#enfusion_generic
1 messages · Page 3 of 1
I agree, would love to see support for custom hlsl shaders.
How else am I supposed to make the Arma Reforger Black Hole mod? https://zongzhengli.github.io/black-hole/
All he said was that it is not planned at the moment, but this decision could change in the future, or not 🙂
scary uncertainty 
thanks for you guy's reply
I used to create terrain in UE 5. But better like enfusion now
How do house prefabs handle the furniture inside ? It's not done through SlotManagerComponent, and I cannot find how it's done. 
Dragging other .xob into the viewport doesn't save them to the prefab
children in hierarchy
Trying to mess around with that currently but I cannot get it to work. 
I can set the house as a parent, but it is not added to the prefab and I cannot save it
when making your own prefab, to add an entity as child into your prefab hold alt while dragging it in hierarchy
Still won't appear in the prefab in the end though
it should when you save it
I cannot save it, thats the problem
option greyed out
Also doesn't show the little * star that lets me know there's unsaved changes
notice second column "prefab" in hierarchy window changes to match the parent prefab
Oh well I'm doing it in the opened prefab, not in an actual world. I guess that's the problem
shouldnt matter
I can add the bench and make it a child, but I cannot save it so it won't appear in the opened prefab later on
does the prefab column change from bench to whatever the parent prefab is?
It goes get moved into the parent dropdown
Before I did it with the right click and parent option, but even the alt way doesn't work. 
works in the video
Well it does, but it isn't saveable
again does the prefab column change the name of the parent like in the video at 0:03?
It does
this column
okay now click the parent and then click apply to prefab?
or is that grayed out?
Yep, greyed out
its grayed out for me but it works anyway
looks fine on the left, did you press ctrl+s?
I cannot save the prefab, not even the * is showing I have unsaved changes
also try reopen the prefab edit thing and see if really gone
Alright I reopened it and it's here. Oh well. Should've been obvious to me. 🥴
guess it doesnt update that opened tab
Thanks again. 🙏
Random question, not really to do with any of my current projects
is it possible to make "Sci-fi" weaponry in enfusion/reforger? like, laser rounds and such
yes
laser beams are not available in engine but I kinda made them work #1088551349752434798 message
I'm having trouble implementing helmets with NVGs, they work fine in workbench but whenever I place an arsenal in-game it crashes. Any help? I'm using the NVG mod as a dependency.
Are two seperate world instances possible?
like one big world and one small room like world in the same game instance?
I would like to ask is the tutorial on the wiki for the car implementation in Reforger finished? Maybe I am a bozo and again missed something but I got to the end and my car is not drivable. And at the bottom page there it says "Categories: To-do" and in the section for Wheel Positions there is nothing in it 
compare it with sample car mod
Which channel is best to search for answers pertaining to setting up custom interactions to teleport a player?
@empty nexus I am going through all the object properties but I don't really know what the problem is. I did't have the Pacejka stuff setup that I guess is needed? Is there a video tutorial on the vehicle creation that shows the whole process so I can follow all the steps? (From importing the mesh to hey I can drive this thing)
I don't know about video tutorials and other stuff like that when I hit an issue like this I just compare what my prefab doesnt have that the vanilla ones do
righty, so im guessing a "laser" round that looks like a large tracer, like the classic sci fi laser round is possible? same systems different effect?
sure but that's not a laser
Yeah i should've specified
but yea you can have any model in a projectile
im looking for the classic movie style, glad to know it works though
Is it possible to make Feature requests for the Engine? and if so can i see what features have already been requested
Hello, I need help and I cant find the right channel to ask my question
Well, this is the generic channel for modding questions, otherwise #reforger_questions would be a good fit.
