#enfusion_scenario

1 messages · Page 26 of 1

mental cove
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I haven’t looked at my code for a couple days now, so not entirely sure. But from what I can remember I was having trouble supplying my task data to a replicated function. So something to do with the encoding and decoding I think

solar shard
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I made some more dedicated server tests with my task framework which is based on @sullen talon coopSample. And while everything works fine in SP when having the tasks initialed after the task manager and all managers and the gamemode together with the tasks in the same layer (which seems to be VERY important), on dedicated server it seems like the task manager itself initialized since he handles a lot of other stuff successful but the tasks themself dont get initialized (or rpl to the clients)

quasi jay
# mental cove I haven’t looked at my code for a couple days now, so not entirely sure. But fro...

You must implement these methods to your task data class if you want to feed them into Rpcs:

static void Encode(SSnapSerializerBase snapshot, ScriptCtx ctx, ScriptBitSerializer packet)
static bool Decode(ScriptBitSerializer packet, ScriptCtx ctx, SSnapSerializerBase snapshot)
static bool SnapCompare(SSnapSerializerBase lhs, SSnapSerializerBase rhs, ScriptCtx ctx)
static bool PropCompare(SCR_BaseTaskData prop, SSnapSerializerBase snapshot, ScriptCtx ctx)
static bool Extract(SCR_BaseTaskData prop, ScriptCtx ctx, SSnapSerializerBase snapshot)
static bool Inject(SSnapSerializerBase snapshot, ScriptCtx ctx, SCR_BaseTaskData prop)
sullen talon
barren heart
#

@solar shard I went with a custom task manager and this is the closest I've got. Can't quite figure it.
Also is dedicated vastly different from using peer tool in results. Or if it works here should it work there?

median oar
median oar
lean scroll
#

Recommendations on finding assets in prefab? Vehicles/Compositions/etc.

flat marsh
#

How can you make the loadouts have random weapons on spawn?

pallid shoal
#

How do I remove a mod I posted

solar shard
# barren heart <@721320175504457740> I went with a custom task manager and this is the closest ...

this looks pretty good this looks like it did for me in the first place, that the default values are transported to clients. Since I placed all tasks, managers and gamemode into the same layer making sure that the task manager is above the tasks, the map compiles flawless (and I dont have to replace the tasks after every workbench restart) but the tasks still dont show up for clients. @quasi jay once again we beg for your support. Its weired that it seems no one of us where ever able to get the task system from the coopSample working in... coop. (Peer-tool: as far as I know the peer-tool is valid for testing similar to dedicated server environment. While all tasks show up in scenario/sp/editor, they wont show up for clients in peer-tool or real dedicated server)

median oar
solar shard
#

@quasi jay are you aware that the tasks in you coopSample also dont work correctly in MP environment? (1st. Screenshot is vom a client.)

quasi jay
solar shard
#

(2nd Screenshot is in editor / host /sp where they show up correctly)

solar shard
# quasi jay The example was rushed, maybe I missed something 😦 Sorry for that.

I know you rushed it together with ex0 so we had something to work with and I love you for that. But that could just explain why we try to figure out since about 2 weeks why our task system isnt working quiet well. I believe someone figured out that it works only properly when the tasks are initialized after all clients are joined which isnt very JIP friendly but in total we never solved it) 😄

eternal yoke
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I hope someone can help. in my mission the radios dont work, i have set the radio manager and chatentity but with no luck and i become a error, when i try to open the radiomenu with g: "NULL pointer to instance
Class: 'SCR_VONController'
Function: 'InitEntries'
Stack trace:
scripts/game/VON/SCR_VONController.c:353 Function InitEntries
scripts/game/UI/HUD/QuickMenu/SCR_QuickMenu_BaseDisplay.c:171 Function OnOpen
scripts/game/UI/HUD/QuickMenu/SCR_QuickMenu_BaseDisplay.c:346 Function OnMenuOpen" how can i fix the radio and the error? thanks for reading

warm pawn
merry frost
#

is there a way to get 2 triggers to have to be fulfilled which then triggers a final trigger to end a mission? In arma 3 i'd usually just check a couple of global variables in the end trigger

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I have tried creating a base trigger and then having the 2 triggers below it but it just triggers the end straight away

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or is basetriggerentity the wrong thing to use?

quasi jay
solar shard
#

only preplaced one. thats actual a good idea. like creating a prefab of a preplaced task and spawn it in runtime?

quasi jay
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Yes, in EOnInit ideally.

solar shard
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but the taskmanager should have them already registered, even when not generated at that moment?

#

hm that didnt work sadly

unique minnow
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Hey, I can't add entities to my prefab when I edit it

merry frost
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do global variables still work? And how do I set them up?

quasi jay
# solar shard hm that didnt work sadly

Can you please try overriding this method?

//------------------------------------------------------------------------------------------------
//! Return the title of this task.
override string GetTitle()
{
    return "Test";
}
solar shard
#

@barren heart you son of a... it works! At least in peer-mode. Maybe I can test a real dedicated server tomorrow

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@quasi jay the core of the issue is regarding that and @barren heart came after it by comparing the coop taskmanager and the base taskmanager If I'm right. He can elaborate that way better.

//task.SetTargetFaction(targetFaction);
SetTaskFaction(task, targetFaction);```
quasi jay
solar shard
#

@quasi jay is there any logic behind the sorting order, the tasks appear in the journal? I dont see any changes by re-naming them or adding them in another order in the manager.

quasi jay
sullen talon
quasi jay
sullen talon
quasi jay
#

If you are wondering why tasks are so difficult to work with, here it is:
The task manager is basically taking care of replicating everything for tasks. Making it necessary for tasks to have proper replication API implemented.
This way tasks are super-optimized and easily scalable for large count of them. No promises, but I believe we can make it easier to use in the future. 🤷‍♂️
For now, we can only provide you improved version of the examples, once we get to it. 😉

solar shard
quasi jay
solar shard
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@barren heart It works on dedicated server too. Really good job! Thanks for your awesome support and to teach me what you've done. And btw, @slender gull great work with the overhauled taskmanager in the first place!

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(Dedicated Server as a client)

quartz socket
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what's the difference between SCR_GamemodeBase and GamemodeBase?

summer hill
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I'm sure this has been asked before, but is there a tutorial for tasks? I know about the sample coop mission in the pins, but I'm still confused. The only thing I am able to do is place a red square on the map.

solar shard
summer hill
#

Thanks, can't wait for the one you are writing 😉

willow inlet
# quartz socket what's the difference between SCR_GamemodeBase and GamemodeBase?
  • BaseGameMode is lowest game implementation, has minimal amount of definitions
  • SCR_BaseGameMode is expanded in script (so you can see the code too) by all the script invokers and overridable methods, this you should inherit when you want to write your own gamemode
  • SCR_GameModeWhatever - inherits from above and has specific game mode implementation

You can use Text Search to find all the usage of given class and read the code of the class to figure out what it is about

willow inlet
long raptor
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Challenge for mission makers. Rush game mode but with toilets. Replace the mcoms with flushable toilets that fill up with water. When it overflows it's capped. Everyone is armed with a plunger you have to use to unstop the toilet. Call it "Flush"

summer hill
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Is there a way to make a prefab out of all the managers? Like set up a world and make a prefab to place down, or a way to copy paste?

solar shard
chilly lava
errant fjord
#

I assume Mission Making is much harder than Arma 3? Is this right?

distant moon
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yea bro is it . i have published Coop mission . SPECOPS COOP and FIRSTBLOOD COOP.

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the new script meta is realy hard when your novice in c+ . And all base fonction in arma 3 is not present in enfusion .

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I cross my finger for see one same system of Eden Editor With all modul and trigger system , and waypoint . i d'ont like all this composent in enfusion . is realy hard for nothing .

jaunty sigil
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Has anyone managed to get multiple GameMasters working?

distant moon
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C

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is oriented

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but the base is C

solar shard
west karma
merry frost
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Does this include prefab triggers and the like? I got a set of triggers I'd like to share with some people and if I can just send them those files to plugin that would be great

chilly lava
junior cliff
lean scroll
#

@west karma lots of good discussion here which will no doubt be too advanced for many mission makers. Is there any plans to include any in your guide (i.e dedicated server objectives) or is it out of scope?

lean scroll
west karma
chilly lava
west karma
chilly lava
#

bookmarked 😄 ty

proud sorrel
tall heart
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Is there any way to change the terrain of an existing map?

median oar
thorny vine
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Hey Guys just try to make m first mission and get used to workbench.
Everytime I place down a SpawnPoint from the prefabs it will sometimes work and sometimes spawn me in the middle of nowhere.
Any ideas what I'm doing wrong?

thorny vine
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Oh that totally fixed my problem! Thanks.

summer hill
zinc wharf
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I just noticed that certain worlds are greyed out?

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is that some form of protection for scenarios now

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for example, my own project - the Eden layer is grey and locked

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and CaptureAndHold - everything is grey and locked

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that must of changed today right?

west karma
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I noticed that

amber tinsel
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The lock was there before, I guess they just added greying out, basically you cannot edit anything that you load from a mod, because they are packed (bundled inside a .pak). You can only edit something if you have the projects source files.

amber tinsel
summer hill
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Wow, tasks are super confusing to me. Is there a way to just place markers on the map?

merry frost
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I've export my mission to the workshop, I can download it and boot it up via the game locally. However, when I run it on my dedicated server I can connect and it recognises it but I get to the last step and it crashes my game with an access violation. Is there any reason for this?

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someone suggested my mission might have been corrupted? but i cant tell why

chilly lava
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can someone explain to me what chimeracharacter is?

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i havent been able to find info on their wiki or other places :/

barren heart
#

@amber tinsel ^

sullen talon
barren heart
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Hah no worries, the sample got us this far so 👍

trail thistle
#

What does this 'index out of bounds' mean?

amber tinsel
amber tinsel
# trail thistle What does this 'index out of bounds' mean?

Index out of Bounds usually happens when you try to access an array element that doesn't exist.
For example if you have an array with 5 elements, at indices 0,1,2,3,4 ; then trying to access element at index 5 will throw this error
In your case, at TimeAndWeatherManagerEntity.c, line 288, it tries to read the first entry from "Ordered Daytime Info", which is an Attribute, so you probably forgot to set that in the Properties

trail thistle
amber tinsel
#

Just check the default TimeAndWeatherManager Prefab. That should work. Then compare to what you changed to find out what broke it.

trail thistle
worthy glade
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im holding off until there's more guides for working with game modes and scripts for triggers, anyone know if there are any good ones yet

supple kayak
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Do ai still not work individually in the normal world?

