#enfusion_generic

1 messages · Page 1 of 1 (latest)

leaden shadow
#

(HMG_M2HB_pintle.et)
I'm trying to adjust the recoil on the humvee turret.
-I have adjusted the RecoilWeaponAimModifier settings on the MuzzleComponent
-I've adjusted the "Camera Recoil Amount" on both of the SightsComponent's,
-I've adjusted the SCR_WeaponAttachmentsStorageComponent SCR_RecoilCameraShakeParam
-I've adjusted the SCR_WeaponAttachmentsStorageComponent's Item Animation Attributes.

With all of these I've set their various values for recoil to 0 (not that I want it to be 0, but just to test what works) and so far none of them have changed the recoil. So I'm curious if anyone knows where the recoil is actually being handled and how I might adjust it. My goal was to reduce ADS camera shake but it'd also be nice to know how to adjust total recoil.

stark acorn
smoky sinew
#

Why tho

leaden shadow
smoky sinew
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Is there a good tutorial (youtube) that summarizes/walks through the wiki articles? I want to get into modding the game but I don't really know how to start

hollow rampart
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not really no. what kind of modding are you intrested in?

paper sandal
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Is there a way to get two weapons to fire at the same time?

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I would think that if the weapon slot index was the same on two weapon slots it would shoot at the same time but that seems to not be the case

silk swan
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The biki is already a summary of everything explained on this discord (by BI, modders, etc).
So making a summary of a summary in a YT video, is... how to say it... Impossible...

There are however some YT videos for specific things in the Workbench, but since even the engine isn't complete yet I doubt the biki or YT will have a lot of content soon.

stark crow
#

Is there a point modelling tracked vehicles for this game?

empty nexus
#

subjective, I would wait for something official as a template first

smoky sinew
#

you can always make hi poly models in preparation

subtle spire
#

Hi everyone, I just started modding with enfusion, and i am currently creating a new vehicle. I followed the tutorial and so far everything is working, until i create the prefab. Every time the console spam me that there is no steering axle. I can't even add context action from bones, it keeps spaming this. I think i set up the wheeled simulation right but maybe i missed something.

stark acorn
#

There is bug right now which prevents adding new axles in Workbench

subtle spire
#

oh

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but i did not add any axes, the prefab already contain two axles in the axles list, and the wheels have been set with the correct bones of my mesh

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If i duplicate an already existing vehicle like the jeep, and replace all the context menu and stuff, it could work ?

stark acorn
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ah, then I guess you will have to make one axle a steering axe

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to do so, change Max Steering Angle on axle to some non 0 value

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I will add that info to wiki tomorrow

devout gulch
#

can someone provide me with a simple explanation of what exactly are front rear and eye points needed for

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i get that eye is the camera

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but front and rear?

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in the context of how this relates to zeroing the weapon

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ive noticed that workbench allows me to set different positions and angles of the weapon for each zeroing

subtle spire
stark acorn
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Can you share some screen

subtle spire
#

sure

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In my mesh the wheel and rotator are children of my suspension, is this a problem ? I saw that on the UAZ from Vanilla Reforger the suspension is children of the axle but the rotator and wheel are not children of the suspension

stark acorn
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in this case axle is not initialized

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and you don't have steering axle in such case

subtle spire
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oh thats may be the reason, however the workbench crash when i try to create a tyre class in my axle, evn when making a conf file i can't even click on the tyre section it crashes anyway.

stark acorn
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can you share assert window?

subtle spire
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is that what you want ?

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I think i found something. instead of duplicating the wheeled_car_base, I clicked inherit in addon, now the engine does not crash anymore when i am initializing tyres, however the no steering axle is still there, the first axle have 28 max steering angle, and every axle have a differential.

Edit : I restarted enfusion and the message does not appear anymore. I guess the axle issue is solved, however I still have trouble with the actionContextManager. When i select the "create user actions from bones", select all the bones i used for context, and press ok, they dot not show up in the action context array. However, it looks like they are still registered because when i try to do the operation again, the console says that there are already context action with the same name

stark acorn
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no, I wanted to see crash assert (when workbench crashes)

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are you in prefab edit mode?

subtle spire
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oh, i thought you meant asset windows, but assert is something else right

stark acorn
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create user actions from bones action adds new action to the entity instance - if hierarchy tree is set to prefab, you are not going to see additional actions

sweet trench
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@stark acorn Hey are you familiar with what's possible with Reforger modding? Is it possible to make custom bipeds like wolves or monsters or things like that?

subtle spire
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yes i am in edit mode apparently, i clicked edit prefab in the project browser

sweet trench
# stark acorn yes, it's possible

Is it possible to make them playable? Like to make an asymmetrical human players versus custom monster player? Also, is there any documentation on this? I've been reading the wiki and I can't find anything to explain how to go about this.

subtle spire
stark acorn
keen rune
#

I believe there is a chicken deatmatch gamemode that ex0 made

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Check it out on github

stark acorn
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there is glitch in workbench which requires switching between components in order to refresh list of available actions/bones

subtle spire
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it works ! i can see all my actions now, and i applied them to the prefab. Maybe it is temporary but why would you only edit the prefab instance instead of the prefab when modding ?

sweet trench
stark acorn
subtle spire
#

that make senses

stark acorn
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in any case, prefab edit mode is in quite early stage and such non intuitive things would be hopefully changed in future

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right now for instance prefab editor is tied to world editor

subtle spire
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oh ok tha'ts temporary, in the future i guess there will be a dedicated prefab editing window

junior heron
#

One message removed from a suspended account.

silk swan
#

not sure if there's a guide specifically for props, but there is a sample prop available (https://github.com/BohemiaInteractive/Arma-Reforger-Samples/tree/main/SampleMod_NewProp) and the biki has some general guides on how to work with Enfusions (https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding/Tutorials)

GitHub

Modding Samples. Contribute to BohemiaInteractive/Arma-Reforger-Samples development by creating an account on GitHub.

junior heron
#

One message removed from a suspended account.

sweet trench
#

Hey how come the Arma Reforger mod tools aren't appearing for my friend? He doesn't own Refoerger but the tools should still appear for him. He can only see Reforger Server.

stark acorn
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Tools are only available to reforger owners

sweet trench
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Alright nevermind my friend is an idiot. One of my friends was saying the tools were appearing for him, and another was saying that only the server was appearing for him. The friend that said the tools were appearing was confusing the server for tools.

sweet trench
bright moon
#

Just finnished making a version of PBO Explorer for Arma Reforger .pak files. I plan to make it a community project so if anyone wants too feel free to contribute. https://github.com/FlipperPlz/PakExplorer/releases/tag/preview-1

  • Includes full parser for Enforce along with GUI to view pak files and scripts
GitHub

Added support for viewing parsed scripts on a context by context basis. Check it out by enabling "Parse Scripts" in options.

Notes:

Current Enforce serializer does NOT support generics....

nova delta
nova delta
# keen rune Oof

But what he wants is possible but he would need to wait until scripted commands work and do not instantly crash the game

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Unless he/she wants to make it so that the playable creatures behave exactly like the player and maybe even share the same skeleton

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as soon as scripted commands work I will port an animal I ported to dayz as a playable character here (It's a horse) as an example

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The process is essentially the same when it comes to the enfusion stuff in dayz but with some differences ofc 🙂

sweet trench
nova delta
subtle spire
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Hello, I followed the car creation tutorial from the end, and i would like to test the driving. I can enter the driver seat, start the engine but i cant move, do i need to set up something that is no explained in the tutorial ?

smoky sinew
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maybe something with the transmission

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or the wheels / axis need to be told they output power

subtle spire
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with the torque share ? i already put the drive axle to 1 and the other one to 0

smoky sinew
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does the rpm go up?

subtle spire
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no

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the player does not shift up, like in the UAZ

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(wich is the closest vehicle to the one im making, that's why i am takin the uaz as a reference)

smoky sinew
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so if you no rpm I would check with the engine

subtle spire
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the engine has default value, i did not change anything to be fair, eveything was set in the wheeled_car prefab

smoky sinew
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might sound dumb but you did disable the handbrake right? other than that you going to have to wait for someone more knowable, cant wait to see the vbl

subtle spire
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i can't operate the handbrake at all, however the character is pushing the gas pedal, but still no rpm

stark crow
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Does anybody know a way to export a heightmap or something similar out of operation flashpoint?

fading trail
#

How do I publish my map with the workbench ? I'm at a point where I want to show off my map in early public access but the map size shown on the workshop is only 2.6mb.

stark acorn
subtle spire
# stark acorn animations are required, it's one of the things which perhaps was unintentionall...

You mean i have to make a clutch animation to make it work ? Is there a proper animation tutorial for enfusion ? As for the wheels, when i use a and d, the player steer his arm, but not the steering wheel, nor the wheels. do i need to animate them in enfusion or do i need to make them in blender and import them. Also i was wondering if its possible to make an automatic gearbox ? because i am pretty sure my vehicle has automatic gearbox irl

hollow rampart
stark crow
#

@hollow rampart Im talking about a map where the author has actually said he would be happy if it gets exported to another arma title. Also he said his map is open source

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@hollow rampart But I don't think its possible to extract an height map out of OFP nor with any tools, isn it?

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@hollow rampart I will

hollow rampart
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If its mod map the the author can give permission. That's different thing sure. I though you talked about BI maps. However the heightmap is a lot lower quality than what can be used now so you would basically be remaking the whole thing.

royal niche
# subtle spire You mean i have to make a clutch animation to make it work ? Is there a proper a...

Some of the player animations are required because they are sending events to the game. For example, the Vehicle_StartStop event to start the vehicle's engine.
For the wheels and steering wheel you can use the CarProcAnimComponent. You don't need to animate them yourself; only set up your armature + bones & skinning in Blender and export them. Just look at how this component is configured on BI's vehicles, plug in your bones to the drop menus the engine will animate them procedurally.

calm prism
rapid echo
#

Is there a GIT plug in for enfusion?

unborn inlet
fickle spindle
#

Thanks

maiden parcel
#

I just started playing with the sample mods today off github. I just wanted to say to BI that "VR world" is so much fun to play around with the lights in 😃

smoky sinew
#

what it about?

molten granite
#

Would it be theoretically possible to add PC steering wheel support to the Reforger cars ?

