#enfusion_generic

1 messages · Page 2 of 1

remote bronze
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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.

jovial vale
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ok thanks

undone spruce
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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?

signal totem
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Enfusion is the engine, Workbench would be that creator software I suppose

undone spruce
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@signal totem Thanks. That clears it up for me.

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I really appreciate the quality and focus of their engine! The AI are spectacular as well.

real patio
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cool that makes sense ty

bright hamlet
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Make sure it’s enabled, then restart the solo gm and the mod should be in the modded section of items

lilac rune
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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

glossy tangle
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Any one a mod maker in here need some work done

hollow rampart
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He posted on many channels already. @glossy tangle please acknowledge you wont be crossposting same stuff again

smoky sinew
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Yes. I have one done its modern US

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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

jade current
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@smoky sinew What exactly are you trying to learn? lol

smoky sinew
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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

jade current
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@smoky sinew Same lol

smoky sinew
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@jade current
You a modder? Or learning?

lilac rune
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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

jade current
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@lilac rune What are you doing exactly?

lilac rune
jade current
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@smoky sinew Modder

smoky sinew
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@lilac rune I think its control p is another way to save. I think

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@jade currentlol want a new buddy lol

leaden shadow
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Is it possible to mod an existing map? I can't seem to make an 'override' for the Everon map.

empty nexus
leaden shadow
empty nexus
leaden shadow
keen path
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And you can modify anything, terrain, pre-placed buildings, roads, whatever, works on both arland and everon

opal prism
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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.

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From the perspective of the camera.

opal prism
lilac rune
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Hi everyone, I need help with a share on the workshop that is not working

crude wasp
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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.

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I doubt that is planned though.

molten granite
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From what I've heard creating maps for example is supposedly much easier in enfusion.

earnest sundial
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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

unborn inlet
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yes

scenic ivy
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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 😦

remote bronze
scenic ivy
# remote bronze still under development. if you just want to find out how to make http requests ...

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!

https://github.com/intercept/interceptAR

GitHub

Contribute to intercept/interceptAR development by creating an account on GitHub.

pallid knot
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Enfusion engine doesnt officially support loading DLLs, intercept is not official

dire stag
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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.

paper sandal
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We are trying to fix it

dire stag
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Hey! Sorry if I sounded rude, was trying to bring it to attention

paper sandal
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It's something that was added from BI that we wanted to test out, just we cant engage the breaks..

scenic ivy
pallid knot
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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

scenic ivy
calm granite
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Is there any way to calculate dispersion to moa?

smoky sinew
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what are the units used?

worthy crow
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@paper sandal any eta for the bmp-3?

paper sandal
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Nope

hollow rampart
worthy crow
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i asked one question@hollow rampart

hollow rampart
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yes but we dont want it to become a trend.

worthy crow
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ok sorry

hollow rampart
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👍 carry on

broken bronze
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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

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We have the models set up for it but can figure out how to configer it out

vagrant basin
lean nacelle
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Is smoke in enfusion client or server-side? (from fires, smoke grenades, etc)

smoky sinew
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both

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if other players can see the exact same thing as you then its server side

spring wigeon
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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?

broken bronze
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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!

quaint jay
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Anyone working on Altis in enfusion ?

empty nexus
tidal umbra
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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

empty nexus
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great use for render targets with text UI components

tidal umbra
empty nexus
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yep

jade current
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@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

jade current
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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.

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The message tells you what file and it's location. Just click Yes to All

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@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

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@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

sterile zenith
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so im thinking about trying my hand at modding does anyone know of a good "guide" or way to start to learn?

paper sandal
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Maybe just try to modify a weapon/vehicle first

sterile zenith
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i want to give my hand a go at making a scenario

paper sandal
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That works too, just something that is documented

sterile zenith
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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

empty nexus
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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

empty nexus
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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

stark acorn
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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

tidal umbra
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just thought id share this as it gave some actual useful info

tepid leaf
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How do I add dependencies when creating a new project?

tepid leaf
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Sorry, how do add to those boxes

tepid leaf
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What if I wanna use a mod in the workshop?

tepid leaf
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Sorry, I mean I wanna work on a already made mod? Like I wanna add stuff to the Blackhawk, medical version and stuff?

tepid leaf
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Oh

stark acorn
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All modding things like in car modding tutorial are applicable

tepid leaf
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Ahhh, ok, thank you, both of you

shut lily
empty nexus
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no skeleton in hat model?

shut lily
empty nexus
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the hat needs to be weighted to the armature of the character

shut lily
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is that done in Blender or In the work bench

empty nexus
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blender

shut lily
empty nexus
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there is a sample head gear I think in the official samples, so you can try using that as a reference

shut lily
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Okay thanks

shut lily
unborn inlet
unborn inlet
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i'm not a blender user btw, i use max or maya

tepid leaf
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Ahhhhh, ok

tepid leaf
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Anytime I try to publish something this comes up

tidal umbra
tepid leaf
tepid leaf
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Now that I’ve got that out of the way, how do I make a decal form to the model?