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They still can only be in groups?

steep nebula
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I think you gotta make a group of 1.

you will get used to this, its the same type of thing in DCS mission making

crisp rain
#

@worthy glade what specifically are you trying to do?

solar shard
# barren heart Hah no worries, the sample got us this far so 👍

Holy moly. I never realized that. Was always so confused that @sullen talon said over and over again that the taskmanager must be above the tasks but in his sample it was the other way around. Never noticed there are two of them 😂

BTW to add some more investigation to that for later search: it seems tasks work the best when gamemode (!) Task manager and tasks are all in the same layer in that order.

solar shard
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Does someone know a work-around so we dont have to copy/paste the steam exe to the workbench folder for using "peer-tool" after every update? Took me a whole our to figure out why my peer-tool isnt working anymore 😄

red apex
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last week i was a bit drunk while fiddling - at that time i copied a streetLamp and made it flicker using the baseLightManager component.

now im sober, i just cant recreate what i did that night. Does anybody know how to make a light flickering ( using BaseLightManager Component -> LightSlots -> 'LightShouldTick' ? )

chilly lava
#

solution: get drunk again 😄

lean scroll
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I am building a US base from scratch. I am finding it hard to see the BarbedTape.et when placing over grass. It doesn't pop like 3DEN did. Makes alignment and rotation difficult. Right now I am building over concrete surface, aligning, then Ctrl-X/V in place.

Any tips on object placement? Hide the surface grass?

I did find using the ground manipulation tool easier to move objects versus move tool.

amber tinsel
lean scroll
solar shard
wild trellis
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So I've altered Conflict mission to be PVE as US faction. The missions work great until I get down into the southern USSR bases and they stop spawning in. If working my way down from the north, it's always around Morton or Chotain where the bases stop spawning, only the fireplaces of the bases spawn in. Anyone got any clues as to why? Been stuck on this since the weekend...

lean scroll
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What is the difference between "MobileWaterTank_US_01.et" and "MobileWaterTank_US_01_base.et"? Functionality differences? I see it with a lot of entities with the "base" added to the name.

amber tinsel
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you can compare them, I assume the non-base version inherits from the base version.
Over in the properties, you can use the drop-down "entity instance" to go back and forth between versions. On the little gear icon you can also switch to "only show modified properties"

solar shard
#

Often the base games lacks on settings like specific components I assume

solar shard
amber tinsel
#

Anyone else getting weird VM Exceptions when adding a Script to a TaskManager?
I guess you actually have to overwrite the class, instead of adding a script?

lean scroll
#

This is where a FORUM would come in handy... /s

trail thistle
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I've made a map and published, what do I need to do to make a mission/scenario file so I can set it up on my server too?

amber tinsel
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I explain creating a mission config at the start here :)
https://www.youtube.com/watch?v=obrwBQTBGw8

In this second part, we create the mission config, so it actually shows up in game, and then we publish the mission to the workshop :)

Source files: https://github.com/DasCapschen/Arma-Reforger-Tutorial-Project

Just in case you wonder, this second part was recorded on Linux instead of Windows, using GE-Proton-7-18. Works really well, just some...

▶ Play video
lean scroll
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@trail thistle Check out all the youtube vidoes...especially from DasCapshen, SneakAzWhat, and uselessFodder

trail thistle
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Will do, thanks

lean scroll
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What does the map look like? Island?

trail thistle
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I'll link you to some screenshots, 2 secs

trail thistle
#

Only posts one screenshot when I post the album link for some reason

lean scroll
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nice, trench warfare

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I see some vietnam Khe Sahn bases in the future.

amber tinsel
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Are Child Entities initialised before or after their parent? 🤔

lean scroll
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I would think after parent, like parent child tasks.

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but I am still thinking in sqf world.

crisp rain
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@trail thistle trenches 🥳

trail thistle
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This may be a stupid question - but when I've published my project, where do I find the serverData.json file so I can grab the scenario Id?

My mission file looks like this My Games\ArmaReforger\addons\MyMissionFolder but don't see any serverData.json file in there. not sure how to find the modId either - sorry for my noobness

amber tinsel
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the ID of your mod should be your Projects title. (unless you need the GUID, which is different) You can find both by double clicking your addon.gproj in workbench.

Not sure about serverData.json.

crisp rain
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^ I use the -listScenarios in commandprompt to get scenarioid

trail thistle
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Okay cheers - and yeah forget about that listscenarios arg. I'll check

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Is the format that you enter in scenarioId like this {GUID}/Missions/MyMissionName.conf right?

crisp rain
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I don't think the guid is in that beginning part

lean scroll
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From the serverData.json

{
    "id": "596338F447D34E39",
    "name": "NightOps - Everon 1985",
    "revision": {
        "version": "1.0.26",
        "dependencies": [],
        "scenarios": [
            {
                "name": "MSSION 1 - Flashpoint 1985",
                "gameId": "{1C7C31ACBB314DCF}Missions/MissionHeader_1.conf"
            }
        ],
        "downloaded": true
    }
}
crisp rain
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Is that the serverdata.json?

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whats the location of it?

lean scroll
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this is located on the server... wait out. I'll get the exact location

crisp rain
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oh server/addons/

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then enter your specific addon to see the serverdata.json.

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@trail thistle

lean scroll
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Here is my server_config.json.


{
  "dedicatedServerId": "ff6fd998-fef7-4968-8304-1dfb5f4f0766",
  "region": "US-VA",
"gameHostBindAddress": "154.16.169.143",
"gameHostBindPort": 2201,
"gameHostRegisterBindAddress": "154.16.169.143",
"gameHostRegisterPort": 2201,
  "adminPassword": "",
  "game": {
    "name": "2nd Armored Division",
    "password": "",
    "scenarioId": "{ECC61978EDCC2B5A}Missions/23_Campaign.conf",
"playerCountLimit": 20,
    "visible": true,
    "gameMode": "",
    "supportedGameClientTypes": [
      "PLATFORM_PC"
    ],
    "gameProperties": {
      "serverMaxViewDistance": 0,
      "networkViewDistance": 0,
      "disableThirdPerson": false,
      "serverMinGrassDistance": 0,
      "battlEye": true,
      "fastValidation": true
    },
    "mods": [
      {
        "modId": "597F187230094D01",
        "name": "Pastas Radio Sounds",
        "version": "1.0.0"
      },
      {
        "modId": "597C74F4846C092C",
        "name": "Flashlight_MX991_RED LIGHT MOD",
        "version": "1.0.0"
      }
    ]
  }
}
trail thistle
#

I'm getting this:


SCRIPT       : Profile - Using MachineName!
NETWORK      : Starting dedicated server using command line args.
BACKEND   (E): Http Error apiCode="ResourceNotFoundError", message="Resource assetVersion not found"
BACKEND   (E): [RestApi] ID:[2] Error Code:400 - Bad Request, apiCode="ResourceNotFoundError", message="Resource assetVersion not found"
BACKEND   (E): Error Code:400 - Bad Request, apiCode="ResourceNotFoundError", message="Resource assetVersion not found"
DEFAULT      : Entered online game state.
ENGINE       : Game successfully created.
ENGINE       : Game destroyed.

Server config here https://pastebin.com/8CsMe1AW

I copied the GUID into my scenarioId and put the ID in dependencies into my mods list from the addon.gproj file

crisp rain
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GUID doesn't go in scenarioid

trail thistle
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Dependency id?

crisp rain
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So you have the mods downloaded? If you go into your server folder then /addons do you see your mods in there/

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If so, go into this folder '58D0FB3206B6F859' and youll find the serverdata.json which will have your actual scenarioID (listed as gameID)

trail thistle
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I don't know where the addons are located on my server, I've tried the path above in the screenshot and then /home/steamcmd/.configs/addons and nothing there

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Might be easier to quickly screenshare with someone

crisp rain
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ok so they aren't downloaded then. Just use this for your scenarioid and that will let the server boot up and download the mods {ECC61978EDCC2B5A}Missions/23_Campaign.conf

trail thistle
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Putting the GUID in my modId seemed to fix it

lean scroll
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@trail thistle What is the name of it? D-Day Land Invasion?

lean scroll
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Better?

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LOL!

west karma
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Not a fancy pants video though

lean scroll
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I'm old school, I prefer text.

west karma
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Does anyone know what the parameters/arguments are for SpawnEntityPrefab ?

amber tinsel
#
/**
\brief Safely instantiate the entity from template (with all components) and calls EOnInit if the entity sets event mask EntityEvent.INIT.
@param templateResource Template resource of the entity to instantiate.
@return instantiated entity
*/
proto external IEntity SpawnEntityPrefab(notnull Resource templateResource, BaseWorld world = null, EntitySpawnParams params = null);

that? or did you want an explanation? 😅

west karma
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Yes explanation pls 😄

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Basically how do I spawn things via script without having placed it in the editor

amber tinsel
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one moment 😄

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okay, I haven't tried it, but here's my guess at what you need:

  • templateResource seems to just be the essentially the .et, which you can get by Resource.Load("path/to/file.et")
  • world should just be GetGame().GetWorld()
  • params tells the entity where to spawn (Position, Rotation), what it's parent is (if any), etc. Should be able to create that by EntitySpawnParams params; and then modify as you need. params.Scale = 2.0; etc
    Hope that helps?
west karma
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It does yes 🙂

But how do you tell EntitySpawnParams what the position & rotation are?

amber tinsel
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by using the Transform member of the SpawnParams. Which seems to be a Matrix. (4 vectors)
There is probably a helper function to generate that, somewhere... let's go hunt for it 😄

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so, for some reason the Matrix seems to be 4x3 (the last row is probably hardcoded to 0, 0, 0, 1)
the 4 vectors are probably columns, each 3 entries long
should probably not touch the first 3, they are for scale and rotation
the 4th vector should be position.

and then you can use for example Math3D.AnglesToMatrix() to convert Euler Angles (how many degrees to rotate along X, Y, Z axis), or Math3D.DirectionAndUpMatrix() to give it the direction in which the entity should look
These functions return you 3 vectors, which are used for the first 3 entries in EntitySpawnParams.Transform

amber tinsel
west karma
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hmm ok, thank you for all the help! I am much n00b.

would that be then like

entity.SetOrigin(x,y,z);```
amber tinsel
#

yes, I think that should work (but haven't tried)

west karma
#

I SHALL TEST

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Thanks 😄

amber tinsel
trail thistle
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Anyone know what I've done to have an image missing? I've got them all set up and pointed to edds files in the mission file

west karma
# amber tinsel no problem! we are all learning together here 😄

I SPAWNED A THING

        vector mat[4];
        entityA.GetWorldTransform(mat);
        EntitySpawnParams spawnParams = new EntitySpawnParams;
        spawnParams.TransformMode = ETransformMode.WORLD;
        spawnParams.Transform = mat;
        IEntity entityB = GetGame().SpawnEntityPrefab(Resource.Load("{27E2E58E734A80EC}Prefabs/Vehicles/Wheeled/M998/M1025_MERDC.et"), GetGame().GetWorld(),spawnParams);```
#

Somewhat stealing from the PrefabsSpawner

amber tinsel
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ah, nice 😄
Yeah, always a good idea to steal code from existing things 👍

west karma
#

One step closer to random mission generator xD

amber tinsel
median oar
solar shard
west karma
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I'll have a look 🙂

trail thistle
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what do you need in your mission to get chat to work?

median oar
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ChatManager or something like that 😄

amber tinsel
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I think it's called ScriptedChatEntity

trail thistle
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Ok cheers

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What'd be the best way to make a map? For the in game M

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Just photoshop it?

amber tinsel
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I have a feeling that the game/workbench can generate one for you.

trail thistle
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Let me know when someone figures out how lol

amber tinsel
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you'll need a SCR_MapEntity and then you can give it your maps .topo file. How you generate the .topo file I don't know yet. Probably in the terrain tool somewhere

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okay, to generate the topo file, should be the "Export Map Data" tool (looks like a globe) and then export "Geometry 2D" I think.

trail thistle
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ooo nice find

amber tinsel
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it takes really long on Everon ... stuck at 23% ... 🙈
it just filled my RAM and crashed 🙃

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oh, btw, you need to switch to the Export Tab down here

trail thistle
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I exported one and linked it to my MapEntity but didn't really change much as far as i can tell

amber tinsel
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hmm ... okay, maybe that isn't quite right then... 🤔

trail thistle
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I got it working by adding an SCR_MapEntity and applying it to that instead. I think I need to adjust the params to get the terrain to show up, but progress at least!

amber tinsel
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oh yeah, you need to pay attention, there are sometimes Thing and SCR_Thing ; always use the SCR Variant if possible. The non-SCR ones tend to not work.

