#enfusion_physics
1 messages · Page 2 of 1
😅
Now it just wobbles but I assume that's just cause rn I have the raw rotor input, no PID or torque
Does anyone know why increasing the weight of a vehicle would cause it to vibrate?
I guessed this was something to do with the suspension but increasing the strength of the suspension doesn't solve the issue
did you make the prefab from scratch or are you just swapping the mesh of another vehicle
how wide are vehicle wheels? theres no place to define that, only radius.
does it recognize how wide the tire mesh is? how does it work
It's based off of the UAZ. But, I have a version with a lower weight that works perfectly fine
if you make the prefab from one of the vehicle_base.et's it wont be buggy
swapping the mesh object rarely works how you want it to
- for vehicles
Ah right ok, that's annoying hopefully it fixes it
nope, it doesn't recognize it. You can take a look how it works with https://community.bistudio.com/wiki/Arma_Reforger:Diag_Menu#Show_wheels diag to see how it works. In this regard Nvidia Physx library ( https://docs.nvidia.com/gameworks/content/gameworkslibrary/physx/guide/Manual/Vehicles.html#wheel-contact-beyond-raycasts ) is better than Bullet
although maybe Bullet also allows sweeper collision now - I haven't checked it in like 3 or 4 years 😅
how is it vibrating?
When I increase the weight it starts jittering around, it stays in place but if I up the refresh rate it turns in circles. It also makes the tire screeching noise on servers. The colliders are identical to another with lower weight that has no issues
Wheels are 2D; they have no width
they are not even 2d - or, it is not a circle but rather an arrow
it is one raycast downwards - you can observe it when you for example driving over curb
what is pacejka
Check documentation, it is described over there
Its blank
ah ok different page
maybe should link it in this https://community.bistudio.com/wiki/Arma_Reforger:Car_Creation/Simulation_Configuration#Pacejka
done
now this is the stuff i was looking for, nice
Btw will this ever Change for example adding Sweep ?
maybe in a4? No idea
It would be hilarious if this fixes the chinook
Its scared
Yes once you get in
I find that this happens with center of mass issues
If you set the center of mass only using the game's rigidbody component and in the mesh/armature it tends to fix it
Ah right i see, I have been only using the rigidbody, I will change it to the armature thank you!
Anyone know how to fix vehicles not moving?
hello
how are you , i need little help , i do a hook (tow) i'm french sorry) to attache vehicle to vehicle(canon) , put i don' t know the process of that !
i do a prefab hook whith action context and a i have attach it to the canon
i want to attache another hook to a vehicule , and attache hook to hook
this hook have two bones and a sphere colider
terrain proprieties ( select layer :terrain)
thank you!
you need scripting
i know but i dont find a tuto for a simple use (user action ) like print hello
action contex !! verry not simplification !! 🙂 make war not enfusion !! 😉
if you kwon a tuto about mod context action tel me one ! thx a lot
ans i have another probleme physique impossible to reimplant bone in mesh with blender my model is in good config in blender bone a ssigne good and work good , in enfusion , they are transform in slot , juste one is ok !! 1 day about this !!
i dont find solution
hello i have another question , why we can delete action in action manager ?
can ? or can't ? if you can't it's probably because you made your prefab by duplicating another one that is not a "something_base.et"
ok ok
euuu no its not duplicating
it-s new
you think i do name _bas ?
base?
no so not very important ! just with universalstoragecomponent , can we do a white list ? have made a (obus) with case ,and carry bag (my english is not very good sorry )
photo is more explicite i think ( i want white list for the obus case , and i want white liste for the (obus bag (panier))
does anyone know of a method to disable collision/fire geo on the base character permanently? I see you can set the visibility with flags, but disabling collision is something i also want to do.
Maybe reimport the caractère with setting new colidiers
I have sent you a link, where you could find help in french
GetOwner().GetPhysics().SetInteractionLayer(EPhysicsLayerDefs.CharNoCollide);
For anyone trying to find the solution
It is in your private message 🙂 I'll send you again, it's a discord link for french modding community
Ok thank you very very much
But i sorry i sont have your privat message i think you have make mistake send 🤣
thankss
hello mabye became the end , but why in edtior spaw it spawn with bad turret position ? any idea ? slot are 0.0.0 i have to play with colidier ... but nothing
maybe this goes here when it comes to dealing with collision..? Anyways, this happens pretty consistently with the bayonet just falling through the map, and unsure why. I also provided a screenshot of my RigidBody setup
Sorry, I'm not sure what you mean? If you mean change the layer preset, what should I change it to?
So, from some testing, seems as if the geometries within the geometries array in RigidBody don't actually work consistently...? Using two of the same prefab, except one is using model geometry, and one using the added geometries.
The one with model geometry consistently does not fall through the map, while the one with add geometries sometimes falls through, sometimes doesn't
Unless I'm misunderstanding the point of the geometries array in the RigidBody component
are you using capsule collision? I think capsule is the "best" as in it's most consistent and strong against failure.
So far, this seems to be the case
Using both box and capsule colliders on a model, and the box falls through while the capsule catches and doesnt fall through
Why even offer the box if it just doesnt work 
It's not pretty collision though, but it'll have to do until it's fixed by BI
Still not perfect though, it seems
Just gonna shelf making the bayonets work for this. Disappointing, but oh well
So in 90% of games capsule collision is used for fast collisions. Example all bullets should be capsule based. The box is for structures/walls/ parts of vehicles.
There are always two things to consider with collision shapes. And that is Costs VS Effectiveness.
Shape of collider shouldnt mean it has physics/gravity or not
In some cases, it works better
Depends on the case
It is known, and has been improved in 1.3 or 1.4 don't remember
Good to know, maybe I’ll revive it then
Anyone got any ideas for ways to add physical recoil to a tank firing? (Turret/chassis backwards movement)
Can’t you add a scripted event to the animation of the gunner that will pass it
Right click on the gunners animation strip in the editor and add an event then do a script that is triggered by the variable like walk sounds do etc
I know in space core it has a recoil component you can add to your turret prefab for a impulse, as for the cannon recoil it is possible but I’m not sure how, maybe a proc anim?
i've got the cannon recoil done using anim editor. It's more the physics applied to the vehicle. If someone sits the vehicle on a stupid angle on a steep hill firing then I want them firing to flip the vehicle... Brains > Tactics
I think i'm going to have to end up abusing multi-muzzles and firing dual shells to sim this unscripted
Yes you can. You have to script the animated event and give it an event ID then call that ID in the anim graph.
Vanilla mines work this way to activate them. Check them out for the structure!
is it possible to add a shockwave effect on the foliage when an explosion is near it? so a grenade going off blows away foliage for a split second, like in battlefield
ApplyTorque doesnt work on vehicles?
Anyone experienced with vehicle physics? Is the vehicles rear end falling into the ground an issue somewhere within my model? or in the prefabs simulation setup? i'm at a lose trying to get this thing to work. it seems to be pivoting on the front of the vehicle. If i spawn it in higher it does flips around the front Im thinking its more a prefab question.
It might be colliding with itself somewhere, I remember having a similar problem
If using multiple slotted entities that have physics
My guess would be a collider issue, do you have a bottom slide collider?
Arma core 🤣
Now is better on Arma 3 you can get Arma space program on this situation
Can anybody point me to some good resources for working with colliders in enfusion?
Also what is CCD radius?
https://docs.nvidia.com/gameworks/content/gameworkslibrary/physx/guide/Manual/AdvancedCollisionDetection.html#contact-reports-and-ccd CCD stands for continuos collision detection
Nice thank you.
Where do I set Collision on the player
I have a vehicle and put a collider on a rigid body on it. And I set the layer to vehicle. Not getting any Collision right now though
VehicleSimple or VehicleComplex - I can't recall which, but they each give "flags" which then enable or disable layers based on the flags.
In the PhysicsJoint documentation it says “Entities must be dynamic objects”. What makes an entity dynamic? https://community.bistudio.com/wikidata/external-data/arma-reforger/EnfusionScriptAPIPublic/interfacePhysicsJoint.html
Their RigidBody component should be dynamic, so not static or kinetic
Thank you I found the option
Importing a four-story building interior collider been about an hour so far. Only took about 5 minutes for the external haha. Hope it finishes soon
Hallo! Is there a rundown available somewhere with descriptions of how each explosive damage effect works?
e.g SCR_BlastForceDamageEffect etc etc
Unfortunately there are no words here to communicate how the consequences of each damage type affects characters.
I can make some simple assumptions for a few of them, but real details would be better.
For example, blast force damage. Does it hurt players or just move them in a direction? Does it knock them out without dealing any damage? Does it turn them into a unicorn?
Mysteries and secrets
I am not understanding the relationship between depth and density in projectile penetrators.
E.g I can set a projectile to have 100 depth at 2.5 density (it will break through brick), but then I test it and it will penetrate both sides of a BTR-70 hull.
don't forget, that btr armor is quite thin - just 7mm of RHA on one side
also, don't forget about KE factor on material - bricks are using 0.8 coef, which mean its protection will be reduced by this coef
in your case, 100 depth at 2.5 density is equivalent of 31mm of RHA armor penetration
I need to bookmark that community site 😂 thank you!
Is it possible to make a rope with physics in Reforger? I was thinking that if you could take the rope model and apply the same "physics" as a falling weapon, it might work, but I don't know how to spawn it lol.
Make a rig of a chain of Bones should work. I'm going to try it at some point
Pretty sure Zelik showed using physics joints a while back. How good it works in a live/dedicated server 🤷🏻
What paramaters on bullet could I change for more knockdown / blowback power?
I increased penetration density and set the proper size / mass for it.
Hello, not sure if this is the right category, but I hope somebody can help me.
I want to make several street lanterns, and of course the glass part should be destructible. Is it possible to create a single glass shard mesh object for the falling glass debris and instance it in the game into many glass pieces?
Look at the window prefabs.
I'm not sure if the broken glass is a particle effect or mesh or both
has anyone else noticed vehicle physics are slightly different now in 1.3?
i know they changed the camera a little bit, but now my cars feel way heavier
Working out some physics issues with a boat and wanted to see if anyone has ran into them before: Collision Issues:
Players seem to be falling through the boat's collision mesh
The boat's physics model might not be properly aligned with its visual model while moving around with the waves.