#

Not a request, just curious.

north vortex
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With a key mapper I don't see why not (Depends on the steering wheel and software. I don't think Rewasd supports wheels but you can always try with a trial, microsoft has their own map software for wheels but it only works on theirs I believe.). If you can get a key mapper to recognize the wheel just bind the keyboard controls to it. Rewasd emulates controllers so it can make a virtual joystick (Will allow for gradients when turning)

silk swan
molten granite
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Hm alright, thank you.

fading trail
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Where would be the best place to ask about upload issues for Workbench and my map not uploading to the workshop fully ?. it's only uploading a 2.6mb file and not my full map.

gritty pecan
#

Is there a guide on how to create your own rifle? I managed to get the model in game but I'm a bit lost now

smoky sinew
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yes there is

gritty pecan
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Where can I find it? 🤔

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I'm hoping to use the ak74 as a base as the gun is based on ak47

arctic radish
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What exactly is a NHO map for terrain materials?

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NVM I found this

austere quartz
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Is there anyone creating a WW2 mod? Like CTI but with Axis and Allies and WW2 assets you know

shadow urchin
#

M113 Tracked in enfusion.

shadow urchin
#

Ok it's a well known wreck.

smoky sinew
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I hope they dont use that model in game because it looks inaccurate

shadow urchin
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This one from GM looks like real one.

shadow urchin
#

Shouldn't the humidity stay on the clothes a little longer?

wary rivet
#

How do I add something I'm subbed to in my mission? I'm trying to make a mission with Ravage zombies in it.

ornate edge
wary rivet
ornate edge
# wary rivet In the reforger tools? Sorry I'm not sure exactly what you mean, I looked last n...

When you start the tools there's the screen where you pick which mod you want to open. You first would have to add the mod that you've subscribed to so that it is listed alongside your mission mod. Then you can either create a new mod and make sure it is dependent on the downloaded mod as well as the usual reforger stuff or if you have already started a mod/mission you can right-click it and select the option that is something like "open with add-on" and then select the downloaded mod

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Both of those options will open both your mod and the downloaded mod together

wary rivet
ornate edge
ornate edge
# wary rivet What is it? Thanks!

Basically ;Kill bots -> Gain score -> Build stuff -> Kill some more

PVE with increasingly armed and increasing numbers of bots attacking. Get points and build buildings, order vehicles, order squadmates. Eventually build large sprawling bases that the enemy bots attacks and destroy. Going to call it Waves Of War. Almost done, just need to do a few GUI stuff and a tutorial.

#

There's way more to it than that but that's the jist of it

solemn glen
#

any way to test mods in game master or something? creating a terrain and trying to figure out the who mods thing is just painful

meager osprey
solemn glen
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workshop menu?

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just enable mod and go to game master?

meager osprey
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Yes

solemn glen
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thanks. i didnt think you could do that. atleast you never could before

meager osprey
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Depends on the mods, some of them lack config for being visible in GM or arsenal box

solemn glen
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ahh ok

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thanks

median remnant
#

Where should I post feature requests for the Enfusion engine?

warm verge
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Hello everyone,

I'm brand new to this so sorry in advance. I've tried searching but I don't know what the terms should be. I have two questions.

  1. Can I turn down the graphics settings to potato quality in world editor? I couldn't find an option and when I play test if I hit ESC to go to the menu it boots me back to edit.

  2. How's best to sort a games master mode out like a scenario? I want to create a base template for missions but keep full GM mode available so the missions can be expanded in. I have it working in the workbench. When I play test it auto selects us, has objects spawned in where I want etc, but when I load it on my Xbox it's just regular games master.

remote bronze
warm verge
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back again, i cant publish getting a 502 error, is something going on atm?

royal niche
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I have a problem with my vehicle. With only driver everything is ok. With only someone on the M2 Browning everything is ok. With both the vehicle flips over like someone hit with a gravity gun. Anyone know what is wrong?

smoky sinew
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maybe its the two collision meshes interacting with one another, since the driver is getting one set of data and the gunner another... I really dont know.

serene hamlet
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Not sure where to put this but, how do you assign a “skeleton” to a modded character?

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So, that the character can act like a generic rifleman for example

meager osprey
meager osprey
mighty bolt
#

hello, is there any way to display FPS in the Enfusion engine world editor and in the actual game?

lunar condor
#

Nvidia control panel if you're on the green team. well it works in the actual game at least, not sure about world editor.

empty nexus
royal niche
hollow rampart
#

@hard cloak no spam thanks

brittle sierra
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Hey I’ve got no idea if this is the place for this but I have a question for any moders would it be possible to make a Stryker ICV in reforger and how much would a commission like that go for

brittle sierra
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Thank you

unborn inlet
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this isn’t the place, such bespoke commission is in the thousands of €/$

pulsar spindle
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Sometimes, without the black hawk mod installed (I deleted it like month ago cause of this) have this controls hint on the screen and cant aim, interact and nothing, only walk.

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Not exactly the good discord tab to post it, but feedback and troubleshooting cant post images

worn briar
pulsar spindle
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The error happen randomly on servers and singleplayer to some people of our group

nova steppe
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where do I find a mod in the world editor, to add to a custom world?

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in Zeus it is present and can be spawned, but there has to be a way to add it to the world/mission itself?

empty nexus
nova steppe
empty nexus
nova steppe
ornate edge
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An easy method is to start the workbench and on that screen where you select which mod to load right-click your mod and select "open with mod" and this will open both mods without dependencies

nova steppe
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do I need to copy the mod to some place first for it to be loadable?

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Seems I fail to load the MH-60. Tried with the Sample Car Mod and it seems to work: 5614E482BF83E310

nova steppe
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think I figured it out: I first opened Enfusion Workbench with add existing project, selected the MH-60 folder, closed Workbench. Re-opened my MH60Test2 project which depends on the MH-60 and now I see R3D_MH60 in the resources. Thanks a lot for all your help!

lost bobcat
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I want to make a shader mod, for example injecting too much morphine should produce a fisheye lens effect. Is there any sort of relevant documentation or precedent to this, or am I treading uncharted waters here?

ornate edge
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Anybody else having instances where waypoint.GetOrigin() causes the game to crash?

empty nexus
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I don't think it's documented though

gloomy vapor
#

Your waypoints are spawned?

ornate edge
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yeah.

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Maybe my custom world is messed up

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?

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I noticed sometimes when checking bodies that they are inaccessible. So maybe "ground" level is wrong?

gloomy vapor
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Yes could be...

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I will check if i have the code on my phone.

ornate edge
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You think that would apply when on top of buildings too? I could at least test it that way

gloomy vapor
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I did only notice it below surface lvl.

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I also did some stuff with spawned wp.

ornate edge
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I seem to always find new and interesting ways to crash the game lol

smoky sinew
#

did you flush the toliet too?

gloomy vapor
#

And without this surface check they do not snap to the ground properly when created.

ornate edge
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I wrote about 400 lines trying to work around this so far

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lol

gloomy vapor
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1 sec.

ornate edge
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I'm pinning them to entities so no terrain check is done on them specifically

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But if the entities are technically slightly underground that may be the issue

gloomy vapor
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Hmm...

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Well this is what i use t make sure its placed correctly:

float y = GetGame().GetWorld().GetSurfaceY(position[0], position[2]);
                    
if (y > 0.0)
{
    position[1] = y;
}
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Just give it a try may it works.

ornate edge
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will do. Thank you

gloomy vapor
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np

ornate edge
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It's hard to test if this works since it doesn't crash every time, but I'll try it out and see if it seems ok for now.

gloomy vapor
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In: AI category

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there is a setting waypoints

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if you enable this it will show you every waypoint ever created by a visible indicator.

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This was how i found out about this in the first place.

ornate edge
#

yes, I've got that on constantly. If there's problems with the terrain mesh though it wouldn't necessarily be visible though

ornate edge
# gloomy vapor If you use the Diag Menu: https://community.bistudio.com/wiki/Arma_Reforger:Diag...
Unhandled exception

Program: C:\Program Files (x86)\Steam\steamapps\common\Arma Reforger Tools\Workbench\ArmaReforgerWorkbench.exe
Reason: Access violation. Illegal write by 0x0 at 0x0


Class:      'WOW_NewLoop'
Function: 'CheckBotDistance'
Stack trace:
scripts/Game/Waves/WOW_NewLoop.c:329 Function CheckBotDistance

this is that offending line

 if (oldAttackWaypoint && !(m_bDebugSafetyCheck))
{
    if (oldAttackWaypoint.IsDeleted())
        return;
    
--->    vector oldWayPos = oldAttackWaypoint.GetOrigin();
#

This happens when the AIGroup has a different waypoint as currentwaypoint and that one is deleted. oldAttackWaypoint then is assumed to be the next waypoint they need to complete and I need to update its position but then it crashes.

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So i've been trying to complete their current waypoint with this to quietly take care of it instead of deleting it

waypoint.SetCompletionRadius(200);
waypoint.SetCompletionType(EAIWaypointCompletionType.Any);
waypoint.SetHoldingTime(1);

But it doesn't seem to complete at the new holdingTime. It does however complete at the old holdingTime

#

Which is not ideal. I need it gone.

gloomy vapor
#

Well sry... I'm not that much experianced with wp...
Also pretty hard to tell without knowing the full code.
Maybe you are deleting some still active wps?
Bet you will find a fix/solution for this problem.
It's the same for me sometimes i get stuck for days and can't get things to work and one morning i change few lines of code and everything runs just fine. 😉

ornate edge
#

Deleting active waypoints seems to be handled pretty well actually. It's about the only thing that is handled in script. Most waypoint code is hard-coded so there isn't much else I can do but try to work around it.

barren minnow
#

How do I add a gun to the boxes in game?

remote bronze
#

I have a problem with the replication of damage state on vehicles. On server boot I spawn a vehicle with damaged window. It's hitzone health is 0. However any replication client connecting to it seems to know absolutely nothing about this damage. They know the engine state (running) and know which lights are turned on, but the window is full health. I added a debug action that runs on the vehicle both on server and client. The server says:

SCRIPT : hitZone: Window has health 0.
The client says
SCRIPT : hitZone: Window has health 100.
Is this a known intended behavior? My only guess is that something is not synced because no player ever sat inside the vehicle before, never triggering the simulation before I connect? Or what is going on ... I am sort of confused. Even more so after finding out that this also happens on re-connect, without a server restart in between. The vehicles were spawned dynamically and are not baked into the map. It happens both on dedicated server as well as peer tool workbench host. On the screenshot you can see the desync in action.