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you could also export Rasterization from the Map Export menu, and set that as the satellite background image in SCR_MapEntity, maybe that helps with the missing terrain?

trail thistle
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ahhh I got it

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you have to export a rasterization which will give you a .tga file - rename that to .edds and then that will allow you to set it as a satmap

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It don't look great but better than nothing. Probably down to tweaking params

amber tinsel
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yeah, I think that needs tweaking of parms. It seems to be flipped. Probably not a good idea to just rename the .tga file to .edds
Maybe you need to import the tga file again?

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Right Click the TGA and select "register and import", it creates an EDDS for you

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@trail thistle

trail thistle
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nice, much smaller file size too

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65mb to under 1mb

amber tinsel
#

did it work?

flat marsh
#

How can you add other mods to your missions e.g a modded gun?

trail thistle
#

Works great yeah

trail thistle
flat marsh
#

What about added them to an existing project

trail thistle
#

not really too sure. I would imagine you'd need to manually drag the related files into your project folder

amber tinsel
#

You can double click your .gproj file and add dependencies there. You'll need the GUID tho

flat marsh
#

That just the usally assetID

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Same one used to add them to the server @amber tinsel?

amber tinsel
#

should be

flat marsh
#

Sound nice one @amber tinsel

trail thistle
#

for some reason my arsenal boxes are completely empty on my server but when I play in the tools i can see guns and stuff in there

amber tinsel
#

Sounds like a replication issue.

amber tinsel
#

Uh, so... I just got tasks working, and it was really easy... they even replicate properly... 😬
This is a "why does it work?" situation ... I had issues in SampleCoop and NightOps, and... I do nothing different ... 🤔

solar shard
amber tinsel
#

Some problem with task replication in peer tool. I think I couldn't assign tasks as a remote player. 🤔
Though, maybe cloned the project before you pushed some fix? I'll test it again, one moment.

#

No, I just tried again and it worked. Sorry 🙈

sour gust
#

I'm trying to create a MP mission with the Eden map, but I can't figure out how to activate street lights / interior lights when it's night. I see that these objects have an "Active" attribute, read-only, and it's set to Inactive. Is there some kind of manager that handles that?

dawn acorn
#

does anyone know how i can unlock the objects?

lean scroll
#

@dawn acorn If that is the is the default eden, you can't.

#

You have to create a new world as a Sub-scene(of current world)

dawn acorn
lean scroll
#

If you think something is bugged in the eden files, then you have to uninstall the game, and reintall. Try verify both game and workbench in steam.

summer hill
#

20 years of learning Arma script down the drain 😛

lean scroll
#

LOL, TELL ME ABOUT IT!

#

Workbench is a great tool through. I can really see the potential for some great stuff from people other than me, who know what they are doing.

west karma
#

Just need 20 more years learning c# 😛

dawn acorn
wild trellis
solar shard
solar shard
fluid nova
#

how can i add waypoint to missions file

solar shard
#

Am I the only one whos worldeditor is mega laggy since the last update? especially when placing entities I have 2 seconds lags every time since 2 days

quasi jay
#

Hello! 👋
If anyone needs help with scripting, feel free to tag me in your question, that way I won't miss it and answer eventually. 🙂

amber tinsel
solar shard
amber tinsel
#

yeah, I have gamemode, taskmanager and tasks in the same layer in that order. I'll try the cut-and-paste trick.

solar shard
#

If you use my taskmanager and so on, I didnt update it since about 3 days. So all comits since then havend touched the task framework as its working flawless right now and I REALLY DONT WANT TO TOUCH IT ANYMORE 😄
(Its based on SolidJuhos taskmanager and Biscuit made the most recent changed to get it running on dedicated server)

amber tinsel
#

I made my own task manager, but it is based on yours and the SampleCoop one. 😄
I had it working flawlessly yesterday... and today it broke... :1

#

I had some luck with making the tasks children of the task manager though, I believe children are initialised after their parent.
Funny thing I noticed:

  • in CoopSample, I got the tasks to show up twice. (calling SetTaskFaction in OnPlayerRegistered, this is the magic making it work ; thanks to your TaskManager! 😄)
  • in my own project, the Peer gets a Null Pointer Exception in SCR_BaseTask, causing the Task to not create there -> task only shows up once 😂
solar shard
amber tinsel
solar shard
#

ah okay, funny indeed

vague crater
#

Hi @amber tinsel !
Sorry for the @, i was reading the step you gave to create a map with SCR_MapEntity and the Geometry 2D Export and I've got some questions for you

#

I follow the instructions to generate satmap and the .topo file but there's no file created in the destination Path :x Any idea ? 😰

amber tinsel
vague crater
amber tinsel
#

Hmm... What did you select as the path?

vague crater
amber tinsel
#

And in the destination Path, you selected the Export folder?
Do you get any errors in the Log Console?

#

It should say something like

RESOURCES    : Map Data(All) successfully generated
RESOURCES    : Map Data(All) successfully exported to Export/CoopTest.topo
amber tinsel
#

Okay, the file is not created, because it fails. But the error message doesn't say why it failed :/

vague crater
#

UpdateEntities
WORLD : PostFrame
ENTITY (E): Huge number of entities (96428) per scene tree leaf! Center position <8192.000000 -50.000000 8192.000000>
ENTITY (E): Huge number of entities (96428) per scene tree leaf! Center position <8192.000000 -50.000000 8192.000000>

#

this is coming back again and again

amber tinsel
#

I'm sorry, but I don't know what that means. Maybe try asking in the #enfusion_terrain channel, there are people who know more about making Maps than I do 😄

amber tinsel
amber tinsel
west karma
#

@quasi jay Any ideas for limiting numbers of loadouts?

My thought was that where ever the array of loadouts gets called to the RespawnMenu count, get the list of players, get what loadout they have, then count each type of loadout, compare it to the maximum, then if it's over remove it from the array of loadouts?

trail thistle
#

Afternoon, how easy it would be to group these into its own prefab? They contain entities from Prefabs and PrefabsLibrary

fiery solar
solar shard
# fiery solar Hey, im also workin with the task manager but i cant figure out how you tell a t...

in the sampleCoop, there is a entity called "gameLogic" or something like that. That contains a script which handles what happens when the eliminate task is completed. Besides that, the eliminateTask seems just to check for the nearest entity. If that is dead, it completes the task. So for example, if you wanna kill an vehicle, just place the task right below it. I wasnt so happy with that, thats why I use another own method which you will find in my sourcecode. Its a trigger as a child to the command truck in mission 1

fiery solar
#

do you have a link to your version of tasks?

#

might go that route

solar shard
fiery solar
#

thanks dude

merry frost
#

i've placed a SCR_TriggerTask down next to a trigger in the workbench but the task doesn't show up in the list when I press run. Do I need to add some other component to make it work?

amber tinsel
#

You need to assign the Task to a faction for it to show up in the UI. You can do that in the TaskManager with SetTaskFaction(task, faction);

merry frost
#

where is the task manager?

#

just add it in the task I just placed down via its script node?

quasi jay
merry frost
#

the taskmanager_editor?

amber tinsel
#

That won't work since you have to override the Task Manager class to call that function.
Just giving the Prefab a script didn't work for me. (though you can try)

merry frost
#

ok, so not as simple as juts placing an existing bi prefab then?

#

i see you made your own task manager

solar shard
#

The task manager is based on the sampleCoop made by BI

#

Just more advanced and Dedicated adjusted

#

And I didn’t made it. Some folks from this discord here contributed to it.

merry frost
#

it would be nice tho if the task could just be assigned in itself to the faction without having to do all these extra steps

solar shard
#

Well, right now, it is as it is. And actually, it’s pretty simple to setup everything.

#

The manager does what it’s supposed to do. It manages all the tasks: when to unlock, what to do once unlock, which to unlock next and so on

merry frost
#

yeah but it hasn't come with the editor is my point 🙂

amber tinsel
#

well, Workbench is much more than a simple Mission Editor. A dev already said on twitter they want to make a proper mission editor, but it will take time.

merry frost
#

ok, i've added the task manager in, added the trigger task, and made sure its assigned to the US faction, but it doesn't show up in game and gives a list of VM errors

#

or is it not possible to use the base tasks for it, but have to use the ones out of the template?

red apex
#

i had some problems with the TimeAndWeatherManager, which cant be edited and 2 of these managers wont work. My workaround is to copy eden.ent in the right folder structure - and everything works fine. (terrain is not missing)
Im not sure what the downside is of this approach - but it suits my (cinematic timeline) purposes. i have outlined my workaround in the first part of this video https://www.youtube.com/watch?v=OOoA28w3Lcg

if anyone knows: i'd like to know what the drawbacks are when using this approach in a mpmission.

A very basic howto make a movie with the Cinematic Timeline in the ArmaReforger workbench.

▶ Play video
west karma
merry frost
wild trellis
solar shard
red apex
#

What do you mean with 'don’t resets itself all the time' - timeandweathermanager looses its settings?

junior cliff
solar shard
red apex
#

i somehow refuse to believe we need some script to modify a perfectly nice timeandweather component. my approach is to 'save as' in my project with the correct folder structure. terrain wont get lost if you use the correct folderstructure where you do save as.
From that point, i load the newly saved world - and i can use the timeandweather component like normal (or edit eden). no resets, no weird things. nothing.

Hence my question: i dont know the drawbacks (and i dont do mp mission making) because for my movie-making - this works like a charm.

solar shard
#

Well, thats good to hear. We just noticed, that - since you cant edit the eden.et persistent - it resets after workbench reload or publishing. Which makes totally sense and is intended. What is weired, that another manager placed in your own layers wont overwrite it all the time but often conflicts (error output in log: several managers). Thats why we came to that solution. Actually ex0 from bohemia suggested us that way since he made this for the official Capture & Hold mode

red apex
#

yea, the errorlog showed me the multimanager error. i will check for resets as you described, and get back with my results if they differ from what you said. thx!

wild trellis
#

hmmm I just tried to start my mission over AGAIN, and it seems CTI_Campaign_Eden is now locked? o.O

#

....Turns out I just had to restart the World Editor...

amber tinsel
merry frost
amber tinsel
#

video will be here in a few minutes, when youtube is done processing :)
https://www.youtube.com/watch?v=D3ly7oKY_vI

In this video we will look at how to set up a basic task system. :)

Source files: https://github.com/DasCapschen/Arma-Reforger-Tutorial-Project
Written Tutorial: https://dascapschen.github.io/ArmaReforgerNotes/#/page/scenarios%2Ftasks%2Ftutorial

Chapters
0:00 - Preview
03:24 - Better but currently bugged way (explanation)
07:16 - Vehicle Destr...