royal niche
bright sable
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How can I adjust the graphics settings when I play in editor?
Edit: You can just use the settings menu when playing, Shift+Esc

worldly mango
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Help I cant load into any world

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Yes I have reinstalled both the game and tools

vagrant basin
worldly mango
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@vagrant basin Its been solved thanks for the help

worldly mango
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Quick question the rain wont stay on when in cinematic timeline

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How do I get it to stay on?

autumn wolf
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who do i got do for mod a uniform?

autumn wolf
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thx

short roost
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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

remote bronze
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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).

tepid leaf
hollow rampart
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beyond that, not possible I believe

icy venture
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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

pallid knot
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There is IFA3 mod

icy venture
pallid knot
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oh oops. Didn't check what channel we were in notlikemeow
no

short roost
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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

remote bronze
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I think they are on twitter under that username handle? Maybe worth a DM? Also on discord here 🙂 toadie2k#0115

short roost
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awesome, thank ya

unborn inlet
fleet lotus
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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

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even when at fullscreen the bottom is cut off by the windows taskbar

midnight flame
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After this your button get showed again

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I must do that 10 times or more in less than 2 hours

fleet lotus
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uff thats annoying

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i will wait for an update then

midnight flame
agile smelt
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would it be hard to make the peanut scp and put it into this game with its abilities?

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im asking this as in i want to make this

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(173)

icy venture
fleet lotus
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pls dont let it be that an easy fix lol

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will check now

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@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

icy venture
keen path
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Anyone know a way to add motion blur or other effects?
Any materials on how to edit effects "correctly"?

forest citrus
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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?

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it looks like they are made out of plastic

paper sandal
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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.

paper sandal
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This is so incredibly frustrating

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I could have only one cylinder collider and it still crashes

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Fixed by turning off merge meshes...

limpid cloak
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what does merge meshes actually do?

manic ether
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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

forest robin
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its already here. Not sure what you mean by this though "algorhythm use assets to draw that line for you".

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like getting spline by assets position? some sort of reverse engineering?

unborn inlet
manic ether
grizzled sail
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Why is my grass texture lit up green? How to get it back to normal?

fleet lotus
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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

clear plank
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I looking for a German players

unborn inlet
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!lfg

arctic tapirBOT
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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.

unborn inlet
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@clear plank

worn tangle
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i am thinking in my spare time i might try to remaster OFP desert island map

empty nexus
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only if you put andersen's gunship deathmatch scenario on it

gloomy vapor
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And plz make it startscreen with burning/destroyed vehicle and cross like in OFP. 😊

worn tangle
gloomy vapor
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Sadly i can't help much on this very topic but i'm sure it should be doable with some coalition.

empty nexus
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mods dont load in main menu

gloomy vapor
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RIP...

worn tangle
gloomy vapor
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Absolutely! 🥹

empty nexus
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and the laptop

hollow lava
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Good morning, I have a question, how do I publish a map with my mods in arma reforger?

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I'm saying release a map with mods

short roost
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pick a channel and stick to it man

pine ermine
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any links or tutorials for the cinematic timeline and placing animations on ai in world?

urban scroll
# pine ermine any links or tutorials for the cinematic timeline and placing animations on ai i...

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...

▶ Play video
urban scroll
# pine ermine any links or tutorials for the cinematic timeline and placing animations on ai i...

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...

▶ Play video
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i hope this help you

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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

pine ermine
# urban scroll https://www.youtube.com/watch?v=gm2NjrWQWpY&t

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

urban scroll
# pine ermine hi thanks for that but ive already watched it three times, spoke to Ceb.cin in r...

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

pine ermine
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FAIR..thanks

idle dune
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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

short roost
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considering they are basically banned i doubt you'll see any for reforger or a4

idle dune
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How are they basically banned?

short roost
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Disney doesnt allow use of their IPs for even mods

idle dune
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If that was the case then there wouldn't be Star Wars mods for other games then

short roost
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bohemia takes ip rights seriously

sterile rover
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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.

idle dune
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I'm sure they'll become a thing eventually I'll just wait

timber jetty
hollow rampart
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same goes for using any other established IP

smoky sinew
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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

idle dune
signal ember
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@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.

topaz imp
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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?

signal ember
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@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?

topaz imp
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Video walkthrough basically

dire iris
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hey guys for server hosting is there the best way to have your mod load order

jade current
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What causes children to not render at random angles

compact fractal
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Dies anyone have the forged in Europe discord invite? I cannot find any working link

smoky sinew
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i think its how the lods render in enfusion zelilk i think the top model is blocking the lower ones forcing them to derender

remote bronze
# jade current

have you called Update on all of them? If not their position is desynced and the culling thinks they are out of sight

jade current
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Oh okay. I was calling update on the parent and not the children

short roost
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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

empty nexus
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skyrim-like combat would be relatively easy to implement