empty nexus
#

this is usually how conversations between me and my mechanic go duckthinking

cedar ravine
#

Question about getting a mod to work in-game:
I'm trying to change the amount of zoom you get when you right click and hold. I've gotten it to work in the editor pretty easily by overriding ArmaReforger/Prefabs/Characters/Core/DefaultPlayerCamera.et and changing the "Focus Mode FOV" parameter, but I can't get it to work in the actual game itself.
The other local projects that I've done just following tutorials to learn the editor seem to have appeared in my downloaded mods workshop tab with the ability to toggle them on and off once i added a .conf file inheriting from the right config class and referencing my mods, but I can't seem to find or figure out what class I need to inherit from or reference my overrided DefaultPlayerCamera.et to make it appear in the downloaded mods tab or work in-game. Can anyone help point me in the right direction? It's kind of blowing my mind that it was this easy to get the change to work in-editor, so I'm really chomping at the bit to confirm it works in-game and upload it to the workshop

deep finch
remote bronze
#

With overriding prefabs all you do is rightclick override, do the change in your variant, save the project and your are done. Nothing more needed. You could probably publish your mod as it is and it would work just fine.

cedar ravine
#

I'll try this in a sec and report back
I tested and confirmed it works in the workbench i just want to make sure it works in-game before I put it on the workshop

remote bronze
cedar ravine
cedar ravine
dim folio
hybrid nova
#

At some point I'll make a sleeveless telnyashka. I've got a pretty big update in the works including some Borderguards and KGB uniforms. As well as some optimizations. I can add the sleeveless version on the todo list.

opal prism
#

So how hard do y'all think it would be to make a Flamethrower?

empty nexus
#

but if all you want is just some pretty particles and dealing damage, sounds relatively easy

#

game does not have a "setting people on fire" mechanic though

smoky sinew
#

yeah it wound not be to hard, it would work like a normal gun shooting ammo at a high rate. you can have projectiles that ricochet off and add a little dispersion, make flame particles for projectiles.

earnest sundial
#

You can make particles have fire damage, so very possible

smoky sinew
#

I wonder how Ro2 / rs2 does flamethrowers they use volumetric flames

empty nexus
smoky sinew
#

but how it do what it do?

empty nexus
#

link me to a video? duckshy

smoky sinew
empty nexus
#

particles

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would be nice if enfusion had gpu particles for this kind of thing

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otherwise you'll give it to like 3 people and will saturate the particle budget in 2 seconds

smoky sinew
#

are you sure you can bounce the liquid around walls

empty nexus
#

yea there is a way to turn on collision

#

I think it was the restitution parameter

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in rising storm 2 i see they also have a beam with a scrolling texture to simulate the flow

smoky sinew
#

and where it collides it just adds a bit of flame particles?

empty nexus
#

it spews out particles from the barrel as well

#

but yeah

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at least that's what I think it is from first person camera, if I could see how the "stream" looks from the side it'd be easier to tell

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no beamski

empty nexus
#

still feelin like particles with clever billboarding

#

particles or billboarded projectile material

#

might be the latter for saner collision

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I think it's doable, but I'm not sure how efficient it would run

smoky sinew
#

could you make smaller billboards not render at long range?

empty nexus
#

there are no culling distance controls for entities

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but particles sure

#

it'd probably be helpful to see someone firing the flamethrower from a distance

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first thing I'd try is make my projectiles a plane with a sprite and a spherical collider, and face the camera the way i want in script, or something

opal prism
#

The same could be used for like Missiles when they launch. Instead of fire going out a Flamethrower it's all the smoke Missiles give off on takeoff and while there heading to there target.

prisma heath
#

Hello, can anyone direct me in the right direction on how to import new/costum uniform parts into enfusion/reforger i did import some helmets but i cannot find and “guide” for uniforms!

Thanks in advance ✌️

median remnant
#

I somehow deleted the vanilla stringtable. Like, it's just gone when my mod is loaded... How do I fix this?

stark acorn
#

Check gproj settings of your addon

green lintel
#

Let's try here if I get lucky or someone can guide me.

Possible to have bigger camera boundary in the world editor? I can't get over 2543.37 in Y axis I'd like to get to like 10000 so I can see clouds better from above.

Or do I need to mod the map first?

median remnant
#

Verifying integrity hasn't turned up anything, like I said it just happened with my addon specifically while I was doing my own stringtable work.

#

Might have been after doing this in the String Editor.

#

Not sure what this does honestly but I wanted to see. 😛

median remnant
#

I can show in the morning sorry!

hollow gyro
#

Hi guys. For french speakers : YT videos about content creation with the Enfusion Worbench : 10 minutes each, with many details generally not found in tutorials. Thanks to this discord conitbutors !!
https://youtu.be/bwA8GJRA7EU

#reforger #bohemia #game_development

Vidéo de présentation de la nouvelle playlist dédiée à la création de contenu sur la plateforme Arma.

▶ Play video
paper sandal
#

How would I go about making a targeting pod that is controlled by the commander position of a vehicle?
I dont want to remove the commanders seat when the pod is removed.
I have my base vehicle with the seat in it, the pod is set as a slot and has a slot mapper mapping the pod to the copilots seat.
The pod is set up like a turret and the commanders seat is set as a turretcompartment. I feel like this should work but it still doesnt.
Can anyone think of a solution? I will keep trying in the meantime.

median remnant
stark acorn
#

either you have same GUID as original stringtable (that could happen - GUID is generated based on path and filename) or you have replaced ArmaReforger stringtable in your gproj

#

check if your .st file has puzzle icon - if yes, then you are most likely overrriding vanilla st

#

otherwise, you will have to revert your change

median remnant
#

No puzzle icon, so GUID then?

stark acorn
#

can you copy resource name + guid of your stringtable?

#

RMB on resource and select it from context menu

median remnant
#

Huh actually, when I open just Reforger in the workbench it's missing too.

#

Verify didn't catch it last time so I'm just deleting the data gjproj folder then verifying to see if that somehow fixes it.

#

But I'm guessing it might be more of a workbench bug or something.

#

Didn't fix it, creating a new project with no relation to the other one also didn't fix it.

#

So somehow the vanilla stringtable is just blacklisted from existence.

stark acorn
#

.st files are no longer in packed data

#

ahhh

#

wait, so localization of the game is working for you, right?

#

you are just missing .st file, is that correct?

median remnant
#

I think so.

#

I'll double check.

#

Yes localization still works in vanilla.

#

But how do I fix the gjproj settings then?

#

And where are vanilla strings located?

#

Hmm, well deleting my stringtable and wiping the stringtable options in the gjproj fixed it...

#

But I am curious what I'm doing wrong.

stark acorn
#

There is no string table (st) file in Packed data - it's removed during packing

#

Packed data has only runtime tables now

#

So nothing to fix

median remnant
#

Hmmmm.

paper sandal
#

are there any devs who can tell me what compartmentToSlotMapping does? there is no documentation on it.

paper sandal
#

Also for some reason I cannot zoom in with a vehicle sight?

stark acorn
#

i.e. if windows_rr_02 is destroyed then attenuation is reduced based on amount of coverage it provided

nova delta
#

SCR_HitZoneContainerComponent::OnRplSave and SCR_HitZoneContainerComponent::OnRplLoad only process hitzones of type SCR_FlammableHitZone

#

the windows are SCR_DestructibleHitzone

remote bronze
#

Ohhh, nice then I can maybe fix this with a modded class 😍
But this would be considered a "bug" don't you think?

nova delta
remote bronze
#

Not JIP syncing if vehicles has shot out windows and as such offers less protection? PES2_Hmmmm Bug

remote bronze
#

Sad news, no I can't fix it because SetDamage functions say they do not work on client, and indeed they don't. So this needs to be worked on by BI ... time to work on my 100th ticket mark.
**EDIT: ** Subscribe if you want to stay updated on this: https://feedback.bistudio.com/T167370

median remnant
#

How does one change viewport / world editor graphics settings?

smoky sinew
#

I think in the camera tab

median remnant
#

That doesn't seem to be it.

smoky sinew
#

"Is there a way to increase the view distance in the world editor for large maps?
HorribleGoat — 07/15/2022
yes
theres camere options on the top left of the viewport"

median remnant
#

Not view distance, graphics quality and settings.

#

Everything is set to low for me for some reason.

smoky sinew
#

"start the game and press shift+esc
to access the menus"

median remnant
#

I'll try that in a sec then, thankya!

median remnant
#

Worked btw. 🙂

remote bronze
#

Hey, so I have a question regarding NPC setups. I would like to setup an NPC prefab in AR that has a little logic as possible. For our game-mode all they need to do is

  1. Stand around with idle animation
  2. Wear clothing and equipment, but no storage inside any of it
  3. Have an identity + tag component so their name appears over their head
    The default character base has sooo many more components that we do not need. However when I try to build a new prefab from scratch with a minimal setup, as soon as I want to add animations the character disappears. There appear to be many undocumented dependencies between the components ... Has anyone managed to create what I am looking for? Or are we stuck using the prefabs full of things meant for playable characters?
stark acorn
#

Is it possible to kill such character?

remote bronze
stark acorn
#

You can take a look at cinematic tutorial video then

#

they have some reaaaaly simple characters over there

remote bronze
#

Oh ok, thank you, I will give it a shot!

remote bronze
# stark acorn https://github.com/BohemiaInteractive/Arma-Reforger-Samples/tree/main/SampleMod_...

The samples uploaded use a {92F0C6A77A34E712}worlds/TestMaps/TestWorld/TestWorld.ent as parent scene which is not included or appear to be in the vanilla data. Maybe this is an internal one that never got publish?

Anyway I put the things somewhere else and that worked. The character does play the animation, that is neat. One thing it does not have right now is collision though. I tried adding a mesh + rigid body, but a) got not collissions even if tried around different settings and b) as soon as a mesh is added the animation does not play anymore. Was this about your question if they should be kill-able? I don't want damage or anything on the story characters but I don't want people to walk through them either >.> Any idea how I could fix that? Because apart form that this is exactly the kind of minimal setup I was hoping for

stark acorn
#

thanks for checking it out! I passed that issue further.
As for damage - you can add a new, invisible object in hierarchy which would act as collider

remote bronze
# stark acorn thanks for checking it out! I passed that issue further. As for damage - you can...