▶ Play video
brisk notch
#

hello everyone, I need to transfer my mission to another pc,
where I can find the whole files of that mission?

trail thistle
dawn acorn
#

how do i delete entities from the map, like a house or rock?

solar shard
#

From the default Eden.et? I believe that’s not possible right now till a function like hideTerrainObject has been included

dawn acorn
#

I swear it was possible a few days ago

trail thistle
#

I'm getting this error every time I launch my server with my mod

19:50:38:024  WORLD        : InitEntities 'SandBoxSceneWorld'
19:50:38:024   ENTITY       : Init entity @"ENTITY:1" ('SCR_AIGroup') at <0.000000 0.000000 0.000000> @"{8B4D49A9F324E7D5}Prefabs/Groups/PlayableGroup.et"
19:50:38:024    SCRIPT    (W): Cannot spawn team members of group SCR_AIGroup<0x000001908862E900>, AIWorld is missing in the world!
    ```
I have an SCR_AIWorld in my map (no AI spawns just yet)
willow inlet
trail thistle
#

I'll try

willow inlet
#

The warning about playable group is fine, that's players groups and it just complains about AI formations which are not needed

trail thistle
#

It's all in default with the rest of the logic

willow inlet
trail thistle
#

It runs okay in reforger tools and don't see any errors in the log console - but when I publish it + try to join the server i crash to desktop

willow inlet
trail thistle
willow inlet
#

I see, it's inconsistent item list for replication

#

You need to check spawning framework or coop mission sample.
Basically you have something placed directly in the world which wants to replicate over network in dynamic fashion.

trail thistle
willow inlet
#

Yes indeed

ionic folio
#

what are deployment points and whys it always none? cant be spawn points as i have them in the map..

left lava
#

How to make the MapDescriptor bigger ? the scale not work

dawn acorn
#

is there a way to run my scenario i made in gamemaster?

wild trellis
#

just log in as admin and you should have game master ability?

#

I believe its on by default when you hit the play button in the world editor

hazy raven
#

Hello everybody, i have a question i want to change in the AIspawnerComponent, the class filter to react only when a player is in the zone, do you have a solution for that ?

solar shard
solar shard
solar shard
quartz pollen
#

you ever find a good guide for this? been stuck all day trying (@ me in the servers channel if you want)

solar shard
quartz pollen
#

ah okay, i'll keep trying and post something if i get it working

rapid star
#

forgive me if this is a stupid question. but how do I put down a character and make it the player's character in a coop mission?

hazy inlet
#

I'm still trying to figure out how to make the weapon tracks from conflict work in a custom coop mission

#

Anyone know what's needed?

solar shard
#

Well class filters can’t be reduced to player only but you show this user script to make this afterwards

sinful dagger
wild trellis
#

So I managed to figure out that removing the USSR faction is breaking the southern bases in conflict mission. Anyone know a way I can still have the USSR team "playable" in the world, but actually have all players join the US only when they join the mission?

#

How are these southern (USSR) bases connected to the USSR faction?

celest sequoia
#

How do i make ai get into a car then drive? I've set up get in and move waypoints, but they dont get in the car. Just walk over to it.

wild trellis
#

I dont think they can drive yet? Ive only seen them get into a gunners seat

celest sequoia
#

At one point i has two ai in the front seats, couldn't get them to move though.

solar shard
wild trellis
#

he rotated and seemed to be searching for targets, but he never fired, ended up getting out while i was driving and died (lol)

solar shard
#

You can set them the Gunner or passenger seat specifically via getIn waypoint but I would spare the driver seat since even with the correct mesh the best they do right now is driving in a straight line

ionic folio
sinful dagger
# ionic folio ??

I ask you if you had a solution for the problem: "No deployment point available"

ionic folio
#

nah i dont know why it says that 😄 so no idea how to fix it sorry.

sinful dagger
#

the same
if i find i will tell you

sour gust
pearl badge
#

Is it possible to put the AI Units on the map? I tried adding SCR_MapDescriptorComponent to the prefab but it doesn't show up.

dawn acorn
#

is there a way you can permanently hide vanilla entities?

plain elbow
#

my editor crashes when i go the prefab world folder to load in the pp but it crashes straight when i open the folder in recourse manger

#

anyone else have this?

willow inlet
plain elbow
willow inlet
plain elbow
#

i did send it to BIS

#

verified files as well

plain elbow
willow inlet
plain elbow
plain elbow
solar shard
celest sequoia
#

How would i make ai open a barn door?

willow inlet
solar shard
flat marsh
#

Has anyone had issues with AI just getting stuck on there missions? I have edited the Map e.g place objects down everywhere. Do I need to update the NavMesh or somet?

willow inlet
solar shard
#

Does someone know a other way to make a vehicle "unmoveable" then setting its fuel to 0?

celest sequoia
#

I can get ai to open doors on my subscene, but not ones part of eden

solar shard
#

Ah I guess this could be done via the damage handling component

willow inlet
halcyon patrol
#

can you unlock the GM_Eden layers? I want to edit the perception of AI?

halcyon patrol
#

or do i need to just create my own world and replicate

willow inlet
solar shard
halcyon patrol
#

Can I force the perceptionmanager2 to override perceptionmanager1 in this

celest sequoia
#

So why cant i get doors that are part of Eden default to open, only the ones placed on subscene?

willow inlet
willow inlet
willow inlet
# celest sequoia So why cant i get doors that are part of Eden default to open, only the ones pla...

There is a bug with EntityIDs which is visible in Workbench but in game it should be fine.
It happens when you load world in World Editor - you have layers, entities have their IDs. Navmesh links (as for opening doors) require those IDs to be proper, otherwise cannot find the door.
But, if you change anything on the map and rebuild the navmesh, your IDs may be still wrong.
The only way we found out to fix it - is to save world with your changes, then restart WB, then build navmesh.

After that, when your addon is packed - you should be able to confirm it working in the game.
In short - dont trust navmesh links in WB

solar shard
# willow inlet I never tried, so its up to you 🙂

Solved it. Thank you for your help.

Different topic you could possible answer in no time with a simple yes or no.

Is there at this point the possibility already, to utilize something like Arma‘s profileNamespace to store some variables at the client or on a server persistent to load later on in another session?

junior cliff
#

Yes, you can read/write files in profile dir.

flat marsh
willow inlet
flat marsh
light oak
#

can i make bigger makers as MapDescriptor makers or other makers

shadow crescent
#

hi all. question. how hard it is to implemt spawn of radio like in conflict mission into my own mission please?

austere cobalt
#

Hi, which component needs to be added to show name tags for players and AI like in conflict?

willow inlet
flat marsh
#

Huh okay.

#

Is there any tutorials for the navmesh system

#

Can’t figure out how to use it

willow inlet
willow inlet
austere cobalt
mystic kestrel
#

how can i set waypoints for players?

willow inlet
willow inlet
mystic kestrel
#

i don't like this task system

willow inlet
#

Tasks and waypoints will be merged together at some point in future, when there is more integration between players and AI

flat marsh
#

How long does it take usually to redo the navmesh?

#

And its the second time its crashed...

#

How do I only generate say a village?

willow inlet
#

It takes few hours for Everon

#

@flat marsh did you find any documentation?

flat marsh
#

Erm

#

Bascially nothing on the WIki

#

Nothing good turned up on discord

#

I have managed to figure it out I think though. I have generated just the village I want 🙂

#

Oh god my AI WORKS! Finally. They dont get stuck

willow inlet
#

Good job

flat marsh
#

Haha thanks. Just a learning process

ornate onyx
#

I'm sure this is basic & has been answered before (I did search the channels to try & find).

How do I make markers/objectives for my players? I followed a couple 2-hour tutorials and they covered managers/win conditions/etc but not how to show players a marker that says like "move here" or "kill this guy" or what have you.

I don't know if Enfusion supports markers natively or if I need to program custom UI for that. I know I saw an orange diamond marker being used in the top "assassinate" mission on the workshop so I hope that's a standard thing I can use.

solar shard
#

Right now its a mix of the playercontroller setup in the gamemode, a hudWaypoint file and, in my case, a very lazy workaround. Those waypoint is attached to an invisible comment which I move around through the map via getOrigin / setOrigin 😉

torpid tundra
sour gust
#

So did someone figure out how to properly apply fog settings in the Eden map? I see it has a Fog_Haze GenericWorldFogEntiy but it doesn't apply once the scenario is played.

I also found out there is a WeatherItems class of configuration files which may be used to apply these settings but I don't know where it needs referencing to be loaded.

sour gust
flat marsh
#

Well I only needed to generate a NavMesh for a village I'm using. Using the Navmesh tool I just generated it, but when it comes up with generating a position I just put the coords in for the village @sour gust

#

I have the NavMesh "Soliders" already there. Don't know how you create it. Connect to Local Server. Generate either whole Map or specific position

#

Though my Editor crashed 3 times in a row trying to generate whole map 🤔

sour gust
#

Haven't found out how to open the Navmesh tool (if I click on the button, nothing happens). Will sleep on it and retry tomorrow

flat marsh
#

Yeah so if you click the NavMesh tool on the "Top Bar". Then bottom right of editor will say NavMesh tool

narrow path
#

Did you figure out how to eneable RTO spawning?

narrow path
flat marsh
#

Oh. Well tbf I literally only needed the navmesh for the village. As it’s sectioned off and a FFA game mode.

#

I literally didn’t know how to use it. Went in blind and it worked 🤣

narrow path
#

fairs, you can also use MapEntity_everon.et that already has it loaded

flat marsh
#

Can you update the default navmesh or is it read only?

narrow path
flat marsh
#

That’s why I updated it because I added loads of stuff

#

Well made a new one*

narrow path
flat marsh
#

Err. Yeah. As a sub scene?

#

Everything’s working. Servers been up for almost a week now 🙂

narrow path
#

and it allows connections?

flat marsh
#

Yeah, it’s only static objects

narrow path
#

ah okay

flat marsh
#

Yeah I’ve learned lots last week

#

Been up all night and morning trying to get things to work 🤦🏻

narrow path
#

yeah i made an entire mission published it, and went to test it with mates got a inconsistant table error, and found out you cant just place objects and shit down in the map editor so had to remake it with Ex0 and a couple other's helps

flat marsh
#

Yeah tiring. I need to learn more of the networking side of scripting. But for now the server is doing well

narrow path
#

now that you haver said that the server is gunna start throwing every error under the sun for the next week

flat marsh
#

Hopefully have my custom program done in a day or 2 that will allow me to restart the server and change scenarios/maps 🙂

#

Yeah true

#

Well Auto restart with random selection

muted scroll
#

Hello, How can I add or modify the image on a panel to, for example, put my team's logo or put information such as a briefing?

muted scroll
solar shard
# sour gust So did someone figure out how to properly apply fog settings in the Eden map? I ...