And without knowing the question it's hard to tell what the correct channel should be 😉
my question is do mods need to be published before they can be tested or is there a way to test mods before publishing them. sorry if my question is dumb lol. I'm actually asking for a friend. we are trying to learn together. He is familiar with modding on day z but not arma.
not really
There is a plugin called PeerTool which helps you open multiple game instances on the same local server. There is also a plugin called Dedicated Server Tool which creates a local dedicated server and n amount of client instances. I hope you have plenty of RAM ^^
both in World Editor btw
https://community.bistudio.com/wiki/Arma_Reforger:Startup_Parameters
You can use -addonsDir and -addons
set -addonsDir to the location of the .gproj then -addons to the name of your project
So, I set out to make something like this, track stats and ranks on a server, and find basically the frontend already implemented in "Career mode". Which leads me to a question, will any server be able to submit stats to the backend? Or unmodded, or Official server only?
It is my understanding that the backend api is somewhat available to everyone and simply limited in size. So you can yeet I think it was 512 mb of data to the cloud saves? But this stuff is all undocumented if any how modders should use this. I think a safer assumption is that a mod saves it on the server with local files associated with the player uids if you want to tinker with anything yourself. I do believe that basic persistent stats for official game modes (and probably on official servers) are a goal here though.
I doubt it would be possible to just send custom data to a "competitive" backend, or at least not intended 😉
Because in that case everyone will be General within a week and have unlimited XP to burn.
right I would not allow modders to put data in there hahaha
otherwise bacon becomes level 1337
have you guys played the Dead island 2? it's gore system is totally totally cool. does ARMA 4 have a plan to do like that? even just improve somehow,comparing with arma 3or refoger.
judging by past intentions no. Arma has never been about the blood and gore
although with Enfusion it should be possible to create a mod which adds it, to a certain degree
maybe 
id rather them focus on more important things than gore.
my Wishlist for arma 4 is.
highly configurable AI with presets
vehicles with warthunder, gunner heatpc, dcs damage model.
more things being offloaded to the GPU like particles
real time terrain deformation for building trenches.
extended view ranges
increase map limit to at least 100km
That war thunder damage model is a community want that the majority would agree on
🙏 full screen excluseive 2023 🙏
It's so annoying to change windows resolution every time I wanna play
not really, especially with multi monitors
I have twin monitors
borderless is the only way I can play on a dual monitor setup, especially when I need to switch screens during games (checking stuff in browser, running OBS, checking twitch stream, checking Arma discord when unconscious, etc.)
low FPS with borderless fulscreen and same resolution
I have to change my windfows resolution to be lower and then use the same in-game resolution
Usually borderless full screen is the best fps
that's nto even the issue
THe issue is, I get -10 FPS if I don't lower my windows resolution
I don't know exact details, but also borderless windowed is considered worse for input latency always
Maybe that's now how it is on enfusion, I don't have a way to test it
Use windowed mode if you don't like it. I've never had that problem like what you have. I've only set resolution to 1440p and it has stayed that way.
No unexplainable drops in fps either
if you play with windows in 1080p vs 1440p you will definitely see a difference 😄
I do still use a gtx1060, butthat's besides the point that exclusive fullscreen is always considered better 😄
Definitely was better for me in dayz too.
It's not horrible, but I definitely had no problems getting over 100 fps in dayz.
Reforger is highly GPU demanding compared to any previouse BI game.
To me it was the reason to finally get rid of my GTX 1060.
I was never rly able to enjoy any vanilla map and spend 99% of my time with my super basic test map.
Even now after switching to a new GPU i'm still not able to max. settings on 1440p and get stable 75 FPS.
THe issue is, I get -10 FPS if I don't lower my windows resolution
Isn't this the normal case?
I mean lower res = better FPS.
hi all guys thanks again for the advice and help from you to always create more engaging mods and scenarios, thanks, after that I wanted to ask you, I'm adding objects to vehicles such as flags and external protection my question is: how do I do it to enlarge or reduce the object I want to add? currently what i do is go to the prefab slotmanagere add storageitem and what i can do is just tilt the object and move it up down left right but i can't find the command to adjust the volume of the object does anyone have a tutorial to share?or anything else ?thanks have a good day in advance 😄
my rtx 3080 is absolutely bored in reforger most of the time
Yeah from today's point of view i would probably get a 3080 as well.