The water collision seems to be interacting incorrectly with the boat
Physics Simulation Problems:
The boat's movement seems to be causing players to get stuck in positions that trigger death
The physics simulation might be desynchronizing between server and client. I can send the log if someone is interested in learning more! Thanks.
yep, in my opinion they corrected what they did wrong with vehicle physics in 1.2
are players seated or on the boat
Walking on and around it
I read something about that, if boat is a vehicle it is kinda not possible atm to have player walking on it without problem, like it is not considered as a "walking surface" especially if boat is large
Anyone know what the Ballistic Properties Formula is the website isn't displaying it? https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Creation/Prefab_Configuration#Ammunition_Creation
Is this a collider problem?
Not sure, I bumped it in the #community_wiki channel so hopefully it can get fixed this upcoming week.
Here is the raw text from the source on that page
:<math>F=a/v^2*1/m</math>
where
:<math>F</math> is the '''drag force'''
:<math>a</math> is the (de)'''acceleration''' of bullet
:<math>v</math> is the '''speed''' of the bullet
:<math>m</math> is the '''mass''' of the bullet```
Perfect appreciate it
looks similar to weapon collider issues.
maybe a collider inside the vehicle is interacting with another collider attached to the vehicle?
Unfortunately I've only done weapon colliders and sometimes attachments collide with main weapon
Where do I tell a prefab which of its colliders to use?
I had it earlier and I can't find it now
It had UTM C, UTM F, and one other one
in a dropdown list
Nevermind I found it was from everon life
It uses whichever are in the model. They have different types that only exists on certain layers.
If it has a firegeo it can be shot, view is for A.I. perception. Etc.
fixed the flipping but it seems there is still some collider, which causes the floating
Not collider the tire size or some number in physics
Currently I am not near my PC and I did not give you what component exactly it is.
same issue, did you fix it>?
I fixed it by making the tire collider even smaller. It seems to be working for now.
But you should try .Age´s advice
I fixed it, turns out my terrain was not registered as "terrain" 
Which collider material will protect crew of vehicle from RPG7?
With the damage changes that were made in 1.2.1/1.3 Im not even sure if this is possible any more, every single explosion container on the base warhead has this by default now:
{8B0302FD53B4AC5C}Prefabs/Weapons/Core/Damage/BlastDamageEffect_NoTrace.conf
This explosion is to apparently simulate overpressure or something, but it goes through every single collider from our testing at least, because it doesnt perform any trace checks. Apparently this is intended? I'm not sure, it makes every ground vehicle very vulnerable as a result because the crew often dies in one RPG.
If you figure something out let me know, the only "solution" I have seen is that some servers mod this explosion container so it does a trace check but that would impact every projectile in the game base + modded, if they use the same base bohemia prefab.

Make a custom material that has chemical resistance not only do explosions ignore colliders the real killer is the heat chemical spalling
What I’ve been messing around with is increased chemical resistance on every collider besides the rear of the turret and rear engine area and top it’s quite unrealistic but it increases crew survivability by a lot, I’m 90% sure it’s the heat spalling that kills the crew
Traceless explosion mod also helps
wouldnt it be easier to just turn off the notrace container?
To stop the explosion trace i think it would be, but another big factor in crew survivability is the spalling from the rpg
Well at that point if your vehicle has good armour you should be ok
I think it has to be over 130mm? I forget the exact thickness the spalling dies down but it eats through pretty thick armour
Even a material with 50 density and 9999 thickness lets an RPG through
I also tried another collider around the crew inside the vehicle but it didnt do anything
Did you try raising the chemical pen resistance?
I set it to 0 since it's supposedly a multiplier
Aren't RPGs chemical pen though? And if you set the chemical resistance to 0, couldn't that just make it impossible for that material to stop any parts of the rpg, if its a multiplier?
If it's a multiplier then multiplying projectile's penetration depth by 0 means it penetrates 0 mm
But I tried 0 and 1 and it was the same so whatever
no it's other way around
the higher chem resistance, the less your chem projectile will penetrate
zero makes it have zero deceleration
more resistance means also less damage.
For example, wheels take more penetration damage from hitting tyres than hitting rims, if projectile is stopped by both.
Why does it say it's a multiplier then
What does it multiply lol
Also is any of this cached?
Does anyone know if enfusion support vertex animation? I'm thinking for pre-baked destruction simulations
Yes, morph targets. But, Reforger has its own destruction that should be used. No reason to "reinvent the wheel".
Any documentation on these? Sounds promising
I wanted to check if there's way to improve the building collapses. At the moment they just translate downwards to reveal a destroyed mesh underneath.
hello evreyone ,enfusion have joint pivot by default ? to hook cannon with car maybe
i don't think i make the good think , i have do a hook with a bone and slot the hook to cannon ,i have make a actionnable hook with trigger detect all hook in trigger and fix it , ok but no pivot joint work , i have look the mod with the truck and pivot but i think there not reel pivo juste anim base on the truck wheel , have an idea ? sorry for my english
nothing that works in multiplayer, works great in singleplayer
Yes @ancient field i think create prefab with pivot rotation, and use réplication component
Your mods is in erreur, with a enfusion upload, we can directly modifi the mod , can you give us the original file ? If i find a solution i give you the new file and you publish the new workshop project
( we cant)
You have do all the job ,but little add to be work
be carreful at infanterie cannon are vulnerable https://www.youtube.com/shorts/cy2Q9Q8KBo0
joint us https://discord.gg/m8xqSjxn
Artillery Village Assault : SERVER is on
another war for peace
great war alls
sorry wrong post server 😭
@proven void Sorry to ping you but I wanted to ask you if it's possible to add more gravity to a shellmovecomponent-based projectile? In current version increasing mass in movement component and rigidbody component doesn't change the trajectory of the round
afaik it all depends on air drag, since in Reforger and in previous Armas it means deceleration and is product of air friction vs mass combined
Yeah drag slows it down, but I wanted to make it fall down faster I think I am bottlenecked by terminal velocity or something
hmmm yeah
No way around that right? Other than making my own projectile rigidbody with big mass and triggering explosion manually from script?
I want high speed but also continuous acceleration downward, like a much higher terminal velocity if you know what I mean
I'm kinda surprised Mass doesnt help me out here, zero difference between 10 and 1000
Mass on the ProjectileMoveComponent should have an impact
It doesnt do anything
I think it might only be used for penetration calculations? For the old system
mass for sure has impact on trajectory https://github.com/BohemiaInteractive/Arma-Reforger-Misc/blob/main/Configuration/Weapons/Weapons_Ballistic_Coefs.xlsm
if you change mass in those spreadsheets you will notice how it will affect calculations
There is zero change in trajectory of the projectile in the game between 10 and 1000 mass
Maybe something in my bullet is wrong that makes this kind of symptom
see the difference
This in the same version I got?
Wait so a 1000 kg shell fired at 890m/s travels further away than a 0.1000kg shell fired at the same velocity?
I would have expected it to fall down sooner
I guess I dont understand gravity

At the end of the last Apollo 15 moon walk, Commander David Scott (pictured above) performed a live demonstration for the television cameras. He held out a geologic hammer and a feather and dropped them at the same time. Because they were essentially in a vacuum, there was no air resistance and the feather fell at the same rate as the hammer, as...
Heavier things do not fall faster than lighter things
But steel is heavier than feathers
Comment what you thought was heavier at first😂
Maybe I can explain my point better if I say something like... I want the shell to have the same trajectory as before but get to the target faster
Also heavier things tend to have a better ballistic coefficient, so if you have the same geometry then a heavier one will experience less net effect for the same amount of drag due to more inertia
If they are a ballistic entity then only way would be for it to have higher initial velocity and shallower launch angle to minimize its time of flight. Or increase gravity, but not sure if thats possible with projectiles. I know it is with the world physics and vehicles respond pretty well but projectiles use their own calcs, so not sure if they respect game project setting
Well my whole lil rant is because I cant increase gravity
force impulse it downward at a rate
add magnet
Created a backpack have added weight and bones to it through blender still dosent have any physics anyone know how to add physics
I wonder if somehow launching the projectile with parent speed multiplier of 1 and parent velocity as vector with y = -500 would help
My custom weapon doesn't drop to the floor when a character is killed. Does anyone know how to fix that?
it doesn't have non UTM collider for physics
Hey, thanks for responding. I have added two UTM colliders. One Weapon with Weapon Wood material and another FireGeo with Weapon Wood material.
Never mind, I forgot to swap the new xob into the weapon prefab
it works now!
although now they just fall through the ground
non utm
Oh wait, one of the colliders needs to be something else than UTM?
aah okay, thank you!
Don't know where to toss this question so im gonna put it in here, in regards to armored vehicles, is there something I can do to prevent grenades from penetrating armor and just killing infantry inside? The explosion system in reforger is so dumbed down that the explosion ignores armor lol
Which collider shape is most efficient?
Why this no work
Did you name them with the correct prefix when exporting as fbx?
Or maybe the sphere was scaled and it wasnt applied
Turns out sphere is unsupported by ragdoll
Is there a collision layer that lets through vehicles/physics objects but NOT players?
I think destructible have a response index like that
16:04:07.305 WORLD : UpdateEntities
16:04:07.305 WORLD : Physics simulation
16:04:07.305 PHYSICS : Entity entity @"ENTITY:4611686018427395767" ('Vehicle','Assets/Vehicles/Wheeled/S1203/S1203_base.xob') at <-nan -nan -nan> @"{6E485048122CEEEE}Prefabs/Vehicles/Wheeled/S1203/S1203_cargo_red.et"
16:04:07.305 PHYSICS (W): Overflow in AABB, object removed from simulation
Anyone else been getting these physics errors on dedicated servers the last 2 patches? Thought it was a mod issue at first but removed vehicle mods and now it's happening with just vanilla vehicles 😦
I have it as well. Happening for helicopters, barbed wire, and the metal tank cross things (I forget the name)
Unsure of the triggers, but its out there, and its annoying.
I believe it happens for me randomly sometimes when spawning a vehicle via script with simple logic along the lines of:
IEntity newEnt = GetGame().SpawnEntityPrefabEx(item.m_sPrefab, true, GetGame().GetWorld(), params);
Physics phys = newEnt.GetPhysics();
if (phys)
{
phys.SetVelocity(vector.Zero);
phys.SetAngularVelocity(vector.Zero);
}
How would I add a collider to a prop I imported. Tried getting info from another prop but it tells me nothing after overriding it.