I put a second fog-haze in my own layer and it works perfectly. Do not try to edit stuff in the Eden.et layer. Weather manager is another thing. That conflicts if you put another on it. That’s why we developed that force weather component which you add to the gamemode like in the c&h mod example. You can find it in our framework „NightOps Coop Missions Framework“.

https://github.com/Zealous666/AR_NightOpsCMF/blob/main/Scripts/Game/NO_CoopMissionsFramework/NO_SCR_MissionTrigger.c

GitHub

NightOps - Coop Missions Framework. Contribute to Zealous666/AR_NightOpsCMF development by creating an account on GitHub.

solar shard
# narrow path Did you figure out how to eneable RTO spawning?

Yeah. It is enabled in our coop missions framework. It’s just one little tickbox in one of the gamemodes components. ~~But I’m not at pc right now, to check which one exactly it was. ~~Will tell you later if you didn’t find out already. Here you go:

solar shard
sour gust
flat marsh
#

No problem. Would be nice if it switched automatically

sour gust
#

@solar shard I loaded your mission and set some heavy fog in Fog_Haze2 in your Init layer. Again this looks fine in the editor but resets as soon as I hit the play button. If it works on your end, I guess there's something I'm doing differently (euphemism for WRONG 🤣)

solar shard
#

Well that’s weired. Works good on my side but i use it not this heavy way and only to have a snooth foggy horizon

narrow path
tall heart
#

can i make fog ?

sullen aspen
#

I have two questions. How do i not make the mission only start when the admin says so? And how do i limit the amount of loadouts players can select per squad?

proven delta
solar shard
proven delta
#

NightOps dynamic spawn framework

solar shard
#

Ah. Alright. @median oar who developed the actual framework made some good explanations in his git https://github.com/devinSpitz/NightOps-DynamicSpawnFramework and @west karma will write afaik a tutorial about it soon. But let’s see what we can do. What’s the issue. It just don’t trigger?

GitHub

Arma Reforger - It does spawn and despawn on player contact just with hierarchie no naming - GitHub - devinSpitz/NightOps-DynamicSpawnFramework: Arma Reforger - It does spawn and despawn on player ...

#

You placed the trigger prefab and a spawner prefab as it’s child in the world and assigned some AI prefab in its component?

proven delta
solar shard
#

Trigger looks good. Be aware that in this case, the AI will Respawn once you leave the trigger again. That’s why the „Delete“ flag for. Just as a sidenote

proven delta
solar shard
#

The system is pretty straight-forward:
Now select a group or vehicle prefab of the prepared spawner prefabs and put it in his child. That way he knows which prefabs to spawn. You can put as many as you want

proven delta
#

but is there a way to limit the spawns inside the sphere ? and have mulitple triggers wich are at different times triggering different units on different places?

solar shard
#

You can even add more waves in the same spawner with a different player count. Default is 1 player. But you could for example make a second wave of the same prefab when there are at least 5 players connected etc. For difficulty balancing stuff.

solar shard
#

It uses one of our other Frageworks too though: CoopMissionsFramework to setup easily coop missions. A task framework will follow soon. But don’t want to spoil too much since it’s still in development.

proven delta
#

hehe okay.. man thank you so much dude... you saved my day 😄
i litterly was biting my teeth out .. didnt find the issue and the parenting was it actually .. thank you parrot

solar shard
#

The Everon Mission will be a Little Bit More Self-explanationry once we implemented the task system since then, there is even less to care about. I’m online the next hours, feel free to ping me if needed

remote magnet
#

I need help getting a triggers Box Mins and Box Maxs values in my script. I am able to get the sphere size with this

SCR_BaseTriggerEntity trigger = SCR_BaseTriggerEntity.Cast(GetGame().GetWorld().FindEntityByName(TriggerName)); if (trigger) { Marker_Radius = trigger.GetSphereRadius(); };

But I cant figure out how to get the box values along with any other data from the trigger. I cannot find any other functions like GetSphereRadius but for the box values. If anyone can point me in the right direction that would be great.

median oar
#

Hello there a have a little problem with the task system 😄 I can assign, complete and fail tasks (Get the notification) but after an assignment, while opening the journal I get an error :

SCRIPT (E): NULL pointer to an instance
Class: 'SCR_UITaskManagerComponent'
Function: 'GenerateUI'
Stack trace:
Scripts/Game/Tasks/SCR_UITaskManagerComponent.c:266 Function GenerateUI
Scripts/Game/Tasks/SCR_UITaskManagerComponent.c:732 Function Action_ShowTasks
Scripts/Game/Tasks/SCR_UITaskManagerComponent.c:538 Function Action_TasksOpen

It's from this line of code and I don't know how this currentTaskUI can be null xD

        RichTextWidget textWidget = RichTextWidget.Cast(currentTaskUI.FindAnyWidget("TaskTitle"));

Does somebody know more? @quasi jay

#

The task manager looks ok I think and the task as well. All the prefabs are set and there also available 😦

quasi jay
median oar
#
currentTaskUI = task.GenerateTaskDescriptionUI(this, m_aWidgets);

Should declare that variable if you mean that 😄 But thats all inside of the SCR_UITaskManagerComponent which i did not change ;D @quasi jay

sullen talon
whole phoenix
#

hi @sullen talon is there a way to get vehicles to respawn? I cannot seem to find a way. Just empty ones.

sullen talon
median oar
red apex
red apex
sour gust
#

Yes, and I think at this point I've tried all combinations, with the GenericWorldFogEntity of the map, in additional layers, etc. but when running the scenario it's not applied. Maybe it's somehow overridden by the time & weather settings? At least I got minor relief that I'm not alone having this issue 💩

#

@red apex ☝️

muted scroll
#

Hello,
where we can found the conflict mission for see how they are make ?

sullen talon
median oar
#

Like in my spawn system its fully drag and drop no naming at all xD Naming for me is like goto or public static that gets changed from every where in code all the time xD

solar shard
proven delta
median oar
#

Maybe make 2 triggers one for the USSR AI's and one for the US AI's? But actually the spawns do not have to be inside the trigger 😄 and you can just trigger them by code as well if you rather have 1 Trigger that spawns both.

proven delta
solar shard
#

well you could add anothe trigger for example, a faction control trigger. And once it fires, you could disable/delete the actual spawn trigger for example

slate garnet
#

Any documentation on the evacuate task?

median oar
night pond
#

do unarmed enemy AI punch back?

whole phoenix
#

think i posted in the wrong room. But on this particular deathmatch map I cannot see any weapons in the arsenals ?! any ideas why? BUMP

austere cobalt
coral smelt
#

Hi, can anyone experienced help with how to do a Conflict-based scenario? For example, I want more AI, more buildings.
I tried everything in the editor, but when I test it in Reforger it doesn't have any AI at all.
Maybe I’m building the sub-scene on the wrong world, or am I using the wrong system layer?

ionic folio
#

Why would a humvee placed into the map. not work correctly? the gun on top doesnt work and has an ammo box floating under humvee. works when spawned in as gamemaster tho .

merry frost
#

is it just me having done something wrong or does adding a script to a trigger within a task cause it to break the task completion?

#

and if there is, do I have to add something to get around it?

merry frost
#

I'm assuming its possibly something to do with me using the onActivate for the script which has an override in it. Should I just use a regular user script and does that only get called when the trigger is triggered then?

sour gust
#

Did anyone manage to get a thick fog working (not in the editor, but when playing the scenario)? I still can't find out what's missing with Fog_Haze

glacial pivot
#

I have only one mod

wild trellis
#

speaking of, i think i want to try to add a new cap point...! Wish me luck! XD

#

oh also make sure "Spawn AI" is checked

median oar
fathom granite
#

Its there any way to add the arsenals the "save loadout" of the gamemaster mode?

glacial pivot
# median oar This one mod seem to have dependecies :)

But I just made it, it shouldn't have any dependencies other than itself. Also I've even tried adding those mods lmao. When people or I join it just crashes before you can get in. We can all play the map offline though

#

58D0FB3206B6F859

#

can I remove that? It's not reforger is it?

lime stratus
#

That is reforger, no shouldn't remove that

median oar
solar shard
#

You need this. Reforger base

median oar
glacial pivot
#

The only thing in the config.json is my test mod

median oar
#

hmmm. did you clean your profile on the server? And did you restart the game?

glacial pivot
#

Clean my profile on the server? How does one do that? o.O

#

and yeah restarted that and the server many times

#

Delete the profile folder in my games - > armareforgerserver?

median oar
glacial pivot
#

wait there is a config.json in here (mygames/armareforgerserver/profile) but it doesn't have any of the mods listed, just mods I was testing it out the other day getting things to work. Just to be clear is this the folder where everything is cached? I just see logs and stuff do I delete this?

glacial pivot
#

yeah its just logs and stuff, not sure why the config is in there lol

median oar
#

should look like this :)

#

So Arma reforger server and addons folder should be there :)

glacial pivot
#

Is there something I'm missing I've never seen this window before in my life lmao

median oar
#

No its just on linux there should be a folder like that on windows too or im wrong?

glacial pivot
#

we have a launch.bat

#

cd Z:\SteamLibrary\steamapps\common\server
start /wait /REALTIME ArmaReforgerServer.exe -config "Z:\SteamLibrary\steamapps\common\server\server.json" -profile ArmaReforgerServer

median oar
#

Yeah last parameter :) so it should ve in the folder xou execute the bat or in the folder where the exe is :)

#

there should at least be an addons folder for the server :)

glacial pivot
#

there is an addons folder but it is just core and data folders

#

it's just so confusing, I tell it via cd where the common/server folder is, but it doesn't even touch anything in there. It just dumps everything to documents/my games/armareforgerserver/

#

Like I look at profile, in the same folder as the exe and launch.bat, nothings been touched since 05/26

median oar
glacial pivot
#

ohhh

median oar
glacial pivot
#

Wow lol so I do this? "-profile "Z:\SteamLibrary\steamapps\common\server\profile""

median oar
#

i would do that. Now you know for sure where its saved even if you call it from a bat or .cmd or what ever :)

glacial pivot
#

Yeah exactly! And for addons?

median oar
glacial pivot
#

Also there's a config file in here is there an example of how it should be setup? For profile specifically

#

Hey! It's reading the addons folder and profile!! Awesome! 😄

median oar
#

An example is on the wiki but i dont have a link right now xD

glacial pivot
glacial pivot
#

I feel like I'm being trolled so hard (not by you! You're awesome!)

median oar
glacial pivot
#

I did and it worked, people were able to join I was able to join

#

That was last night lol

#

Now I just try to test out this simple mod that I made lmao

median oar
glacial pivot
#

yeah I am so confused haha

median oar
glacial pivot
#

Yeah it's only showing one file this time, so hopefully it connects. Will update when it's done downloading 😄

#

It officially works! I can join the server! Thank you so much!!

wraith glen
#

https://github.com/Zealous666/AR_NightOpsCMF/blob/main/Scripts/Game/NO_CoopMissionsFramework/NO_SCR_ForceTimeAndWeatherComponent.c I'm using this script to override the weather manager in the eden scene but now if I place a new weather manager, it overrides that one instead, leading to the lighting being very wonky because I can't keep it enabled, is there a way to prevent this from happening?