I tried adding {9F3AF591CD6DFE1A}Assets/Characters/Basebody/Basebody_Male_01.xob into the scene, added a rigidbody, enabled "use model geometry" on it but that does not appear to produce collision, even though this model does have colliders and is used by the real characters as well. Any way to use the existing geometry or do I need to approximate the character in what ever animation he is then, with a self made mesh, to "accurately" provide collision - e.g. avoid people shooting through them onto other players.

#

I tried a few options there with sim state and active state etc, no combination worked yet, but maybe I picked the wrong ones ...

stark acorn
remote bronze
#

Ah yeah that was missing. Having a child entity collider remains a bit impractical though as the default T pose isn't that close to the idle and if we add some more fully body animations like these push-ups that come with the sample it is not even close. I assume the animationplayercomponent was designed for cinematics and not active gameplay. Any other approach besides using that?

nova delta
stark acorn
#

there is also possibility to create custom colliders via script

#

i.e. Physics.CreateStaticEx()

#

Hexcavate was using procedural created meshes and colliders so you can take a look how it was done

remote bronze
#

I had the idea to if nothing else works out, to attach like 5 cylinders to the player via the BaseSlotComponent and attach them to the characters bones so if the animation moves the bones the colliders move with them? Do you think that would be a viable idea?

stark acorn
#

SlotManagerComponent would be recommended in this case

#

in any case, it could work

#

but perhaps MarioE knows some better method which doesn't need such witchcraft

remote bronze
#

Attaching a piece of meat to the fore arm sure looks funny 🙂 but yeah it would totally work with physics like this

hollow rampart
#

so now we are moving from walking on vehicles to walking on characters

#

😄

#

this bodes good tidings

nova delta
#

BaseItemAnimationComponent
Make sure to have it exactly like I have here

#

RigidBody
Only the outlined properties are important for it to work

#

Becasue of BaseItemAnimationComponent you will have to create an animation graph, it should be a super simple one, basically just a source node that plays the animation on a loop but there is an important step here, that is that the tag TagItemUpdateColliders has to be active during the current context so make sure to also tag the source node with TagItemUpdateColliders tag. As the name says, it will make it so that the colliders of the mesh get updated with the animation. It has to be BaseItemAnimationComponent for the tag to work as far as I know and I have no idea if there is something similar for the player without adding extra components/logic

#

Animation Graph

#

If you want to make more characters doing different animations

#

Then just add a new source node to it, name it properly depending on the animation and then set Start Node in the BaseItemAnimationComponent to the name of the new node in a new prefab.

#

You can also set the graph in a way that you only need one prefab and maybe set the animation programmatically via some state based logic in the graph

#

If you want to do that as well then let me know and I will also make an example

remote bronze
#

Thank you, this was precisely what I was looking for!

remote bronze
#

I took my time and recreated the setup above and that works perfectly. One thing I would maybe like to do in the future is add weapons or other equipment like binoculars to the npc loadout so they have a weapon in hands as well. Normally I would have thought I just add a WeaponSlotComponent and choose the prefab to equip (like it is done on playable characters) but as soon as the component is added the character becomes invisible, which means something went wrong and it did not initialize. Unfortunately it does not tell me what dependencies for other components it might be missing. I tired a few but could not get any to work. Does somebody who has made cinematics have an idea what could be wrong?

#

Current component setup looks like this

dim grove
#

can anyone point me in the right direction as how to import custom trees & buildings to the workbench for use in the terrain editor?

#

This is just for one bush, so im assuming i need to get a .xob file of a tree and get all the respective textures in the same file format as shown in the editor, but how do i go about importing everything into the workbench to achieve the same functionality as the base game trees?

dim grove
#

thanks king

fickle cave
#

hello everyone

fickle cave
#

quick question I'm working with arma workbench and I've placed spawns etc but when I switch to in game testing I'm either falling from the sky upon spawn or in the ocean

gloomy vapor
#

Maybe you missed something like SCR_CameraManager?

#

Or maybe to setup your GameMode_Plain?

fickle cave
#

thanks I will double check that now @gloomy vapor

worn tangle
#

gonna attempt to make a tracked vehicle mod

timber coyote
fickle cave
#

HELLO

rigid basin
unborn inlet
worn tangle
unborn inlet
#

currently you’d need to do half of a hack job to get a wheeled vehicles to behave as a tracked one.

worn tangle
#

thats the plan

unborn inlet
#

if i were you i’d try to get a proof of concept going (no matter of the model) before that

worn tangle
#

thats a good idea thankyou for the tip!

unborn inlet
#

say a few ciclinders and a box of sorts for the main hull :))

#

the plan over @RHS is not to even try to work on tracked vehicles before (if) BI implements something, despite having a lot of both us and ru tracked vehicles on hand (tanks, apcs and ifcs, including bradleys)

worn tangle
#

yes it is always good to go off of the developers vehicles, it is a shame they aren't planned for reforger considering it is a testbed for mods 😦

unborn inlet
#

not saying is not possible, but i expect it not to work correctly, and if you manage to get it to work, expect masive changes down the line if bi implements any tracked vehicles

#

for most is not really worth the double work, and the massive initial trial and error (which could lead to no go anyways). so it is a gambit you are willing or not to take, time and mood dependent

worn tangle
#

yeah, i have plenty of time on my hands so might as well give it a shot and see where it goes

unborn inlet
#

as previously said, modelling aside whatever tracked vehicle, i would just try and see if it possible to hack wheeled vehicles to behave as tracked vehicles (i think there is also a limit to number of wheels possible per vehicle)

gritty haven
#

Anyone can confirm / deny which modding tools work on linux (arch if it matters)? All good or issues abound? Thinking of buying just to check out the new tools, but will wait if its broken.

silk swan
#

None I'm afraid. Workbench is Windows only.
No idea if it works with WINE or similar, but I wouldn't count on it.

gritty haven
#

so strange considering the first "Key Feature" on the Enfusion Engine webpage is about its multi-platform support...
Not sure releasing it windows only supports that claim lol

green lintel
#

It's more about pc & console support first

unborn inlet
#

linux is still pc. They didn’t mention multi-os support on the enfusion page

gritty haven
#

could also be steamdeck but i get the point, still surprising in 2022 and releasing a new engine

unborn inlet
pallid knot
#

The support is meant as "able to play the game"
not as "able to mod the game"

empty nexus
#

most companies have like zero incentive to make their games playable on linux because it costs money to pay developers and the amount of linux users is usually like 0.0001% of the total playerbase, more often than not it turns out it's not worth it

royal niche
pallid knot
empty nexus
#

obviously it might not be big enough specifically because of no native support

#

with vulkan it might be easier, does the ps5 allow vulkan?

pallid knot
wide blade
#

Australian Army DPCUs, anyone?

unborn inlet
wide blade
#

Just seeing if anyone has modded reforger to replace us camo with aussie dpcu auscam

oblique surge
smoky sinew
#

you mean pigs and bacon problem?

worn tangle
#

do any of you guys know what the metabolism Boolean is referring to? if so the MRE item might get some use in future

smoky sinew
#

probably has nothing to do with eating, eating food in arma would not be the road that BI wants to go down for arma.

strange wigeon
#

Probably stamina thing. I don't really know

forest robin
#

probably it was cut sometime ago

remote bronze
smoky sinew
#

id imagine that use of metabolism is the rate of which some kind of points are "eaten" to spawn AI and vehicles. likely this is for the cti gamemode

sterile zenith
#

anyone know how to get in touch with the maker(s) of the blackhawk mod?

sterile zenith
#

i believe i found the thread for it for reporting feedback

#

i may have tagged the wrong guy though

nova delta
sterile zenith
#

okay thank you

tawdry tree
#

Don’t know if this is the right place to ask ….is anyone making a 6X Acog scope for the HMG or know of one already developed??

tawdry tree
# unborn inlet why?

Be easier to engage targets over longer distances so you can effectively use to the HMG to their full ranges I have to rely less on a spotter .in turn you’ll be full able to have a recon/Gun element and fire your Fighting troops into enemy positions without having to full expose your self to enemy fire .only thing you’ll have to worry about when it comes in is IDF from the Mortars

unborn inlet
unborn inlet
#

generally speaking, it doesn’t matter what anyone else is doing, feel free to start that your own @tawdry tree

paper sandal
# tawdry tree Dead on thank you

I know RiverX has made quite a few magnified sights that are of very good quality, you could possibly make a companion mod that allows those sights to be used on hmg’s.
I would try to talk to him first though.

sterile zenith
#

anyone know what causes this?

#

only on sights that have zoom

chrome ridge
#

Has anyone tried to make an M4 with underslung M203?

worldly wedge
worldly wedge
chrome ridge
worldly wedge
rugged geode
#

Heyo y'all, does anyone know how to download mods and use in the world editor ? i'd like to place a couple weapons i found in the workshop on the map but i see only base stuff

stark acorn
rugged geode
stark acorn
rugged geode
#

that worked thx alot

rugged geode
#

another question i have is about fog is there any documentaion about it ? it doesnt seem to work when i use it, i see it in the editor window but when i test it its gone

blazing patrol
#

I have a question, if I develop a gamemode for Arma Reforger, then will it be easy to transport to Arma 4?

unborn inlet
tranquil reef
#

RTX Remix and Enfusion/Arma Reforger? Maybe we will see RTX in Arma afterall

#

So far looks like it's for only classic games but I see this expanding to more modern games with big modding communities like fallout/skyrim.

silk swan
#

actually, it seems that it's possible with any game, as long as it has textures you can override through modding

#

Not sure how this would be useful for Enfusion though, since BI just has to implement RTX (or similar) into their engine for similar if not better results.

It could be interesting for OPF, Arma 2 and perhaps even Arma 3

#

NVIDIA RTX Remix will launch soon, making it easy to remaster supported DirectX 8 and DirectX 9 games with fixed function graphics pipelines.
Ok, so it depends on how the game engine was build

pine glen
#

I would like to export player names and scores and display them as a leaderboard on a website. Is this allowed?
Do I somehow have to ask for agreement? Is there some process for that?
On some websites I find usernames are personal data, on some other it is not.

remote bronze
#

That one is tricky, the GDPR does not explicitly cover aliases such as usernames, but if they end up being usable to connect an identity of a someone e.g. person uses the same username everywhere and on another site his RL info is present then it is my understanding that those are covered by it. But then again something like gametracker still exists that shows all the player usernames + score that they grab from the steam query protocol ... I assume maybe somewhere in the steam EULA people agreed to that, but for AR I am not 100% sure.