But back when i was looking for a new GPU 3080s were like 1200€+.
Lucky i've got a 3060Ti FE for MSRP.
I'll just get the 4080 ti when it's out probably
Isn't this the normal case?
I mean lower res = better FPS.
I used the same render scale, so in terms of that, no.
I think in refoerger enfusion render scale doesn't control everything, so having the display resolution lower will give more FPS, without losing quality.
Maybe quality of other things (not resolution) are changed as well, somewhere, so that's probably hwy
It's not completely terrible anyawy, just annoying to manually change windows resolution.
The absence of fullscreen exclusive seems so odd 😄
I do appreciate that there is like a lot of graphics to set higher, so the game is more future proof.
Having ultra settigns is good, Also I love that we still have normal AA, most new games don't have it anymore
did you keep the render resolution the same percentage when you scaled down the window resolution? because then it also decreases with the window
not the same percentage, but the same value, yes. 1440x810
that is a little weird then
How are the #1049297536617291827 supposed to work? I just tried posting a scenario and it wouldn't let me post an image, or edit the message, or post on the message. Do I need a special role or something?
Maybe an admin can delete what's remaining of my post, I think that channel is broken?
you don’t need a special role. Your message was deleted by yourself according to logs
There is nothing broken. In order to post images you need to use the verify function of the bot
yeah because it didn't come out the way i wanted, would only let me delete, not edit
and it didnt even delete lol
First message of a discord post cannot be altered i think
the content did, but not the thread
i deleted the post after you have deleted the message - there are certain limitations with discord forum posts i guess.
It's called Valkyrja. You have to write !verify
I was actually asking because I wanted to know if you were interested in any crash logs for your AI mod? 🙂
Oh yes sure! 😉
I have a thread for it in enf_showcases: https://discord.com/channels/105462288051380224/1050433454388547644
yeah i know, the verify thing is not working so i cant post there
Class: 'CRX_AIDecoFireTeamLeader'
Function: 'CheckFireTeamMembers'
Stack trace:
scripts/Game/CRX_EAIU7B17.Vanilla/CRX_FireTeam.c:90 Function CheckFireTeamMembers
scripts/Game/CRX_EAIU7B17.Vanilla/DecoratorScripted/CRX_AIDecoFireTeamLeader.c:46 Function TestFunction```
Oh okay.
Did you write !verify inclusive the ! at the beginning?
Well thank's for the report. 👍
yes I did, and no problemo! Thanks for the great mod! 🙂
Dumb question, how would I update my mod without having to publish it again?
If you have already published it once, then publish and update are synonymous; just open the project in Workbench and press the publish button again.
lol
uses ChatGPT to figure out what it is and how it works
Its the TagManager, and its not exposed I think
Hey, guys. How would one get into making clothing items?
acquiring and learning a 3d software package - blender is free and has some sculpting capabilities
Hey I think that Valkyria bot is broken
You could try to post your !verify command here:
https://discord.com/channels/105462288051380224/981246678961115147
Maybe the official Valkyria channel work's better at least many post it there.
thanks that worked!!! I DM'd it a couple times with no result 🤷♂️ says Ill be verified "soon" tho 🙂
Good! 👍
not sure how people are supposed to know that, i saw nothing about it in #info_help_tips
Can't remember where i posted mine...
But ppl posting it in the discussion channel pretty often as well.
Well at least it worked this time. 😉
Looking through the Bohemia Wiki I'm looking for a section that would explain how to implement things with Generic Entity and all the different components, it seems like a lot could be done simply by manipulating those appropriately without raw code, is there any good documentation I'm missing or a youtube tutorial that goes into more detail about Entities and Components?