GitHub

Contribute to Zealous666/AR_NightOpsCMF development by creating an account on GitHub.

#

might be fixed? testing it now

solar shard
#

But you dont need ANOTHER weather manager.

#

Why would you add another one?

wraith glen
#

if I don't add another, the lighting becomes really janky. no godrays or anything like that

#

not sure why

solar shard
#

but there is the default one from eden.et? thats weired

#

since our component only edits the settings from the preplaced weather manager

wraith glen
#

when I re-added the weather manager it just started using the eden one again in the editor, hopefully it was a one time bug

#

gonna try it in-game now

solar shard
#

ok, so you should never use two weather managers, since they always might conflict each other. Thats why we created this component to edit the original one

wraith glen
#

this is strange, all working now but only when I place a second weather manager after the script overrides the first one

solar shard
#

wonder if it still works once you restart thr workbench or publish it, since from our experience two managers are always bad. On my NightOpes Everon map I never use a second one, only our component and the default one in eden.et and got great results

wraith glen
#

arma moment ¯_(ツ)_/¯

#

yeah this is a published build that's working

#

after restarting the map, this happens

#

I'll try deleting the manager rq

halcyon patrol
#

Hey, is it possible to make this whole full screen a custom image rather than just the small sub screen?

wraith glen
#

through a little snippet of script, think I've fixed the issue for myself, thanks anyways zeal ;)

wraith glen
#

here's the final version of the updated scripting if anyone else has this issue, rename your weather manager to 'skull_reaction' and insert this code at the start of EOnInit of the original code

narrow path
#

I have 2 questions, 1 : how do i make a trigger only activate when a player steps in to it, and 2 : Is there anyway to get AI to recognise that somthing is in the way and go around it, right now when moving to waypoints they seem to just go in as stright a line as possible ignoring entire buildings if they are in the way.

barren needle
median oar
# narrow path I have 2 questions, 1 : how do i make a trigger only activate when a player step...

Check out the NO_SCR_EnvSpawnerComponent script here: https://github.com/devinSpitz/NightOps-DynamicSpawnFramework
It rebuild the navmesh on runtime for the enviroment it spawns :)

GitHub

Arma Reforger - It does spawn and despawn on player contact just with hierarchie no naming - GitHub - devinSpitz/NightOps-DynamicSpawnFramework: Arma Reforger - It does spawn and despawn on player ...

solar shard
solar shard
#

You sure? Making it that way, that a trigger only fires when a player enters it instead of all characters is exactly what you cover. Or did I misunderstood the qestion?!

west karma
#

My tutorial doesn't have that

#

Only triggers that fire when all of one side are eaad

lean scroll
#

What is best way to place markers on the map? Through the task system? comments system?

#

I just need a marker to show a supply position.

solar shard
#

@narrow path adapt herbiies code from his tutorial and try something like if(!IsPlayer(cc)) return false; or similar

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

But this in a user-script of a trigger and your magic in the onActivate of that and you should be fine
#

(added with the !isplayer stuff)

west karma
#

You need to create isPlayer too

{
  int playerId = GetGame().GetPlayerManager().GetPlayerIdFromControlledEntity(yourEntityHere);
  return playerId > 0;
}```
#
override bool ScriptedEntityFilterForQuery(IEntity ent) {
        SCR_ChimeraCharacter cc = SCR_ChimeraCharacter.Cast(ent);
        if (!cc) return false; // If the entity is not a person, filter it out
        if (isPlayer(cc) return false; // If the entity is not a player, filter it out
        if (!IsAlive(cc)) return false; // If the entity is dead, filter it out
        return true; // Otherwise, include it!
    }
    
    bool IsPlayer(IEntity ent)
{
  int playerId = GetGame().GetPlayerManager().GetPlayerIdFromControlledEntity(ent);
  return playerId > 0;
}```
lean scroll
#

Getting error in NO_SCR_CoopTaskManager:

NULL pointer to instance
Class: 'NO_SCR_CoopTaskManager'
Entity id:2305843009213693970

Function: 'OnPlayerRegistered'
Stack trace:
scripts/Game/NO_CoopMissionsFramework/NO_SCR_CoopTaskManager.c:172 Function OnPlayerRegistered
scripts/Game/GameMode/SCR_BaseGameMode.c:651 Function OnPlayerRegistered

     SCRIPT    (E): SCR_CoopTaskManager is missing m_pRplComponent!
SCRIPT    (E): NULL pointer to instance
Class:      'NO_SCR_CoopTaskManager'
Entity id:2305843009213693964

Function: 'OnPlayerRegistered'
Stack trace:
scripts/Game/NO_CoopMissionsFramework/NO_SCR_CoopTaskManager.c:172 Function OnPlayerRegistered
scripts/Game/GameMode/SCR_BaseGameMode.c:651 Function OnPlayerRegistered
SCRIPT    (E): NULL pointer to instance
Class:      'NO_SCR_CoopTaskManager'
Entity id:2305843009213693964

Function: 'OnPlayerRegistered'
Stack trace:
scripts/Game/NO_CoopMissionsFramework/NO_SCR_CoopTaskManager.c:172 Function OnPlayerRegistered
scripts/Game/GameMode/SCR_BaseGameMode.c:651 Function OnPlayerRegistered
solar shard
lean scroll
solar shard
lean scroll
solar shard
#

It’s all fine. We develop a dynamic task framework right now which will allow you to make it a little bit more flexible. But the current one works fine if setup correctly. So the least you have to do is setup one task and place its name into the task managers initial task. Just download the NightOps Everon 1985 map and do it as it is there in mission 1.

lean scroll
#

That will be great. Dynamic tasks, and spawning will allow some really good stuff to be published. And THANKS for all you guys are doing.

gritty vortex
#

Anyone figure out a way to create a volume that damages things inside?

solar shard
# lean scroll That will be great. Dynamic tasks, and spawning will allow some really good stuf...

Be aware if you use the everon map it has two of our frameworks as a dependency. The CoopMissionsFramework you are using and the DynamicSpawnFramework. How to use this you will see in my files.
If you want to use the dynamic spawn framework by yourself, copy the defines file in the scripts folder to your own missions script folder and uncomment the defines as explained in the file. Will all be covered in the tutorial but I’m sure you will be fine. It’s pretty simple.

narrow path
#

However i have no idea where he is calling for the navmesh to be generated in his script.

solar shard
#

I’m pretty sure @median oar who developed it, can help you with that. Just make sure to credit the folks whose code you are using, as a general advice.

narrow path
median oar
narrow path
#

yeah, it doesnt help too much that the tool tips in the script editor dont tell yo much, if you get the SQF plugin for Visual studio you can hover over any code piece like IsServer for example and it will tell you what it does and give an example current script editor does do that and it make me sad.

median oar
narrow path
#

i only use visual studio cuz thats what i used in college, but for me all the tool tips are like PlayerController : PlayerController. Like aye lad thanks

median oar
#

True and anoying but doable :)

#

ALT + Left Key will bring you back one file that helped me a lot :)

muted ginkgo
#

is someone around to help a noob make his gamemode into a scenarion? I created the mission header but it doesnt load up in reforger

#

is it also a problem that reforger says my addon is 0bytes?

narrow path
muted ginkgo
#

@narrow path thank you it worked. Is it possible to have a server side mod only?

lean scroll
#

@solar shard Ran Mission 2 - Night Operations on hosted dedicated server. Worked pretty good. Enjoyable. Completed the intel collection mission, and RTB'd. Failed to give a mission complete, and allow us to select next sub-mission. The waypoint marker was at the radio, but said intel mission was not completed. We'll try again to see what happens. Let me know if you need a hosted dedicated server to test on. At this stage, I'm rotating through different missions from workshop. Looking for a good "Patrol Operations" mission.

gritty vortex
median oar
lean scroll
#

ok, cool. I see you release Dynamic Task Framework. 0.0.2 Thanks

median oar
solar shard
#

And the NightOps Dynamic Task Framework which is released just this night will be implemented into all missions too the coming week while Herbiie write tutorials about all the frameworks so you all have not the hard time to use et for your own missions.

Thanks for the kind server offering btw

lean scroll
#

@solar shard, my pleasure to be the end user of some great stuff to come. Off to a great start. Love the framework stuff.

round path
#

Hello All, just made my first server for enforger just using the Conflict mode so nothing fancy lol. Question,,,,,, how can I make the server or mission persistant?

amber tinsel
lean scroll
round path
#

@lean scroll I probably didn't say properly what I ment. I open the server, play the mission, capture a few places and then close server. I reopen server and it is reset to the start again and now no places have been captured. How ro save the mission to where it is before closing server?

lean scroll
#

Question: when you say “close the server” do you mean shut it down or stop it? Stopping the server resets it back to the beginning. At this point there is no persistent mode. Just leave the server up and rejoin. At least that is how my dedicated server works.

median oar
glacial pivot
#

Hi there, play from here is spawning the camera at 0,0,0

#

Ahh, now I have to verify integrity of files not once but twice now. (Every time I restart the engine I need to reverify)

round path
#

@lean scroll ok cheers

magic oasis
#

Hi, is there info on restarting a mission at mission completion? Or must i restart the server?

barren heart
# magic oasis Hi, is there info on restarting a mission at mission completion? Or must i resta...

So you can play mission header from script, can't give you the exact method right now. And you can get the currently loaded mission header.

That's hard to test in editor since you don't actually load mission headers but maps directly, unless maybe if you go through main menu first.

It works seemly fine for SP I have not tested it for MP but presumably a dedicated server will respond to the commands. What happens to the players is anyone's guess 😄

solar shard
nocturne mist
#

is "{8C8EDD6FAE094000}Missions/ the same as the ModId?

whole phoenix
#

@median oar love the TaskFrame but I knows zero about scripting, I have managed through everyones brilliant input to get the tasks working. But i want to add the waypoint markers for each task on screen. I have no idea how to recreate your NO_SCR_TaskMarkerComponent (if that is in deed that on screen marker) I wanted to copy and import yours but unable. All help greatly received and Thanks for the work you have done.

median oar
median oar
fierce plaza
#

I hope I am in the right spot to ask this. I am having a hard time having the "all classes" available to a player on my dedicated server, it works in testing in EDEN, its an evron Mission but when joining as a player you only get the "default" loadout.

whole phoenix
median oar
#

Yes but actualy it doesent mather :) the gameobject just needs a RplComponent

whole phoenix
#

I reall am noob at this lol I keep getting

median oar
#

Not as a user script :)

#

add this file to your /Scripts/Game folder and reconpile the code 🙂

whole phoenix
#

👍🏻

median oar
#

in the script editor 😄

whole phoenix
#

lol

#

succeed so far

#

how do i now attach that ?