WORLD : UpdateEntities
WORLD : Physics simulation
PHYSICS : Entity entity @"ENTITY:2305843009213702983" ('StaticModelEntity','Assets/Props/Military/Fortification/CzechHedgehog_01/CzechHedgehog_01.xob') at <-nan -nan -nan>
PHYSICS (W): Overflow in AABB, object removed from simulation
Unhandled exception
Program: /home/container/ArmaReforgerServer
Reason: Unknown
Now it happened with something that isn't even a vehicle and I think probably vanilla placed entity?
Is there any common cause of an issue like this?
Follow up on this issue, it seems most likely to be related to AI being spawned in physics-enabled objects or vice versa. I'm gonna start adding any entities that cause this crash to a blacklist that will prevent ambient patrols spawning within like 10m of them or something to see if that helps
Out of curiosity, what is the gravitational acceleration in ArmA Reforger?
you can see it and change in Workbench options - it is part of gproj
or was it in terrain maybe 
9.81
it is set in world and those are default values
ps it is Arma Reforger, not ArmA
Can someone good at ragdolls tell me what might be some common reasons for my ragdoll to glitch out under the floor at mach 3 when activated
Kinda feels like it's colliding with itself with extreme force
If this is the case, how to make ragdoll colliders ignore collision between each other?
Merge Physics: True /s
Is enfusion car sim allows vehicle suspension to move only up and down?
So, for exmaple, tatra-esque vehicles are not truly possible to sim?
https://iepieleaks.nl/wp-content/uploads/2016/02/TATRAFORCE.jpg
this is what i am talking about
I would use diag -> physics -> dump contacts to see what is colliding with what
Thank you
One other issue is that it seems like the weight is kinda lost lol
Of the vertices etc
Is there a way to just delete the ragdoll or something? I want to just blow up the character with particles on death 😦
It’s only simulated up and down. You could animate it to have the inward rotation but it would have no effect on simulation
understood, thanks, so ill hve to fake somehow in the mod i am making. Cars with very little to no vertical movemement are imposible to implement properly then
since engine jsut breaks down when you try to drive such car, and starts kicking it into the air even on airstrip
Fast driving also impossible in reforger because server will teleport you randomly upside down or into a tree
Often you have to ingore where your screen says the vehicle is, just give inputs based where you know it is. e.g. when screen says upside down, you know on server it's still driving along fine. Just hope you don't fall out the vehicle and under the map into the abyss while it's teleporting you around.
There's something wrong with the clientside replication of vehicle physics.
it shouldn't desync like this, why are teh calculations wrong?
It's consistantly wrong calculation on the client driving the vehicle
There was a blog post about all the problems with server authoritative vehicles. I thought BI would solve those problems, but instead they left it broken/unfinished 😟
Maybe in arma reforger 2?
They (client/server) disagree because it's not deterministic
Someone put a random number somewhere
And it makes us teleport into a tree
Actually I have no proof so I might be talking out of my butt
It was already written in the blog, that collision are currently not deterministic, so as soon as you have collision, it rewind, but rewinding doesn't take into account collision this is why I soon as you rewind you have many of them
Has anyone here successfully implemented physics on a player in a dedicated server? I have a mod that works in workbench/localhost that simulates nitrogen buildup in the blood during diving, in order to keep the player underwater I am applying a -0.1 vector velocity to make them neutrally buoyant. It works everywhere, until I put it on dedicated. What does my replication need to look like in order to alter the physics of a player on a dedicated server?
Isnt the player in charge of their own position?
Thats how hackermans teleport everywhere
That's what I was trying to figure out. It sounds like I need to do all of the physics client side then
Yes client is authority of the player character (setOrigin must run on client), not sure about desync...
Like if the velocity should be increased on other clients to make it look smooth?
Same question about cars kind of.
clientA drives car, clientB looking from the side of the road,
trigger script to increase car velocity for 1 second,
if I want the replication to look smooth, I should increase the velocity on all clients & server...
Right?
Physics are serverside, but for it to not desync they all need to run the script...
Same for character velocity under water? 🧐
Yeah, sounds like I need to do all of the calculations and adjustments on the client, broadcast the updated values to the server, and allow it to replicate them to the other clients.
Dont think you need to broadcast the changes, just worry about setting the position
I assume your velocity is not big enough for it to matter?
No, its literally -0.1 of downward velocity to keep the player from floating upwards in the water
When I try to enact a physics change on the player, I get "Failed to find physics body in children of: SCR_ChimeraCharacter". The ScriptComponent is attached to my BaseCharacter.et prefab. Do I need to get like, hyper granular with the scripting here, or am I doing something wrong? I can link the script if need be.
As previously stated though, this works on localhost/single player. It only messes up on dedicated servers.
Disregard, I got it lol.
Hey! I placed down some assets instead of prefabs and they dont have collision enabled, how do I go about re-enabling or setting them to be solid objects?
Don't place assets, place prefabs instead.
Thanks, I've already got it handled now and added rigid components to their modifiers so they're all solid objects now lol
Cool, but you should be adding the actual prefabs to the world.
I'm not going through and replacing hundreds of assets by hand and realigning them again to do that. They are solid, they have physics, they work
What will the change be if I do that when they are almost a perfect copy besides where the file patching is to
Pathing*
The change will be that you have actual fully functional prefabs placed on your map instead of static, rigid objects that can't even be destroyed.
There's a reason prefabs exist
Most prefabs have more than just the rigid body component.
No need
Yes need
No
Cause it seems like you don't understand component modifiers
Ok then you would know the rigid modifier makes them destructible and solid and interactable
It has absolutely nothing to do with destruction
Util someone drives into one
And I'm gonna specifically not go replace them now to spite you and your haughty attitude
It falls through the map
Interesting
Then you get a game crash for having ah entity outside the world bounds
Mmmm
An*
guys please help me
i created map " well i somehow deleted it " but anyways i have no idea how to give world a physics if i drop a car and try to drive it its not working wheels are just rotating in the air but heli's works fine
Any chance for us getting a Physics. command for setting center of mass for embedded physics?
Pretty sure there already is. There's a checkbox that is checked by default that says Auto Center of mass
No, i need specifically scripting command. For when you create/destroy physics. You can set center of mass for custom collider objects but not for embedded ones. There is a parameter in rigid body component to set up/shift center of mass, but it is ignored if you destroy/create physics with scripts.
same problem here except i didn't "delete" anything
make sure in terrain that in layers in object properties your vehicles and terrain are both checkmarked
i love you
Can anyone explain why physics handles completely differently from fullscreen and windowed
Same code and everything but it handles completely differently from fullscreen and windowed
This seems to happen on actual maps, for example this does not happen on the MPTest world but it happens everytime on Arland
The severity of the effect on thrust is changed on all maps, like MPTest has none, Arland has some and Eden also has some
Maybe you run some of your code OnFrame which might result in it beind dependend on fps, but that's a wild guess.
If there is dependency like bigger map = bigger effect that would hint fps dependency, even windowed/fullscreen is different
Only thing thats calculated frame wise in my controller is the inputs for the drone, so even if throttle is at 0 this shouldn't be happening
All of the force and torque calculations are done in EOnSimulate
I have somewhat similar effect in my mod for rotating objects with the scrollwheel, in mptest it has much more effect than on everon
This is quiet annoying as my drone that needs to be stabalized has different physical properties on each map
maybe controls have to be moved to fixedframe, but that's me guessing, i haven't got to that part yet, no idea how to do that properly
My theory is that physics is applied per frame, so at higher/lower frame rates the force applied changes
Isn't it applied on OnSimulate?
Yep which really confuses me
Only thing I can maybe think of is moving all the math to fixed frame and then applying the math in EOnSimulate
Eh that still wouldn't work as I think the issue is the higher the framerate the more EOnSimulate runs, causing more thrust input.
The solution was to use time slice in my calculations for force and instead of doing ApplyForce i did ApplyImpulse
was anything ever done by way of matching player location to a moving vehicle? I still need a solution for players traversing my ship while its moving
Applying Torque at under 30FPS seems to result in this happening to players
https://youtu.be/qlYy9aN5FCg
So my fix was when apply torque to apply it off of a time scale so it was
float timeScale = timeSlice * 30;
torque = torque * timeScale;
In a nutshell
It will still probably happen check with 10 fps
I have the same problem with one of my things and I think I will just apply smaller torque depending on fps
because there is less time for damping I assume so it doesnt lose that velocity fast enough
just didnt have time to do it yet
Is there a way to pull the current FPS?
Theoretically instead of just have timeSlice multiplied by a constant 30 couldn't it just be the current framerate
System.GetFPS or something
In my case there is a problemw with damping, if I want to apply the same force relative to time then when there is low fps I guess I must also apply damping which factors in fps, where lower fps means more damping
This works really well for me
vector worldAngVel = physics.GetAngularVelocity();
localAngVel[0] = vector.Dot(worldAngVel, owner.GetTransformAxis(0));
localAngVel[1] = vector.Dot(worldAngVel, owner.GetTransformAxis(1));
localAngVel[2] = vector.Dot(worldAngVel, owner.GetTransformAxis(2));
inputTorque[0] = -m_iPitch;
inputTorque[1] = m_iYaw;
inputTorque[2] = m_iRoll;
float timeScale = timeSlice * 30;
vector dampingTorque = -m_vLocalAngVel * 4.0;
vector controlTorque = ((m_vInputTorque * 6.0) + dampingTorque) * timeScale;
vector worldTorque = (owner.GetTransformAxis(0) * controlTorque[0]) + (owner.GetTransformAxis(1) * controlTorque[1]) + (owner.GetTransformAxis(2) * controlTorque[2]);
physics.ApplyTorque(worldTorque);
isnt in your case control torque smaller with less fps? or is that intended
Thats what I thought but it seems to be equal
I imagine it's because it's applied more often
alright ima implement something similar
Sorry, my dumbass actually just forgot to recompile my scripts, System.GetFPS() in fact does cause it to go crazy
doing float timeScale = timeSlice * 30; provides a stable torque at low FPS
aight
And it actually seems to scale with higher fps properly as well
I think I did it this way in another project tbh
You should just apply during physics ticks so it will be constant 60 fps
Physics is simulated at 60fps, for sure if you apply it during on frame and the frame is lower than 60 fps you will have issues
During physics means OnSimulate?
