The game mode is not designed for more than 6 people. Its already super easy with more than 4. You can basically overrun all tasks. If you want to modify the player count you need to change all mission configs to increase AI count and or difficulty. From a technical point of view, yes you can just create a mod that touches on all the mission specific aspects, though some of it will probably be configured in the scene itself, so you need to create a sub-scene and override the info there, and setup a new mission template for that.
#enfusion_generic
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ok thanks
I am new here, and new to Reforger. I am unclear as to what Enfusion is. Is this just the creator software for Arma Reforger?
Enfusion is the engine, Workbench would be that creator software I suppose
https://community.bistudio.com/wiki/Enfusion @undone spruce
@signal totem Thanks. That clears it up for me.
I really appreciate the quality and focus of their engine! The AI are spectacular as well.
cool that makes sense ty
Make sure it’s enabled, then restart the solo gm and the mod should be in the modded section of items
I need help guys
I can't move anything on the map and the editor doesn't show the capture&shield choice at launch etc I don't know how to do it
Any one a mod maker in here need some work done
what?
He posted on many channels already. @glossy tangle please acknowledge you wont be crossposting same stuff again
Yes. I have one done its modern US
Is there any modders here looking for a padwan 😆 I am looking to learn more. And will be free labor for you to learn lol. Thanks
@smoky sinew What exactly are you trying to learn? lol
Yes
Lol I have a couple mods out now. I'd like to get better at uniforms and definitely learn how to mod weapons. Maybe vehicles in the future. Really whatever I can. I'm a single dad and only get out to do stuff with/for him. So this has become my me time lol
@smoky sinew Same lol
@jade current
You a modder? Or learning?
Hi guys, i would like to save my map on the editor but when i want to save it puts the button in grey despite having chosen the world etc
@lilac rune What are you doing exactly?
I'm actually doing some mapping for a server and i'd like to save so i don't lose my progress but when i try to save i can't
@smoky sinew Modder
@lilac rune I think its control p is another way to save. I think
@jade currentlol want a new buddy lol
Is it possible to mod an existing map? I can't seem to make an 'override' for the Everon map.
no, only can create a new subscene of it after opening it, but you can only add things there not modify
Dang, removing a building is the whole point of the mod ;-;
my mod ideas keep getting dashed
you could try to remove it at runtime through a script by finding the entity and deleting it, perhaps you could easily find it by name
I wish but there are too many things I wanted to change to do that for. Good suggestion though.
Between this and not being able to mod generated scripts it seems Enfusion is mostly oriented to adding content rather than modifying existing (with the exception of prefabs).
yeah you can
Create the same folder structure as in vanilla, create a sub scene, add a new strucutre(liek a house) and enable the terrain transform for the new strucutre, then when you move the house up-down, it will transform the terrain, if you save the sub-scene now, it will create a copy of the entire original terrain
And you can modify anything, terrain, pre-placed buildings, roads, whatever, works on both arland and everon
I wonder if you would be able to record in game. So like if you created a camera you could take Pictures or Videos and save them.
From the perspective of the camera.
This is why you make your own map for like specific things so you can have control over everything. The only thing that seems to be able to be modified are the textures of items.
Hi everyone, I need help with a share on the workshop that is not working
Hey Guys I have a Question regarding the future of Enfusion. Will there be Physics for Clothes/Fabric since as I understand it rn the Flag for example is just a generic Animation and not actually Physics based. And stuff like Physics Based Cloth Simulation would be really cool to see for different things.
I doubt that is planned though.
thx
From what I've heard creating maps for example is supposedly much easier in enfusion.
In most aspects it is easier and much nicer to use - less writing configs and code, quicker previews, an actual UI to help guide you, easier access to see how things are done vanilla - the only area that's a bit trickier is if you're working on weapons: you have to dive in to the animation system to get them to look right, you can't just config it like you did in arma 3
yes
sorry for the massive bump! was wondering if there was any update on this? if not I was wondering if you knew if there was any good docs or an example project making web requests in arma reforger? have been scouring the docs but haven't been able to find anything as of yet 😦
still under development. if you just want to find out how to make http requests have a look at RestApi/RestContext and RestCallback (which includes a little code example in the source file): https://enfusionengine.com/api/redirect?to=enfusion://ScriptEditor/scripts/GameLib/online/RestApi.c;31
Thank you for this!!!! Will take a peep!! Also corrected my post from dump to bump - for the record, I did not need a poo from your post fs 😂😂😂
Out of interest is what your working a dll? I've read some conflicting information on the forums saying it's not possible to have external DLLs with the enfusion engine but I've also seen this in the discord!
Enfusion engine doesnt officially support loading DLLs, intercept is not official
Can someone tell Ralian that the Blackhawks new update broke the wheels and they now spin uncontrollably? I land the helicopter and it picks up accel and drives forward.
We are trying to fix it
Hey! Sorry if I sounded rude, was trying to bring it to attention
It's something that was added from BI that we wanted to test out, just we cant engage the breaks..
Ah suspected that might be the case - do you know if that's from a security standpoint and they just rather you didn't or because it's not something they have prioritised?
It wouldn't be supported on consoles. which is a problem. And its not a priority. And also the security factor ofc (reason why I made Intercept only load DLLs on server and not on clients).
It would be better if Enfusion by itself offered the features that are needed, than needing external things for that
Long term such solutions shouldn't be needed, but resources are limited so we have that for now to hold us over until Enfusion someday potentially adds all the features that modders need
Ah, I forget it's cross platform! Yeah that's a very good point - thanks for the insight!
Is there any way to calculate dispersion to moa?
what are the units used?
@paper sandal any eta for the bmp-3?
Nope
lets give the modders space and not ask for when they make free stuff for you.
i asked one question@hollow rampart
yes but we dont want it to become a trend.
ok sorry
👍 carry on
Hey yall, Me and Lordjudicator need a bit of help with our mod, We are trying to figure out how to make the seperated Vests, Boots, Uniform, and pants
We have the models set up for it but can figure out how to configer it out
Best way to go about it would probably to copy prefabs from existing assets and just replace the models with yours.
Is smoke in enfusion client or server-side? (from fires, smoke grenades, etc)
I cannot start a server from the ingame menu any idea why? I can actually start it but my friends cannot join. Is it possible to start it or we need the dedicated one?
Hey I also need help with another thing, I am trying to import buildings in that I have gotten from Sketchfab, I cant figure out who to do this.
Does anyone know were I can find reference material or maybe someone can help me out here?
Also anyone interested in joining a WWII dev team, PM me and We can talk and see if you would be interested in helping out! Currently we have Five men!
Anyone working on Altis in enfusion ?
There are samples pinned in sample content channel
Hey can anyone point me in direction on where to learn to create text holograms to place in my spawns to introduce players to the gamemode and offer tips
great use for render targets with text UI components
Was that for my question?
yep
@main wharf it's a safety check. In case you're trying to use someone else's mod and it asks to do something "fishy" like look at files on your PC or create them
That's workbench telling you that x script is trying to access a dangerous method. In this case it's the MaterialImportTool Line 20, and the method is FileIO.FileExist.
The message tells you what file and it's location. Just click Yes to All
@main wharf You're importing an fbx, when you do that the engine runs scripts, one of which is MaterialImportTool, which is used to import the materials of the fbx you're importing. The engine is just telling you that a potentially dangerous method is being called by the script. If you want it to import the materials to be able to do whatever it is you're trying to do, click Yes to All
@main wharf When you're using someone else's mod as a dependency and it asks this, take a look at the script its warning you about and make sure its not dangerous before clicking yes
so im thinking about trying my hand at modding does anyone know of a good "guide" or way to start to learn?
Maybe just try to modify a weapon/vehicle first
i want to give my hand a go at making a scenario
That works too, just something that is documented
well honestly i dont know anything about coding, modding, really nothing so i have a feeling ill be watching alot of videos and reading alot from google lol. ty ben
My suggestion would be to use official wiki as the primary source of learning material, and only use things like youtube tutorials when the wiki is not sufficient
perhaps but this isn't an arma 3 modding channel
I'm not saying don't use them, I'm saying go over official material first
it is script inside blend file itself - if you switch to Script tab in blender, then you can see it. This script is responsible for rigify UI controls
just thought id share this as it gave some actual useful info
How do I add dependencies when creating a new project?
Sorry, how do add to those boxes
What if I wanna use a mod in the workshop?
Sorry, I mean I wanna work on a already made mod? Like I wanna add stuff to the Blackhawk, medical version and stuff?
Oh
You need to download it via game and then add it in enfusion workbench launcher via add existing project. After that you will be able to add it as dependancy to the new project
All modding things like in car modding tutorial are applicable
Ahhh, ok, thank you, both of you
Can anyone advise whats causing this?
Clipchamp
Watch videos made with Clipchamp, the best video maker for everyone.
no skeleton in hat model?
Not sure what you mean
the hat needs to be weighted to the armature of the character
is that done in Blender or In the work bench
blender
i have it set as Bind to Vertex groups ?
there is a sample head gear I think in the official samples, so you can try using that as a reference
Okay thanks
Still having issues with this
you basically need to paint (assign) the vertices weights to the head bone
i'm not a blender user btw, i use max or maya
So I already have the mod downloaded, and I cliecked on add existing, it takes me to files, what now?
Ahhhhh, ok
Anytime I try to publish something this comes up
restart your workbench
😊 thank you
Now that I’ve got that out of the way, how do I make a decal form to the model?
In Blender add shinkwrap modifier to decal geometry, set model as target
How can I adjust the graphics settings when I play in editor?
Edit: You can just use the settings menu when playing, Shift+Esc
Logs?
@vagrant basin Its been solved thanks for the help
Quick question the rain wont stay on when in cinematic timeline
How do I get it to stay on?
who do i got do for mod a uniform?
thx
are we allowed to use A2 assets (from the LDPs) in reforger? i know the quality is quite low but temporarily i'd like to use some boots
All the data in the Arma licensed data packages can be used in reforger because it's covered by the arma-only clause (was confirmed by BI).