#

ahahahahaha brilliant found it

#

in components. wow who said 57 is too old to learn lol

#

time to test

median oar
whole phoenix
#

nope because i had annother error come up

#

ENTITY : Create entity @"ENTITY:2305843009213694141" ('MoveTask_1', SCR_TriggerTask) at <4827.602051 109.799004 8264.117188>
SCRIPT (E): NULL pointer to instance
Class: 'SCR_TriggerTask'
Entity name:'MoveTask_1' id:2305843009213694141

Function: 'SCR_BaseTask'
Stack trace:
Scripts/Game/Tasks/SCR_BaseTask.c:1001 Function SCR_BaseTask

#

I thing I might of deleted the tasks i had set up to show on map and screen

median oar
#

That should not be from this script there is something else wrong 😄

whole phoenix
#

yep I might have deleted the bit i did earlier. I shall make coffee and fix

#

but thank you that little bit of help is amazing

median oar
whole phoenix
#

I have it on my enfusion already and was playing through it

median oar
whole phoenix
#

yep will do I saw them on git hub pictures make it easier lol

halcyon patrol
#

@west karma Do you know how I can make it so I can delete player loadouts from the loadout manager in the GameMode_Editor prefab?

median oar
median oar
halcyon patrol
#

@median oar Thank you! and do I have to "remake" the prefab back together to make it all work again?

median oar
halcyon patrol
#

Thanks

proven delta
whole phoenix
#

@median oar I had the CoopLogic missing and now it works in Workbench. next to try my server .... drumroll plz lol

#

@median oar however i do get this error does not seem to do any but do you know? PATHFINDING(E): No navmesh file specified! Nothing has been initialized.

median oar
whole phoenix
#

yes in workbench i can stream ... so u can see

#

@median oar shall i go in general voice chat here so i can stream?

whole phoenix
#

no probs will do a vid clip

#

Thanks again for all the help. Much appreciated.

median oar
median oar
whole phoenix
median oar
whole phoenix
#

nope Iwill go through it all again in the morrow see if I missed something.

median oar
#

the video does not dhow sny ingame scene xD

whole phoenix
#

lol

median oar
late plover
#

Hey Guys does anyone know how to give units or groups infinite ammo? Thanks

whole phoenix
#

@median oar closest i have got to it working is this and the waypoint marker working on screen when i select 'accept'

median oar
#

if assign the marker is there otherwise not :)

whole phoenix
#

but no tasks working, think i will build a test map till i get it right.

#

all works fine in workbench though

solar shard
merry frost
#

Very basic, 2 clear triggers and then it ends the mission

#

It's good enough for most simple missions people want to make. I could upload it later if you want

#

Or maybe I should github it?

lean scroll
#

GitHub please @merry frost. Easy to look at files, and figure things out. THANKS!

merry frost
#

Yeah I'll have to have a look at that then. Going to add small bits to it for some of my clanmates to be able to move around

gritty vortex
#

aight how do I make a GM mission

#

hmm that was easy

merry frost
#

i'll be updating it as and when to extend what is in it so that it can be a simple copy paste then add stuff like people etc to extend the mission

lean scroll
#

quick question.... Is there any way to view the in game map when in enfusion workbench? I just need to reference bunker locations quickly

merry frost
#

np

#

i'll be updating it from time to time as I learn things, but it'll have been tested in mp like this has so far

whole phoenix
#

have you played it online via a server?

merry frost
#

yes, I have a dedi and a couple of people to try it, like i say there is no enemies in it and i've been able to try it with a couple of different setups

#

the peer tool is also quite handy for pre testing it too

whole phoenix
#

excellent i got so far and it would not work online and now i have just buggered the map up. I shall start again .

merry frost
#

lol

#

like i say, most of the documentation is missing atm. But you should be able to build a mission out of it

whole phoenix
#

thanks again

frigid hare
#

You even figure this out? I have the same issue

lean scroll
#

@frigid hare with the same mod? If so, delete it in your addons folder. Test. If that doesn't work, delete the entire contents of the addons folder, verify your steam files, and test.

frigid hare
lean scroll
#

@frigid hare Have you looked at the .conf file causing the error? Post it up, and maybe some one can see the cause for the error.

frigid hare
# lean scroll <@809517198031716443> Have you looked at the .conf file causing the error? Post ...

I just found the solution; for missions that are not on workshop you don't use the json server config, instead I start server like this: ArmaReforgerServer.exe -gproj="C:\Users\Steven\Documents\My Games\ArmaReforger\addons\Public Enemy\addon.grpoj" -profile ArmaReforgerServer -addons PublicEnemy -addonsDir "C:\Users\Steven\Documents\My Games\ArmaReforger\addons" -server NewWorld.ent -bindIP 192.168.5.205 -bindPort:2001`

lean scroll
#

Did you find that on the BIKI for reforger?

frigid hare
low stag
#

Hi yall, so im trying to publish my mission but i keep getting and "addon processing failed" error. Does anyone know how to fix this? I cant find anything online about this.

solar shard
barren heart
muted scroll
#

Hello, how it's possible to use "gamemaster (new zeus)" inside the workbench to try some missions ? I have to put something inside the mission ?

barren heart
#

Just hold Y while in game (in WB)

muted scroll
#

okay thanks for this 😉

solar shard
muted scroll
#

Hello,
In the conflict mission. I want add IA patrol team or group when we create a building like bunkers / roadblock. To motivate people to create more defences. And the area more difficult to be retake bye a small team.
You have idea to make this ?

lean scroll
#

@muted scroll Rabid Squirrel has developed a script for random AI spawn based on distance from player.

https://www.youtube.com/watch?v=O4ewLYbzNIU&t=125s

Welcome to the first in a series of short scripting tutorials for Arma reforger. I’m going to attempt to approach this from the angle of a beginner. By this I mean that those who are new to scripting in Arma Reforger, or just in general, should be able to take what I’ve done here and run with it to create their own scripts.

For those that watc...

▶ Play video
muted scroll
wooden owl
#

Is there a way to force groups to use MG turrets? The Defense waypoint seems like a suggestion, they do use it sometimes but its like they get bored after a minute and get off.

whole phoenix
#

Anyone know why the weather never changes to what i set in workbench?

west karma
whole phoenix
#

Do i have to use the game master or is there a script we can use to enforce rain 🌧

west karma
#

SO if you use the Coop Framework it'll work but we've not done a tutorial for that yet

whole phoenix
#

Ah ha lol your guides are amazing. Hard work well appreciated and getting us Moving.

#

The only thing i have not got working so far is the aiSpawner and keeping that beautiful rain falling. Taken 150 hrs lol

solar shard
# whole phoenix how do we do that ?

If you use the NightOps Custom Missions Framework, you can add the NO_SCR_ForceWeather.... component to the gamemode and edit it there. All is needed is the default weather manager in the eden.et. It will force-overwrite the weather. Since, if you just place another manager next to the default one, it will conflict all the time. Our way is actually the once we got "inspired" by the official C&H sample mod. So I guess its some sort of intented to solve it that way at this point of early access state.

wooden owl
#

Anyone get this error when they are trying to publish their mission?

BACKEND   (E): Http Error apiCode="ResourceNotFoundError", message="Resource asset not found"
BACKEND   (E): [RestApi] ID:[3] Error Code:400 - Bad Request, apiCode="ResourceNotFoundError", message="Resource asset not found"
BACKEND   (E): Error Code:400 - Bad Request, apiCode="ResourceNotFoundError", message="Resource asset not found"

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It doesn't link to an asset that it's looking for or anything?

whole phoenix
#

My mission Map is finally up on my server and working like a treat. Thanks for all the help.

solar shard
# whole phoenix My mission Map is finally up on my server and working like a treat. Thanks for a...

@lean scroll The NightOps tutorial-campaign received a big update including the implementation of the Dynamic Task Framework. Also the 2nd mission is finished with all three operations. You can now select in the player hub which OP to start, will be teleported back to the hub once finished and the mission is completed once all three OPs are done. Progress is saved persistent. Still some issues with JIP but we are looking into that and you can use it to learn how to do it by yourself. Tutorials will follow about all frameworks.

whole phoenix
#

One thing I have not sussed is the ai intelligence. I presume this is adjustable in the ‘perception’ manager?

solar shard
lean scroll
#

@solar shard Great stuff. I'll check it out. Y'all are blazing a trail to ARMA 4. Mission makers need dynamic tasks and spawning for COOP missions. Randomization is key. Thanks to your team.

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Actually everyone is all these areas, terrain, sound, model, etc.. Thanks. I think BI knew what they were doing when they threw this out there, and said have at it.

barren needle
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Agreed it was a good idea, and the engine is looking schmick (for the most part)

#

great design all round, just some teething problems that should be easy to knock on the head

lean scroll
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OK Aaron, you got me, WTF is shmick? I assume that is a good thing. LOL

barren needle
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like chefs kiss

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yes good

lean scroll
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ahhhhh, thanks. groovy. 🙂

silent depot
#

Apologies if this is in the wrong place, but I've created a terrain and added the TDM ganemode, spawns, factions, load outs, garbage manager, and perception manager but still no joy with having the terrain playable in the workshop, is there anything else I'm missing?

gritty vortex
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scenario?

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mission file

frigid hare
barren heart
red apex
solar shard
# sour gust Yes, and I think at this point I've tried all combinations, with the GenericWorl...

@red apex Im pretty sure its been overwritten bei the GenericFogEntity which exists already in the Eden.et (as it does indead with the weather manager)

We offer a streamlined solution in the NightOps Custom Modes Framework where you add a custom component to the gamemode which refers to the default weather manager and weather works flawless. Looking forward to do the same with the fog haze the next week or so of our theory is correct.

red apex
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i know what solution you have, i just believe its a 'hack' - and i like to understand why this happens in the engine. we're overlooking something. there must be some logic in why this happens.

solar shard
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Yeah it’s a hack somehow. Well no. Actually it just inherits from an existing class. The issue is that Eden.et has an own manager already which we aren’t allowed to edit.

For example, if you use your own custom terrain with your own single manager or generic fog entity, it obviously works flawless.

So the misunderstanding is somewhere in the minds that we thought adding a 2nd manager would be a good idea. Or that the engine can’t handle the layer hierarchy as we want it to be right now.

red apex
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"The issue is that Eden.et has an own manager already which we aren’t allowed to edit."
i dispute that. i have eden without that manager. i have a fully editable eden

solar shard
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But I totally agree with you. We miss something here

solar shard
red apex
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well. so far i can set anything with the weather manager. - except the fog. it a fogging irritating problem.