Yes
I am doing that and it is causing this
is it not possible to disable collision between two objects from script? do I have to use slot manager if I want to disable physics interaction?
Idk if this would help you but i use this script to temporarly disable collision between a player and a vehicle(mostly helicopters) on ejection.
Physics phys = vehicle.GetPhysics();
if(!phys)
{
return;
}
phys.SetInteractionLayer(EPhysicsLayerDefs.FireGeometry);
Best part is you can also run it on the client side only and disable the collision between two entities while still keeping them for others players and also bullets, etc.
InteractionBlockSystem
I have a client authored vehicle and other clients just get the updated transform of the vehicle, however it seems like the actual geometry isnt getting updated for the other clients, as the vehicle can bump into the player controlling it but not other players? How do I fix this?
Nvm I believe it was cause I used SetActive(false) instead of EnableGravity on the clients not in charge of controlling the drone
how can i increase a vehicles speed and acceleration? I tried looking at the prefab but nothing stands out about those 2
You want to edit the VehicleWheeledSimulation
There are simulated engines and gearbox and stuff.
You need to increase the power of the engine and gearbxo to make the car speed better
Thank you
Hehehe you're gonna love that 
Replace physics engine with rapier please https://rapier.rs/
Fast and cross-platform physics engine
Cross-platform determinism... could have smooth driving
Found a better solution not written in rust https://github.com/jrouwe/JoltPhysics?tab=readme-ov-file Jolt used in Horizion Forbidden West, Death Stranding 2. Also cross-platform deterministic and comes with a tracked vehicle simulation. Maybe a a lot of work to change physics library in the engine, but less work than trying to work around bullet's limitations.
There is an engine physics programmer position openm, just saying 😉
maybe 6+ months before I have right to work in Czech Replubic. When I do for sure I am applying to BI 🙂
in the mean time good luck with recruitment; always many fun looking jobs open
Are you sure this works? Do I have to call this every frame or something?
Entities still move my parent around lol
When I dump interaction blocks the parent I ran Create against is not visible at all
Create doesnt do anything
Bro gave me hope with unimplemented feature
I mean it is used for character in vehicle, so probably it works
you are probably giving wrong parameter or wrong setup entities
It is also used when you say remove physics interaction in slots
I have 2 entities, I want them to not collide
Very simple
one of them is a character, another is a genericentity
This works only with dynamic physics entities as well
so maybe one of your entity is static
Otherwise you can try directly PhysicsBlock class but it is using the same
And you can see if it is returning you somthing null or not
But this API is very low level and not safe, you need to remove it yourself to not have memory leak
ok
Ok I turned off static on everything and iterated over all entities manually adding blocks against all other entities in the array using interactionblocksystem and I can see the blocks but my character is still pushed around by those entities
What this looks like in my use case is there is a character and it has a child that is added to it without auto transform, then I set world transform on that child every frame, and the character is moving at super speed because of the physics
Also WB keeps crashing
When recompiling scripts
It might be easier if there was some diag menu switch to dump all entities that are colliding with all entities
Then I could see which entity in particular or whatever is doing it
Should EOnContact be ignored when block is active?
Is it possible to do a block between two characters?
Yeah doesnt work between two characters
How do I disable all physics for a particular character?
I saw this, not all but some
Sweet
Probably characters doesn't check the interaction blocks
Is doors detecting collisions with characters/dynamic objects engine side? Is it possible to make them detect collisions with static objects?
Is there any solution anyone has found for this
At below 30fps the torque starts going crazy and the drone starts flipping everywhere, not doing the time scale also has the same effect but at less than 60fps
Doing System.GetFPS doesn't work and causes it to tweak out at any framerate
Does this still work?
Not sure, I have some arcane wizardry in the code at the moment
Rip, this is really annoying lmao
I use * timeSlice with applyimpulse, but use a worldsystem for physics hookup. Timeslice is from GetGame().GetPhysicsTimeslice(). I havent had any low frame rate issues iirc
Its only when doing applyTorque
ApplyImpulse is fine but ApplyTorque seems to act differently on lower fps
If no way to fix it with ApplyTorque, then you could use ApplyImpulseAt with an equivalent force/moment arm to generate the same torque
Regarding objects wobblyness, i've figured out that single box collider tends to wobble, but 4 box collider drastically decrease/completely cancel wobblyness. Right one is default vanilla box collider. Left one -- i've added box "legs".
Now I want to fling washing machines at Soviets with a Gravity gun
Feels like if it's just one collider it will likely wobble, but if there are at least 2 colliders in contact with the ground/floor it is more stable. Capsule "legs" though still wobble. Boxes are the best so far.
Nah, too heavy, though you can throw TVs out of windows.
is there a way to make a static entity have physics?I know I can do it by script, I just thought there was a actual way..
BTW luv this, could only imagine walking past a house and seeing a tv being launched out haha
It's more like other way around. Check HybridPhysics component. It's not used yet afaik, but i suspect it will be at least for tree parts.
In short you store dynamic physics info and then destroy/create static/dynamic physics on demand
You need to do these things at the correct points on the game update btw
If you cramp everything in OnSimulate, OnFrame or OnFixedFrame then you will have issues no matter what
I handle inputs OnFrame... which typing that out may be the issue
Can someone explain why grenades are falling through the map, I recreated terrain several times and wondering if there is a certain cell size I need to use to prevent this.
Also, stuff like bikes just don't stand on this terrain due to strange stuff with physics.
This is obviously early stage of map creation, but the issues are repeating no matter how many times I recreate the map using different settings.
I guess orange is relevant for you
I actually went through that process several times thinking I did something wrong, but stuff still falls through the map after these steps
Which specific prefab would like me to screenshot?
I did restart Workbench many times just in case
terrain one
so you have two terrains in world?
The guide says to use default one as well
either way, if I use 1 or another or both, the physics remain identical
By the way, I created the map using GriefDrums map tutorial, and he articulated that you need to use GenericTerrainEntity instead, I tried that, it resulted in this. Then I used the guide you pasted, but it's identical besides of Generic Terrain Default prefab, so I used that, but it's the same deal with grenades falling through
Does it have something to do with Cell sizes during terrain creation?
I am very confused, as this prevents me from actually working on the map, it's one of the first steps, but luckily I caught it early when I put the bike on the terrain and it wouldn't stand
After tossing couple of grenades, I realized that the map sees holes in terrain
anyone know who I can get the peices to spread out a bit mkore? at the moment they stick to each other
I have deleted several worlds, but I get all the way to the end of this tutorial, and if you fast forward you can see all of his settings.
https://www.youtube.com/watch?v=ZjIuwCDix-w
The only variation to my scenario is that I used a flat ground terrain, and did not use height map image snapshot as GriefDrums, but as soon as I follow his guide to a T, it's dropping grenades through terrain.
If you fast forward to the end of the video, the settings are identical to mine
A guide on creating maps within the Arma Reforger Tools covering terrain sculpting, Sat Maps, Height Maps and Roads.
Let me know what you think in the comments below!!
Griefdrums Pin Badge from the Koyo Store - https://koyo.site/griefdrums
Support the channel and spread the word with Merch - teespring.com/en-GB/stores/griefdrums
Terra...
I want to see what you are doing though
I just followed this guide down to every step, and considering that going through it all the way results in the same scenario, I started to check at the the point where I create terrain, drop Generic World Entity, and even at that point there is an issue. I feel like constantly recreating the same error scenario is not a way to proof check for errors.
If it is throwing that issue even at first steps, it won't disappear after 40th step. Hence why I deleted several maps after going through the whole guide 2-3 times
Then I reverted to checking each step for issues, and sure enough they are there from the beginning
Maybe you missed something, hard to tell without seeing it. Maybe other will be able to help you with so little info then
I am trying to understand what you are looking for, the entities on the left for errors, or do you want me to submit something else?
Everything basically
I will drop you some screenshots a bit later, I am in USA, so we are on different timelines
Maybe, you can see something there, but I really feel like there is an issue somewhere, and going 40 steps again is so annoying, as I am forced to recreate the whole process, although on GriefDrum's map he has no issues like mine
but steps are identical, just minus the terrain snapshot, because I left it as a flat terrain for sculpting using terrain tool
It wasn't this, just when I was applying the time scale and adjusting my flight model to represent it
Seems however that physics.ApplyTorque(torque * timeScale); works
I have sent you a private message, good sir
I partially solved the issue, but grenades are falling through up hill surfaces. It's like terrain is too "thin" at some places, and other spots are perfectly fine. I raised height map to test if the water is too close to terrain, but even increasing surface height did not change the physics dynamics
🤪
You almost got me
It is written where it fails, just fix it 😉
Roger will send a pull request when done
Are there any resources about vehicle bones and creating all these colliders?
Just these atm:
https://community.bistudio.com/wiki/Arma_Reforger:Car_Creation
https://github.com/BohemiaInteractive/Arma-Reforger-Samples/tree/main/SampleMod_NewCar
general rule of thumb is just check through one of the vanilla vehicles, mirror their bone names/collider setup etc
there's also some community guides like: https://wiki.nabla.sh/books/creating-a-vehicle-from-scratch
also a long video here from spacestrider of implementing a vehicle (very recent): https://youtu.be/fgpJBpRiZFc?si=ZmPkbdzJubCnfH6e
In this long-form development stream, I take a premade model of the MaxxPro MRAP and walk through the full process of preparing it for use in Arma Reforger using the Enfusion engine.
- Throughout the session, I cover:
- Importing and cleaning the model in Blender
- Creating collision geometry and setting up rigging
- Separating components for p...
Cool thanks
Hey, guys, can you tell me how do you add collision to an existing Reforger prefab?
Basically, I attached a prefab to a vehicle and when another vehicle collides with it, it just goes through it (clips through it), but bullets still register hits, with holes through that prefab.
I am guessing this object had no collision or collider set during the creation of the prefab, and if I enable collision nothing happens, so I am guessing collider does not exist.
Maybe, there is an easy way to enable collision for an object, or can someone explain what do I need to do for the object to actually bump into other cars as a piece of metal, not just a hollow body?