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but then again skyrim combat was very rudimentary, just poke poke poke

short roost
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Hmm, if i can work it out i may give it a go (the skyrim style)

empty nexus
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I do want to implement a baseball bat that only admins can use, and would send naughty players to the shadow realm

short roost
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i see lol, my issue is with it all is that i barely am competent with coding so i gotta learn somewhere

empty nexus
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it'd be an ambitious project, would recommend to try starting with something simpler first

or dont, go big or go home

short roost
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Is skyrim combat hard to make? i would've thought it'd be on the easier-ish side of things

empty nexus
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when you already know how to work in the tools and with scripting it should be relatively easy

short roost
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ah fair, any advice on a good thing to start with then?

empty nexus
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I don't know, what kind of things would you like to make?

short roost
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Anything easy that helps me learn truthfully, doesnt have to be like, anything specific as long as it gets me experience

empty nexus
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no I mean like a list of ideas I could go over

short roost
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Hmm

empty nexus
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I'll dm you no reason to have this talk here

worn tangle
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hey if anyone has access to the Premium Mikero's Tools and wants to help out my Desert Island Reforged project plz send DM

blissful heath
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@hybrid nova are you the creator of the KLMK mod?

silk swan
hybrid nova
blissful heath
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if not, that’s totally fine. just wondering.

hybrid nova
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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.

signal ember
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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.

latent venture
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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

signal ember
cosmic orchid
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we need aiming deadzone

smoky sinew
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is that a bug or mod?

cosmic orchid
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mod

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if arma dont have aiming deadzone, its not a good arma

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trust me

signal ember
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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/

paper sandal
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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.

paper sandal
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I think it might be something to do with the mismatch of materials and meshes

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It seems like that is the issue

paper sandal
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For some reason one of my meshes keeps splitting into two

paper sandal
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Reducing the poly count fixed it..

smoky sinew
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👀 how high is the poly count because some people have tested stuff with around 1mil tris

paper sandal
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100k

latent venture
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Newly imported model? A test model or?

paper sandal
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It was the MRZR model,New model

latent venture
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Nice

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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

smoky sinew
opal prism
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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.

silk swan
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Technically yes. If you would make it a vehicle with custom enter/exit animations it would do exactly what you're looking for.

uneven estuary
# cosmic orchid

Works well on pc, not so much on xbox. Hopefully we have the same acceleration in future updates

empty nexus
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100k triangles, so like 3 modded shirts

empty nexus
surreal condor
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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.

brave valley
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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?

royal niche
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Although I guess normal ripping software that just grabs the model out ure vram might work... so license appropriately

stark acorn
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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

short roost
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all you got is the holy ban hammer of the DMCA

empty nexus
signal ember
stark acorn
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as far as I know there are no plans to change it now

empty nexus
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most efforts to protect things like this are bypassed anyway so might as well not worry about it too much

short roost
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im wondering how APL-SA models will work i nthe new engine

remote bronze
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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

short roost
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i know that, but i mean, is there any way to "unlock" models so others can use them for apl-sa mods

sterile rover
# short roost i know that, but i mean, is there any way to "unlock" models so others can use t...

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

jade current
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@short roost Release the source fbx files

unborn inlet
candid grove
#

Will Enfusion allow servers to stably run with many players? I’m wondering about 200 - 300

gloomy vapor
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As for now dev's are wondering if they can with 64 let alone 200+ 😜

candid grove
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Ok cool

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I’m hoping by the time arma 4 gets here it will be able to support large scale stuff like that

smoky sinew
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256 is hardcoded limit. 64 is the limit bi has set. also why so many players, sure I can understand AI but players?

pallid knot
empty nexus
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even playing 100 player Warfare missions with loads of AI in A2 had most of the map feeling empty

unborn inlet
empty nexus
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oh I didn't say it was not fun, warfare and cti was my favorite gamemode, sometimes those rounds would take an entire day

median remnant
#

Warfare was wonderful.

calm wyvern
#

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.

royal niche
#

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.

calm wyvern
#

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. 😄

royal niche
#

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

empty nexus
#

drawing mode set to overall?

paper sandal
#

Is there a way to prevent light clipping through the walls when you zoom out from a building?

worn tangle
#

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?

knotty eagle
worn tangle
knotty eagle
#

Sun/moon/stars?

worn tangle
knotty eagle
#

No massive light probe accidentally?

worn tangle
worn tangle
knotty eagle
gentle helm
#

Can I see your heirachy list

tender kelp
#

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

gloomy vapor
#

Maybe you are using the default images in mission config ( Default.edds )?

#

For some reason you have to create your own.

tender kelp
#

No I changed them all, it is odd

gloomy vapor
#

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... 🤪

heady patio
#

BI pls fix zooming in script editor cuz its still broken when viewing editable scripts 😢

keen path
#

report on the feedback tracker under "reforger modding" 😄

heady patio
#

i think it was reported in the past but i might be wrong

smoky sinew
#

hello I am looking for people of interest for create modding, I am novices but wish learn.