So far this page has been somewhat helpful: https://community.bistudio.com/wiki/Arma_Reforger:Action_Context_Setup Though I'm trying to see if there is a way to use comment component to get text to appear for at time while a player interacts with a certain static mesh.
A generic entity is almost self explanatory. It represents something in the world, it could be whatever you want it to be, but the word entity is used for any individual “thing” to remain as generic as possible. A component defines a specific type of behavior. This could be logic for how something moves, or just something to hold data about the entity. You can look up “Entity Component System” and learn more, its not specific to Reforger. https://en.m.wikipedia.org/wiki/Entity_component_system
As for displaying text when looking at something you would need to write your own code with some type of raycast I imagine. Or if you want it to be an actual interaction and press a button to do something just use the ActionsManagerComponent
Entity component system (ECS) is a software architectural pattern mostly used in video game development for the representation of game world objects. An ECS comprises entities composed from components of data, with systems which operate on entities' components.
ECS follows the principle of composition over inheritance, meaning that every entity ...
The actions manager component needs the mesh object to have a collider with the interaction layer set on it. Then you can create a context which defines a position for an action and an “additional action” for each individual thing you can select at that context. If you want to write a custom action you’ll need to make a new script and inherit the ScriptedUserAction base class and override the functions to get your desired result. I believe there is a pin here for it
Will there be any kind of Mesh Deformation through splines or Follow spline that will deform the Mesh, like its possible in other big engines Ue,Unity,etc this could be really handy in comparison to the limit the current spline generators have.
Hey guys, what's a good way to get started modding? Is there anything better than the docs, which seem a bit confusing for me?
modding is very general, depends on what you aim for
Well adding content is easy with the docs, but adding features is what I aim at
Mainly focusing on SP gameplay
generic question = generic answer ¯_(ツ)_/¯
Well I'd like to add stuff like for example being able to give AI commands in Conflict
Look at how editor(zeus) gives commands to ai.
You can see all the editor code with workbench script editor
Will Arma 4 modding be the same as in Reforger (will reforger mods/scripts be compatible with Arma 4)
unknown, most likely the script language will remain the same
Thanks^^
Anyone know how do this on Xbox
please do not cross post, you're question has been answered already
I'm a long date Arma 3 scripter, i do everything i want in my missions just using scripts. I would like to try to do the same in Reforger.
Can someone give me a tip where to start?
Here is a good list of the difference between SQF and Enforcescript
https://community.bistudio.com/wiki/Arma_Reforger:From_SQF_to_Enforce_Script
There are also plenty of tutorials on that same website to help you get into reforger scripting.
is there a wiki page about attachments and what they need / to get them to work ?
i know how to add items to it bu i want to make it compatible with rails so you can take on and off
The only things I could find (within 2 minutes) was: https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Components#AttachmentSlotComponent
No idea about the other way around though...
Guess the best way to see how it's configured is to check existing mods which work and open them in the Workbench.
wil give that a read i know how to do it for an item but the issue is once you take it off it is bye bye XD
I swear I thought I stumbled across a wiki article that gave instructions to test a mod locally before publishing, anyone got a link?
got it loaded on server, Im guessing I need to create a BAT file to launch client with the mod as well
can't seem to work out how to connect to the local server with the unpublished mod
this should work, assuming your server is really listening on the ip and port
thanks! thats exactly what I needed! 🙂
I just had to keep reading one more line down......... lol 🤦♂️ 💩
can you not test scenarios this way? Im not seeing a parameter for loading a scenario on server start
is it supposed to load my scenario automatically? (I used to load it via my config file, but I guess I cant use that with the addons parameter enabled) It seems to be loading the world, but some of my scripts that work in the workbench/world editor, don't work on a local RPL Server... So I guess Im not too sure what's going on. 🤷♂️
and of course, its my scripts im trying to test/troubleshoot. And if they're not running, Im wasting my time
-server param is for world not scenario
any reason peertool doesnt work for testing those scripts?
I ended up finding a way to trick it into testing on a regular dedicated server, manually patched the files and used the -client param for my client to connect to it, allowing me to use the config file.