Thank you
Rigidbody component. Uncheck model geometry if its not working and create your own collider there box collider or whatever in that area on RigidBodyComponent
Thank you. When you say create collider, do you mean in Blender?
You can do it directly on the rigidbody component now. Create Geometry i think its called
If a primitive shape will work.
Just tried, and from the shapes I am creating I selected several, but I do not see that collider in actual window, to move it around, it is always invisible?
I am trying to use some of the geometry shapes there for an object such as this:
I can probably use something curved to set it against inside of the prefab, but I can't see the actual collider in view
And another question I wanted to ask you, is there a way to make this object bullet proof? I am getting shots through it as it's a thinner metal, is there a way to set a certain layer that is not penetrated by regular bullets?
The idea is to have a shield for passengers in the back, it is working aesthetically, but I am trying to get the geometry and physics right now. I have to guess where the geometry shape is though, I wanted to turn on visibility for it, but I can't see it, so I am just randomly picking numbers
Because I can't see what is going on, I am presented with an issue of collider being too large, where it is going into the passenger area, but I can still get in, but, it is clearly too far forward, and too far back, as when I bump the vehicle into it, you can see the gap of space from the back.
It's working, just needs to be adjusted as far as size, it's simply too large from the looks of it, and I am guessing it will be an issue once someone starts shooting, would the collider take the damage instead of an object and dampen or even negate the bullets?
Dropping a video to show what I mean
I noticed that going forward allows perfect distance now after adjusting, but pushing back makes the surface clip through, any idea why, and how to be able to see the collider, instead of guessing numbers?
utilize the debug menu hold down windowsa key and alt
There are many physics debuggers there and vehicle debuggers
Anyone know why my colliders keep killing me?
I imagine because you are colliding with an active vehicle
Or rather active physics object
thats unfortunate
Any ideas on a way for this not to kill me would be extremely welcomed
override damage handling 🙂
Short of making the player invincible... idk, not really
Just wait until next major update so moving on vehicles is released
my heart bleeds bacon grease
players moving on vehicle will be a joyous day
Yeah so I think it's still worthwhile to develop your mod, hopefully the update then brings you the ability to realize it
override CalculateCollisionDamage in charcater damage manager and als onDamage
this worked thanks a bunch
I assume it might be fixed by itself on the next update which will feature walking on vehicles
So they’ll likely add « speed diff » based damages
Thanks homie
Hello, very good morning. I have a question about how to modify a vehicle’s performance. I tried changing the power of a lorry, but the result was that it started acting strangely on hills. I’m completely new to all this, so if you could explain it as if I were a child, that would be brilliant.
Not sure if this is the right channel to ask. When assigning collider materials to a model, you have options like concrete_100mm, concrete_100mm_min and concrete.
Does the last one (concrete.gamemat) calculate the thickness of the concrete based on the fire geometry collider? I also wonder what the thickness override = Min parameter does (second material)
They mention some information on this Wiki page https://community.bistudio.com/wiki/Arma_Reforger:Prop_Creation#Colliders_&_material_names
"For this example prop, Plastic_6mm game materials is used, since it is assumed that single wall is 3mm thick and due to to geometry is a simple box, those walls are counted twice. "
Hope this helps?
Thanks for replying, that doesn't explain the two materials I had questions about though 🙂 I'm wondering if the engine calculates the thickness based off of FireGeo dimensions if you pick a gamemat without a predefined thickness such as concrete.gamemat
that part in the Wiki is new or?
old
Hello, sorry for my English, I don't speak it very well, I'm making a map and I want to implement vehicles, the problem is that I can't get the vehicles to move, I have set up the game master, I take out a vehicle, I get in, but it doesn't move... how do I do it?
hello all. I'm having an issue with a entities lagging out when going near it. I placed a radio tower and a radio relay merged into the electric box, just like the one on everon conflict mode. Is there anything I should be looking for to maybe fix these objects lagging the player out when they render it in?
Off the wall question, does the engine have rope physics simulation at all?
Not really
It doesn’t have many things that even games over 10 years old have
No
Can't you just rig one with a bunch of bones?
What resources are there for using physics stuff?
And what about the power lines that can't be utilized for it?
I tried to make a cape out of ragdoll physics but activation crashed the game almost every time
Ahh thanks for the info.
They did some kind of update to ragdoll physics in 1.5
https://reforger.armaplatform.com/workshop/65BB2D0679BCA058-Skyhook you can do it if you want - here is one mod which did it
Hey folks, I've got an odd issue where I'm using a ProcAnimComponent to rotate a target by 180 degrees - when it rotates past 90 degrees its UTM firegeo collider stops working. Is this a known engine limitation or something I need to sort out on my end?
increase bounding box
probably animated mesh is outside of original bounding box
aha, what defines the bounding box?
elements in model
aha got it, thank you!
you might search for what is bounding box 🙂
yes smart idea 😄 cheers
isnt it just agent zero's sling loading mod but with a RHS bumper sticker on it so it gets more attention? No one has really achieved (thats released on the WS) MP Towing... The physics are a nightmare 
Its a new solution, it has nothing to do with zeros sling loading mod afair
This is as far as I got. I stopped trying after getting excited to test it out on the dedi to then find out it has a mind of its own haha
Was tryna make mario proud by using a worldsystem that updates physics when it changes to attached. But the dam system aint slick enough lol
1.5 also added walking on vehicles (rigidbody updating with other rigidbody positon I presume?) potentially could help a bit with it idk
correct, I don't know who zero is and have not tried any other towing or slingloading mods when making this
Think i'm gonna try a tarzan rope at some point.
After 1.5 comes out official i guess
me - yeah you didn't touch joints. I was working on a rework which avoided joints and simulated physics using slot manager and local offset. Kind of funny how ideas converge. If you need help with some of the pendulum motion code let me know, there is also a hack where you can get a physics bodys mass in runtime to give the illusion that the weight has an effect on the helicopter. Kind of jank for helicopters because it just makes the controls really hard to use.
I'd like to get joints to work eventually but faking it with transforms is probably the only way to get something working today.
Maybe yeah let's get together at some point to brainstorm a v2
You can override the bounding box in the MeshObject component, so you can make it bigger to fit your animation, it is better than anything else
Thanks! Got it sorted, this was the fix 🙂
not bad i must say for this being an arma title
Cap
thats MeamNG
Oooh singleplayer racing mod?
we will be setting up race courses on our life server, the map in the video is what we play on
Ah multiplayer? Not playable then, but it will be funny
performs very well on our server, unless you get too close to other cars.
only issues i have seen with desync are from people on xbox series s
I would love to give it a shot
https://reforger.armaplatform.com/workshop/5CCC20B09E94E467-GatorsCarPack
thats the car pack, can use it standalone if you want or join one of our servers.
we officially host an american server, and we have 2 partners, one in france and one in spain who also host our life mode
(the van is a standalone mod itself) not included in the car pack
imagine where we could be if reforger wasnt limited by console performance...
Probably where we are right now seeing as it isn't
Cool cars, man 👍
Y rpl bubble soo small
Is there rope physics?
I wanna this for drop from heli
Server performance, you can make it bigger it just makes server performance exponentially worse the more players are connected
1500m is big enough, official servers run (or used to run) on 500m for some reason though
At 1500m you dont even see other characters anymore due to LOD/pixel size scale
But you should be able to see characters at 1500 m. You can see them at that range in real life, or alternatively, in ARMA 3. Last time I checked the "eye zoom" was too low to represent properly a realistic angular size of characters on monitor, it's much less zoom than previous ARMA titles. I'm not claiming this is due to consoles however. But I would like to see a higher level of eye zoom. For reference, from US Army range estimation techniques with naked eye and average vision, one should be able to see...
200 m: the target can be clearly observed, although there is a loss of facial detail. The color of the skin and equipment is still identifiable.
300 m: the target has a clear body outline, face color usually remains accurate, but remaining details are blurred.
400 m: the body outline is clear, but remaining details is blurred.
500 m: the body shape begins to taper at the ends. The head becomes indistinct from the shoulders.```
In Reforger this level of detail is certainly not apparent at those ranges.
Not really to do with Enfusion physics though 💀
It was already said that eye zoom is different but it is to represent more real life, I think it was mentionned by Klamacz a few times already
I dont have zoom in my eyes should I get some kind of surgery to fix it
Just learn to do digital zoom from your mind. Easy
Is there a way to stop fast moving objects with small hitboxes from phasing through terrain
For instance this uses the 82mm .xob and just dropping it from my drone at 100m give it enough speed for it to phase right through the terrain
I attached a bigger rigid body to it.
From the geometries in the wokrbench (probably works)
I did with script sth like this a while back for m16 magazines because they fell through the map
PhysicsGeom geom = PhysicsGeom.CreateBox(Vector(0.2,0.4,0.3));
string material = "{3B2D2687F56BB4EF}Common/Materials/Game/WeaponParts/weapon_metal.gamemat";
int t_iRet = phys.AddGeom(
"Box"
, geom
, frame
, material
, EPhysicsLayerPresets.Projectile
| EPhysicsLayerPresets.CharNoCollide
);
physicsblock not workin in 2025 Aug 20
Looks like not implemented still, because arkensor said it's not working (in 2023)
#enfusion_scripting message
Idk it is exactly the same thing as we use internally so I don't see why it would not work
you just need to be careful since it is pointer and you can create memory leak with it
Think it would be possible to hack together a sailing system with what we have access to?
Yes
Sweet thanks dude. Wasn't sure if i should even try.
You know that is the annoying part I find recently with people that got hired (Myself included), said things in the past before we were or had any connection to BI and then got green name after getting hired.
He stated that before he was working with us.
So he was mentioning it on the context of himself as modder.
does anyone have any ideas on how i would go about implementing a hydraulic bounce to a vehicle?
ive already made a proof of concept but it likes to send into low earth orbit when i pick up some speed with it active or turn too fast
set up in an action that just runs this basically:
vector curWheelPos;
for (int i = 0; i < wheelCount; i++)
{
curWheelPos = simulation.WheelGetContactPosition(i);
carPhys.ApplyImpulseAt(curWheelPos, vector.Up * (carPhys.GetMass() / 2));
}
Track 8 / 13 (Complete Soundtrack)
DuckTales, Duck Tales (alt)
わんぱくダック夢冒険 (JP)
Wanpaku Duck Yume Bouken (tJP)
Platform: Famicom / Nintendo Entertainment System
Developer / Publisher: Capcom
Composer: Yoshihiro Sakaguchi (aka Yuukichan's Papa)
Year: 1990 (JP + US + EU)
Tracklist:
1 - DuckTales Theme
2 - Land Select
3 - The ...