An individual’s social media ‘handle’ or username, which may seem anonymous or nonsensical, is still sufficient to identify them as it uniquely identifies that individual. The username is personal data if it distinguishes one individual from another regardless of whether it is possible to link the ‘online’ identity with a ‘real world’ named individual.
https://ico.org.uk/for-organisations/guide-to-data-protection/guide-to-the-general-data-protection-regulation-gdpr/what-is-personal-data/what-are-identifiers-and-related-factors/
Not that the uk would have any meaning regarding EU policies anymore but afaik they just copy pasted our homework to their own country.
So yeah, not possible if you ask me

#

You could have a notice when you join the server where they choose "sure show my score" or "nah" and depending on that choice you show something on the website or not. But that would of course be annoying as hell for players

empty nexus
#

my reason to believe game profile names are not considered personal data is steam is able to display them even when you set your profiles to private

#

the company is big enough for the EU to notice if it was a problem

pine glen
empty nexus
#

yeah who reads those

#

if it's in the agreement then it doesn't matter, sorry

#

ok GDPR does mention an "online identifier"

#

so you need consent

#

ALSO you need a legal basis to process this data yourself in any systems

pine glen
# remote bronze You could have a notice when you join the server where they choose "sure show my...

Yea, that could work. Maybe some popup window on the endgame screen, only if not agreed/rejected already, and then maybe some checkbox in the settings.
The question is just how this agreement needs to look like to be valid. Will have to read into that.
Another issue is how am I supposed to identify someone who wants his data deleted? Is it possible to get the steamID in Reforger? Then I might be able to connect a steam account to my webapp and use that.

empty nexus
#

no steamid (or xbox id) in reforger yet

pine glen
#

Then I think it will not work at all.

empty nexus
#

I think you can get the bohemia account id

pine glen
#

But I think you don't need a bohemia account to play online and not sure if bohemia has something like "connect" feature to identify that this is the actual owner of that id.

empty nexus
#

sure, you don't need to login in the game

#

I'm waiting for steamid for any persistence and player data related stuff

remote bronze
#

https://github.com/EveronLife/EveronLife/blob/main/src/Scripts/Game/Core/EL_Utils.c#L7 use this. You won't get any other identifier because of exactly these gdpr concerns. This id is unique and can not be reversed back into who it belonged to directly. Works only on dedicated servers, until that changes I have this wrapper for workbench to return local ids. The id is not associated with the BI account you log into in the main menu, it behaves like your CD-key, one per purchase. You get 3 if you own AR on all platforms.

green lintel
#

Volumetric clouds seem to be some kind of a pattern. Anyone knows where to find the file for that and what config or whatever says that pattern is used?

hollow rampart
#

If I remember right the cloud system is not yet complete?

green lintel
#

can tune the height, density, color, etc. related to the time of the day. might be still some hidden stuff because not ready?

green lintel
#

ah I've understood wrong. these debug textures stuff change with the values that are changed in the .emat

#

Left one changes with all the Weather Map settings and right one is Height Density and Vertical Shape

worn tangle
# green lintel

interesting, I haven't checked out the weather system yet, I was hoping for something more procedural though as it might become a little repetitive when flying in jets

green lintel
#

The Cloud Size XZ by default is pretty low so it becomes repetitive quickly. it's 10000 by default which means that debug picture repeats after every 10km.

There are some pre-defined periods that you can choose for some setting categories. The higher period in the settings, the more spotted the pattern is. So it seems like there is some kind of system that has multiple pictures that you choose from and then adjust brightness, contrast, X/Z translation etc. on each and those become the clouds.

Since the higher periods are so spotty, it's also likely good to start from much higher Cloud Size XZ like 30km or above.

It's hard to tune these because the debug is one picture and that's why you can't always see what you're tuning and also the debug picture disappears if the game can't see any clouds... Like that's when you really need that debug picture to work...

hollow rampart
#

so we would need a proper weather editor extension with this stuff?

#

or can you edit these when the they are assigned on a map and see the changes there live?

#

oh wait that is in terrain editor there

#

right

#

oof

green lintel
#

I was thinking I saw the Periods also in the config, but that's only tunable in the .emat (at least for now). So need to choose one for each and make the clouds/weather from those, no changes between different weathers... haven't tested doing that manually with notepad editing if the game still maybe recognize the class or something.

Likely can't change that .emat in a fly anyway if I underatand right.

merry lily
#

Hi I am new to the enfusion engine and I have just made a new terrain and imported the heightmap for it, however, after looking around the island, my camera seems to reach a border where I can no longer move the camera to view the rest of my terrain.
Does anyone know how to fix this? Or is there something I am doing wrong?
The terrain position is at the origin (0,0,0)

green lintel
merry lily
#

I realised it fixed itself after I restarted but I was still curious as to why that happened. Thanks

hollow rampart
#

for some reason the camera space does not update before restart blobdoggoshruggoogly

blazing thunder
#

Does anyone know what is going on?

stark acorn
#

Select armaRefoger.gproj in data folder located in install dir of arma

blazing thunder
#

thanks

#

when i went to get the file it suddenly started working this shit is crazy

warped glade
#

If I have Arma Reforger on Xbox Series X can I get access to the workbench? I have a pc but I don't want to buy reforger on steam aswell as on console

worn tangle
#

hey i just made a mod that changes the aesthetics of the rpg missile, when i load up the mod in game it isnt there i am guessing the base game model is overriding the modded one, if this is so how can i fix it?

brazen marlin
#

How can I add addons downloaded from the workshop into my project?

unborn inlet
#

you can create dependencies

brazen marlin
#

yeah, it was it.
I wanted to use a materials pack from the workshop into my terrain.
I got it working now.

worn tangle
#

hey does anyone know if there is a way to render decals that are further away, I currently have a decal on a vehicle that needs to be rendered from further away without disappearing

paper sandal
#

Give it more lods

worn tangle
worn tangle
#

hey i tried searching for a lod option for the decal and there was nothing, there must be some slider or option that determines the distance for when a decal disappears

clear kernel
#

Hey guys, I am curious, does Arma Reforger/Enfusion support VR? I have an Arma 4 fantasy of being in a vr cockpit providing CAS

remote bronze
#

There are some experiments for VR in Enfusion and also old Eye tracker Support but to my knowledge both are scrapped and or at the very end of the feature backlog. But at some point both existed.

nova delta
serene hamlet
#

Anyone know why?

rapid shore
#

Soo.. Anyone working on a Battle Royale mod yet? Or is there one out already? Would LOVE to play/host some BR servers with different community-maps

rigid basin
serene hamlet
rigid basin
smoky sinew
#

silly black is not a color for a axis

stark acorn
pallid knot
empty nexus
#

why can't they just be named forward, right and up instead of these weird letters

smoky sinew
#

should just rename Y as Z...

gloomy vapor
gloomy vapor
#

Scientists: Guy's what should we name it?
Oh let's give it some strange names nobody able to understand and recall!

Also scientists: Damn it's not working what was this strange name we used for it again? 🤓

lyric cloak
#

Any modders in here that can create a mod for me?

unborn inlet
lyric cloak
#

Ah ok sorry about that

#

Cheers

brittle sierra
#

Hey I do have a question to access enfusion tools specifically the map editor do you have to own a copy of the game on PC?

brittle sierra
#

Alright

smoky sinew
smoky sinew
#

Does the engine plan to extend multithreading to scripters in the future?

remote bronze
# smoky sinew Does the engine plan to extend multithreading to scripters in the future?

Just some nice to know info regarding this the thread keyword (once patched to work outside of workbench) allows you to halt execution using Sleep(ms), but this is only a single threaded time sharing system / scheduler.

I am not sure if or how a real multi-thread implementation would work out. Usually there is little work you can offload to a side thread that could not be done once during boot. e.g. expensive scene setup generation. A lot of the time you need to work with the events of the engine, that require you to finish what ever you are doing on the same frame blocking. You can't take 5 seconds to calculate a physics movement for the past. I do see some use-cases, when entering total conversion territory, and it would be pretty cool to have the ability to parallelize some workloads even if only few people ever use it in a meaningful way, but from my knowledge this not a hot topic for BI. The engine has been built all this time on a single threaded approach for the script vm if I am not mistaken, even a major overhaul had it remain single threaded. I am pretty sure the option was once discussed and either is at the very far end of the backlog or it is not planned to be added ever.

I'd be pleasantly surprised if we do see a change in this regard for A4 maybe

calm prism
#

Good thing we have Intercept then 🙂

pallid knot
#

Script already is not single threaded, behaviour tree stuff runs in seperate thread

remote bronze
#

I have yet to find something where I can plug a while(true){} into without freezing the entire game

pallid knot
#

As I said, behaviour tree scripts run in seperate thread

#

doesn't mean you can while true without freezing

gloomy vapor
#

Somehow the whole engine is running in a kind of tick environment.

meager osprey
empty nexus
#

the first arma game to have strand-type features

twilit barn
#

Im having trouble figuring out how to change a SCR_SpawnPoint into a SCR_CampaignSpawnPointGroup in world editor. Anybody got any clues, or maybe a better channel to post in?

smoky sinew
#

Anyone recommend a good tutorial series to learn the basics of the engine (where scripts go, how to initialize a mod, etc)

#

I'd like to start learning how to script and mod but at least a couple months ago there was not much beginner friendly documentation (only some biwiki articles but I was completely lost)

gloomy crypt
#

Does whit new update the mods we make we need to update our mods?

unborn inlet
#

@gloomy crypt- do NOT cross post. The answer is maybe, depends on the type of mod and if game update changed the way some system work

gloomy vapor
#

Also messing with vanilla code in Script Editor may will show/explain you some of the stuff.
Lot of the vanilla code has notes to it explaining what it does and how to use it.