What do I do if I don’t have access to it? I’m trying to add decals to the UH-60.
you can make separate object you then attach to the helo in new prefab maybe
beyond that, not possible I believe
Idk where to Post my Message right now but:
Is there a Modding Team working at WW2 Mod? I would Love to join, and learn how to make good WW2 maps
There is IFA3 mod
For Reforger?
oh oops. Didn't check what channel we were in 
no
Very odd question and im not sure where to ask this. Does anyone know where i can contact Toadie2K? i wanted to ask if the open source license applies to reforger. i wanted to mess with something
I think they are on twitter under that username handle? Maybe worth a DM? Also on discord here 🙂 toadie2k#0115
awesome, thank ya
it sort of doesn't afaik. but best way to contact is via twitter where she's active
hello i have an annoying thing with the enfusion editor. When i go to terrain tool the enfusion window resizes so i cant see the bottom of the window lol
even when at fullscreen the bottom is cut off by the windows taskbar
Got the same after last update. When it happens, I saved my file,close the window and reopen it.
After this your button get showed again
I must do that 10 times or more in less than 2 hours
Yep but better this problem instead of error closing
would it be hard to make the peanut scp and put it into this game with its abilities?
im asking this as in i want to make this
(173)
Hei Bud, i Had the Same Problem, i Just moved the Tab somewhere Else, since you can drag Them anywhere at the Screen
pls dont let it be that an easy fix lol
will check now
@icy venture ty vm man, that worked lol... dunno why i havent thought of that as i have even played around with the tabs as windows before lol
Other people Had the Same Problem thats why
Anyone know a way to add motion blur or other effects?
Any materials on how to edit effects "correctly"?
does anyone else think that the landscape looks pretty good but as soon as you place a asset it feels like something isn't right? its like the 3d assets don't blend in the landscape, maybe it has something to do with the lighting?
it looks like they are made out of plastic
Whenever I shoot my model it hard crashes my workbench. I get a crash log but nothing on the error log. It's just very frustrating and I can't figure out why it's happening.
This is so incredibly frustrating
I could have only one cylinder collider and it still crashes
Fixed by turning off merge meshes...
wtf
what does merge meshes actually do?
Question for general enfusion stuff. Does anyone know if there are plans for stuff like making stuff like roads, highways, barriers and fences drawable using a line and have a sort of algorhythm use assets to draw that line for you? Would be an interesting way of making that part of mission/map making easier, although don't doubt it'd be hard to program
its already here. Not sure what you mean by this though "algorhythm use assets to draw that line for you".
like getting spline by assets position? some sort of reverse engineering?
it breaks the individual components into a sigle "mesh" object
I am blind ig, my bad.
Just found it annoying in Arma 3 and looked very roughly at features
Why is my grass texture lit up green? How to get it back to normal?
Has there been an update there completely Fs up the tool? Everytime i click on rectangle or lower the strength of scuplting tool i crash
I looking for a German players
!lfg
Are you looking to play with people?
pick one channel:
#looking_for_game to tell others you want to play
#looking_for_unit to tell others you are looking for a group
#communities_arma3 to browse through advertised groups
Note: Please follow the templates in those channels (if applicable), and don't use them for discussions.
@clear plank
i am thinking in my spare time i might try to remaster OFP desert island map
only if you put andersen's gunship deathmatch scenario on it
And plz make it startscreen with burning/destroyed vehicle and cross like in OFP. 😊
if i can manage this, i will definitely will do so, not sure how you would do it though without messing with core code, someone might have a solution further down the track
Sadly i can't help much on this very topic but i'm sure it should be doable with some coalition.
mods dont load in main menu
RIP...
yeah shame, would be a really cool addition
Absolutely! 🥹
and the laptop
Good morning, I have a question, how do I publish a map with my mods in arma reforger?
I'm saying release a map with mods
pick a channel and stick to it man
any links or tutorials for the cinematic timeline and placing animations on ai in world?
Hey! Welcome to the Arma Reforger Tutorials series for how to create a Cinematic / Machinima (armachinima) for Arma Reforger using the Enfusion Engine Workbench or Arma Reforger Tools. This series will show you how to create a basic cinematic for Arma Reforger and in the future Arma 4. In this episode we will get the project set up and we will g...
The first milestone on the road to Arma 4 is here.
Get #ArmaReforger now ➡ https://reforger.armaplatform.com/buygame
Community videos and cinematics (also known as machinimas) have always been a part of Arma and DayZ platforms. Vladimír Jaške, director of the #ArmaReforger launch trailer, will show you step-by-step tutorial workflow for creati...
i hope this help you
i am also asking about flags , i want to make my country flag and right now i can't some how export the american flag texture , if there is some one would help me on this one i would be very gratefull
hi thanks for that but ive already watched it three times, spoke to Ceb.cin in regards to his part 2 (which will touch on animations) but was hoping for a more step by step guide somewhere as im just starting now messing with the cinematic editor
unfortunately , at the current rate of the tutorials for the tools is not going to be at full speed , me and my friend also are struggling right now as we speak to export a texture ,
and we were just asking our selves right now how modders managed to to any of the mods with the lack of documentation other than they must be game developers to manage to to do these kind of mods as they can under stand the engine more easily .
my advice is you will have to fiddle with the cinemetic tool until you can reach some point .
also mind that a lot of peaple still not fully capable of the tools as we are still discovering our selves the tools
FAIR..thanks
I'm not sure where I should ask this but I'm kinda curious if anyone is in the making of any Star Wars mods
considering they are basically banned i doubt you'll see any for reforger or a4
How are they basically banned?
Disney doesnt allow use of their IPs for even mods
If that was the case then there wouldn't be Star Wars mods for other games then
bohemia takes ip rights seriously
BI will not allow it, and BI owns and operates the workshop for reforger. It's been stated many times by BI that it's not permited. That won't change. No discussions on the matter will change that.
I'm sure they'll become a thing eventually I'll just wait
#ip_rights_violations See IP related drama here
unless someone obtains a permission from Disney to do so, it will not happen.
same goes for using any other established IP
Is there any YouTuber you guys could recommend that has beginner tutorials to modding? How to navigate the engine? The file system, hierarchy, scripts?
Yes I have seen bohemias wiki but videos tend to explain more step by step which helps a lot
Understandable, but what if the Star Wars mods that were already created for Arma 3? Wouldn't some of them be allowed to be recreated for the new engine for reforger under the APL-ND license that Bohemia has
no
@smoky sinew I'd suggest searching on YouTube. I made some tutorials last year that may be helpful but there may also be some things that have changed since those videos were made.
so im pretty new to all this but is there a video on how to make a new faction. I know that there is a section that explains it but clearly im a smooth brain and need a video that shows the process. any help?
@topaz imp I don't see any with a basic youtube search. Is there a specific part thats confusing you with the text tutorial or you'd just rather a video walkthrough in general?
Video walkthrough basically
hey guys for server hosting is there the best way to have your mod load order
Dies anyone have the forged in Europe discord invite? I cannot find any working link
i think its how the lods render in enfusion zelilk i think the top model is blocking the lower ones forcing them to derender
have you called Update on all of them? If not their position is desynced and the culling thinks they are out of sight
Oh okay. I was calling update on the parent and not the children
no idea if i already asked before, but im genuinely curious about how feasible a "feudal" mod for AR/A4 would be. say, kingdom come style melee or such
skyrim-like combat would be relatively easy to implement
but then again skyrim combat was very rudimentary, just poke poke poke
Hmm, if i can work it out i may give it a go (the skyrim style)
I do want to implement a baseball bat that only admins can use, and would send naughty players to the shadow realm
i see lol, my issue is with it all is that i barely am competent with coding so i gotta learn somewhere
it'd be an ambitious project, would recommend to try starting with something simpler first
or dont, go big or go home
Is skyrim combat hard to make? i would've thought it'd be on the easier-ish side of things
when you already know how to work in the tools and with scripting it should be relatively easy
ah fair, any advice on a good thing to start with then?
I don't know, what kind of things would you like to make?
Anything easy that helps me learn truthfully, doesnt have to be like, anything specific as long as it gets me experience
no I mean like a list of ideas I could go over
Hmm
I'll dm you no reason to have this talk here
hey if anyone has access to the Premium Mikero's Tools and wants to help out my Desert Island Reforged project plz send DM
@hybrid nova are you the creator of the KLMK mod?
I believe you're in the wrong channel...
- #arma3_terrain since it's a terrain (and Arma 3, not Reforger)
- #arma3_tools since it's about Mikero's Tools
- #creators_recruiting because you're looking for something to do something for you
Yea, Both the KLMK mod and Expanded Soviet Uniforms
is there any chance you can make the soviet AI spawn with the KLMK? we wanna use it for the AI in our milsim
if not, that’s totally fine. just wondering.
I had thought about making some AI spawn with some of the outfits, I'd have to look into the AI stuff more before I decide if thats what I'm gunna go for.
If he is making a mission with your mod as a dependency he could just make a few prefabs of the AI characters wearing your outfits to use in his project.
alright sounds good
Is there a way I can request someone to create a mod? In trying to go through the proper channels instead of trying to dm people but as I mentioned I have no clue how to go about that
#creators_recruiting maybe that channel will suit your needs
is that a bug or mod?
Have you tried submitting some feedback about this? You seem passionate about it so take some time to explain why arma isn't good without aiming deadzone and your examples. I think at the least you'll get an official response (hopefully) https://feedback.bistudio.com/project/view/66/
I am having issues again with game crashes when shooting a newly imported model. Everything else works, the colliders are set up correctly, I tried to change the import settings for the model, and nothing will stop it from crashing.
I think it might be something to do with the mismatch of materials and meshes
It seems like that is the issue
For some reason one of my meshes keeps splitting into two
Reducing the poly count fixed it..
👀 how high is the poly count because some people have tested stuff with around 1mil tris
100k
Newly imported model? A test model or?
It was the MRZR model,New model
Nice
Honestly I've been trying to look at other vehicles to maybe get added just for my unit, but most of the vehicles that everyone would want have tracks, and the rest are already being worked on I think
Unreleased?
I wonder if it be possible to create something like Fallout 4 Power Armor in Reforger. Like be able to climb in it like in Fallout 4 and pilot it.