Thanks

pseudo robin
#

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

pallid knot
#

Enfusion doesn't have helicopters 🤔
If you mean Arma 3, maybe the mission itself has it disabled.

inner estuary
#

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?

maiden parcel
#

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.

unborn inlet
jade current
#

@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

inner estuary
jade current
#

@inner estuary there are 4 flag mods

inner estuary
#

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

fathom pivot
#

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

unborn inlet
fathom pivot
unborn inlet
#

i thought you wanted working periscopes

fathom pivot
empty nexus
#

pip works

#

a periscope could be pretty much just a turret with a sight component

smoky sinew
#

Can i send you a PB

fathom pivot
# empty nexus a periscope could be pretty much just a turret with a sight component

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

smoky sinew
#

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

tepid leaf
#

How do I move a model from the workshop into blender? I’m going to attempt to make a 160th SOAR chinook variant.

jade current
#

You can't

smoky tapir
jade current
#

@paper sandal

paper sandal
#

Do you have prior modelling experience?

tepid leaf
unborn inlet
tepid leaf
#

Ok, I won’t then, thanks

unborn inlet
tepid leaf
unborn inlet
# tepid leaf 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)

tepid leaf
#

So can I buy my own model and make it from scratch?

solemn thicket
#

Yes

unborn inlet
#

you can

  1. make your own model from scratch
  2. 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)
tepid leaf
#

Ok, thank you

unborn inlet
#

no worries, good luck

tepid leaf
#

I need it, thanks

glass cave
smoky sinew
#

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

steel marsh
#

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.

smoky sinew
#

thanks

gloomy vapor
smoky sinew
#

so im mabey going to reboot my Laptop

#

if there is no other way

smoky sinew
gloomy vapor
#

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.

smoky sinew
#

my laptop is for work

#

on a server but i can see i cant do that thanks 😉

gloomy vapor
#

System Requirements say: NVIDIA GeForce GTX 1650 or similar which is a dedicated GPU.

smoky sinew
#

thanks for help 😉

gloomy vapor
#

Sure np. 😉

stark acorn
latent venture
#

So, if I were to get into the mudding aspect of enfusion, I would infact need a computer yeah?

unborn inlet
fierce flint
#

is there a way to make pinned message inside mod discussion on discord when we are the owner ?

hollow rampart
fierce flint
#

Ok thanks

rapid echo
#

Has anyone else seen that we can no longer push mods unlisted or private? Is that just me or did BI remove that option?

stark acorn
rapid echo
#

Thank you Reyhard, I appreciate it

fierce flint
#

anyone have problems with mods since the arma update ? (maybe its the wrong channel ?)

empty nexus
#

usually something breaks with an update

fierce flint
empty nexus
#

ads? advertisements?

fierce flint
#

aiming issue apparently

#

with some modded guns

tepid leaf
uneven estuary
#

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?

paper sandal
#

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

paper sandal
#

I can test it out on the uss missouri or hmas vampire 2
Even the mortar stryker

uneven estuary
#

Please 🙏🏾 im hoping so

uneven estuary
paper sandal
#

40k

trail acorn
#

Yo is that the spacestrider?!?!

empty nexus
#

40k as in 40000 meters?

paper sandal
empty nexus
#

everon is like 500 meters tall thonk

grizzled quarry
#

Hey, where can I download the arma reforger mod tool?

round gorge
#

werkzeug = tool

grizzled quarry
#

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

round gorge
grizzled quarry
#

No problem, I have little experience with mods and scripts, what would you say difficulty wise to learn the program

round gorge
grizzled quarry
#

I'm sure I can figure it out, thanks!

round gorge
fierce flint
#

But for unlocking Reforger tools we need the buy the game no ?

#

Cause we need the base game for Workbench

random swan
#

yes

pliant meteor
#

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.

pliant meteor
#

Ah, I see all vehicles are now immune to collision damage. Must have been disabled in a patch?

gentle helm
#

hey has .pak replaced .pbo?

hollow rampart
tepid leaf
#

How do I change where people sit in vehicles?

gentle helm
# hollow rampart what do you mean?

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?

gloomy vapor
#

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.

gentle helm
#

okay cool ty

#

i tried before to open the mode in the workbench but was read only, im guessing you cant edit workshop mods

silk swan
#

no, only extend them, unless it's your own mod

stark acorn
#

extend or overwrite them*

night summit
#

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.

snow coral
#

I'm confused why I have a notif here

woeful radish
#

We were looking for you to ask a question if you had a minute.

snow coral
#

Yeah sure

woeful radish
#

I DMed you. If that's okay.

naive stream
#

Yeah that was me, my buddy here wants to talk about your moon

smoky sinew
#

Has anyone tried the DFWORLD1 mod yet?

unborn inlet
pliant meteor
#

What does it mean when an item is greyed out on your heirarchy tree for a mission in enfusion?

worldly mango
#

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.

stark acorn
#

try to add again dependencies by editing your addon gproj in text editor

worldly mango
#

I tried that and it didnt work

stark acorn
#

what error do you have in logs?