Clamp the impulse that you're applying?
yeah this was basically the issue
vector curWheelPos;
for (int i = 0; i < wheelCount; i++)
{
curWheelPos = simulation.WheelGetContactPosition(i);
if (simulation.WheelHasContact(i))
carPhys.ApplyImpulseAt(curWheelPos, vector.Up * (carPhys.GetMass() / 2));
}
🚀 take-off occured most when at least one of the wheels werent on the ground so... checks out 🤦♂️lol
also
//! Applies impulse on the physics body at a position (world space coordinates).
On the doc. World Coordinates
So do not give vector.Up
Use the up axis of the entity itself. It will be most accurate
Specially if on slope or turned
@agile crown do entityVehicle.GetWorldTransformAxis(1) instead
true, tyty
been doing some more work on this, faking hydraulics as best as i can lol
lot more controllable now
hardest part was getting the inputs working 💀
That’s sick
untested but its server authoritative so should be fine
What can I do here to prevent a slotmanagercomponent or Object attached to a vehicle from detaching from the vehicle when spawned in and move\with the vehicle?
Iirc it in the RplComponent of the object checking use parent node
If it's going to be permanently attached that is, if it's a regular object like an inventory item don't do that. I believe there's another setting in the slot manager itself in the slot to update rpl parent even if it's not set to in the object rpl component
The object is basically a bunch of explosive barrels in the back of the cargo trucks. They are attached to the bed itself, they can be primed by interacting with the barrels themselves just like the vanilla TNT blocks
You mean this right?
Yeah
Whats the difference with that instead of checking the "Update Replication Parent" in SlotComponent manager?
Idk, I couldn't get the latter to work
Has it ever been attempted to use ragdoll physics for things like cloth and sling physics? As a separate slotted entity that just has ragdoll enabled like a corpse. Just something I thought about.
Yes, I've tried to make a cape. The ragdoll editor didn't register most of my colliders and the game crashed upon ragdoll activation/collision.
It followed the reforger software development practices of Not Logging Anything Useful™ so I just gave up. Very likely I did something incorrectly but the software isn't telling me what.
There was a limit that was lifted not while ago iirc
Interesting, thanks for sharing
sooo... this is the only vehicle i have ever had do this... i cannot figure out why for the life of me, ive remade it like 3-4 times (the mesh) ive fixed all the colliders etc, set it up like any other vehicle. and the RPM bugs out and the truck will accelerate into infinity
after it bugs out i am not giving any input other than steering and trying to brake, i am not pressing throttle
does anyone have any clue as to what the issue could be? carcontroller component??
vehiclewheeledsim component??
ive made tons of cars and nothing looks messed up in either
i even removed the majority of colliders and it still happens
when I adda geom to a physics with a script,
then proceed to .Destroy() the geom,
my game becomes crashed

my game becomes destroyed*
lol
Does it crash if you let it create geom for you by calling Physics::CreateStatic, then destroying that, instead of creating geom directly?
Not sure.
PhysicsGeom geom = PhysicsGeom.CreateBox(
Vector(3, 1, 3)
);
I used this because I wanted to script the sizes and positions.
I need it "attachedTo" a car so I used t_Phys.AddGeom( to add geom to the car
I am currently testing another method,
I'm adding stuff in the slotsmanager for the car.
Then adjusting the interaction layers for the added entities in the slots.
yea, I was gonna say, I would do that by making your attachment a seperate entity, putting it in a slot/heirarchy.
using AddGeom would be the cleaner better way.
I could technically change the interaction layer on the added geom and just leave them as litter without destroying.
I'll test if the added slots cause perf issues at one point I guess then I can work back to it 🤷
oh, also, vehicle is special case, not normal physics, so some physics functions are not going to work with it.
Ye, plus I gotta test in MP to see that better
idk how AddGeom is actually meant to work. Like, does it create a multi-shape, with single center of mass?
🤷 I just used it for adding a big block with certain layer active
merge collider thing is probably messing you up i guess?
that comment I was thinking specifically of SetAngularVelocity() not working on vehicles, I assume some other physics functions also have no affect?
or maybe it was ApplyTorque that didn't work on vehicles... don't exactly remember, just I couldn't rotate how I wanted
I heard, or saw, somewhere that there exists the ability in the engine (in Reforger 1.5) for player characters to move/walk around ontop of vehicles, while those vehicles are also in motion or being driven around. Is this true?
Yes, but I believe it's just limited to cars. Only briefly tested it.
cant stand on top of a helicopter?
Is it not code that can be allied to all vehicle types? I feel like cars are one area to benefit from it, but boats and even specific types of aircraft with interiors could also benefit. I think boats are the most ideal area for this capability.
Absolutely no idea how it works just that I briefly tested standing in the back of a ural but didn't look into it thoroughly. Only heard it didn't work with helicopters from someone else, whether that's true dunno 
I would love if Bohemia could provide the details on how exactly to set this up on a vehicle, perhaps any vehicle and what the constraints are, etc.
No it is not, to everything, you can setup it in CharacterAnimationComponent
It is just that you can setup either whole object, or per collider setup, since you don't want to walk everywhere
It should be straight forward by looking at the properties in there
So if we want people to walk on the rotor blades we can 
Yeah, not sure if code of contact will just not kill you but technically you can yeah
You can even create your own platformer for example
Neat, like I said I only heard it from soneone else and haven't dove into it. Thanks for the clarification.
Is vehicle-on-vehicle possible? e.g. landing on deck of moving ship
One obstacle being overcome at a time is sufficient. Now that we can have player characters walking on moving vehicle the first logical feature to take full use of this should be litoral assets. Something i was begging for back when we got Tanoa in A3
Hello guys, pls help! What the problem can be? It's as if the game doesn't see the wheels or something, the front of the vehicle just goes underground, if i set the bigger mass in (rigidbody), it will go underground even more.
You need to know how to properly create the models for vehicles and set up their prefabs. There's a wiki article for that.
The problem could be any number of things. You're the only one that's knows what you have and have not done. Determining the issue by a simple screenshot isn't very likely.A huge part of modding is debugging.
I followed the Wiki and sample car, but I want to know what, in theory, could be causing it to tilt? What part of the geometry (colliders) affects it like that?
The part that you didn't set up correctly. You're the only one that knows what that is. If you followed the wiki tutorial and it doesn't work correctly then YOU missed something.
Double check the wiki and find out what you missed.
Like I said before, it could be any number of things.
Helllooo, can anyone point me in the direction how the player can stand on a Vehicle in EXP 1.5 while the Vehicle is driving? I checked the URAL but can not find any new Component or Collider or something. I would like to implement this new feature to my Vehicles. Thanks
hi - if i place a cyan object and add rigid body on it seems i can still pass through it. for example BarrelMetal_01.xob seems to has this behavior. Anyone know how to fix or am I missing something? Thanks in advance!
My character is not sleeping in the right place, why?
You are adding a mesh, not a prefab. If you add the rigid body on it manually, you will need to enable the collider on the geometry section of the rigidbody component.
thanks a lot for the reply! Where would i be able to find this? @crystal berry
@rustic harbor thaks for the amazing mods! is the process somehow simpler if im just using existing props and not creating new ones?
Just use the prefab and don't use the xob
There is 0 need to recreate a prefab that already exists
oh I see - i was blind it seems. thanks a lot! I was mainly interested in the following, which very little seem to work
some even come in with the rigid body prop (e.g. selected) yet it still doesnt work
dst prefabs likely won't have working collison because they are spawned when a building is destroyed(dst).
Spawned then deleted over time, never really meant for physical interaction
ohh i see, thanks a lot for the info.
Their physics is likely controlled by a destruction manager and has its interaction set at runtime when they spawn
so to build some custom ruins i would look for those that don't have the string dst in their name, correct?
which are very limited but i guess this is what i have to work with
ok - i will go in greater detail then. thanks a lot for your time. you have been very helpful!
Prefabs are .et and meshes are .xob
you can also filter types in the resource manager with the little funnel icon
Hi guys — can you tell me how to fix the weapon’s position? It looks completely unrealistic. Thanks in advance for the info!
I think its due to the weapon offsets from the plate carrier, pouches, backpack and belt(if you use zeliks) stack.
So if both the backpack and the vest has a offset of lets say 20 to the right that would make the actual offset when both are worn 40
(I dont recall the actual values i just used the numbers for an example)
That's default functionality that I never touched in my mod.
Yeah i know i was just saying from experience i copied a vest prefab once to make a belt prefab and all the values copied over so i didnt know why my offsets were stacking but it turned out i had forgotten to change the offset values in the belt prefab to zero
ive been trying to change ragdolls, yet anything i do, such as changing the physic material values or the ragdoll config, nothing works
Does anyone happen to know the bullet wind drift physics?
I'm wondering if it is accurately modelled, that is, is a bullet's drift for a given wind proportional to the difference between the time of flight, and the range divided by the muzzle velocity? ie, t-(x/v0)
Hey, why could it be that I am not able to move vehicles on a collider? I can stand on it and move fine, but not use any vehicles while on it. They get stuck.
This is a feature in 1.6 update
change collider type
is there any documentation on how to make helis ?
Everything you need to know, you can learn from looking ad a base game heli.
At*
I asked this with no clear answer before, but finally found it, on how they managed to get characters to stick to the cargobed in 1.6. So it links character to the collision box of the mesh object.
added the truck to the linking and now you can stand on the hood like the cargo
Good evening, I have a question: I want to make the boats from the RHIB mod appear, but they only spawn on land . I can’t make them appear directly in the water. Do you have a solution to make them spawn directly in the water
I made a Naval Maintenance station where this is possible:
#1388793616717320284 message
You can find the script in the script folder in the mod that allows to spawn vehicles in water
very nice thank u
ty steffen
Anyone got a more clear guide or list of bone names / socket names expected to be used in vehicles https://community.bistudio.com/wiki/Arma_Reforger:Car_Creation/Asset_Preparation says their is a page for pipeline I can't find unless it's referencing just the file structure setup
only bones names matter, socket names u can name yourself
Is there a collision layer that stops characters but lets through vehicles?