Technically yes. If you would make it a vehicle with custom enter/exit animations it would do exactly what you're looking for.
Works well on pc, not so much on xbox. Hopefully we have the same acceleration in future updates
100k triangles, so like 3 modded shirts
I was able to import a 300k triangle landscape, it worked fine
And that's why we model High poly and low poly version of our models. I keep seeing people here talking about hundreds of thousands poly count models, when are they gonna understand that just because an Engine can handle that amount doesn't mean you should do it.
Does anyone know if you can easily rip assets from other mods? Asking as im creating a mod myself and just curious if thats an issue I need to worry about?
No. Others can read your code but nobody has reversed .xob
Although I guess normal ripping software that just grabs the model out ure vram might work... so license appropriately
Scripts, configs and prefabs can be quite easily previewed by others
Textures, models are stored in proprietary format though - people can still open textures in Workbench and do print screens or use DX rippers but against those, basically there is no protection in 99% of games
all you got is the holy ban hammer of the DMCA
it's extremely easy, but not allowed without your permission so if they end up posting this content into the workshop I'm sure it won't be there for long
Is this always going to be the case? Where anyone can open any mod from the workshop?
as far as I know there are no plans to change it now
most efforts to protect things like this are bypassed anyway so might as well not worry about it too much
im wondering how APL-SA models will work i nthe new engine
APL-SA is a license and has no implication on the format of the models, however at least the visual LODs from old objects you can import through p3d -> fbx or p3d -> obj -> fbx conversion. Textures should work too. Materials probably not? But any configuration/animation you might have done is not transferable e.g. a car with door animations, they need to be redone
i know that, but i mean, is there any way to "unlock" models so others can use them for apl-sa mods
The A2 sample pack contains unbinarized p3d's. You can use those for Reforger. Mods you do not own the rights to, ie mods you did not create yourself, you can not bring over to reforger.
https://www.bohemia.net/community/licenses/licensed-data-packages
@short roost Release the source fbx files
unlock your own models? you can do whatever you please with your own files, including releasing the original files formats
Will Enfusion allow servers to stably run with many players? I’m wondering about 200 - 300
As for now dev's are wondering if they can with 64 let alone 200+ 😜
Ok cool
I’m hoping by the time arma 4 gets here it will be able to support large scale stuff like that
256 is hardcoded limit. 64 is the limit bi has set. also why so many players, sure I can understand AI but players?
alrighty, thanks guys
If you have ever played a large scale A3 mission, you'd understand 😄
But, reforger doesn't have the features yet. Close Air support, Logistics, Artillery, Recon
and if you pipe that up to PvP, you'll get to 200 players real quick
even playing 100 player Warfare missions with loads of AI in A2 had most of the map feeling empty
i had played back in A1 and A2 (much much less in A3) weekly PvP games based on localized CTI objectives with 50 vs 50 + players, no AI. Some of the best gameplay memories i have
oh I didn't say it was not fun, warfare and cti was my favorite gamemode, sometimes those rounds would take an entire day
Warfare was wonderful.
It's why I always been a strong advocate for timed matches. It's the number 1 reason people burn out of Warfare, CTI, etc. Just make a match 1-2 hours long. Give a 30min warning so people are motivated to give it there all before the round is over. Boom, can still have a life and enjoy a start to finish round.
A good example is Arma 3 Warlords. Matches are not won by good teamwork and tactics. It's won by who gets the most fresh players to be motivated to win.
Would be great to have some feature occlude the external environment from the interior of vehicles. For example, branches of trees, water, grass. I guess the only reason there is not grass in every car is because they flatten it.
I assume that is coming to some extent considering when you float with a BTR your all up in your necks with water on the inside. 😄
Is it possible already? There is some parameters on material to change the draw order, can it be changed to draw after/on-top of the external environment?
Silly question... I guess not or it would have been done
drawing mode set to overall?
Is there a way to prevent light clipping through the walls when you zoom out from a building?
hey i am having an issue with my world where it looks like night always, i have the weather and lighting set up as well as environment materials, am i missing something?
Have you set up time/date and long/lat
yep
Sun/moon/stars?
all in
No massive light probe accidentally?
pretty much all world settings are in as well as weather and world lighting, i dont know what problem is
in my viewport the world looks well lit however once i press play it just looks like night, however i cant see moon or stars, i have no idea what is going on
Bonkers. Definitely one for #enfusion_terrain
Can I see your heirachy list
Anyone know anything about this error code?
RESOURCES (E): Failed to load metafile of mission config image:
DEFAULT (E): Cannot copy image:
RESOURCES (E): Creating bundle failed
Maybe you are using the default images in mission config ( Default.edds )?
For some reason you have to create your own.
No I changed them all, it is odd
You have the config(s) in "Missions" folder?
What are your image dimensions? Is the source image .png 24bit?
I'm not rly an expert wih this and suffer from stuff like this as well almost everytime i mess with it till i somehow get it fixed... 🤪
BI pls fix zooming in script editor cuz its still broken when viewing editable scripts 😢
report on the feedback tracker under "reforger modding" 😄
i think it was reported in the past but i might be wrong
hello I am looking for people of interest for create modding, I am novices but wish learn.
Thanks
hey uh
im new and stuff an got the heli dlc, but i cant get in helicopters, do i need to be a required level or
Enfusion doesn't have helicopters 🤔
If you mean Arma 3, maybe the mission itself has it disabled.
Hey, I'm completely ignorant when it comes to this engine... or well, modding overall. How long would it take me to make flags from different countries? And where could I start?
I think the flags are just an art file that is applied to stuff so probably really easy. I saw it mentioned in the faction creation article on the wiki.
no one can answer the question in regards to time - depends on you skill level
That'd be 0
@inner estuary If you have any photo editing skill's it would take no time. but the flag you want is probably already in one of the flag mods
There's only one flag mod that I'm aware of
@inner estuary there are 4 flag mods
Ok, I see another one that might be interesting. I'm not after historical flags and where's the fourth one?
The ones I saw were flags of the world, world flags and historical flags
Oop, just found the Balkan flags one, still none of them seem to have the flag I'm after. I guess I'll have to get to work somehow then
Is there any plans for official game update or mod creation to have periscope view while playing in first person?It would be nice to have a gunner-style view for the other front occupants as well... Driver's view with black mask and small rectangles Fixed on the noise of the vehicle and a commander's view scope like the gunner (Without sight weapon of course)
Same goes for the other mod vehicles (like the striker) Now you can drive them in first person only by opening the window or sticking your head out like a mole coming out of the hole 😂This is nice in quiet moments but when you go into the action it becomes a problem
you cannot (to my knowledge) have periscopes in enfusion just yet (and A2/3 ones involved some smart trickery), so it is 100% unlikely for a mod to introduce it natively without some additional PIP / trickery of sorts
visual trick like the gunner? sees inside the vehicle and pressing the aim button switches to crosshair view... can't this be done for the other front occupants of the vehicles as well? without viewfinder layout as if they were looking from periscopes ...
i thought you wanted working periscopes
That would be the best... But we're also satisfied with the minimum 😂
Can i send you a PB
I was hoping that this realistic aspect in driving and supervising armored vehicles would be followed officially by Bohemia.... how to insert a btr into the game and allow it to be driven in first person only by opening the window?
What's the use of a commander's seat with a rotating periscope in front of your eyes if you can't use it to command a vehicle?
A "gunner turret style" view also for the other two front occupants I think is a very simple thing to insert into the game and I am amazed that it was not thought of immediately
the view ports will be made with visual occlusion so you can see through the vehicle and anything inside of it. the telescopic periscope will probably just work like a normal turret but might possibly have occlusion or pip (but will probably not be a useful as you you think viewing from the current position
How do I move a model from the workshop into blender? I’m going to attempt to make a 160th SOAR chinook variant.
You can't
are you trying to edit striders chinook?
@paper sandal
Do you have prior modelling experience?
I was going to try
you don’t
nope you won’t
Ok, I won’t then, thanks
but do you know why? common sense aside?
What is going against the rules?
it’s not your property, it is someone’s elses. Rules and common sense aside, also aside the fact that you (thanksfully) cannot export files from workbench, unless the original author allows it and provides you the files himself, you cannot use other people’s work as your own
it will (this time because of rules) bring down the ban hammers across the board (all BI infrastructure - from discord to game access)
So can I buy my own model and make it from scratch?
Yes
you can
- make your own model from scratch
- acquire a model where the license allows you to use in games (keep the receipt just in case you’re asked for proof of ownership)
Ok, thank you
no worries, good luck
I need it, thanks
The good ending
when I open my arma reforger on my laptop it reports this error all the time I don't quite know what to do plz help
Try update vga drivers
The video card has been physically removed from the system, or a driver upgrade for the video card has occurred. The application should destroy and recreate the device.
thanks
i have a 22H2 update 😉
Did it ever work on your laptop?
nope
so im mabey going to reboot my Laptop
if there is no other way
do you know othere way to fix it
Well not sure about Reforger and onboard "Intel(R) HD Graphics 520" GPU.
It say's it has DX12 ( feature level 12_0 ) but than "Shader precision support 16bit is not supported".
Maybe your GPU does not work with Reforger at all.
okay then i can only do it on my gaming PC
my laptop is for work
on a server but i can see i cant do that thanks 😉
System Requirements say: NVIDIA GeForce GTX 1650 or similar which is a dedicated GPU.
thanks for help 😉
Sure np. 😉
you can try using https://community.bistudio.com/wiki/Arma_Reforger:Startup_Parameters#enableWARP on your laptop. Keep in mind that performance will be most likely shitty
okay
So, if I were to get into the mudding aspect of enfusion, I would infact need a computer yeah?
If it's modding then yeah..
you can try mudding on xbox, for that one there might be some use :))).
for modding, there is a single obvious answer
is there a way to make pinned message inside mod discussion on discord when we are the owner ?
you probably need to consult Discord tech support on that. Not quite the topic here.
no
Ok thanks
Has anyone else seen that we can no longer push mods unlisted or private? Is that just me or did BI remove that option?
it's been removed till some underlying issues are fixed. It will get back at some point - at least unlisted option
Thank you Reyhard, I appreciate it
anyone have problems with mods since the arma update ? (maybe its the wrong channel ?)
usually something breaks with an update
all seam broken with ads
ads? advertisements?