#

and dependency did you added? Remember that AR is must have

worldly mango
#

Do you possibly know the ID for the core dependency like the arma reforger

stark acorn
#

"58D0FB3206B6F859"

worldly mango
#

I do indeed have that dependency

stark acorn
#

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

worldly mango
#

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.
stark acorn
#

there should be crash and script too

#

it might also happen that you actually changed arma reforger gproj

worldly mango
worldly mango
stark acorn
#

verify Arma Reforger data in steam

worldly mango
#

Done and still crashes on me

#

Like when I try to open any project even the arma reofrger one

stark acorn
#

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)

worldly mango
#

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.

stark acorn
#

Then I went up and deleted the vanilla data aka the dependency ID then you deleted Arma Reforger dependency, not your addon

worldly mango
#

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.

stark acorn
#

are you sure you are verifying game files?

#

Game, not tools!

worldly mango
#

pretty sure I am

#

oh game...

stark acorn
#

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?

worldly mango
#

Everything works now. Thank you @stark acorn

stark acorn
grizzled quarry
#

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

silk swan
empty nexus
#

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?

silk swan
#

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.

empty nexus
#

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

chrome ridge
#

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

pliant meteor
#

Does anyone know the addon.gproj location for the default scenarios like:

{2BBBE828037C6F4B}Missions/22_GM_Arland.conf

empty nexus
#

the what

pliant meteor
#

The mission file for the default missions to open it in the editor

empty nexus
#

they are in the missions folder in workbench

jade current
empty nexus
#

right click -> copy resource name

pliant meteor
# jade current

Hm, all entities in the mission are locked, is there any way to unlock them to edit directly from the mission?

empty nexus
pliant meteor
#

Unfortunate... So there's no way to create a modified version (with objectives for instance)

empty nexus
#

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

tidal umbra
#

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

pliant meteor
#

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

pliant meteor
fierce flint
#

Strange

pliant meteor
# fierce flint Strange

Yeah I don't get if I broke something I just wanted to edit some of the default buildings to clear an area...

stark acorn
pliant meteor
stark acorn
#

Unamed layer is editable from what I see

pliant meteor
#

Any time I try to move an existing map object its locked tho

stark acorn
#

It is not possible to change content of read only worlds (Eden)

#

You can place new objects in your layer

pliant meteor
#

Hm, weird I swore I was able to before. Is there an editable version I can load?

stark acorn
#

No, you could move it before but it wasn't saved

#

This issue was fixed so non editable objects are no longer movable

pliant meteor
#

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

stark acorn
#

There is scr delete something object

#

Search in Create tab

pliant meteor
#

Not seeing anything under SCR_delete

stark acorn
#

Just search for delete

pliant meteor
#

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?

stark acorn
#

I don't so. Just keep in mind that you will have to manually rebake navmesh

pliant meteor
#

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

stark acorn
#

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

pliant meteor
#

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)

jade current
#

@pliant meteor ```c
SCR_EntityHelper.DeleteEntityAndChildren(ent);

#

Nevermind, seems the classes already uses it

hollow thorn
#

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.

hollow thorn
#

huh, it just decided to generate one but instead of placing it in the obvious spot, it decided to override something in textures>flags... pain

#

So maybe this is just broken atm?

stark acorn
#

Do you have placeholder preview textures in your data? I think another plugin generates it

hollow thorn
#

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.

stark acorn
#

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

hollow thorn
#

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

smoky sinew
#

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?

brave valley
#

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?

fierce flint
unborn inlet
#

@brave valleyrepository - git / svn / cloud service

pliant meteor
#

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?

vagrant basin
pliant meteor
vagrant basin
vagrant basin
#

good example might be the ammo boxes, their texts and images change but model is the same.

vagrant basin
pliant meteor
#

Going to test this thanks again!

pliant meteor
vagrant basin
#

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

pliant meteor
#

Got it! Thanks so much! Very helpful

vagrant basin
#

Noice, glad it worked out

pliant meteor
# vagrant basin 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?

vagrant basin
pliant meteor
#

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

pliant meteor
#

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.

empty nexus
pliant meteor
#

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..

empty nexus
pliant meteor
empty nexus
#

you can override it

pliant meteor
#

Hm, tried that it says it's read only

grizzled quarry
#

Just got a laptop to try this tools out, pretty overwhelmed at first but I'm slowly getting into it!

empty nexus
grizzled quarry
#

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

pliant meteor
pliant meteor
#

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?

empty nexus
#

you publish the entire workbench project, if you want a separate mod then make a separate project

pliant meteor
#

Yeah I made it into a separate project but it keeps wanting to over ride my initial mission

empty nexus
#

is the file name the same? that might make it think you want to override

grizzled quarry
night summit
#

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?

empty nexus
#

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)

night summit
night summit
empty nexus
night summit
empty nexus
#

or at least that's what happened to me when editing the prefab files with a text editor, I may have done something wrong

night summit
#

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!

bright sable
#

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.

sturdy cave
#

in the world editor how do i increase the view distance??

hollow rampart
#

camera settings in the top left corner of the 3D view

sturdy cave
#

the highest is 2000??

hollow rampart
#

you can type in larger number

sturdy cave
#

i do but it dosent do anything?? it wont go further

hollow rampart
#

are you changing the near and far plane?

sturdy cave
#

far

obtuse gyro
#

Is there any difference between duplicating and inheriting?

empty nexus
hollow geyser
#

hey I got banned from a arma reforger server, how do I appeal?

paper sandal
#

You would have to talk to the server owner

atomic grotto
#

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
fierce flint
# atomic grotto How do I setup PeerTool correctly? It always crashes with ```10:51:58:337 RPL ...