#
  1. step just do it! Trial & Error. 😉
severe thistle
#

does anybody have the "re-light" mod for the game. min dosnt seem to work

heady prawn
#

would someone be willing to run me through a crash course on how to use enfusion

unborn inlet
paper sandal
severe thistle
smoky sinew
#

I feel bad for strider getting spammed constantly with something not working ; ~ ;

paper sandal
#

I wasn’t ated so it’s fine

modern pine
#

Hope it's fine to ask but u remember seeing a bit ago someone was working on a L85a2 and the model looked great was just wondering who worked on it and if there was any updated I know a good few of us Brits are excited about British weapons and equipment mods

earnest sundial
#

Hi, that's me - I'm slowly burning away at it whilst living a busy life, will dm you the link to my discord so you can follow progress

slow shard
#

Hey guys, would making the player able to interact with and lead AI units be a decent first mod? If not, what path should I take in order to be able to do it?

gloomy vapor
#

A.I. commanding will be part of the base game soon.

slow shard
gloomy vapor
#

@slow shardWill be in "FIRST MILESTONE - GROUND SUPPORT" ETA: End of this year.

slow shard
#

Okay, thanks

shadow urchin
#

Can we control the emission of material in real-time by script?

empty nexus
shadow urchin
#

Yeah but works only with GameEntity

empty nexus
#

is that an issue? 😛

shadow urchin
#

Nope but most prefabs in game was build on GenericEntity while only few object that are used by players are GameEntity f.e Flashlight.

empty nexus
#

I dont even know what the difference is

shadow urchin
#

You can't assign a few interesting components when base prefab is GenericEntity, aaaand that's pretty it. ;P

#

I'm just wondering if ParametricMaterialInstanceComponent is not usable can I maybe switch the materials on prefab real-time?

empty nexus
#

There was something... Maybe @jade current can answer this question, I remember he was looking into this type of stuff

shadow urchin
#

Will be glad for any useful info on that case.

jade current
#

Yeah you can@shadow urchin

shadow urchin
#

Can you tell me how ?

jade current
#

It's not too straight forward unfortunately but sure

shadow urchin
#

Just anything @jade current what would give me possibilities to do that.

jade current
#

Well what was the problem with ParametricMaterialInstanceComponent ?

shadow urchin
#

It cannot be used with GameEntity prefabs. We wanted to make an option for PRC To have back-light turned on and off so firstly we wanted to audjust emmission strength by this component. But as it comes up it cannot be used with prefab of that type.

jade current
#

Oh okay

#

So the item you're changing the material you need to know the material slot name that you're gonna change

meager osprey
jade current
#
    static void SetNamedMaterial(IEntity pOwnerEntity, string mat, ResourceName name)
    {
        VObject m_mMesh = pOwnerEntity.GetVObject();
        if (!m_mMesh)
            return;
        string remap = string.Empty;
        string materials[256];
        int numMats = m_mMesh.GetMaterials(materials);
        for (int i = 0; i < numMats; i++)
        {    
            if(materials[i] == mat)
            {    
                remap = string.Format("$remap '%1' '%2';", materials[i], name);
                pOwnerEntity.SetObject(m_mMesh, remap);
            }
                
        }
    }
shadow urchin
jade current
#

You open the prefab

#

look at its MeshObject

brave valley
#

anyone know of any mods making some British equipment ?

jade current
shadow urchin
shadow urchin
bold bolt
royal niche
#

Choosing a box to host a server on, am I correct to assume single-core performance is key? i.e. Would I be better off with a mainstream CPU than a typical server CPU?

shadow urchin
bold bolt
#

And can you use GameEntity in your case, or is it a base game prefab ?

shadow urchin
#

GenericEntity as default radio in game is.

#

@jade current how to assign a material slot name to meshobject ?

jade current
#

I posted a function above

#

pass in the entity, slot name, and the new material

shadow urchin
#

Ah, my bad.

empty nexus
worn tangle
#

quick question, What does the "transmittance" color channel in a NTO texture do? also would there be a more wider known term for it?

violet sparrow
#

Massive newbie here.. I was wondering how I'd go about editing the "Character_Base.et" like changing damage values. Any pointers/tips would be great.

violet sparrow
#

So I've done some digging and found I can "Override" the character base. Does that mean all characters will now use my overridden version?

stark acorn
#

yes, all character which inherit from that prefab will have your changes

violet sparrow
#

Thanks

heady patio
#

i see that BI finally adjusted reforger price to what its worth... gj lads... i mean u still only paying for early access to modding tools of arma4 but... (for those wondering its roughly around 1$)

calm prism
#

it still says 99,99zł according to steam metadata

stark acorn
#

Reforger doesn't seem to be same thing as Arma Reforger

#

In Reforger, each unit can be equipped with a variety of different weapons, helmets or armors as you see fit to customize them, with powerful abilities at their back to turn the tide against the green menace! Field armored archers able to withstand returned fire, enduring healers holding the frontline, dedicated but frail wizards using overwhelm...

Price

$0.99

▶ Play video
heady patio
#

ah i see now... i dont know how i missed that... like it obviously it isnt arma reforger cuz it has better positive review ratio

stark acorn
heady patio
hollow rampart
#

@heady patio joke has been told. Now let's not make this off topic spam.

brave valley
#

to get access to the engine and do modding you need to buy the game right?

brave valley
silent wadi
#

How do I go about adding files into blender from Arma Reforger? Im looking to get like an character model so I can use it to create items around the character and I cannot figure out how to import a file into blender from arma. I've set up the add on and all but idk why I can't see anything when I go to use it

stark acorn
silent wadi
#

Thank you. My first time modding to this extent and it's a lot to learn at first

silent wadi
#

That work flow under weapon modding cleared a lot up

odd pike
#

I have Arma Reforger, how do I install the Enfusion Engine now?

unborn inlet
#

@odd pikesorry what? enfusion is the engine that reforger runs on

odd pike
#

@unborn inlet ah sorry I meant how to access the Workbench once I have a copy of Arma Reforger?

gloomy vapor
#

Download Workbench in steam and double click: ArmaReforgerWorkbenchSteam.exe

odd pike
royal niche
#

So, you can't edit Eden/Everon in World Editor, but at runtime you can do pretty much anything, right? e.g. move/animate the map's entities.

meager osprey
full viper
#

@empty nexus sorry to bother you dude, but i also want to start modding on Reforger but focused mainly on Game Master and AI. i don't know where to start though, like how do people even begin to learn this stuff 😂 . any advice?

empty nexus
#

even though the wiki is incomplete there is enormous amount of helpful information in it

empty nexus
keen path
#

Random idea and question:
Basically it should be possible to add deformation to custom vehicles, right?

#

I don't mean like beamNG full simulation, but like
just add bones to modded cars and have like bumpers bend and stuff deform a little bit on collision

empty nexus
#

yes

#

if you have the impact / collision point, grab the nearest bone (and maybe neighbours) and squish it

nova delta
smoky sinew
#

morph targetz 😦

sterile rover
#

We thought about adding this to the Project Redline vehicles. It just got pushed back due to chasing other things.

nova idol
#

Does anyone have a mod for the SOVIET AFGHANISTAN WAR???

shadow urchin
#

Hello there,

We are testing multiplayer behavior of our radio mod, but we are struggling with crashes caused by unknown error.

Gathered a lot of logs and data but we didn't manage to find anything useful.

The small hint that we think could cause a part of its issue could lay in SoundComponent for prefab which couldn't be found when on MP session.

We don't know if SoundComponent is being missed by our radio's SCR_RadioComponent but somehow that is the result of errors in the game.

1:1 Repro step when a player is dropping the radio on the ground.

In the workbench, we didn't get any crash that was caused by any issue mentioned above.

In order for someone could help us we have launched a server named AN/PRC 152 TEST SERVER. If anyone would be able to join and provide logs from "our" session we will be more than grateful.

empty nexus
#

did you test with peertool?

shadow urchin
#

Nope, what is that ?

empty nexus
#

it simulates clients joining to a workbench server

shadow urchin
#

How to achieve that simulation ?

empty nexus
#

click peertool

#

youll need to configure it tho

#

drop me a dm

shadow urchin
#

On it!

keen path
#

Is this expected behaviour?

  • I create an override of an emat
  • with 0 changes to the override:
    • there are changes in play mode
keen path
#

Anyne know the name of the feature or mechanic that pushes players down from surfaces that are too thin to stand on ?

empty nexus
#

physics

keen path
#

Any specific like description for this exact physics effect?

#

This doesn't seem to disable it

empty nexus
#

oh I'm not actually sure, I noticed since 0.9.6 I can't stack BTRs on top of each other anymore as well

#

probably not related though

keen path
#

No, this is like a feature to prevent players from standing on top of 0.01m thin walls and stuff, it's really good actually

empty nexus
#

what is contacts? duckthinking

keen path
#

I'm wondering what such a thing could be called and maybe if there are any modding options for that

unique palm
#

How do I use enfusion

#

I’m trying to learn to do models and such

#

Where do I start

spark vault
unique palm
#

Making a flying vehicle

#

So modeling

empty nexus
#

Modeling is done in a modeling program

unique palm
#

Which one

empty nexus
#

Enfusion engine is not one

unique palm
#

Idk anything lol

empty nexus
#

Blender is popular and free

paper sandal
#

As 80s and cold war seem to favour weapons of mass destruction, and I am modelling a iowa class battleship, should I also implement the nuclear warhead rounds that the ship had as manufactured projectiles?
If I did the only issue is that explosives have a limited range of 1km at the moment…

#

Ironically enough that is around the same size as the effect area of the HE shells fired from the main guns

empty nexus
#

running explosion traces for anything beyond a couple meters is probably expensive

#

but your warhead could look for entities in a much bigger radius and destroy them

#

via script

#

we dont have environmental destruction yet so best we can do now is have the script delete entities that dont have a damage manager component

paper sandal
#

It would be ideal to be able to defoliate trees seeing as the HE round would clear around 300 meters around it

#

Almost like turning off the leaf texture

empty nexus
#

would be nice if we could hide meshes from script

#

then you could just find it by name "polyplane" or whatever and set it to not visible

paper sandal
#

You can for magazine animations

#

The magazine animation component hides meshes
So obviously there is something happening there

empty nexus
#

huh I did not see this yet

worldly wedge
#

Yes @paper sandal would be cool on a conflict once the one team starts the win timer the admin launches one of those into the enemy base like a nuke on cod 😂

keen path
#

Anyone have any information on the lighting editing and clouds?
Any general tips?

empty nexus
#

it works but very annoying to setup weather when the curve editor deletes your points

blazing patrol
#

Can I create some database and connect to the server?

remote bronze
# blazing patrol Can I create some database and connect to the server?

Without mods - not directly - only by using a web api and the built in http client - but after the 0.9.7 stable update you can make use of my db framework that takes care of all the annoying aspects for you. If you want to build some persistent gamemode, I recommend using that. dm me if you want to know more about it 🙂

calm prism
lethal obsidian
#

will the enfisuon engine be available as a separate engine in the future? so that you can download it like other engines and make your own games there

keen rune
forest robin
#

is there a way to animate prop using cinematic trackers?

stark acorn
keen path
#

What is the reflection thing called that makes things shiny?
Is this somehow globally controllable?