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also, there is some panel where you can change fogsettings (curves) but it operates quite weird. after setting something the settingspannel switches back to default. once selecting a setting it shows your previous adjustments again. not sure if a bug. but certainly weird.

gritty vortex
red apex
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yea, i am now fiddling with the weatherpresets

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@gritty vortex did you set something in this fog-entity params screen?

sour gust
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In my fully edited version (copy) of Eden.et, I did modify the GenericFogEntity and the changes didn't take effect, but modifying the weather component is fine. But apparently the fog entity is not part of the weather component

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@gritty vortex could you provide a short description how you create your custom weather state & include fog in it?

red apex
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also, that 'Graph Editor - Fog Entity Params' behaves strange when setting something

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so @sour gust what i did wat override the weatherstates.conf. now you can set in timeweather component to this states.conf - which allows you to edit it.

gritty vortex
sour gust
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OK I see so I should copy the file, make my edits and update the weather component state machine to the updated/custom one? will try later, this looks promising

red apex
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yea, when you create a state - the curves editor works normally.
when i try to edit the preconfigured 'Clear' that curveditor behaves weird.

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dont COPY the file... use the override option!

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search weatherstates.conf, rightmouse - override. and you are done

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if i recall correctly, the timeandweather component use that file directly. (but you can set it manually, to be sure it takes the correct one)

median oar
sour gust
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Thanks @red apex , definitely learned something with the "Override". Will test shortly

solar shard
red apex
solar shard
#

You are just in heaven soldier. Your fight is over.

red apex
#

gosh, assault rifles allowed in heaven? What must hell be like?

median oar
solar shard
median oar
#

Open 1 door on eden means you either do it on runtime (smart) or cooy paste everything as new xD

sour gust
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Now the big question is, how well does Reforger AI see through fog. I hope they don't!

red apex
median oar
red apex
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hmm.. that option 'live edit' in the graph editor doesnt seem to do what i think it should do.

red apex
red apex
median oar
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As the hole map navmesh calc goes some time it would not calc the hole on runtime either xD

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curios how you did that. Is it already published?

red apex
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im zipping the directory now.

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i think arma will always look in its 'modfolder' - IF nothing is found there - it tries the default path.
.... kinda like windows which always try load DLL's first from current folder, and if missing it looks in its systemdirs...

The key is: DONT RENAME EDEN, and USE THE EXACT SAME FOLDER STRUCT

median oar
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Yes the principal should work nice :)

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im not exactly sure as long as you dont change anything the navmesh should still work. But whats the fun about make it not read only and then stuck with the original? xD

sour gust
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@red apex I did override the weatherstates.conf, made sure it's correctly referred to by the only timeandweathermanagerentity I have in the map, yet no changes take effect. I turned the sun light params to entirely blue and can't see a difference. can you see what I'm missing?
When I change the time of day or the cloud states in the timeandweathermanagerentity, everything is applying correctly, except the (supposedly overridden) weatherstates.conf

whole phoenix
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@red apex thanks for the guide sir.

sour gust
#

Update: I found that the WeatherStates.conf does indeed apply correctly, because if I duplicate and apply its copy, things start looking funny...

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Original WeatherStates.conf for reference

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Still, whatever the fog entity params I set, in the original or in the duplicate, I don't observe any difference in the fog behavior.
Could it be that these params are not yet functional? If anyone from Bohemia could comment, would be really helpful!

gritty vortex
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yea the curves seem to reset also when I click them

red apex
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silly question: How does one paste a picture in discord?

lean scroll
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drag and drop

red apex
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doesnt work for me

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so, the graph editor acts weird.... but ONLY when you change something in the 'Master cycle'

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... silly that ctrl-v doesnt work from clipboard in discord....

lean scroll
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depends on the server settings as well.

red apex
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.... Where are the weather girsl when you need them? - it's raining questions!

lean scroll
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Processing crash logs.../s

rich niche
red apex
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yes. i need full control over the island.

rich niche
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Ok, let me see the video to learn what full control means. I might get back to you 😉

red apex
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i use the editable eden as a editable location for cinematics.

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i might need to remove certain trees.... or add them

rich niche
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ah, I see. Yep, this is what you can't do in the subscene

red apex
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what i am trying is create a simple enviroment for use in creating movies using the frame-renderer export fuction.

Basic stuff like controlling weather, fog , lighting and use of some prefab particles emitters are the absolute minimum practices i need to master.

rich niche
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@red apex you can zoom in / out the Cinematic timeline using CTRL+Mouse scroll wheel 😉

red apex
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what is ... aaaah BLACK MAGIC!!

red apex
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cinematic-timeline: i still have crackled-audio problems with the outputted .wav file 😥

gritty vortex
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is saving supported for scenarios we make?

sour gust
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@red apex I do have the SCR_InitWeatherComponent set in my GameMode prefab. Changing parameters there does not influence the weatherstates. Do you have a project with the fog working? It would be great if you could share it and I could maybe figure out what's different

silent depot
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Can anyone tell me how to get ai to respawn after being killed? I've set up TDM and added a few AI on US and USSR but I can't figure out how to get them to respawn after being killed.

median oar
# silent depot Can anyone tell me how to get ai to respawn after being killed? I've set up TDM ...
GitHub

Arma Reforger - It does spawn and despawn on player contact just with hierarchie no naming - NightOps-DynamicSpawnFramework/NO_SCR_AISpawnerComponent.c at main · devinSpitz/NightOps-DynamicSpawnFra...

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There is a boolean for respawn from there you can find a way to do it your self :) Or just use the framework xD

silent depot
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Where would I find the Boolean for respawns

median oar
lean scroll
#

Good Day All,

I want to NOT display the waypoint marker for a task once it is accepted. It's really not conducive to realism.

In unsorted there is "HUD Icon" but I can't edit it even when duplicating to mission. Anyone know how to shut that off?
I tried to set to "No value". But that throws all kinds of VM errors.

median oar
lean scroll
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@median oar I just found it. It is in the taskmanager > taskmarkercomponent. Uncheck enabled.

median oar
lean scroll
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yes

warped spear
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Can anyone in here assist me? I have the following MP scenario prefab "GameMode_Editor_Full1" - In the editor if I ONLY have this prefab then it works but I have no camera/movement. Adding a camera manager then completely crashes to desktop. Obviously I can spawn in the viewport with no scenario prefab and the camera. What am I doing wrong?

median oar
# lean scroll yes

nice :) i first thought you were talking about the default map markers on the tasks xD

lean scroll
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@median oar I didn't reference because I thought it was generic to all. My mistake.

median oar
lean scroll
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very.

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@warped spear I think you are missing some required managers. That is usually what happens to me if I forget to put one down that is required.

warped spear
lean scroll
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@warped spear I can't see your hierarchy panel in the screenshots. What's in there?

warped spear
lean scroll
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@warped spear Did you try SCR_CameraManager in the prefabs?

warped spear
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Delete it.... and I can spawn but no camera

median oar
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Try to move the cameraManager inside the prefab :) maybe it helps

warped spear
median oar
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And put an A in from of that layer so its on top :)

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thats not musts but it helps some time :)

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Restart workbench es well in between can help xD

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Ai World may also would be good in the manager layer

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like the weather manager too

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thats all no more idee for now xD

warped spear
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Layers have no utility other than organization

median oar
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Yes but with the task manager there where problems if it was in the wrong layer and more stuff like that. You dont have to i just told you what may could help xD

warped spear
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The root cause of the problem though I have described. Its that without a camera manager the prefab works. But no camera exists.

lean scroll
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@warped spear what kind of game mode are you setting up? i.e. COOP?

warped spear
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No its just the game master

lean scroll
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ok. let me try some stuff. brb.

warped spear
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I have Missions/GameMaster.conf and the MP Full prefab

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According to the wiki as long as I have that config and the mp prefab it should work. I just dont get why having the camera manager breaks it

lean scroll
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@warped spear I think I got... I was able to play in world editor, started in GM and flew around in the world.

summer hill
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In the task system, we are improving the architecture to support modding more.

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Does anyone know what exactly this means?

lean scroll
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I can't post images here for some reason. I must not rate.

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@warped spear Used 3 prefabs, GameMode_editor_Full, SCR_cameraManager, SCR_AIWorld.
Set navMeshWorldComponent = GM_Eden.nmn in SCR_AIWorld.
Set SCR_Faction checkbox "IsPlayable" checked for US Faction.

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Press play, full screen mode. Entered game in GM Mode. Had camera control. Flew around. No VM errors, no CTD's.

warped spear
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Maybe its a issue with navmesh

warped spear
lost spruce
#

Is there a way to make one faction friendly to another? Like in the Arma 3 editor, you could change faction relations.

barren needle
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but perception does use the IsEnemy method

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its not ideal though and I hope they provide a better way to define relations

lost spruce
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Hopefully they will add proper faction relations, yeah. Cheers for the workaround.

barren needle
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yeh Im pretty sure Faction.IsFactionEnemy simply returns faction != otherFaction atm

silent depot
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@median oar do you happen to know how I use the NightOps stuff as I've added say SpawnDefend.et but that doesn't actually do anything :/

median oar
median oar
fleet junco
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Hiya so i have a problem i am trying to make my own conflict in the enfusion engine. I manage to set it all up and works on the engine when you play it from there but when i go over to scenarios to test it the vehicle shop and the ai dont work.

sullen talon
barren needle
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Interesting

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Might need that

silent depot
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Has anyone experienced and issue like mine? I made a TDM custom terrain which was working fine yesterday but today when I go on the workshop and try and play the scenario it says there is no map, no faction, I haven't updated or published my terrain/mission since yesterday so how could it just break on its own?

solar shard
silent depot
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@solar shard somehow all projects I've worked on with enfusion tools, even ones I haven't published show up as blank workshop items which is really strange. Must be something to do woth the recent update. Also with my terrain that was finished it's almost like 90% of my layers have vanished.

solar shard
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Vanished layers is sometimes a meta of file naming issue and maybe solved by hand. The workshop thing is either when publishing by an new name or a cache error from my experience. Mostly deleted and re-downloading in Workshop solved it.

silent depot
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@solar shard the weird thing is I haven't even published the items so no idea why they would be showing in the workshop, probably deleted something when I was messing with scripts. Probably won't get that terrain back

naive pivot
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anybody know how i apply game master to my custom map?

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im leaving for vaca in a few hours hope its easy and quick

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pls help 😦

silent depot
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@naive pivot you need GameMode_EditorFull to start with.

naive pivot
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k k

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thats in create?

silent depot
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If you search in prefabs it would be in modes MP or the other way round

naive pivot
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then i just drag it in?

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is that it?

silent depot
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@naive pivot just drag it in anywhere, if you later publish you will need to make a config file.

naive pivot
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ya i have the map published so what do i do so console people can download and play

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is it hard

silent depot
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@naive pivot I'm not sure how you can make it console playable tbh.

naive pivot
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somebody asked me if i could make it so it has game master scenario so he could download it so i assume they have them? or was he confused?

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i also heard console cant load new GM scenarios but maybe thats just single player?

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so was he confused or are we confused?

barren heart
solar shard
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It’s not like Bethesda (fallout 4/Skyrim SE) where you publish for each platform separately

naive pivot
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right but how do i do it

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i just want it so my map can be loaded for the console players i have to be gone in 2 hours so need to figure this out soon so people can enjoy it

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gamemaster preferably since i assume it takes less

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so far i did what @silent depot did and dragged thething

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but is that it?

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cant be that easy