I have the same problem, how did you fix it?
I have a question
Is a modded mortar system feasible for arma at this current time. I know the mortar systems will be introduced by BI in Final Strike Milestone but can it be introduced a little sooner if one were to buy it on CGtrader?
Hmm there is a weapon muzzle component called the mortar muzzle component that could potentially work for mortars.
The current issue with normal weapons is that there is a form of map ceiling that prevents round from going above that
If the mortar muzzle fixes that then yes mortars are possible
I can test it out on the uss missouri or hmas vampire 2
Even the mortar stryker
Please 🙏🏾 im hoping so
May i ask how high the map ceiling is?
40k
Yo is that the spacestrider?!?!
40k as in 40000 meters?
yes
everon is like 500 meters tall 
Hey, where can I download the arma reforger mod tool?
it should be in your steam library, make sure u tick "tools" as shown in the pic (mine is in german)
werkzeug = tool
Ah, you know what, I have it on Xbox, I host a server on a website so I'm guessing I'll have yo buy it then
i dont know anything about xbox 
No problem, I have little experience with mods and scripts, what would you say difficulty wise to learn the program
depends on what you wanna do / achieve with the mods. Also im not that experienced / familiar with the enfusion engine to give a qualified opinion
I'm sure I can figure it out, thanks!
this will help. Click your way through and read some stuff ^^ https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding
But for unlocking Reforger tools we need the buy the game no ?
Cause we need the base game for Workbench
yes
Has anyone discovered a fix for the invulnerable helicopters? I've tried editing the components to increase damage multiplication (making them die with one bullet even), however it has no effect on collision damage.
Ah, I see all vehicles are now immune to collision damage. Must have been disabled in a patch?
hey has .pak replaced .pbo?
what do you mean?
How do I change where people sit in vehicles?
I can’t seem to find where the pbo files are. All I can see is the .pak files with a decent amount of data but I’m not sure how to unpack those. Im trying to download mods from a server and run it in a scenario but it doesn’t seem to work. Or do I need server side mods too?
There is no .pbo anymore .pak is the new .pbo in Enfusion/Reforger.
You can not unpack .pak files but you can open them in Workbench.
okay cool ty
i tried before to open the mode in the workbench but was read only, im guessing you cant edit workshop mods
no, only extend them, unless it's your own mod
extend or overwrite them*
Is there a way to update the my username for publishing mods? I linked my steam and bi account and have my dumb steam username I made when I was 20. I would like to change it to my arma unit's username.
I'm confused why I have a notif here
We were looking for you to ask a question if you had a minute.
Yeah sure
I DMed you. If that's okay.
Yeah that was me, my buddy here wants to talk about your moon
Has anyone tried the DFWORLD1 mod yet?
@coarse tusk #creators_recruiting
What does it mean when an item is greyed out on your heirarchy tree for a mission in enfusion?
For some reason I decided to mess with the options button where the public to workshop button is on the enfusion engine and now cant get any of my projects to open up. Prior to this I tried taking out one of the dependencies in the options menu, like where it shows all the dependencies IDs, and took out the one I didn't want. After doing this I restarted enfusion tools and well all my file were gone for that project or at least in the workspace they were but my files were not literally deleted (I check my ArmaReforgerWorkbench addons folder and they were still there). After seeing that my files were gone in the workspace I went to the options menu again and simply deleted the only dependency that was listed. I then retarted workbench and selected my project that I wanted and workbench crashed. It will popup the enfusion logo like its loading the project but then disappears and nothing loads. Anyone know how to fix this issue?
I have tried uninstalling reforger tools and reinstalling but it didnt fix it.
try to add again dependencies by editing your addon gproj in text editor
I tried that and it didnt work
what error do you have in logs?
and dependency did you added? Remember that AR is must have
Do you possibly know the ID for the core dependency like the arma reforger
"58D0FB3206B6F859"
I do indeed have that dependency
check logs then
otherwise you could create new addon and copy paste content to new one if you don't want to spend time on debugging
console just says
Log C:\Users\13049\Documents\My Games\ArmaReforgerWorkbench\profile\console.log started at 2023-02-27 05:49:50 (2023-02-27 10:49:50 UTC)
05:49:50:696 ENGINE : FileSystem: Adding relative directory 'C:\Users\13049\Documents\My Games\ArmaReforgerWorkbench\profile' to filesystem under name profile
05:49:59:122 ENGINE : Initializing engine.
there should be crash and script too
it might also happen that you actually changed arma reforger gproj
How would I fix this
The crash report is not updating to the crash that I have moments ago
verify Arma Reforger data in steam
Done and still crashes on me
Like when I try to open any project even the arma reofrger one
remove Arma Reforger gproj from Arma Reforger game and verify it again
After doing this I restarted enfusion tools and well all my file were gone for that project or at least in the workspace they were but my files were not literally deleted if workbench fails to load with selected addon it falls back to addon less version - are you sure you addon was loaded and it wasn't just fall back to vanilla data? If you didn't see your addon in Resource Browser and the name of Resource Manager was not showing your addon then most likely it was running Arma Reforger
and in this case triple check that you indeed verified game data (game, not tools)
It did fall back to vanilla data yes! Then I went up and deleted the vanilla data aka the dependency ID in the options. Then once I tried to load enfusion tools again I had this problem.
Then I went up and deleted the vanilla data aka the dependency ID then you deleted Arma Reforger dependency, not your addon
I see. When I removed the Armarorfger project it just says for me to find it even after I verified files, it wont replace it.
if Steam doesn't download missing files then I guess your steam is somehow broken
are you still able to launch reforger after deleting ArmaReforger.gproj?
Everything works now. Thank you @stark acorn
greyed out entities in hierarchy represents entities without name
I'll be getting my new laptop here soon and looking to make some cool cold war era mods. Any helpful videos / guides to help me get started
The BIKI is a good first start: https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding
And this Discord contains a lot of information and knowledge.
how is bullet firing position synchronized in multiplayer? is the bullet spawned where it's supposed to be fired on my screen or is it spawned where the start position is on the server?
I would think the client location as known to the server, because it's the server which needs to sync it to the other clients.
So technically it would be the client location as seen on screen, which gets send as a package to the server (player location, direction, etc.) which should validate that, and syncs it to all other clients.
At least that's how it should be, and I've seen enough cases (other games) where this wasn't the case.
I feel like bullets go differently on server than on my client, because I am firing HE shells and they do no damage when exploding next to the character when in multiplayer with 150 ping but deal damage 100% when playing with peertool / on local server which makes me think that there's something wrong with bullet spread or bullet initial position
Idk who here is making the chernarus map but I just played some on it and it is so good
Also may be wrong channel but hddhdjfrkrehh
Does anyone know the addon.gproj location for the default scenarios like:
{2BBBE828037C6F4B}Missions/22_GM_Arland.conf
the what
The mission file for the default missions to open it in the editor
they are in the missions folder in workbench
right click -> copy resource name
Hm, all entities in the mission are locked, is there any way to unlock them to edit directly from the mission?
no, you can only add, not modify the worlds
Unfortunate... So there's no way to create a modified version (with objectives for instance)
you can, open the non-gamemode version of the world and go to File -> New and then Subscene
or, you can create a subscene of the gamemode version and add to it
i would like to add to the "free build" or more likely change some aspects of whats in the free build for example and add loadout saving to the armory or moving the vehicle spawns for certain sized vehicles anyone know where i can edit the free build buildings
i dont see it in the faction manager like the old version and i can only find the free build trigger which contains the size of the build area
Has something changed since Useless Fodders tutorial that has locked all default worlds? I remember them being editable when creating new missions but now the normal Eden is locked for me. In his tutorial video it shows the world being unlocked though. https://www.youtube.com/watch?v=WNL_oFhlmLU&t=663s
Did you create a sub-layer ?
Yeah both are locked
Strange
Yeah I don't get if I broke something I just wanted to edit some of the default buildings to clear an area...
can you post pic perhaps?
Unamed layer is editable from what I see
Any time I try to move an existing map object its locked tho
It is not possible to change content of read only worlds (Eden)
You can place new objects in your layer
Hm, weird I swore I was able to before. Is there an editable version I can load?
No, you could move it before but it wasn't saved
This issue was fixed so non editable objects are no longer movable
Ah that must have been what I was thinking. So there is no way to delete existing map objects like a hangar or something for instance to replace with a custom built shoot house?
I know in A3 we had the hide map object function
Not seeing anything under SCR_delete
Just search for delete
Worked like a charm, thanks!
I know in A3 there were performance issues for putting down a bunch of custom buildings, is there any known performance hit for replacing the prebaked map buildings with a bunch of custom ones?
I don't so. Just keep in mind that you will have to manually rebake navmesh
Does it require a delete entity for each and every object (deleted building here) or is there a way to have the entire zone cleared
It requires it for every item
I guess at this point you could create your own script to do it
I don't remember it from top of my head
Having an issue publishing more than one mission onto the Workshop. It keeps wanting to over write the initial mission, how do you get around this so it publishes as a new project? (I ported over some elements from a previous mission to save time)
@pliant meteor ```c
SCR_EntityHelper.DeleteEntityAndChildren(ent);
Nevermind, seems the classes already uses it
Alright, not sure what I'm missing here, but no matter what I try I can't get the assetimages world to actually generate the images.
To be more specific, it technically does generate them, but refuses to save them as the .edds, stating that WB isn't set to true despite it 100% on true (see img)
I've followed the guide and other than the fact it won't save the images, everything else has worked. Running as admin did NOT fix it, and the addon dir is at the default location documents>my games>reforger...yada yada. I've also tried making a duplicate Eden_AssetImages.et but same issue.
There are a few mods out there that have the images made and just curious as to what i'm either missing or doing wrong.
huh, it just decided to generate one but instead of placing it in the obvious spot, it decided to override something in textures>flags... 
So maybe this is just broken atm?