#

Similar here, the car has like a glow/reflection

empty nexus
#

you have roughness and metallic channels

jade current
#

@empty nexus Let's make a seasons mod already lol

empty nexus
jade current
#

Something like the TimeAndWeatherManagerEntity

empty nexus
jade current
#

lol

empty nexus
jade current
#

lol

empty nexus
#

kinda feelin like xbox would melt if you asked it to replace materials for all trees

#

on runtime

jade current
#

I don't play on xbox lol

#

@empty nexus is there a way to determine if a number is within a range? or do i need to write that myself?

empty nexus
#

i forget if this works

jade current
#

I thought there might already be a function but there doesn't seem to be

empty nexus
#

if the above works then there doesn't seem to be any need for one

jade current
#
        if(0 < m_Month < 10)
            Print("yup");
#

m_Month is 12

#

i get the print

empty nexus
#

what is month 0

#

well it doesnt work then

#

surprised it even compiles if it doesnt work

#

works correctly for me

jade current
#

odd

#

there is no month 0

#

1-12

#

Not sure why it doesn't work for me

#

I'm currently just trying to determine the Season by the month

jade current
#

@empty nexus Do you know if i can use the eventhandler for OnDayStart?

empty nexus
#

I do not

jade current
#

I see no usage, it's just defined in the EventHandlerManagerComponent on the TimeAndWeatherManagerEntity

empty nexus
#

bro you like the first one to go into seasons so you need to like make a map or something when you travel through this uncharted territory

jade current
#

I was just asking if you knew something Bro won't happen again

limpid cloak
#

is dayz fully enfusion now?

keen path
#

No dayz is like it has always been

smoky sinew
#

Allegedly, in the last patch they added driving model from Reforger (or maybe some part of it). Anyway, it doesn't work very well.. surprisingly 🙂

short roost
#

where should i ask about prefabs?

nova idol
#

Arma Reforger the future of milsim

smoky sinew
pulsar spindle
#

What is this error? Have it on all my pouches and vest

 RESOURCES    : GetResourceObject @"{B5DC620AD174BE3E}Prefabs/Items/Equipment/Accessories/Pouch_ALICE_30rnd_STANAG/Ciras/Boscoso/PouchAGCiras.et"
  WORLD        : Entity prefab load @"{B5DC620AD174BE3E}Prefabs/Items/Equipment/Accessories/Pouch_ALICE_30rnd_STANAG/Ciras/Boscoso/PouchAGCiras.et"
   WORLD     (E): Unknown keyword/data 'Area' at offset 1220(0x4c4)```
nova idol
empty nexus
#

he unlocked roblox mode

smoky sinew
#

BOSSS!!!!!!

empty nexus
#

honestly looks kinda cute tbh

keen path
#

I like it

rugged escarp
short storm
#

Frens... whats the scenarioID for Arland??????

empty nexus
#

aren't you using rendertarget in your opacity map? I don't think that's supported

#

wish I could test mods in xbox mode or something

nova idol
#

GUYS I SPAWNED A NOC IN A VEHICLE AND IT STRTED DRIVING AWAY💀💀💀💀

pliant smelt
#

That's 100% a bug or idk

nova idol
nova idol
empty nexus
#

did someone forget to disable driving navmesh in arland haha

bright hamlet
#

W Bug

#

How do you do that @pliant smelt

nova idol
#

Only works on arland.

empty nexus
#

it will work for one waypoint at a time and dont move the vehicle around

nova idol
#

The npc turns for me

bright hamlet
#

Odd Didnt work for me when you spawn the npc do you make him get into the car or spawn him then turn it on ?

empty nexus
heady patio
empty nexus
empty nexus
heady patio
empty nexus
#

those artifacts look really weird

#

pip scopes use rendertarget dont they?

heady patio
#

one with AlphaBlend has no $rendertarget in opacity map

#

that might be it cuz scope uses different 'type of material'

bright hamlet
#

I suppose you could say they “added” ai driving duckselfie

meager osprey
#

Oh boy.

heady patio
# empty nexus pip scopes use rendertarget dont they?

changing to the proper mat class fixed the problem... crashed workbench twice while doing that but console players report that it works and theres no need for $rendertarget in opacity map (cuz theres aint one in that class)

ocean ember
#

Daft question say I make a terrain in one project. And I make some vehicles in another project. Is it possible to test said vehicles on said terrain without publishing it to the game?

remote bronze
#

Yes by adding it as dependency and have both projects registered in the workbench launch screen.

ocean ember
#

Cheers

next trail
ocean ember
#

Sweet cheers

clear kernel
keen path
#

Hopefully in enfusion 2

tiny scarab
#

definitely a missed chance at least for vehicle turrets

hollow rampart
#

VR is very niche technology and supporting it is not simple task. Its very likely not worth the cost of development

smoky sinew
#

it also puts you at a disadvantage

lean pulsar
#

is there vr?

lean pulsar
smoky sinew
#

you can use it too look around, but interacting with vr controllers is going to be harder to set up.

paper sandal
#

Is the only way to see out of the BTR to open the hatch? Is there no way to look out of the sights?

smoky sinew
#

they are adding in occluders to the viewports

#

so its gonna be like IRL viewports

rugged escarp
coral harness
#

Does anyone have an update on the little bird mod?

#

I heard a lot about it a few weeks ago but it seems to ha e gone silent

chrome ridge
#

From all I saw it's been silent for like

#

A couple months now

radiant moss
#

has bi said anything about red dot framework in reforger for mods?

empty nexus
#

red dot as in sights? there's a few on the workshop

radiant moss
#

yes, so what ive seen is multiple mods with holo/red dot sights where the reticle is part of the model(no paralax or illumination), I'm wondering what the word is on adding that functionality to reforger for modders to use if they have said anything on that note, because from what ive seen it looks like only magnified sights have framework built in. and several mods try to add red dots but cant, one mod has found workarounds to simulate parallax and illumination but its been broken for several updates now

empty nexus
#

i think both are possible but not sure about official support

radiant moss
#

Yeah the guy who made the modern optics figured it out on like the last three red dots he made but the illumination in that mod has been broken for a few (mod and game) updates so it seems there are issues with his workarounds

empty nexus
#

isnt parallax unwanted when aiming tho?

radiant moss
#

parallax as in the red dot has none and stays on target, current red dot mods have static reticles that are 2d images within the optic body which look bad and are inaccurate when not perfectly lined up

empty nexus
#

are you sure you mean parallax instead of just no zeroing stuff

radiant moss
#

parallax as in the reticle stays on target even when you look through the optic from an angle or slightly from the side

empty nexus
#

ohh yea the camera usually is lined up with the dot

radiant moss
#

https://youtu.be/B5zKqiaC8QA its the way the reticle seems to move when your head does, without the "parallax" simulation the reticle is always perfectly centered in the optic (like iron sights) and doesn't appear to move around or stay on target

NOTE: In this video the EOTech is sitting on a tripod. Nothing is moving but the camera.

UPDATE: I tried this same experiment with a distant object (about 1000 ft away) and I saw no parallax. So I think the reticle is 100 percent parallax free at "infinitiy".

I'm testing out my new EOTech 557 holographic sight (my first "reflex sight", and ...

▶ Play video
empty nexus
#

I see wat u mean, technically the dot could stay still while the gun is recoiling when firing, or something?

#

or bind the dot to the camera, or something

radiant moss
#

yeah thats how older games like bf4 did it, not very pretty or totally accurate, however if you test the acog with rmr on top from the modern optics pack and just walk around while aiming youll see the reticle "bounce" but with many if not all other red dots in that mod the reticle will stay fixed to the optic unless ive missed an update

empty nexus
#

all red dots should be fixed tbh, only pip scopes should do this I think, but pip are not performance friendly

meager osprey
#

Holo sights and other collimators parallax is not supported, though planned

radiant moss
meager osprey
radiant moss
#

lmao well thanks again i'm glad to hear thats coming

keen path
#

They just didn't have that technology back then XD

gloomy vapor
worldly wedge
#

Is there a way to make that unconscious state happen more often in a custom scenario or mod or something? Trying to figure out a way to implement more of the unconscious state needing revives an such!

timber coyote
worldly wedge
rugged escarp
timber coyote
worldly wedge
#

I’ll record it next time for you guys but it’s really cool to have a purpose for medics at that point so I’m trying to figure out what specifically creates that scenario

rugged escarp
worldly wedge
#

@rugged escarp @timber coyote there’s literally a feedback fixed of the unconscious state referring to it 😂😂😂

timber coyote
worldly wedge
#

Now that I had to prove glitch wrong I hope he can help 😂

rugged escarp
worldly wedge
#

Yea we’ll for some reason it came early and I didn’t know about it either until it happened to me 😂

rugged escarp
#

Interesting... and its funny, they removed weapon deploy but added out of the blue uncon

worldly wedge
#

Yea It’s weird but I want to try to build on that with scenario tweaks to give medics more stuff to do on our server

rugged escarp
meager osprey
#

Unconsciousness is not fully implemented and what you encountered is apparently a bug.
Yes, it was promised for Air Assault milestones. Yes, as many other things is already work in progress.

worldly wedge
uneven estuary
worldly wedge
radiant moss
rugged escarp
molten granite
#

How do you edit keybinds in Enfusion, specifically for the World Editor ? I'd like to rebind something

#

Oh wait I found it. It's called shortcuts, not keybinds!