Does anyone know if there's someone working on a Ukraine faction/gear mod?
if i was to use another persons model and follow the liecnse they set like giving credit/ changes to model how would i go about doing that i cant seem to import a .txt file with a list of changes and credit.
you mean attribution? note it in mod description
I was wondering about making a pack of clothing but as long as i followed the license it should be ok, so i was worried about crediting makers and changes getting too long. so was wondering if there was anyway i could link to a list of everything.
you could, as long as its reachable over time the mod is alive
Yea i dont know how i can link to the license is there a place to embed a link?
@untold sonnet Just write a .c file with attribution to whoever the license holder is.
is there a QuickStartGuide or something to get into modding arma?
the wiki, the announcement on the website and youtube
How do you get them to stay though? Everytime I restart they are all missing from the resource browser, I have to add them every time manually?
When I go to Workbench>Options, I can see the new dependencies in the list, but they don't show up in the resource browser unless I add them by hand.
shouldn't they automatically get added to the resource browser once you make them a dependency?
I think I need to add them to the launcher as well, so add to launcher and to Options then restart
hey all very new to enfusion and very lost coming from a3 scripting, just wanted to find out what the enfusion equivalent is for the hint command just want to be able to make a pop up message on screen is this possible?
https://community.bistudio.com/wiki/Arma_Reforger:Create_a_Layout here you can create custom layout and present some info
you can also ask for more assistance in #enfusion_scripting - I don't know from top of my head how to utilize vanilla hint system
thanks for the info mate time for some "light" reading haha
I would definitely recommend reading this page https://community.bistudio.com/wiki/Arma_Reforger:From_SQF_to_Enforce_Script
Im trying to give reforger tools a try but im having a few problems with it. first i cant hit play to test my maps, and second if i save a map and reopen it, everything is gone and its just a white screen in the viewport.
https://gyazo.com/2449d5cf64e48c59ecb23f685625444a
https://gyazo.com/0c41b1b7862fc04b70f1b4ac7145855c
anyone having the same issue where models wont load anymore and it instant crashes the workbench ? happend sinds the update :/
can legit not do anything anymore
Read your console output. Your mod probably has compile errors
thats the thing it wont show anything
it just instant freezes i can open it in world editor but i need to change some stuff on it but i cant
no errors no nothing
and i know this model works
as its my mp5 thats has been working ofr the last week
can you share your logs perhaps? There could be some hint of what is going on
im having similar problems here where after i save my map and reopen it, my changes dont carry through
I dont have any problems, maybe because i use different folder structure:
I'm having a similar issue, have you had any luck?
i think i found a solution. put a folder in your project folder named "Maps" and than put your world in there. though you can name the folder anything
@placid meteor no man still have it :/
It indeed does blow up In your hands
I'm not sure how big your project is but I just started over in a new project with what I was doing and I haven't had any problems.
Yea maybe try opening a new project and starting over. I know its not the best solution but there's not much you can do when the editor just keeps crashing.
Hi I need help on creating patches, anybody willing to help with a couple of advice?
Why
how would i get the value for player health?
IEntity player = SCR_PlayerController.GetLocalControlledEntity();
SCR_CharacterDamageManagerComponent dmg = SCR_CharacterDamageManagerComponent.Cast(player.FindComponent( SCR_CharacterDamageManagerComponent ));
Print(dmg.GetHealth())
little question i have set my mag to only hold 20 rounds but still it hold 30
somehow my gun wont fire anymore after adding it to the arsenal and relaunching it .....
I'm completely new to enfusion could anyone give me some info on how i would make a custom gamemode from scratch, I know that's probably an ambiguous question and a huge amount of info could be said about it. I just need a starting point i guess.
Start with gamemodebase, its a script that has essentially no logic for gamemode handling except basic respawn and stuff I believe
what is the enfuision equivelent of sleep? ive used Sleep(5000); however that crashes?