Do you have placeholder preview textures in your data? I think another plugin generates it
https://community.bistudio.com/wiki/Arma_Reforger:Game_Master:_Image_Generation_Tutorial#Introduction see warning in introduction part
There are the workshop preview images in another folder and a faction flag in the flags folder, but besides that, no other images.
Oh, I wonder... right now they are using the preview image of the Faction flag. That got overridden out of nowhere which confused me. I assumed it just made new pngs and edds.
It seems like I need to copy over all the default images or just make blank ones for it to override. It's getting confused since all the units use the exact same preview hence why the last unit it reads is the one that overrides the image.
How did I miss that? It sounds so simple... I'll give it a go after work tonight. I'll post an update if it works or not.
see this part then #enfusion_generic message
Image generator is replacing any image that is assigned in prefab, so if all of them are using same pic then you will get result that you have
Yea, sounds about right.
Thank you for the response. Ill verify it fixes my issue tonight
EDIT: Having the .edds in the ui folders helps. Doing that allowed the thing to actually generate the images. Don't be dumb like me
when the NSV comes out is it possible to change out the muzzle and feed cover so I could just make a those kord specific parts and place them as prefabs?
If someone makes a mod is there a way to share the mod with other people as in files etc so that someone else could pick up from where someone left of from ?
Also is there anyone who would like to help with a mod?
Make a shared repertory like a cloud or server
@brave valleyrepository - git / svn / cloud service
Is there any easy way to add a custom png file to a sign or something similar to the Arma 3 way, or does it all have to be built custom as a modded object?
You would probably need a material with that PNG inside.
So that png would need to exist in your addon.
Thanks! I guess I'll have to look into the material making process for mission making purposes - Would you happen to have any tutorials handy?
Its not that complicated. Optimaly you would modify the FBX and add a decal or something, but there are ways to hack it.
Not aware of any tutorials out there for this. I could try to put something together if you dont manage to find anything.
good example might be the ammo boxes, their texts and images change but model is the same.
Actually the sign you were using already works like that. So if you just import you PNG in your addon, you can duplicate the sign material, replace this texture with your PNG it should work.
Going to test this thanks again!
Sorry, how did you get to that screen?
When you click on the object (the sign) got to its MeshObject component. You will then be able to see its materials.
If you click on them you will be able to open them
After you get to the material scroll all the way down until you see the texture it has applied and thats where you apply your PNG
Got it! Thanks so much! Very helpful
Noice, glad it worked out
I matched the image to the 140x100 listed pixel count on the default emat file but it seems to be stretching the image. Is there a default resolution that I can find for this?
Try to play with these values, you should be able to align it
Ah very nice thanks again, I duplicated the object to the prefab on my mission then applied the texture, duplicated it and renamed it to a different sign (for a different image) but when I apply the image to the first it's changing the second as well so they're both displaying the same
Oh I think I see why... I'm applying to the material not the prefab object... Is it possible to duplicate the emat and rename it to the mission?
Figured it out 🙂
Duplicated the .emat file to the mission file and re-assigned (incase anyone else was wondering)
Worked great
I'm trying to create a Practice Grenade for our kill house, I have it reskinned, retextured but for the life of me I cannot find the component that is causing it to do deal damage. I've been disabling it left and right, does anyone happen to know?
Figured it out, editing the Warhead_Grenade_M67.et component values and duplicating it to the mission.
timer trigger component? oh sorry I missed the second message
I figured it out, that would just disable the entity from exploding but I want it to explode just with no damage. I had to go into the warhead prefab, duplicate it and then disable damage to 0
I've applied the practice grenade to both US and US_Modern in the faction manager and I can't seem to get it to populate in the Arsenal..
need to edit the arsenal config
Sorry can you expand on that? Are you talking about on the object itself? I have it set to US and all items are enabled
no, literal config, should be somewhere in the Configs folder
you can override it
Just got a laptop to try this tools out, pretty overwhelmed at first but I'm slowly getting into it!
right click -> override in addon
How do I go about switching the US flag with a custom flag on the tools? I figured out where to change the names stuff, but how do I add in my custom pic
So what I did for that is I had to use the actual flag object without the pole. Save it as a prefab, then save the default texture prefab to my mission, I copied the image file from the default flag texture then replaced them
Probably a stupid question, but when creating a second mission file I attempt to upload it to the workshop (or mod file) and it keeps trying to upload over the previous addon.
What do you guys do to upload a second separate file without it over riding the previous?
you publish the entire workbench project, if you want a separate mod then make a separate project
Yeah I made it into a separate project but it keeps wanting to over ride my initial mission
is the file name the same? that might make it think you want to override
Sorry I should of been a little more specific, I'm just looking to change the us / ussr flags not in game ones but like what you see on the map, I have 2 pics I'm trying to import
So when reskinning/retexturing objects/equipment... Is duplicate to project the same as overriding then inheriting to project? I've been "duplicating to project" because this seems to keep all the materials and settings from the original just like the other method does, is this going to cause problems? I noticed all the tutorials instruct to override->inherit. Is there anything that happens with inherit that I can't see?
duplicate creates a copy, override can change things in the original, inherit creates a version derived from the original (changes made in the original propagate to the inherited item)
Omg that is awesome. Thank you Bacon. I didn't realize that inherit would update the "child" when the "parent" gets changed... God damn I have spent so much time going through and changing the parameters to each piece individually lol. That is going to help so mivh
I guess I should clarify, that only inherits the parameters? So I can change the materials in the child and update the parameters in the parent?
changes made in the inherited thing stay in the inherited thing, but changes made in the parent propagate to the inherited thing (if a change is made in parent that is changed in the inherited thing, then the inherited thing will keep its own change)
Is it possible to go back and set up something I duplicated to be inherited after I made changes? If not I'll just re-do them. It would be worth it for further updating stuff.
yes but the duplicate will store all parameters effectively making itself an inherited thing that changes everything
or at least that's what happened to me when editing the prefab files with a text editor, I may have done something wrong
That is good to note. I haven't tried editing anything through text/scripting yet. I'm going to stick to workbench until I feel I have a better grasp. Thanks again!
Are polyline-shaped triggers broken? I put them onto a polyline (stopping the "parent isn't polyline" errors), but they still don't do anything opposed to sphere triggers.
in the world editor how do i increase the view distance??
camera settings in the top left corner of the 3D view
the highest is 2000??
you can type in larger number
i do but it dosent do anything?? it wont go further
are you changing the near and far plane?
far
Is there any difference between duplicating and inheriting?
duplicate creates a copy, override can change things in the original, inherit creates a version derived from the original (changes made in the original propagate to the inherited item)
hey I got banned from a arma reforger server, how do I appeal?
You would have to talk to the server owner
How do I setup PeerTool correctly? It always crashes with
10:51:58:538 RPL : ClientImpl event: disconnected (identity=0x00010001), group=4, reason=2```
10:51:58:737 ENGINE (E): Cannot initialize game!
10:51:58:739 ENGINE (E): Unable to initialize the game``` mod is getting found and everything
Maybe this can help you
This video goes over how to use PeerTool in the enfusion workbench, it is used to create a new client instance so you can test multiplayer environments.
Params: -addonsDir "Path/to/your/folder" -addons AddonNameHere
Timestamps:
0:00 Intro
0:18 Creating new project (skip if you have one already)
3:12 PeerTool Explanation
3:56 Setting up PeerToo...
Make sure that you game is updated
yes I used that one. The server launched by workbench is talking about some rdb checksum error, but idk what that means
rpl::Pip::FixedStep
NETWORK (E): RplConnection::ValidationError remote rdb checksum does not match! local=0x6c624ae2 remote=0xa23d9db2
Try with the base game project « Arma Reforger » if it’s doesn’t work that a problem of version
You copy the .exe in the workbench ?
You do not need to you can use ../ to go up and navigate to the main game directory if you installed them both in the same steam lib - or you put the absolute path in there to the game exe
Yes i i know that why I ask cause if the .exe isn’t updated than you got an error
Good point! Though the message also mentions the resource database, so maybe outdated mod files? delete the rdb file and let it be regenerated automatically maybe.
I have not looked too far into factions but couldn't it be possible to make a civilian faction and just make them unarmed?
yes, easy
there is only one minor issue where all factions are hostile to each other, so you'd add a civilian faction check under hostility checks and then AI is friendly
@paper sandal For survival mod? lol
@jade cargo #creators_recruiting
@unborn inlet thanks
Has anyone done a melee only weapon in Reforger yet?
@median remnant #enfusion_animation message
soo, a streamable rplComponent on your gamemode is bad.. surprise surprise..
Just spend 3 hours figuring out why my broadcast is not firing... jesus
The preview images the editor makes are constantly being rendered too bright. Am I missing something?
I managed to get one out of a batch of 8 to actually render at the right brightness but the rest kept the super brightness
русски есть ?
Speak only in English
@paper sandal when you have a chance can you please reupload your Re-Light mod to the workshop?
https://community.bistudio.com/wiki/Arma_Reforger:Startup_Parameters#server Wiki now contains some simple instructions how to test local mods on Dedicated Server without uploading them to workshop
aha, -server is what I was missing to load the world
GetResourceObject @"{5CD4D0AE50FF8AC3}Missions/AnexRP.conf"
RESOURCES (E): Failed to open
RESOURCES (E): MissionHeader:: ReadMissionHeader cannot load the resource 'Missions/AnexRP.conf'!
SCRIPT: Profile - Using MachineName!
NETWORK: Starting dedicated server using command line args.
Can someone help me? ❤️
Would it be ok to create a world that would be a replica of Fallout 4’s commonwealth? I want to start this long ass project but I don’t want to if there could be copyright issues or something of the sorts.
I’d be doing it in the reforger workbench.
You could always do it for your own amusement, but you wouldn't be able to share it with anyone; it's against the workshop terms of service.
Well I think it would not be a problem if you made your
Own models
Best practice would outright ask the IP holder first. Worse case they say no and no waste on your time.
I dont know here to ask but here so here we go.
How do Mobile HQ's work in Conflict. What script/Function is it running to be able to build a Spawn Point?
And can you "glue" stuff together (in enfusion), IE put a Piece of steel next to a piece of steel to be able to make a Double Steel.
