know how to create a circle marker-like thing on the map?
Thanks!
It may be as simple as a script that checks every time a vehicle or that specific vehicle is created, and they attaches a spawn point for the faction to it.
I'm playing with spawn point distance from objective and wondering if there is a faster way to get an idea of how far things are from one another. Using the measurement tools seems to be really inaccurate, and loading into the game to see the distance on the HUD is excruciatingly slow. Is there another method?
I can't seem to get a custom faction spawn point to work?
Hey. Has someone found a way to kill a spawned unit like setDamage 1?
On the master you can do CharacterControllerComponent.ForceDeath() I believe
so I have a spawn point, and it works, but it doesn't have an icon on the map, and the faction selection screen says the faction has no spawn points

Do you have a faction defined for the spawn point? It's in the "Unsorted" drop down menu
yeah
the spawn point works, it's just a weird "No Deploy points available" message
using a custom faction though
Sorry, not really sure. I haven't messed around with custom factions
Not sure if this is the best place to ask, but has anyone managed to make a conflict mission with friendly/enemy AI moving between the capture points and capturing etc? I assume it isn't easy to do.
I bet you could do it with waypoints, which I just figured out how to do yesterday. I've been editing conflict mission (into a PVE mission), and I imagine all you'd have to do is make waypoints from each point to the next! Then again, if unpopulated, the battle, I assume, would continue! I added a bunch more patrols and they seem to come into contact with friendly AI at taken bases sometimes, but they rarely seem to be able to take back a base on their own. (If you want to check mine out, it's just called "Conflict PVE" in workshop.)
Cool, I'll give it a look.
Had the same idea I will check one what you have done so far. I have a small group of less then ten that want to do this type of game as pve
Have you found that at all?
No idea, but that is how it was done back in A3.
has anybody been able to turn on a light? i placed a lightentity, fiddled around with its properties (comparing values from a streetlamp)... but it just wont lit up.
Did you try at night?
yes. and funny thing: a copied streetlight does lit up. a self placed doesnt. i tried copying all parameters... but no luck.
any reason why it doesn't let me publish to the workshop once i've bundled?
keeps saying unauthorized
I have a issue my task in my mission always disappears when i relunch my world editor ingame mode... i don't know what to do
Does it give you an error in the log?
ok, i logged out and logged back in and fixed it seems
Ah of course
Q : How do you make a LightEntity emit light ? (image for clarity) https://twitter.com/jerry_hopper/status/1531393173225984002
I don't have an "Initial Tasks" selection in my Task Manager? 
ok learning a lot but if I have built a mission already but I want to add something from another mission how do I import those resources?
@red apex so you managed?
https://twitter.com/jerry_hopper/status/1531417699435352064/photo/1
Was it something that you have to have light under parent entity which is active?
Long time amateur modder first time asker: Anyone know how to Link trigger events to create a series of objectives like the task modules in Eden editor? I only have a script to end missions. Also anyone know how to edit probability of presence like in 3den editor to add unpredictability to ai spawns? pardon if this is the wrong channel, I just arrived here. Thank you.
I can't even get tasks to show up on the player at all 
hmm odd, I can complete the task but it still doesn't show up on my task list
look in the pinned get the sample coop
Thank you! Where do I drag that download? I Found the Tools folder under steam but not sure where to place these files.
Can someone explain to me how the Time and Weather manager works, because i don't know how to use it.
make a folder any folder put it in there. the open up the tools and add existing locate the folder and file and your done
me too dumb to figure out the bit with the script lol
yeah me too thats why I got the coop mission
either way I've decided im just gonna give the mission a Zeus to handle things like tasks and spawn points
now I have AI, and they follow all their waypoints n stuff but they don't feel like shooting each other
or me
you are using the faction manager right?
yeah
is there some kind of setting to decide what they're hostile too?
im using a custom one because I have a custom faction
@narrow latch Did you put the perception manager in the game editor ?

that's the thingy
lol
yeah, just forgetting some of those beginning steps lol
sure it'll come naturally soon enough
I was more focused on getting the piano to play rick astley
I had this prediction that with the new editor, the complex stuff will become easier, and the simple stuff would become harder lol
And I back that up with an anecdote about how I got the car to play radios, and got the radio to play custom music just by looking at the editor
I really try to find a way to make a mission that you have to do with one live only, (when you die you spectate the other).
Do you have a idea ?
I know you can disable respawning at the moment
not sure about spectate
im not smort, but maybe there's a way to force a player into armavision after death
🤔 Maybe
Man, i'm so impressed with my self with how I was able to figure out some of the things, it's making me hyped for when smarter people figure out all of the things
I having the same thought
Do you think it is possible to attach a spawn point to a vehicle ?
Weirdly enough, i set the Light Geometric property: Visualisation to Opaque and back to 'disabled' and it then i worked. All other lights i placed after that worked too.
Did anybody made progress to initialize the task manager on dedicated server? @mental cove while everything else works fine now, I still have the issues that the tasks dont appear on the dedicated server. Did you made a success?
not really, I couldnt figure out the replication stuff so i made a spaghetti workaround, and I have tasks on the server but only eliminate tasks are completeable, and if you complete any task before the first one in the list, then the first one also gets finished. Also if you JIP after task is finished the server and/or your client crash
Maybe it would be better to write our own. Planning to take a look at this during this week(end)
Im not en expert but whats the problem with the replicate stuff? may i can help :)