GetGame().GetCallqueue().CallLater(DoThing, 5000);
i probably should have been a bit clearer i want to run a for loops but have a slight delay at the start of each cycle
Guys, how to create custom entity, for example - GameMode, with custom script parts... Thank you very much in advance
man i legit getting hate to the engine ... all was working fine last night now out of no where my gun has 3 scopes and if i try to remove them out of the list it just crashes my game ...
how can i fixt this now ? as i cant delete the components ....
fixt it just took it out with the text editor
I`m found 😄
do it without sleep, for example create a float variable and increment/decrement it every frame, then do something when it reaches a certain value (if CallLater is not sufficient for your use case)
ahh yep hadnt though about it like that 🙂 thanks @empty nexus
Pretty sure there was a tutorial for how to get started in engine, where is it?
on the bohemia wikipedia
Has anyone made a specific list of things that the update may have broken / that you should fix?
🤡 Starting to think this patch wasn't ready
This may be caused by mods though. I remember some mod caused this issue. 🥴
Not running any mods
probably had some mod installed and never restarted GM
for those interested - if object is called switch1, then it is going to break your Workbench upon reimport 🔥 hopefully this issue will be fixed in future
If someone has the solution I take, I would like to transfer heavy vehicles to light so that they appear in the selection, I have however changed but it does not change anything ingame
Relaunch WB after the change
I manage to add vehicles in us_campaign.conf it loads ingame but not the light category, heavy, I'll try I make the change via us_campaign I save I restart WB and I publish?
perhaps it is vehicle configuration issue? #reforger_conflict message
It's good it works thank you
👍
guys sell me on the enfusion engine
i wanna start modding and creating maps and am deciding between this or one of the Unreal 4 games like SQUAD/OH: D/Sandstorm
Don’t the engine is still early
Also unreal 5 is easier to mod on so I guess wait for something
That is two different approaches. If you want to build everything from scratch and heavily customize stuff, go unreal. If you generally like the Arma 3 gameplay and want to build something on top of a modernized version of it in A4 then stick around so you can make some milsim/fps based game mode without all the ground work needed
are there any SDK's for unreal 5 available yet?
i want to really hyper focus on making maps/levels
Do you own a quest or pc VR
for my portfolio
Do ya?
i'm not much of an artist so i would just use whatever assets are availalable in-engine
but yeah im generally looking to see if it's intuitive and easy to use
If you want something for you portfolio then find an unreal 5 game to mod on since half of all AAA games are using it now
It’s really smart to learn it now and get in early
UE5? ok no point in learning the niche engines like enfusion, etc if you wanna break into gamedev?
Yeah
I mean it’s just smarter bigger companies more options better pay
I feel bad for the company unreal 5 would work perfectly for an Arma game with its light and long distance foliage
Idc tho their choice I got class gtg good luck I recommend unreal 5 though
It can be a lot easier to start with modding arma to get into game dev than going straight to a bare engine. you could play around in arma reforger / arma 4 and switch to unity afterwards as they have vaguely comparable concepts when it comes to the entity component approach and the script language is similar syntax wise. You need to know what your goal is to make this decision. enfusion engine is not standalone, you will never release your own standalone game based on top of it unless you work for BI. So if you goal is to put some stuff onto steam some day go UE or unity from the start. if you want to just see if you like programming and asset creation for games and you are an arma player you are in the right place here
Thanks! I have no interest in selling a standalone game atm, more into just creating assets and learning level design concepts.
it wouldn’t
level design is engine agnostic
meaning engine choice does not necessarily matter?
if you want to learn level design, the engine should be irrelevant, at least when it comes to the design part (technical concerns asside)
if you want to mod a game for portfolio, pick one where the modding community is large, active and open.
i guess arma reforger fits the bill 🙂
i was gonna go with OH: D initially but not sure how long that community will last
why not?
that’s my 2 cents with having used ue4/5 for quite some time (non game design). ue5 specifically has been prone to various problems (i hear 5.2 is the most stable version tet with tons of bugs squashed it was released this month btw).