Could have just said no 

I thought VehicleComplex does that. e.g. for Vanilla vehicles the vehicle-vehicle collision is with VehicleSimple and the Vehicle-character collision with VehicleComplex.
Yeah, this should be right, vehicle complex stops characters because it's more complex, so for easier calculations only vehicle simple is used vehicle to vehicle
Nice, was too lazy to read the docs
Hey everyone! I don't know which section to post this in, but this is terrible. I've encountered a problem: some objects simply disappear when destroyed. I've reinstalled the game, removed mods, and tried every possible method and setting. Maybe some of you have encountered this problem. I'd be very grateful. By the way, the experimental version works perfectly, and all destruction displays correctly.
They just broken, don't worry, they will be fixed.
Thank you! Are these assets broken for you too?
Yes
anyone know where the script/component is for being able to walk with stability on vehicles?
^
So it looks like just add the prefab to the animation component, select the collider to be walked on, and probably make a config like the other entries, then good to go, just make sure to only add to it so it doesn't mess with other modders lol.
Im not very good with the config stuff but how exactly did you do it? Im having an issue where Ive added armor plating around the bed of the truck but with the armor plating on it It doesn't allow for people to ride in the back. Do you add the prefabs into the list of linking objects?
I mean it's above, it needs the exact collider the player should link to
so if the player is standing on an intermediary collider - from a different object, likely not linked
Alright. I guess im more just confused than anything because technically the player is standing on the normal bed. But with the armor around the box of the truck you glitch out and fall out like before. So not sure exactly whats going on. I generally dont screw around with this stuff much. So entirely new to it.
Yeah also could be that the armor bed version is not a linked object
since you probably added the base, that's what I would guess
So next question and this might sound stupid as hell but the base character can stay in the back now. which I got the armor shut off. But if I put myself in the back and have an AI drive the truck I slide right out. Do I need to do something special to the base character so it applies to every character or?
Heres a video that better shows what Im talking about
I suppose I need to do an override on the base character?
Yes, probably, ideally an override is already active
I got it all to work out. Thank you for the help I appreciate it.
Hey, first off thanks for posting this. Saved me hours. Question for you, When I add another "Linking object", in this case an overriden cargo bed, it doesnt allow me to select any colliders. the dropdown only has one option "all colliders". Any ideas on how to select the proper colldiers?
What did you end up doing? Having the same issue.
hey, What prevents the vehicle from taking in water while floating - if it's the collider, which one?
not the collider, a dedicated mesh assigned with WaterErase Material
YES, SOMEONE ALREADY TOLD ME ABOUT THIS, IM TESTING BUT HAVE TROUBLE
here , @pallid lily
:p
make sure to verify face orientation, front is inside
THX I WILL BE TESTING THIS
yes but not working, i dknow why its white-red box :/
maybe i dd something wrong
error in material, no textures
make sure to grab the watererase emat
from vanilla data
did this
🤔
it worked once when the material was outside, when I realized and recalculated inside it didn't work anymore
now its red-white color inside
Your material applied to the mesh is a MatPBRBasic
you need it to be a MatWaterErase
go to those highlighted folders, find default_waterErase.emat
drag and drop it over the material slot on your xob
Or
open the created emat at import
it is, MatWaterErase. How to export FBX without textures, therre is original vs mine
at right top, choose change class, select MatWaterErase
Click on square
Also checkered tecxture could come from your defaulftgenerated material instead, if water erase worked correctly, you shouldn't be able to see it so...
but not working, my material or original, doesnt work... same error. original still show no textures, mine 1
now, checking material doesnt work
🤣 🤷♂️
it worked only the first time, now same white-red boox 😛
when im changing class to matwatererase still same:
😓 🤔
even when i drag oryginal emat
OK, it works. I had to create a new shape - a new object. The previous one was blocking, I don't know why... I set the name to UCX_ for a while to set the Material to WATER using the Enfusion add-on in Blender. I changed the name back to XXX object and then it works correctly. THX FOR HELP !!! now there is no water in Car
Glad you found out, also, keep in mind that suffix are very important, use UCX for colliders meshes only ! 🙂
I dont know if this is the right place for this question, sorry in advance.
Im trying to make mod that would make base building a bit easier with more larger fortifications.
So I made some fortifications that puts one sandbag on top of another and Im wondering if there is a way to destroy both sandbags when bottom one is destroyed, so they dont stay floating in the air.
make each sand bag in the stack a child of the previous one maybe? and play with damage manager config so that destroying the parent destroys the child?
Are there any limitations on the rigidbody on rigidbody movement thing? Like does poly count of the main moving body influence it?
can anyone tell me how to fix the water clipping it works like normal water except i cant swim in it or see the underwater effects the rest works such as shooting the water makes a splash
anyone familiar with SCR_VehicleBuoyancyComponent, if ya feeling nice gimme a message xx
ive got it working, but wanted some advice for fine tuning before releasing boat mod
Hello everyone. Since the last update, any modded vehicle in my project makes the Workbench crash instanlty when it interacts with anything that is explosive (grenades, rpgs, helicopters rockets, etc). It seems to happen more easily when the explosive projectile hits holes in the vehicles. I checked all my vehicles FireView balistic collisors, all my UTM's are lightweight (around 1000 to 2000 faces, like vanilla ones), all of them are closed and uniform, but Workbench crash at every interaction with something explosive. Any insight of what is happening? Vehicles from others mods that are published in workshop don't crash when i use it as dependency in my project, only the vehicles of my project (that is not published yet).
Have you got a crash guid?
How can I stop my rigid body from phasing through the world without triggering a contact
I drop this from 100m it just completely phases through the terrain and EOnContact never fires, I've attempted to attach a larger geometry box to no success
override void EOnInit(IEntity owner)
{
super.EOnInit(owner);
PhysicsGeom geom = PhysicsGeom.CreateBox(Vector(5,5,5));
string material = "{3B2D2687F56BB4EF}Common/Materials/Game/WeaponParts/weapon_metal.gamemat";
vector frame[4];
owner.GetLocalTransform(frame);
int t_iRet = owner.GetPhysics().AddGeom(
"Box"
, geom
, frame
, material
, EPhysicsLayerPresets.Projectile
);
}
If the GUID you are talking about is the one inside CrashReports.log, then yes. It is: 6ef9f875-91a0-415d-8daf-8c34242e7822
Anybody worked on anything non-lethal? I’m aware that projectiles can deflect off helmets, leaving the person unconscious with no bleed. I’m wondering if anybody has tried to make a firearm that will uncon a person every time, wherever they are hit
When I apply force to an object using “phys.ApplyForceAt(angled, forceWillApply);”, the object acts differently depending on the FPS. Is there a fix for this?
Apply in FixedSimulate and multiply by fixedTimeSlice
there is no build-in function for this?
That is the nominal way to do it
This still had the effect of FPS dependent physics for me for some reason, I had to switch to ApplyImpulse to get non fps affected physics
There is no FixedSimulate in AR
Did you mean FixedFrame?
If so then don't do that
Sorry, yeah my bad. Simulate
ApplyImpulse is the more correct way to do it
make sure to do it based on prev simul step velocity and current somul step velocity
phys.ApplyImpulse((velocity - lastVelocity) * phys.GetMass() * YOUR_COEFF_HERE * timeSlice)
👀 huh
My drones dont do that but im too afraid to touch the physics code at this point so im just gonna assume through some voodoo black magic and my manic state i made that code in it somehow does all that
If you see any sort of skipping or sluggishness
Then it's that
Nah, only issue I had was torque going insane at low fps, I fixed that while ago and I honestly forgot how
Or any sudden random slowdown from time to time (No, it's not network related)
Anybody have experience with applying impulse in multiplayer for a vehicle? Seems to disagree a lot with owner, seems like timing issue, not sure if correctable or not.
@ruby shadow since you were asking about this a while ago, what I had to do to do this and have it not be terrible for the owner is:
SetAllowance on server side component to cranked out values (I set all to 300)
ApplyImpulse on both server and vehicle, with as much determinism as possible (I am running the same calculation for what position on server and client, yet server auth means it can desync still without the above).
The final key was RPC the vehicle transforms to server to tell the server to set the vehicle's position to the owner's idea of what is happening. Performant? Probably not, though I am doing it on unreliable channel, and could probably space it out more until I find the threshold where server sim corrects client sim.
I just made my vtol client authoritative and it solved all the UX issues imaginable for the pilot
If you are using Nwk move component then you should not mess with clients even if owner
Also, if you are using physics then never use anything that changes the entity transform in any way
Once you use physics, you should stay with physics alone
Not sure what a better way would be, this is the only combination of things which works on a dedicated server. I'm not messing with Nwk on clients, only server because that's the place it has effect. Can you elaborate on changing entity transform? You mean not using ApplyImpulse at all or not replicating it? Or something else
Not using any entity method that changes the position, direction or scale
If you use physics, then you must stay within that Physics API to do changes to entity
Client doing it is fine as long as the server also confirms that what the client processed makes sense/is valid, and provide corrections if not
Trying to understand. Example, SetPosition should not be used when ApplyImpulse is used?
Also take into account that it is worth it to also do the simul based on inputs on server at the same time, so that if the client lags (The onw controlling it), or drops packets, other clients will not receive choppy replication of the entity
I'm fighting the vehicle movement components for example
Avoid SetOrigin and those in IEntity
Anythign that sets/changes the transform of the entity, that is not in Physics class
I prefer my implementation because it was playable as opposed to teleporting into trees and blowing up with vanilla vehicles, thanks
This will also help on other clients to not get slowed down simul if the controlling client has low FPS
How can I tell vehicle sim "this is ok" without corrections, because I tried having deterministic calculations on server and client for this and the server said "no".
I am not saying yours is wrong
I am saying that also add all those I mentioned if you want it better
I see what you mean but I did not want it to become unplayable
If a hackerman starts teleporting in my vehicle I click the ban button, it is an easy problem to solve
owner will still have it the same as you have
It's not only for that
again read
You will make the UX of the proxies better if you do that
So owner wins, you get the same you had right now
And proxies have it better too (Smoother)
I tried having parallel simulation, but vehicle sim kills whatever I do with Physics, or makes it unplayable
It was really smooth tho
Because Veh sim tries to do it's own simul
It will be smoother 🙂
Specially under crappy conditions
From owner, server and even proxies
Which is why no matter how much allowance is given none of it matters because the vehicle sim ignores external forces, which leads to desync and stutters when only physics API is used
And when I interpolated into the future on clients it was easier to shoot them compared to vanilla also because your bullets most of the time actually hit the target serverside
Yeah, if you want custom then you have to do your own controller
Otherwise it will be never ending fight
So what's better, setting entity position periodically to make the vehicle sim happy for making a mod which disables all NwkComponents?