#

You can't change what I'd like to change. The CTRL you have to hold to change brushsize in World Editor. I always accidentally press it and change the size.

green lintel
#

Also can't remember anymore what there is but some keybinds can be found in ArmaReforger/Configs/System/chimeraInputCommon.conf

molten granite
#

Oh, I'll take a look thank you. meowheart

dreamy charm
#

Does anyone know if I’m the future Bohemia will add a rappelling system to the game?

radiant moss
median hound
#

ik a probably stupid question buuuuut

#

is there a way to get the modding tools without having the buy the game? i really wanna look at them and experiment.

stark acorn
#

No, Reforger Workbench depends on the data from the game itself

nova ruin
#

Whatever happened to that little bird in the works

radiant moss
#

if you check out the barracks bunkers in arland around the airbase you can find some next gen enfusion shit inside the bathrooms

merry dagger
#

Anyone have an idea when jets are coming to reforger? I've checked through the roadmap not too long ago, so I'm probably as lost as most, but it's worth asking since I want to start getting my Nighthawk into the game 😛

radiant moss
#

Not coming afaik

#

The roadmap covers all the main planned content and whole support will continue past the third main update major additions seem unlikely

#

Perhaps enfusion mod framework for jets will be added but as far as official jets or a jet sample I’m doubtful, that said modders have already added a helicopter so who knows what they’ll add in the future

smoky sinew
#

if they give us anything its gonna be a flight model and other generic stuff for aircraft

royal niche
#

I think about making a ZPU-2 or ZPU-4. Seems like a logical choice for a mod that can add a lot of fun without large amounts of work because KPVT is already in the game.

smoky sinew
#

ZPU 1

#

zpu 1 would be better since you could take it apart like the mortars that are coming and its a weapon that ive never seen in a game

royal niche
tawny iris
#

That thing would shred

#

Imagine having an FIA ambush with that. Do it.

royal niche
smoky sinew
#

those tires are made by a mad man

chrome ridge
chrome ridge
remote bronze
# royal niche Just bought this beauty: https://blendermarket.com/products/zpu-4 Very accurate ...

Be careful with purchasing models, most if not all pages do not allow you to redistribute a model - because then obviously people could just buy everything from the market and release it for free. You will need to make significant alterations to the model and the textures OR keep you mod closed source. AR does fortunately only upload the custom formats (xob, edds) for model and texture when packing for workshop, and not the fbx or tga/png - but if you shared your mod with any other person in the source form you are violating the license (because the license on that model is for personal use, and not team etc).

royal niche
remote bronze
#

My comment is not condescending, if you interpreted it as such then I am sorry. I told you and to an extend any people lurking to be careful because of the countless examples of people buying models and then having their mods DMCA'd a few days after publish for avoidable reasons. I have no way of knowing about ones background, so I'd rather mention it than having the next #ip_rights_violations post of some salty community member looking for flaws in other peoples mods.

empty nexus
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well the license of this ZPU model does not allow redistribute and repackage without permission, but I assume you'd have permission by the time you implement it

chrome ridge
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Looks rad, can't wait for it to be more properly implemented. I've played since launch and have never been in an unconscious state so it's probably, if it exists in a proper capacity, very jank

pulsar spindle
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As i know, need to be activated on the mission header

uneven estuary
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@worldly wedge Amazing! As far as i know everyone's excited as am i. Id love to know the blood loss levels in relation to damage causes unconsciousness

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I heard in A3 one could "juice" themselves to be resistant to damage or have an energy boost

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Wonder if that'd be true this time around as well

visual spade
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hey guys, im working on a map in blender of a town in the UK, its 35km2 andshould be more than fine in armas engine, but im actually clueless, me and my brother are getting on really well making the map but ive no idea on how or when to move from blender to arma 3 mod tools, or anything require really, i just have a map in blender so far that's at first testing stage soon

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if anyone has the time to share some knowledge please reach out, as this map means a good bit to me and it wont be getting abandoned

empty nexus
keen path
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Does anyone know if it's hard to add killable trees?
I tried a bit to enable the damage module and stuff, but couldn't really figure it out yet

agile smelt
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I hate trees too

remote bronze
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It is not "hard" but unfeasible right now. You would need to override all the tree prefabs (and or tree base which would affect ALL trees - bad), add a few components to have replicated damage and that will cause a lot of memory allocation and network traffic. This is why the destructible system is "special" and still under construction. Having trees be destructible was at some point at least worked on, if and when we see something like it in vanilla I do not know. For now I recommend probably not doing it. If you want to ignore that, then you need a multi-phase destructible component and rplcomponent on the tree and figure out how you want to represent things visually. For inspiration you can have a look at the tree cutting system we made for our role-play gamemode: https://github.com/EveronLife/EveronLife/blob/main/src/Prefabs/Resources/WoodCutting/CuttableTree_Base.et

tidal umbra
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Hey I am not sure where exactly to post this but I am working on an modded Arland Conflict with loadouts, saving the loadout and respawning with it works while playing in the editor but not after publishing and playing the scenario and was wondering if anyone can help me figure out what is going on. I think it has to do with the gamemode_campaign script but i am not sure as I have no experience with scripts

tidal umbra
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oh never mind well sort of It works for PC players but on xbox they can not save their loadout

remote bronze
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How/where are you saving the loadouts?

tidal umbra
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Arsenal boxes

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I’m sorry I’m extremely new to this I’m just trying to learn as much as I can to make a custom map for my server for my friends and wanted to start with a custom Conflict

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Welp I figured it out I loaded it onto the server and now it works for xbox players so sorry for wasting time thanks for the help anyway

jovial carbon
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Wondering, when someone will remake Squad AAS (Assault and Secure) gamemode in Arma Reforger? 😄
May be a good gamemode for low-population servers ThinkV

smoky sinew
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why dont they make fortnite in refrogers

remote bronze
nova ruin
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Whatever happend to the guys that were making helos

silk swan
sterile rover
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We simply started ignoring the "WhEn LiTtLe BiRd" questions. Stuff gets released when it's done.

chrome ridge
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The "when will x be out" comments are silly but there's just been like no information at all ngl

keen path
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Anyone know what happens to empty magazines?
They aren't on the ground, they are not in my inventory?
Where do they go?
How do I stop them?

remote bronze
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They go into the void if you reload with a new magazine. If I remember correctly. I think the gameplay design does not want empty magazines to he refillable with individual rounds.

keen path
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Ohh, but they just disappear 😄

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I thought I broke something so had to test vanilla 😄

empty nexus
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yeah poof

keen path
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Made a little script to re-add empty mags
I like keeping empty magazines, it's like keeping memories of the good times when you still had ammo left

molten granite
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Now we just need loose bullets and the ability to load magazines. 😛

remote bronze
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That can be achieved via script actually. But not sure it that is enjoyable gameplay. Having to find individual bullets for magazines is something I disliked in DayZ.

molten granite
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Everyone has their own taste BlobCatThumbsUp

neon flicker
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Loading a magazine with different types of ammo manually hyper e.g. Tracer-AP-FMJ-AP-Tracer

remote bronze
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Hopefully for A4 the system is setup so one magazine can actually hold different ammo without needing to create all variants for prefabs. That could allow the last 3 bullets to be tracer for example.

molten granite
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Magazines already are loaded with tracers at the bottom though

empty nexus
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yea theres a config file that specifies what bullets can go into it sort of

keen path
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People call it ammo salad

empty nexus
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lead salad sadge yum

gloomy vapor
smoky sinew
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it would be super mega cool if we could make loose bullets from mags or clips, load mags with clips and loose bullets. and top off magazines like on the m14 and vz 58 using the inspection key. :3

molten granite
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Ah don't worry I think in 2045 when DayZ Reforger is out we'll have that feature. Kappa

hollow rampart
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Having the option to do so would be cool and it would likely have its uses in various game modes. The "normal" Arma style war/combat ops type of situations would benefit less from it and such missions likely would give access to enough readily loaded ammunitions/mags so people can go pewpew and don't need to spend half their game night repacking mags.

molten granite
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I could see it being cool in a more realistic type of Combat Ops where you scavenge ammunition. No starting arsenal or anything.

uneven estuary
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It would be cool if you could fill/mix match your magazine(s) with tracer and fmj

Slot each round yourself for those who want the extra spice to the realism

keen path
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Here's my problem:
that would require making a script that replaces your bullet when you fire based on a custom script which determines what bullet your loaded in that magazine, lots of work
Because right now all of that is outside enfusion, inside the C++

#

So if you want that feature in specific, just go to dayz 😄

tight ridge
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well ammo types*

keen path
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Yeah you HAVE TO manually load ammo in dayz and you can load in any order you want

#

In vanilla there is only ammo and tracer ammo, but it's not hard to add a AP ammo that does mor damage to armor and reduces gun durability faster

leaden shadow
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Could use some help - Enfusion has stopped recognize changes I make to the prefab component. When I update a value it doesn't add the asteriks to show it sees the change (and ofc, saving doesn't work bc it doesn't recognize the change).

I tried restarting the editor, Steam, then my computer.

leaden shadow
spice sinew
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Hey guys, I’m new to modeling but I want to learn, and I decided that my project will be to recreate altis in enfusion, I will probably start by making kavala, and once I get the basics from that I will work on the rest, the only thing I can’t figure out rn is how I can get my hands on the height map of altis, I don’t have Arma 3 on my current steam profile so I wanted to know if anyone here could help me out with the height map?

rugged escarp
stuck eagle
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I have a question hopefully anyone could answer but is there a server only for mods for Arma reforger like strictly Arma reforger mods or is this server more or so the best server for that?

spice sinew
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Beginner mistake

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Lost 4 hours of work because i forgot to save

empty nexus
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oh no

gloomy vapor
# spice sinew Lost 4 hours of work because i forgot to save

Workbench is king in teaching users this lesson.
Can't tell how often i was like "No problem everything is working well" just to find WB crashing right in the next moment.
Thank god problems with WB crashing has been very littl since quite some time.

paper sandal
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I deleted the wrong prefab before I uploaded the Stryker. Atleast a day of work was lost

haughty sage
paper sandal
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I had to re-make it all
It's one of the reasons the first release took so long

haughty sage
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Oh wow that can’t have felt good, i’m glad to see that you’re this devoted to it though like real talk, how fast you’ve been updating and improving on it is awesome

keen path
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gotta get git or backup

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I used git extentions to make it like easier and was also worried I might accidentally delte or spill coffee

leaden shadow
magic palm
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I have no experience in modding Arma, how would I go about starting.

stray grove
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Is anyone working on a nvg model?

median cosmos
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Is this about engine that DayZ runs on or about Reforger one and thus Arma 4 one?

median cosmos
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Okay

nova ruin
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Is there any mods out there that include hesco barriers

open pivot
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How do i add the gamemaster mod in a mission?

real patio
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is there a place I can find the code for the combat arms: arland scenario?

earnest sundial
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If you open the mission in the world editor you can find some entities that have classes to do with Combat Ops (e.g. SCR_GameModeCombatOpsManager ) - you can then jump to the script definition for those and have a browse

jovial vale
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how simple is it to increase the player count for combat ops?

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do we just create a modded version of the scenario with increased player count in its config, or is there more to it than that?