Will do, thanks.
🤷 The MobileAssembly component stores the scr_spawnpoint, but it's not in the prefab, so it's from somewhere else.
You can look at how bases add spawn point and use that, or backpack radio spawn points.
I think those work easier
Seems like mobilq HQ is a bit harder to find out how it works
Anyone know how to allow player to use guns from vehicle?
Is it a engine-side limitation, like the EquipWeapon is blocked somewhere in c++?
Does anyone have a guide or advice on how to get rid of this warning in my custom mission?
Would be great if people could stop messaging me asking to do a "comission". Sorry I don't reply but I get a lot of this spam. I've not advertised services for hire anywhere so I don't know where y'all get the idea from.
You can set your DMs so only peeps.that you have friends with can send.
Then you end up with multiple friends requests a day from people you have never spoken too.
Trust me far better then what those DMs are I seen a ton.
My favorite are the ones that try to guilt trip you because you don't reconize how important their "unit" is.
dm me (no pun intended) with the culprits, i’ll make sure these are dealt with. There is #creators_recruiting channel for a reason
it got worse recently due to the influx of people with no pcs hence they can’t even try it on their own…
how are you going to deal with it?
the same way the #rules of this discord are enforced
but like... because of a DM?
i need to check the extended rules, but unwarranted (out of the blue DMs, requests, advertising etc) are (or used to) be against the the #rules just as well
Yo,
Let me introduce you to my problem, we are searching for a possibility to add a mask to our HDR material shape of used device, in this particular case we want to make it round. But even with a checkmark on resize nothing actually happens.
I remember dealing with this at one point, could you remind me how to test those effects fast?
I think the HDR effect did not have traditional-sense masks, but you can create and destroy a full-screen UI layout
oh yeah no the reticle map will stretch to fill the screen, if you need finer control then a UI layout similar to optics should help
essentially an image widget with transparency, centered or something
This might just end up being a Windows issue, but I'll ask anyway.
I've been using PeerTool when playing and it worked great, but at some point, I got the issue that when I click play, the second Window (not the editor one) is minimized and I can only open the one from the editor. I've tried several things already (alt tab, maximize, restarting pc etc), but it just won't open.
When I hover over it in the taskbar, I can see that it definitely works, I just can't open/maximize it. And as I said, it used to work just fine before it went to doing that.
Does anyone have a clue?
try deleting the peertool profile folder maybe some setting got changed
where's that folder?
documents/my games/peerpluginX/
That worked, thanks!
Hey guys, I'm new to Enfusion. I created my first map and want to create a TeamDeathmatch Scenerio. I added the Team Deathmatch Selection, but when I add any FractionManager it breaks. Could someone help me out?
@primal jay iirc there is a FreeForAll faction manager prefab
It doesnt work, I tried every fraction manager but it just crashes. Thanks either way
Ive used FactionManager_USxUSSR & GameMode_TeamDeathmatch_Selection
you are missing the briefing screen it looks like. automatic respawn should bypass the briefing screen, if you are trying to pick a team/loadout I think you need the briefing and respawn components in the gamemode.
Oh thanks tho! I just started so I was a bit confused. Followed a tutorial and It didn't work.. :D
Do you know where the Briefing Screen is located? I cant find it in the Resource Browser. Sorry for disturbing tho
It's a component added onto the Game Mode
Omg, Thank you so much. 
Does anyone know if the TurretComponeont / SCR_2DSightsComponent is capable of doing variable zoom, or is it busted? The magnification number increases but the sight does not zoom any further, if I put it on dynamic reticle the reticle scales larger and smaller though.
busted
😩
Thanks for confirming, at least I don't have to keep fiddling.
Is there an easy way to track who is who's parent or grabs info from who?? Feels like there's ghost edits being done to a prefab but it doesn't seem like it's happening when editing any particular file. Just when saving and reopening sometimes.
well that an ambiguous topic. your gonna have to say more than just that
Overall there are two categories of mods (alot of the time they go together):
- Gameplay (scripting/programming)
- Asset creation (vehicles, buildings, maps, etc)
Depending on what you're interested in and what you'd like to create you can navigate the wiki or ask specific questions in discord.
Speaking of the tutorials, I would like to start writing down some notes.. for instance, where do I locate the wreck model in the prefab, which isn't covered in the car creation tutorial, but I don't feel for start messing around with that page.. guess other people might be thinking the same. Any recommendations?
If you want to add something to Biki, then I would suggest heading to #community_wiki . There were some additions done by community on that page already so its for sure not forbidden to edit whatever was created by BI
thanks, that was so far down didn't knew there was a channel 🙂
So I've created a custom faction, that uses all the visual identities, names and surnames. But for whatever reason, when i spawn in I always get the identity from the loadout. Any idea why it's not setting the identity randomly like it's supposed to?
Are you sure this faction is present in faction manager of current scenario?
Mp test has for instance custom one which you cannot modify since it's read only world
I'm using a custom world with own faction manager and load out manager
and are you sure your faction is there?
and what game mode are you using?
Custom
With automatic respawn handler
Forcing to my faction and a specific loadout
I've tried to not force the loadout and I get the same results
you can verify that its not data error by trying it in some simpler scenario with FFA gamemode
Does identity switching happen engine side? I haven't been able to find it anywhere in scripts.
I'm using configs for Faction Identity and for each visual Identity. Visual Identities include Caucasian heads/bodies (all 9 of them), African (single head and body) and Asian (single head and body) each visual Identity config is added to the faction identity Visual Identity Array
so the camo material is separate from basic material?
not sure if this is the right place for this but i'm having trouble with setting up enfusion tools. It loads the basic window fine, but attempting to open world editor/ particle editor/ anything with a renderer results in CPU usage spiking to 100% and rapid flickering of the render window, resulting in the page becoming very slow and stuttering. It only affects the tools themselves. Other processes continue running just fine, and CPU usage spike and the flickering stop to normal when the editor page lose either focus or are closed. Has anyone encountered anything like this before
#creators_recruiting @vague stratus
Thank you!
Is there a way I can pose a character in game mode / force them into an animation ? There is AnimationPlayerComponent from the VFX Tutorial but it does not work in game mode as far as I can see.
Dig into bonbons animation mod in the workbench
Hm, that I could. 
Not having done much, it's mostly gibberish to me. I can understand a bit of the animation and config stuff, but the scripts.. 
I don't even know what to look for
There's some ExecuteAnimation stuff in the scripts, but I have no idea what that relates to and how it works
I think animation player component should work but it dont
I think the way the mentioned mod works is that you have items that contain an animation injection, and those items are equipped (therefore animation is injected)
if you want something more seamless you'll need to edit the animation graph and integrate your thing I think
is the character a player? or like a shopkeeper or something static?
I'd just like to pose 2 character models for a one-time video. Was supposed to be a quick and fun little thing but.. 🥴
Don't need any ability to get in or out of the animation, just want to force 2 characters into a pose forever, that's all
try this prefab
drop it into the world, give the entity a name (top right)
set your animation under AnimationPlayerComponent, press play and hope it doesnt crash
I'll try. It's weird because in the VFX tutorial he goes over how to use this component in edit mode, but not in game mode. Despite him letting a BTR drive forwards in game mode just moments ago. So these 2 things cannot be applied simultaneously.
Are you sure you are applying this component to new entity?
It is not working with full character prefabs since bunch of stuff will overwrite animation that you want to play
yes hence the above prefab has most of the character disabled
It should be a new generic entity though
Not regular character with disabled components - i think the character entity still has some logic for animations
the above will save him from having to configure the loadout manager, among other things
since there is no cinematics character prefab in the game
That might not work though
you sure? because I've tested it before sending it in 
Not sure, just guess
https://github.com/BohemiaInteractive/Arma-Reforger-Samples/blob/main/SampleMod_CinematicTutorial/Prefabs/Character/CINEMATIC_RU_soldier_with_animation.et here is character from tutorial
codriver idle anm
if you add SCR_FactionAffiliationComponent it will randomize the body and face also, I guess I forgot to add it in the prefab, but the official cinematic one probably works better 
The character T-poses in game mode 
if you used my prefab... did you give the entity a name?
its because I used a script
so you can try the official one instead if you want, for simplicity
I did give it a name, soldier1
I'll try that one 👍
Once I figured out how to download from github. As always. 
I can download the entire sample package, but never an individual file
honestly you can just click Raw and copy paste into a new .et file, or download the whole package
actually I can just do CTRL+S after clicking raw, in my browser
It still doesn't work. 😐
Added the character in, specified .anm in the component, named my character, cinematic timeline, got my scene, added a new animation track relating to the character, make a keyframe, enable the play checkbox and hit game mode
in the prefab from github, did you select auto play in the animation player component?
maybe something with anm
You can also load whole cinematic tutorial Addon and try to replicate it one by one
Okay finally! With your prefab and the one I tried to make the auto play didn't change anything, but now it worked
Thanks 
poggers
Hahaha this'll be perfect, thanks again. 
Random box on Everon in the Ocean. 
My workbench keeps getting stuck at 10% when I try to upload this mod
I cant for the life of me figure out whats causing it
Ive tried everything from reimporting mods to reinstalling everything onto another drive, and it seems I cant get past this API error. Anyone have advice or help? Ive been at it for almost 5 hours and Im about to just give up
Publish your own mod?
Maybe your mod description is too long?
It was only like 40 characters
This stuck thing is a real pain whenever it happends and there can be many things leading to it.
- Make sure to deleted the bundled .pak from "C:\Users\User\Documents\My Games\ArmaReforgerWorkbench\publish" folder.
Than use-clearsettingswith your Workbench shortcut and start Workbench.
Once you did that you can remove the CLI from the shortcut and your Workbench should be resetted and good for another try. - If you are using "SCR_MissionHeader" do you use your own images for the mod? Proper size and file?
You cannot use the vanilla "default.edds" images.
one of his dependencies was added twice, works now after removing the duplicate
maybe coincidence, idk
Im going to post this question here as I have gotten no response on it.