And implements custom controller
Do what I mentioned, it will be better. Even on small entities
It's more work yes, but you get better results
But if your usage does not really need it, then not worth it
If you need fast paced simul, then do it
Again
IF you have physics simul enabled
Don't do methods that change entity transform
Outside of physics APIs
Man I really miss flying the stupid thing
Physics system will get wrong reference if you do that
It made to some funny situations ngl
@lyric marlin on proxies do not use Physics, unless owner
On proxies set the transform and interpolate (You will get updates every fixed frame due to how Rpl works, so you need to interpoalte)
Make sure that on proxies (NonOwner) the Physics instance is set to collision only
Proxies should replicate, not simulate
So, you can send the bare minimum to do so
Can I get around this by using physics on owner and entity transform on server
No
Things will phase out/tunnel on server
You need to do the simul on server, otherwise you will get messed up results
Pure client simul is wrong for many reasons, this is another one
If you make your controller based on inputs
Just send the active inputs to server
and run the exact same simul on server
then issue final transform from client/owner to server
and try to force the server to take it, but if it's to far away from what the server has, then you can ring a bell about something happening (taking into account FPS, lag, etc) but that is more advanced
If the bell is rang, and very bad case then force server transform into client/owner
then every fixed frame on server report transform to streamed clients
On those clients (NonOwner), just use entity transforms
Add a serial number to the transform updates, from both sides
So you have deterministic control
As what you get from Rpl can be out of order
If you do this
Then for example with the modded planes
You can avoid the choppyness
You can avoid the bouncing back and forth when going in fast speeds
You can avoid tunneling
etc
You can also make it on all sides as smooth as FPS allow
And in this case, done like this
What the client did, is exactly what server gets in the end
and what everyone else sees in the end
I just don't understand the circular dependency that is being explained, because it sounds like you are saying the server acts off of pure physics, calculates, compares simulation to owner, and then broadcasts transforms to proxies. But what exactly explodes the game to add additional physics forces to the server, and for the server to get bumped on entities new position, because it upsets the movement component's idea of simulation? Just seems like such a flaw that the component will not take outside force into consideration, because how are explosives handled then? Does server and client simulate and compare under normal rules? If so why does that work but this does not without the hacks?
And owner does not feel any lag, as server does not force anything unless it's misaligned badly
It's the solver of the Physics
It's a bullet physics thing
If you force set a position, without accounting for anything else
You break what the physics simul is solving
It's reference is now wrecked
So it will try to correct and in that correction you will find inconsistencies
btw I have to leave so you will receive replies probably later
With Set Allowance though it should be fine with this (fine is a loose term, but how bad is the extra work)? Or is this performance issue for server?
Then you have the question of joints, which when used without entity methods, horribly desyncs when you'd expect for the physics to have some sort of sync or solver between server and owner.
And if GM teleport manipulates entities with physics, what circumstance makes that allowable or safe?
And withstanding all of the advice not to do it, if it's accepted that the outcome will have issues - can it be allowed?
What would be a theoretically acceptable rate at which the physics reference gets wrecked? Assuming I can space out my transform overrides on the server? How important is a continuous uninterrupted physics reference? How far does replay go back?
I think you got confused. It seems we are talking about different things
Before bacon got into conv and it deviated a bit with that. Can you try to explain again what you were facing and doing?
Because i explained two things at the same time, one was related to yours, and another on a tangent with bacon about custom simul impl
In general, there is the rule that if a game client (be server or player client) is simulating an entity with physics then any sort of entity transform is a no go
If you need to set some ransform for something when phys simul is active, then use physics SetTargetatransform
Also
Are you doing custom impl, or extending some vanilla simul?
Because that changes the whole thing
For example projectile simul is now more limited on that aspect
Vehicle ones has certain expectations as well
Etc
Using nwk component also limits you on others
So knowing your specific setup is quite important
Essentially, I’m trying to solve two issues. One situation, I am trying to have weight affect helicopters, I accomplished this fine in single player with applying impulses to the model based on weight, this has the effect of rotating it slowly which can be counteracted. On dedicated server, applying impulses on server means that there is no feedback for the owner, which means about once a second owner sees a correction due to desync, the same happens when doing it on owner only, but server corrects to no impulse version. Doing impulses on both would get close but still have stutters.
The other issue was similar but far more noticeable, attaching two vehicles with a 6DOF physics joint either:
turned the helicopter into a bobble head, attached to the vehicle.
created compounding forces where the vehicle and helicopter lifting it would flip out and crash.
No combinations of parent/child, owner, server, etc. would yield any satisfactory results.
I will try to switch to set target transform and see if vehicle sim/nwk movement bites on it. Here is a video from a year ago relying off of joint creation, to demonstrate the issue.
Sling Load transport testing for Colton1070 with his H-47 Mod. More information on those mods can be found here:
https://reforger.armaplatform.com/workshop/61957C5C6FB7A773-H-47Chinook
[https://reforger.armaplatform.com/workshop/623A3AB336762BF3-SlingLoad](https://r...
I am pleased to announce using SetTargetMatrix with physics API and avoiding entity API does work for my purpose. Thanks for the advice and insight on why these things can conflict
Hey, ended up loaded with work so I was unable to come back.
Glad to hear it solved your issues.
Celebrated early, it appears to work fine, but over time a desync will happen where for server/other players the aircraft orientation is very wrong after flying around for some time, as in nose will be facing the sky while hovering, I guess some pointers on how to fix this type of desync would be good when it's physics related.
I will need to see your whole impl
It's heavily dependant on that.
Trying to build a slimmed down component to reproduce the issue without having you wade through hundreds of lines of code.
Hello, was looking for help in making a "laser bolt" projectile. Struggling to actually make it work even when trying to get the projectile simulation once it leaves the gun. Setting projectiles in game mass to 0 or 0.00001 just makes them do 0 damage and negates all other properties. Any help would be appreciated.
Didnt you guys have them in the mod already?
yeah, and they broke and just cant get them to work 🙁
Well at least you can play laser tag
Hey @ruby shadow 🙂 Please may i ask... since the new 1.6 persistence and your zombie updates!
i noticed the timer on the Zspawn doesn't take hold after 1.6 - in 1.5 if you set a infected spawner and set the options to say spawn 5 infected at a 2m radius and only spawn upto 5 in say 1800 seconds/30mins...
everything works perfect other then the timed respawn value...
its almost like the timer is invalid and the spawner will continue to spawn above the set amount say 10 max... but on my server after restarts we had over 400 zombies... like on persistence servers it would save the last amount of zombies and when server restarted it spawns the last saved load and then spawn all previous entities plus start the spawners again...
meaning at one point i had over 1800 zombies on one island..
is it possible to make it work with the 1.6 persistence - meaning upon server restarts or shutdown.. it would auto remove the entity and when server reloaded... instead of duplicating the
started at 0
I'm not touching the 1.6 persistence system related things until the system works
interesting
hey guys, is the sling load mod still working? It used to be fine in my server but suddenly we cannot carry any vehicles with helis
hey guys, anyone know how i can scale vehicles and update mesh etc to scale aswell?
i set tire heights increased traction and engine power and they are driving ok but the colliders weem wonky
when i move it around in game master it reverts back to original size but it stays up in the air im guessing because of the edited wheel heights
i am very very new so any help is highly appreaciated
Game and engine both do not generally support/expect you to scale entities in terms of their transform
So you will have issues over and over
Cars and characters are notably one of the worse ones to scale
i see, i had a large humvee with a slot and structure attached, everything was working except for the fact that when i tried to stand on top of the structure my character would get launched into the sky or across the map, im guessing this is just colliders behaving incorrectly?
also any way to stop an itme inheriting scale when attached to a slot on a vehicle?
so i upscaled my vehicle, got it driving ok, then tried to attach a structure to a slot on it and the structure is autoamtically scaling up the the same size as the vehicle
im thinking maybe i can just scale the vehicle itself up and then attach a normal sized cargo bed on top that wont launch me off the map. maybe im misunderstanding the mechanic
i actually even got the base char to stand on top without getting launched, but then my animation stopped working and the char would slide off the structure when the vehicle would move
i already set up the structure to be "sticky"\
ok it seems that the cargo bed.ent doesnt liek to be placed into a slot like that and wont appear, i am now using a cargo container instead and it appears
LORD ITS BUGGY
Yes physics stuff is very touchy.
ok i got an easy one how do i apply the base characters attributes to the rest of the characters? ai still sliding off the trucks
which slingload mod?
A question about which Layer Preset to use in Geometry Params for a group of containers that are all one piece.
I chose BuildingFireView, but I'm not sure if it's excessive.
PropFireView if they're just simple props. If they have building components like doors, rooms to naviate etc better to use BuildingFireView
Hey guys, I can't find a way how stop trees fall just with light contact with heavy vehicles, it's not that realistic I would say 🙂 "Collision" and "Kinetic" multiplies didn't help, I tried to change "Max health" but nothing changed when I ram it. Any ideas please ? 🙏
I guess, I'm asking on a wrong topic 😅
Thanks for the reply... 
But Prop is Dynamic, isn't Building more optimized, which is Static? 
And is View (ViewGeometry) really necessary? 
https://community.bistudio.com/wiki/Arma_Reforger:Collision_Layer
Depends on what your use cases are I guess. As for view geo if you planned scenarios etc have AI and you want them to perceive the model you should have it
Yes @woven salmon, i have read about perception... but what is the difference between navmesh and viewgeometry?
There’s a difference between navigation and perception
Nav is how they actually walk, drive it etc
Perception is does it exist in their brain or can they just see shit through it
IIRC
Doesn’t help enfusion re-uses terms from a2/a3 but different use cases I gotta separate them in my brain
Hmm, so like what obstructs the AI's vision. I get the idea.
Yes, we need a brain reset, ha ha ha! 