Maybe this can help you

https://youtu.be/YSPg4MAhDfc

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...

▶ Play video
#

Make sure that you game is updated

atomic grotto
#

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
fierce flint
#

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 ?

remote bronze
fierce flint
#

Yes i i know that why I ask cause if the .exe isn’t updated than you got an error

remote bronze
paper sandal
#

I have not looked too far into factions but couldn't it be possible to make a civilian faction and just make them unarmed?

empty nexus
#

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

jade current
#

@paper sandal For survival mod? lol

unborn inlet
jade cargo
#

@unborn inlet thanks

median remnant
#

Has anyone done a melee only weapon in Reforger yet?

jade current
atomic grotto
#

soo, a streamable rplComponent on your gamemode is bad.. surprise surprise..

#

Just spend 3 hours figuring out why my broadcast is not firing... jesus

hollow thorn
#

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

mystic sinew
#

русски есть ?

fierce flint
toxic fossil
#

@paper sandal when you have a chance can you please reupload your Re-Light mod to the workshop?

stark acorn
empty nexus
#

aha, -server is what I was missing to load the world

spark summit
#

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? ❤️

smoky sinew
#

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.

royal niche
#

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.

unique crest
#

Well I think it would not be a problem if you made your
Own models

calm wyvern
smoky oxide
#

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.

keen path
#

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++?

pliant meteor
#

Does anyone have a guide or advice on how to get rid of this warning in my custom mission?

royal niche
#

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.

calm wyvern
sterile rover
#

Then you end up with multiple friends requests a day from people you have never spoken too.

calm wyvern
#

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.

unborn inlet
#

it got worse recently due to the influx of people with no pcs hence they can’t even try it on their own…

empty nexus
#

how are you going to deal with it?

unborn inlet
empty nexus
#

but like... because of a DM?

unborn inlet
#

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

shadow urchin
#

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.

empty nexus
#

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

shadow urchin
empty nexus
#

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

bright sable
#

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?

empty nexus
#

try deleting the peertool profile folder maybe some setting got changed

empty nexus
bright sable
primal jay
#

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?

jade current
#

@primal jay iirc there is a FreeForAll faction manager prefab

primal jay
#

It doesnt work, I tried every fraction manager but it just crashes. Thanks either way

#

Ive used FactionManager_USxUSSR & GameMode_TeamDeathmatch_Selection

maiden parcel
#

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.

primal jay
#

Oh thanks tho! I just started so I was a bit confused. Followed a tutorial and It didn't work.. :D

primal jay
pliant meteor
primal jay
#

Omg, Thank you so much. meowawww

pliant meteor
#

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.

empty nexus
#

busted

pliant meteor
#

Thanks for confirming, at least I don't have to keep fiddling.

tranquil reef
#

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.

smoky sinew
#

well that an ambiguous topic. your gonna have to say more than just that

paper sandal
#

Try some mods out on the wiki

keen rune
#

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.

rocky totem
#

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?

stark acorn
rocky totem
#

thanks, that was so far down didn't knew there was a channel 🙂

jade current
#

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?

stark acorn
#

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

jade current
#

I'm using a custom world with own faction manager and load out manager

stark acorn
#

and are you sure your faction is there?

jade current
#

Yes 100%

#

Forcing a load out shouldn't matter should it?

stark acorn
#

and what game mode are you using?

jade current
#

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

stark acorn
#

you can verify that its not data error by trying it in some simpler scenario with FFA gamemode

jade current
#

Does identity switching happen engine side? I haven't been able to find it anywhere in scripts.

jade current
#

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

smoky sinew
#

so the camo material is separate from basic material?

stark spear
#

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

unborn inlet
vague stratus
molten granite
#

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.

bold nova
molten granite
#

Hm, that I could. thinking_pikachu

molten granite
#

Not having done much, it's mostly gibberish to me. I can understand a bit of the animation and config stuff, but the scripts.. notlikemeow

#

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

empty nexus
#

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

empty nexus
molten granite
#

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

empty nexus
#

drop it into the world, give the entity a name (top right)

#

set your animation under AnimationPlayerComponent, press play and hope it doesnt crash

molten granite
#

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.

stark acorn
#

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

empty nexus
#

yes hence the above prefab has most of the character disabled

stark acorn
#

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

empty nexus
#

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

stark acorn
#

That might not work though

empty nexus
#

you sure? because I've tested it before sending it in thonk

stark acorn
#

Not sure, just guess

empty nexus
#

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 sadge

molten granite
#

The character T-poses in game mode thinking_pikachu

empty nexus
#

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

molten granite
#

I did give it a name, soldier1

empty nexus
#

oh... then idk, I used it in my lil video

#

guess try the one reyhard posted

molten granite
#

I'll try that one 👍

#

Once I figured out how to download from github. As always. meowfacepalm

#

I can download the entire sample package, but never an individual file

empty nexus
#

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

molten granite
#

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

empty nexus
#

in the prefab from github, did you select auto play in the animation player component?