Why do my layers keep leaving the hierarchy? This happened with the previous version of the terrain I'm working on. I haven't done anything, it just is working normally with the layers in the hierarchy one session and then somehow unloaded the next. If anyone can help me with this issue it would be appreciated, especially if you can tell me how to move the layers back into the hierarchy as I don't really want to have to start over again.
Are you using a Sub-scene?
Nope, not a sub scene
Well i'm not the most experienced with map's but maybe give it a try.
That didn't work
Screenshot your folder that contains the map.ent file
It sounds like you're creating layers, adding things to them and not even saving before you close workbench
I guess there are still many hidden scripts? For example when I try to open definition of the Stamina Regain Per S, nothing opens☹️
some functions and attributes are hidden engine side yes.
Thats what my folder looks like
you may need to re-add them in Shaikovka.ent via text editor
Is there a way I can have an NPC play an animation while they are an occupant of a vehicle ? If I apply what I learned yesterday and couple it with selecting the character as an occupant, they are neither attached to the vehicle nor where they should be. 
I'd like to try and get it to work with one of the ural rifle sitting animations for now and later on try a custom animation with them leaning an arm out the window.
@empty nexus How?
So I got all the layers back in, but now the terrain is messed up and is showing as invisible
so can you actually run more than one map mod at a time? like have it installed/enabled
yes
if i may ask, whats this about with some people only being able to run like, one at a time? want to know incase theres some issue
no idea, I don't know of such a thing
Where I can find a Api reference?
opening the script editor and searching for what you want or browse the files on the projects tab
Thanks
Trying to get into map making, I've got a VERY basic terrain made but every time I touch water the editor crashes as well as every time I "play" it
hi
What prefab are you trying to import?
In any case, #enfusion_blender_tools is correct channel for such questions 😉
ah sorry lol, removing this here and adding to to the blender chan thank you 😄
Found this patch of trees on Everon north east of Durras - Might be unnecessarily eating frames.
inner earth is real
The environment designer hid those there for when winter comes. Nature is beautiful. 
is this half life skybox™️
how do I make a new .et file? answer to this question in #reforger_workbench was ambiguous
thanks!
But what does it do when it finds that keyword?
Crash your game and send you to the blog article about the subject? 😉
Maybe I should have read the rest of the search term function haha, it looks like its an easter egg and also replaces it with lowercase a. so I stand corrected
I alway used to write "ArmA" till Dedmen complained with someone about it in BI Forums some year's ago.
Bet it was implemented by him. 😂
Me too haha
Dedmen doesnt work on reforger so probably not him
Yeah but he is the only Dev i know to be serious about it.
Maybe he made a public statement to the team to implement it in every further game.
Maybe he can tell. Would be funny to know. 🤓
Proof that people still exist that think it is.
Not proof that it's valid.
If publishing or marketing would see that they'd get it fixed. But they don't write the code.
NobodY IS TakinG ArmA AwaY FroM ME
FaiR EnougH! 👍
it was never called ArmA lol, was it?
No clue tbh...
In A1 time's i used to write it "ARMA".
In A2 time's i changed to write it "ArmA".
Since A3 i TRY to write it "Arma".
Still "ArmA" to me look's much better than "Arma"...
Sorry for that Dedmen... 😇 😅
It was called ARMA and the logo had two big A letters and the rest was smaller font (though still capital case). Since we can't do that in chats its ArmA instead 😗
Anyway we should get back to topic or we get bonked here
Haaa!! I knew it was "ARMA" at some point in time! 😜
so Arma or ARMA, never ArmA
AʀᴍA
Well at the end it's all fault of Codemasters...
If they wouldn't have taken the name right's it would be "OFP > OFP 2 > OFP 3 > OFP 4 > OFP 5".
As simple as that.
arma looks cooler tho
I hope the best feature of the arma series which is FADE comes back in arma 4
The DRM FADE? Why?
FADE = No DRM
Only DRM to do anything at all those day's is Denuvo.
it's amazing
Why? It's totally not protecting anything anymore.
Yes the way of what it does is funny indeed. 😉
I love this kind of stuff, The Talos Principle locked pirates in an elevator (doors never opened), Serious Sam spawned an invincible enemy
I've seen a video where it did simulate beeing drunk.
With some screen effect's and stuff.
I'd like to see more of things like this and less of things like denuvo
Yes agree it is a funny way of punishing.
Yes today they need heavy tool's to stand a chance against hacker's.
Fun time's are over i guess.
Yeah I should have read the actual code sooner instead of what came up in my search box 😅
@stark acorn
Ive tried every method that I have tried from the previous thread, and it seems the issue hasnt been alleviated. I have managed to get the workbench to open my projects again, but I lost my original project, and all the progress in it.
My project is still uploaded as a mod on the workshop, but it seems im unable to add to it or modify it, due to it being Read Only whenever I reimport it. Im at a loss, and dont know if I should just start over from scratch or keep trying to recover it
So you deleted your original project?
What kind of project it is? Scripts, models, textures, worlds?
Its a modified Conflict scenario, and no, I havent deleted it. The issue arises that, a mod I imported overwrote the folder that housed the work I had done - within the editor, it replaced all the settings in my Options, such as the name of the project and the dependencies. I would be able to provide screenshots if I were able to open the project in the workbench, but currently it crashes the second I open it without a log or anything
you can provide some screenshots from Windows File Explorer perhaps?
I mean, I can, but I dont know what information will be found in there.
you can find out then 😉
I tried importing the file manually, from my Documents folder. When I went to load it up, I was met with an error that said the Game cant be compiled correctly, that some of the workbench is usable but the World Editor and prefab Editors dont work whatsoever, and I cant duplicate anything from my own mod in an attempt to salvage stuff
can you provide some screenshot from Windows File Explorer showing content of your project?
and can you open addon.gproj and show what is inside?
and are you sure you did verified data as mentioned here #enfusion_generic message ? I had to remind 3 times (sic!) to Deeja that he should verify GAME data and I suspect that it could be the same issue.
just to be sure - you verified game data? Aka Arma Reforger? Not Arma Reforger Tools
yes
and are you sure your dependencies are correct? It could be caused by one of the mods being broken
you can check this out by changing dependencies in txt editor to
Dependencies {
"58D0FB3206B6F859"
}```
Log Console
So, removing all the dependencies has managed to recover the file for my progress
Once I manage to get this world editor error fixed ill be able to reimport the dependencies, and continue from where I left off
One of your dependencies is broken probably
None of the dependencies are currently loaded
I loaded up a brand new Project, and it gave me the same error
gproj: 'C:/Users/mikia/Documents/My Games/ArmaReforgerWorkbench/addons/ArmaReforger.gproj' guid: '58D0FB3206B6F859'```
It seems that it fails to load game data
'58D0FB3206B6F859'
Thats the default Enfusion project, is it not?
It should look for ArmaReforger.gproj in game installation dir .../ArmaReforger/addons/data/ArmaReforger.gproj but for some reason it is looking for it in Workbench addons dir located next to profile dir.
do you have this file in that path?
C:/Users/mikia/Documents/My Games/ArmaReforgerWorkbench/addons/ArmaReforger.gproj
I do, It seems its also in the games Addons folder as well
try to remove this one C:/Users/mikia/Documents/My Games/ArmaReforgerWorkbench/addons/ArmaReforger.gproj
Not sure if it will fix it but at least it would stop confusing workbench
how did that gproj file even get there 
I have no clue
Im still getting the same issue with the Game Initiliazation
Im half tempted to completely reinstall the Game and Workbench, and refresh all of it
Logs? maybe there is something new or different
you have armareforger folder in My Games/ArmaReforger/addons, it shouldnt be there
or is that the gproj file only?
that WAS the gproj file, but it isnt there now
even if it it gproj only it can cause problems
ResourceDB: loading cache (id=1 name=ArmaReforger path=C:\Users\mikia\Documents\My Games\ArmaReforger\addons/resourceDatabase.rdb)
can I like, see a screenshot of all files in that folder?
now it is in different profile
before My Games/ArmaReforgerWorkbench/addons/ArmaReforger.gproj
now My Games/ArmaReforger/addons/ArmaReforger.gproj
Do you want the gproj file in the ArmaReforger Addons folder, or the ArmaReforgerWorkshop profile?
neither, delete it
What
but then it tells me to manually find it
then find it in Game data.
it should find it itself automagically after you start the game
then you can manually find it in Game installation dir or just start game before workbench
unless you moved it from there to this folder, in which case do the steam verify files thing
So verify, run Reforger, then open the workbench
worth a try
but also let's make sure your addons folder does not have some stuff it shouldnt
this probably shouldnt be there C:\Users\mikia\Documents\My Games\ArmaReforger\addons/resourceDatabase.rdb
ArmaReforger.gproj should be only here (also one for experimental if you have it downloaded)
...\steamapps\common\Arma Reforger\addons\data\ArmaReforger.gproj
i deleted those
Ohhh, ill find it there next time
It is completely fixed now
Thank all of you for the help
@stark acorn How familiar are you with the conflict gamemode?
You wouldnt happen to be able to help with fixing an issue regarding supplies respawning or not, would you?
I'm not fiddling with that too often but in any case, in upcoming weeks there will be some changes to it
The last bug ive been trying to fix with my scenario is a bug where Main Bases dont supply themselves like they should
Ive tried everything I can think of, and nothing seems to have fixed it
Anyone have any advice whatsoever?
Hey everyone,
I wanted to start scripting in Reforger but im having major issues figuring out how it works.
My idea was to have a weapon which can spawn objects on its hit position but i have no clue on how to do that.
I thought maybe executing a script when the gun fires would work but im so new that i dont really know how to do that
does anyone have any idea on how to make such a thing? or even if there are some resources i could look into?
ok thank you, ill look into it
Hello I’m new to enfusion and I’m trying to make a custom flag I have an image but it seems to be to big just wondering how I can add a custom flag any help would be appreciated
The vanilla flags are 1024x1024 with the flag in the upper half. I'd just take a vanilla flagpole, right click it and duplicate it, give it a name, double click to open it, top right edit the prefab, go to the slot component, find the attached flag, right click it and hit the navigate to button, right click and make another duplicate of that flag, give it another name, open it, find the .emat texture in the top right, navigate to that aswell, duplicate + name, now find the BCR texture it has attached, attach your imported one there, now attach all your duplicates together like the original flag and it should work.
Pretty rough explanation, but it's pretty easy to figure out if you dig into how the flags are set up.
Brilliant thank you
hello everyone, maybe a dumb question but how can i make collision for custom models? i've imported and fbx into the editor but there is no collision on it
18:20:58:381 RPL : ServerImpl event: authenticating (identity=0x00000000, address=74.177.88.257:65369)
18:20:58:461 RPL : ServerImpl event: connected (identity=0x00000000)
18:20:58:484 DEFAULT : BattlEye Server: Setting GUID for player identity=0x00000000, GUID=[u8; 64]
18:20:58:803 rpl::Pip::FixedStep
18:20:58:805 NETWORK (E): RplConnection::ValidationError remote script source code checksum does not match! local=0x6dc0f40a remote=0xa236a65f
18:20:58:805 DEFAULT : Disconnecting identity=0x00000000: group=4 reason=2
18:20:58:805 DEFAULT : BattlEye Server: Disconnect player identity=0x00000000
18:20:58:805 BACKEND (W): REMOVE PLAYER - was not authenticated !!! [-21]
18:20:58:806 NETWORK : Player disconnected: connectionID=0
18:20:58:807 NETWORK : Total number of players: 0
18:21:15:444 RPL : ServerImpl event: authenticating (identity=0x00000000, address=7.51.681.149:52982)
18:21:15:530 RPL : ServerImpl event: connected (identity=0x00000000)
18:21:15:564 DEFAULT : BattlEye Server: Adding player identity=0x00000000, name='Oberst'
18:21:15:565 DEFAULT : BattlEye Server: 'Player #0 Oberst (7.51.681.149:52982) connected'
18:21:15:565 DEFAULT : BattlEye Server: Setting GUID for player identity=0x00000000, GUID=76561198145806411
18:21:15:565 DEFAULT : BattlEye Server: 'Player #0 Oberst - BE GUID: 0bda1d794ffff4343b7da42bb49e'
18:21:16:166 rpl::Pip::FixedStep
18:21:16:167 NETWORK (E): RplConnection::ValidationError remote script source code checksum does not match! local=0x6dc0f40a remote=0xa236a65f
18:21:16:168 DEFAULT : Disconnecting identity=0x00000000: group=4 reason=2
18:21:16:168 DEFAULT : BattlEye Server: Disconnect player identity=0x00000000
18:21:16:169 DEFAULT : BattlEye Server: 'Player #0 Oberst disconnected'
18:21:16:169 BACKEND (W): REMOVE PLAYER - was not authenticated !!! [-22]
18:21:16:171 NETWORK : Player disconnected: connectionID=0
Can someone help me with this error?
18:21:16:167 NETWORK (E): RplConnection::ValidationError remote script source code checksum does not match! local=0x6dc0f40a remote=0xa236a65f
connecting client and server have different content
you can try reinstall mods on both ends
@warped spoke Maybe you mixed up stable and experimental?
In this case just listen to bacon cuz i have no clue. 🤓
I'm trying to figure out the same lol
The documentation and wiki i'm seeing so far isn't showing anything specific
once you have the colliders give your prefab a rigidbody component
Bacon someday I'm going to make a scenario mod "Bacon the Hero of Arma"
Whenever a player disconnects from my scenario, they leave behind an AI. What causes that and how do I fix it?
Isn't this the normal case?
Every player is using an A.I. character only thing it does while it is controlled/possessed by a player is that it will disable the A.I. brain.
As soon as the player stop possessing the A.I. ( in your case disconnects ) the A.I. brain will be re-enabled.
The AI stands there, invincible
Theyre supposed to despawn when the players crash/leave the match
They dont
Their presence is stopping players from capturing bases in Conflict
Seems the Russian character models do it more than the American ones i have on my scenario
Hmm... Okay strange.
Maybe you missed something in the GameMode setup but i have too little knowledge about this very area of the game.
Sorry.
I think I figured it out
It ONLY happens with Russia, using the RHS character models for the default loadout selections I added
If I remake the kits using the vanilla character models as the base, then it should fix itself
Didn't work
I'm at a loss
Who can I ask about something like that? It only happens for my Russian faction but I can't find out what box I checked or component I may have disabled on accident
Any ideas? An answer would be nice
People generally don't answer if they don't know.
Seems like no one knows anything about Conflict
this probably doesnt have anything to do with conflict
Which is why im asking if anyone has seen the issue before OUTSIDE of conflict
Sounds like a bug that would be common in game master
I see it happen on the servers sometimes, but it's quite rare
Another issue I found it might be is
When people update the mod doesnt update properly, they have to restart their games
And if they are on the wrong version of the mod, or the bugged version that comes from updating it and not reinstalling it, those might be the players leaving behind the AI
What did you do to fix it?
nothing, I never looked into it
How do you turn an asset into a prefab ? Figured it'd just be right click and create prefab from object but.. 
prefab is kind of like a recipe
if you drag a .xob into the world it will create a basic empty entity, you can then add components to it and save it as prefab (by dragging it from hierarchy into resource browser)
BUT often times it is a good idea to inherit an existing prefab, lets say you have a piece of furniture and you want to make a furniture prefab, find one that is suitable and right click -> inherit in addon, then replace your furniture model, and it will keep all configuration of the source
also see https://community.bistudio.com/wiki/Arma_Reforger:Prefabs_Basics
Oh, huh. I'll take a look. 👀
its actually really straightforward once you do it a few times
Oh I can even straight up grab a prefab that works for me and throw the mesh in. 
yes inheriting prefabs is great because you stay close to vanilla and changes made to vanilla prefab (except the ones you edit) will also propagate to yours
duplicating prefabs will make them retain most of their content so youd have to edit it to keep up with any required changes
Well, thanks 🥓
my game works when I play the mod from downloading it and playing it on my own in reforger, but my server still keeps spitting this out ```17:00:05:862 GetResourceObject @"{62849D0B079D7726}Missions/NL_TESTv1.conf"
17:00:05:862 RESOURCES (E): Failed to open
17:00:05:863 RESOURCES (E): MissionHeader::ReadMissionHeader cannot load the resource 'Missions/NL_TESTv1.conf'!
17:00:05:869 SCRIPT : Profile - Using MachineName!
17:00:06:069 NETWORK : Starting dedicated server using command line args. ```
Am I naming the GUID wrong? ( I get 2 different ones one from the mod itself but if I right click on config theres a different GUID similar to the resource path) or does the .conf file need to be the exact same name as the name of the mod i'm publishing?
nonono you will get this error always once because the scenario is not available until mod is loaded and mods loaded after this part, so it should still try to load it and problem might be somewhere else
Hey been trying to set-up the enfusion tools in blender. So I got the tools working but was was wondering how do i get the charactermodels from the game in-order to use as a reference for sizing of a mod i'm creating but i can't seem to fiqure out how to do that(Importing the arma: reforger mods in blender)
Could anyone help me learn how to mod for reforger? I'm extremely new to the creator scene and would like to know how to do most if not all of the amazing things this community's creators do for us
You can't pull models from the vanilla game, but there are samples online. You can find samples from BI for arma reforger on their github page. You can also get models from the arma 2 and arma 3 samples online. They all should be appropriate for size references.
Got it, So I seen in some videos that some creators had essentially the full body of the US Soldier. I downloaded the reference body but it's very undetailed and is more block and triangles which is not what i'm looking for in regards to accurate modelling.
I havent imported that sample to blender yet, but I was pretty sure the samples include LOD. Maybe someone else can confirm? Either way, if you are using the sample models from github, those should be enough for you to use as a size reference for whatever you are trying to make
Yeah it was untextured but the fully body with clothing was there.
there is only one animation rig with some gear on it - it CANNOT BE USED FOR SKIN TRANSFER UNLESS YOU REALLY WELL KNOW WHAT YOU ARE DOING
see this https://github.com/BohemiaInteractive/Arma-Reforger-Samples/blob/main/SampleMod_NewCharacter/Assets/Characters/SampleCharacter/Character_AnimationRig_Example.blend - REMEMBER IT SHOULD BE ONLY USED FOR ANIMATIONS
Are there specific system requirements for running enfusion's suite of tools, or are the requirements the same as Reforger? (Especially terrain builder)
Sorry if i'm in the wrong chat, new to the tools, ans new here, i want to know itf there is away of making the fog/greyed out areas can be extened or just removed, while building a map and leaning the tools it's a bit distracting.
Hey there! I am new to Enfusion and I would like to know how exactly should I chose the Game Material in Blender for my collider. Example: I want to make a simple box collider for my metal cabinet so what exactly should I chose? If I would like to have it as accurate as possible? Do I need to go and find out how thick exactly the walls are of the IRL cabinet and then select the closest option?
Your assumption it correct.
Go figure out how thick that metal be
@paper sandal Thx for the response! So I guess the thicker material I select the worse the penetration of the projectiles. Hmm is there a table where it is explained what each preset does? Like what is the difference between material named “Metal Base”, “Metal 3mm” and “Metal 3mm min”?
@stark acorn Thank you!
I would guess not, as the current materials implementation is pretty solid and powerful. If you like designing materials with nodes, then you can do so in Substance Designer and import them.
you mean blender :3
its PBR, make your node material somewhere else and export textures
unless what you really want is something a bit procedural then have a look at pbr multi
Pretty sure by "other game engine" he means making custom shaders, aka own materials, not just predefined materials with own textures.
We cannot know now what features enfusion may have in a decade or two. But its not planned
ah fair
I saw a falling star and upon it I wished Arma to become a live service platform.
It would actually be dope if enfusion would have updates and new updates and new directx or whatever comes out
a decade or two of life would be nice
I am following the car creation tutorial and I checked the Get In Teleport & Get Out Teleport check box so there would be no animations. But instead it plays a different in and out animations is this intended?
Teleport functionality is broken in vanilla
@stark acorn Oh good to know thx! 👍
Wait so you say you don't know if we will be able to make our own shaders? Why is this an unknown thing, it's very important to modding the game
is it tho? arma 3 is fine