#

maybe something with anm

stark acorn
#

You can also load whole cinematic tutorial Addon and try to replicate it one by one

molten granite
#

Okay finally! With your prefab and the one I tried to make the auto play didn't change anything, but now it worked

#

Thanks BlobCatMelt

empty nexus
#

poggers

molten granite
#

Hahaha this'll be perfect, thanks again. meowheart

molten granite
#

Random box on Everon in the Ocean. meowhuh

olive tundra
#

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

gloomy vapor
olive tundra
#

It was only like 40 characters

gloomy vapor
#

This stuck thing is a real pain whenever it happends and there can be many things leading to it.

  1. Make sure to deleted the bundled .pak from "C:\Users\User\Documents\My Games\ArmaReforgerWorkbench\publish" folder.
    Than use -clearsettings with 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.
  2. 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.
empty nexus
#

one of his dependencies was added twice, works now after removing the duplicate

#

maybe coincidence, idk

smoky sinew
#

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.

gloomy vapor
#

Are you using a Sub-scene?

smoky sinew
#

Nope, not a sub scene

gloomy vapor
#

Well i'm not the most experienced with map's but maybe give it a try.

smoky sinew
#

That didn't work

jade current
#

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

green lintel
#

I guess there are still many hidden scripts? For example when I try to open definition of the Stamina Regain Per S, nothing opens☹️

jade current
#

some functions and attributes are hidden engine side yes.

smoky sinew
#

Thats what my folder looks like

empty nexus
molten granite
#

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. thinking_pikachu

#

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.

smoky sinew
#

@empty nexus How?

smoky sinew
#

So I got all the layers back in, but now the terrain is messed up and is showing as invisible

short roost
#

so can you actually run more than one map mod at a time? like have it installed/enabled

empty nexus
#

yes

short roost
# empty nexus 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

empty nexus
blazing patrol
#

Where I can find a Api reference?

remote bronze
dark burrow
#

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

dusky swallow
#

hi

stark acorn
#

What prefab are you trying to import?

smoky sinew
#

ah sorry lol, removing this here and adding to to the blender chan thank you 😄

pliant meteor
#

Found this patch of trees on Everon north east of Durras - Might be unnecessarily eating frames.

empty nexus
#

inner earth is real

molten granite
#

The environment designer hid those there for when winter comes. Nature is beautiful. meowawww

smoky sinew
#

is this half life skybox™️

ruby rapids
ruby rapids
#

thanks!

keen rune
#

proof "ArmA" is still a valid way to acronym: 😉

#

SCR_FieldManualUI

silk swan
#

But what does it do when it finds that keyword?
Crash your game and send you to the blog article about the subject? 😉

keen rune
#

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

gloomy vapor
#

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. 😂

keen rune
#

Dedmen doesnt work on reforger so probably not him

gloomy vapor
#

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. 🤓

pallid knot
remote bronze
#

NobodY IS TakinG ArmA AwaY FroM ME

gloomy vapor
empty nexus
#

it was never called ArmA lol, was it?

gloomy vapor
#

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... 😇 😅

remote bronze
#

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

gloomy vapor
#

Haaa!! I knew it was "ARMA" at some point in time! 😜

empty nexus
#

so Arma or ARMA, never ArmA

gloomy vapor
#

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.

empty nexus
#

arma looks cooler tho

#

I hope the best feature of the arma series which is FADE comes back in arma 4

gloomy vapor
#

The DRM FADE? Why?
FADE = No DRM
Only DRM to do anything at all those day's is Denuvo.

empty nexus
#

it's amazing

gloomy vapor
#

Why? It's totally not protecting anything anymore.

empty nexus
#

I love it for what it did

#

made your guns inaccurate etc

gloomy vapor
#

Yes the way of what it does is funny indeed. 😉

empty nexus
#

I love this kind of stuff, The Talos Principle locked pirates in an elevator (doors never opened), Serious Sam spawned an invincible enemy

gloomy vapor
#

I've seen a video where it did simulate beeing drunk.

#

With some screen effect's and stuff.

empty nexus
#

I'd like to see more of things like this and less of things like denuvo

gloomy vapor
#

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.

keen rune
olive tundra
#

@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

stark acorn
#

So you deleted your original project?

#

What kind of project it is? Scripts, models, textures, worlds?

olive tundra
#

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

stark acorn
#

you can provide some screenshots from Windows File Explorer perhaps?

olive tundra
#

I mean, I can, but I dont know what information will be found in there.

stark acorn
#

you can find out then 😉

olive tundra
#

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

stark acorn
#

can you provide some screenshot from Windows File Explorer showing content of your project?

stark acorn
#

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.

olive tundra
#

I did, twice now, and it hasnt helped much

stark acorn
#

just to be sure - you verified game data? Aka Arma Reforger? Not Arma Reforger Tools

olive tundra
#

yes

stark acorn
#

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"
 }```
olive tundra
stark acorn
#

Log Console

olive tundra
#

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

stark acorn
#

One of your dependencies is broken probably

olive tundra
#

None of the dependencies are currently loaded

#

I loaded up a brand new Project, and it gave me the same error

next trail
#
gproj: 'C:/Users/mikia/Documents/My Games/ArmaReforgerWorkbench/addons/ArmaReforger.gproj' guid: '58D0FB3206B6F859'```
It seems that it fails to load game data
olive tundra
#

'58D0FB3206B6F859'

Thats the default Enfusion project, is it not?

next trail
#

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

olive tundra
#

I do, It seems its also in the games Addons folder as well

next trail
#

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

empty nexus
#

how did that gproj file even get there thonk

olive tundra
#

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

next trail
#

Logs? maybe there is something new or different

olive tundra
#

Looks different

empty nexus
#

you have armareforger folder in My Games/ArmaReforger/addons, it shouldnt be there

#

or is that the gproj file only?

olive tundra
#

that WAS the gproj file, but it isnt there now

next trail
empty nexus
#

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?

next trail
olive tundra
#

Do you want the gproj file in the ArmaReforger Addons folder, or the ArmaReforgerWorkshop profile?

empty nexus
#

neither, delete it

olive tundra
#

What
but then it tells me to manually find it

stark acorn
#

then find it in Game data.

empty nexus
#

it should find it itself automagically after you start the game

next trail
#

then you can manually find it in Game installation dir or just start game before workbench

empty nexus
#

unless you moved it from there to this folder, in which case do the steam verify files thing

olive tundra
#

So verify, run Reforger, then open the workbench

empty nexus
#

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

next trail
#

ArmaReforger.gproj should be only here (also one for experimental if you have it downloaded)
...\steamapps\common\Arma Reforger\addons\data\ArmaReforger.gproj

olive tundra
#

i deleted those

#

Ohhh, ill find it there next time

#

It is completely fixed now

#

Thank all of you for the help

olive tundra
#

@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?

stark acorn
#

I'm not fiddling with that too often but in any case, in upcoming weeks there will be some changes to it

olive tundra
#

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?

ember dragon
#

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?

gloomy vapor
ember dragon
#

ok thank you, ill look into it

upper flint
#

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

molten granite
# upper flint Hello I’m new to enfusion and I’m trying to make a custom flag I have an image b...

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.

fallen minnow
#

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

warped spoke
#
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?

empty nexus
#

you can try reinstall mods on both ends

gloomy vapor
#

@warped spoke Maybe you mixed up stable and experimental?

#

In this case just listen to bacon cuz i have no clue. 🤓

smoky sinew
#

The documentation and wiki i'm seeing so far isn't showing anything specific

smoky sinew
#

Bacon someday I'm going to make a scenario mod "Bacon the Hero of Arma"

olive tundra
#

Whenever a player disconnects from my scenario, they leave behind an AI. What causes that and how do I fix it?

gloomy vapor
olive tundra
#

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

gloomy vapor
#

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.

olive tundra
#

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

olive tundra
#

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

jade current
#

People generally don't answer if they don't know.

olive tundra
#

Seems like no one knows anything about Conflict

empty nexus
#

this probably doesnt have anything to do with conflict

olive tundra
#

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

empty nexus
#

I see it happen on the servers sometimes, but it's quite rare

olive tundra
#

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

olive tundra
empty nexus
molten granite
#

How do you turn an asset into a prefab ? Figured it'd just be right click and create prefab from object but.. notlikemeow

empty nexus
#

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)

molten granite
#

Oh, huh. I'll take a look. 👀

empty nexus
#

its actually really straightforward once you do it a few times

molten granite
#

Oh I can even straight up grab a prefab that works for me and throw the mesh in. thinking_pikachu

empty nexus
#

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

molten granite
#

Well, thanks 🥓

smoky sinew
#

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?

jade current
#

Look at the example configuration

empty nexus
frosty schooner
#

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)

latent venture
#

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

night summit
frosty schooner
night summit
frosty schooner
stark acorn
#

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

hardy moat
#

Are there specific system requirements for running enfusion's suite of tools, or are the requirements the same as Reforger? (Especially terrain builder)

solid eagle
#

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.

hasty yacht
#

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?

paper sandal
hasty yacht
#

@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”?

hasty yacht
#

@stark acorn Thank you!

obtuse cliff
#

Will the enfusion has a material system based on node?

#

like other game engine

royal niche
smoky sinew
#

you mean blender :3

empty nexus
#

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

pallid knot
#

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

empty nexus
#

ah fair

keen path
#

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

hasty yacht
#

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?

stark acorn
#

Teleport functionality is broken in vanilla

hasty yacht
#

@stark acorn Oh good to know thx! 👍

smoky sinew
#

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

empty nexus
#

is it tho? arma 3 is fine