An existing commercial engine like ue5 (while great on paper for small game devs making a game around the engine) is not the key for a game like arma (both pvp and pve tactical military sandbox)
okay, any specifics as to why it wouldn't work for arma?
ai commanding
ingame mission editor
modding support in general (limited to sdk)
from the top of my head
any reason you can't just write all this in like you would in your own engine?
not possible at engine level, nope
the question is - would you use an off the shelf engine where you have no control over or write your own based on what you’re needs are?
modding support would benefit from an in-engine implementation, does the license not allow modifying ue5 source code? ai commanding and mission editor are not engine-level features
considering BI has used both unreal and unity in other games outside dayz and arma, i would think they also found of the shelves engines not suitable
that's fair so I am interested in why specifically
modding support is kinda possible, but not to the extent of what rv / reforger allows.
modification of source code is not allowed afaik.
I didn't see a mention of not being able to ship your game with modified source code in the agreement and on the page that tells you how to do it, but maybe I just missed it
you can add on top of it sure, not change base afaik
yeah that's what I can't find in the agreement, they encourage submitting bug fixes as well
When using the mine and adding a BaseSlotComponent is there a way to 1.) make the BaseSlotComponent et. not visible when picked up and 2.) make it keep its collision when placed back down?
Scary
lord vader has entered reforger
The World Editor is crashing whenever i open the resource browser. instantly crashes, i tried verifying the files through steam and the issue persists. The resource browser 2 however isn't giving me issues.
Are there any admins/GMs on official servers?\
when making melee weapons when i remove the mag it does not let me pick up the weapon is there a way to get rid of the mag?
Any idea why SignalsManagerComponent::FindSignal(), isn't finding my signal since the update?
Actually ive boiled it down to ```c
[RplProp(onRplName: "onRotationUpdated")]
private bool m_bIsRotated = false;
onRotationUpdated not firing.
UE4 has never been really suitable for large open worlds. PUBG for example launched with many technical woes back in 2016, and even modern AAA+ UE4 games built on the latest versions still all have issues with frame timing and shader compilation stutters.
For example if you imported the world of Arland into UE4, every entity would have its own draw call and you would get like 1 fps. UE4 uses HLOD to mitigate this, but HLOD would not be compatible with destruction, because you would need to rebuild the larger HLOD every time something was destroyed.
Fortnite pushed forward many features in Unreal that now make a game like Reforger more feasible, but these features were added when needed for fortnite not when BI needed them.
yea they have a bunch of new tech now, and now with world partition you can go as high as 32 x 32 km (import requirements, on desktop hardware) which is more than enough
that’s UE5 though, which is was anything but stable since very recently
yes, that's UE5
not sure if stability is a big factor
Was the Weapon Attachment Radial Menu intentionally disabled on this patch?
yes it doesnt work until I make it work
We miss it, especially with the inspection glitch... anyone else run into that?
Anyone know how to disable the mouse acceleration?
fixed it for you
kinda
Hey Fyi not sure if it is my end but select is left stick not right stick on xbox other then that thank you so much love with. especially with that new glitch where you can inspect your weapon sometimes.
What did they do to mptest in the latest update? The lighting is all kinds of weird now
Do mines scale? i.e. Will I have problems in my mod if players could deploy from ~2000 to ~10000 mines?
whats the recommended amount of Triangles for a weapon model?
similar to vanilla content
How would i find out the amount on a vanilla gun?
by checking the xob lods in the workbench
Nice, Thanks
any arma reforger coders here?
Hey, can we stop putting scopes on the mounted .50's?
I know A3 didn't have any real snow maps apart from one in GM but does Enfusion make it more viable to have snow?
How would I make a light entity move with gravity?
I do have rigid body and mesh object components
Sorry, still need to get a solution
if you talking about halo you have to make your own asssets, it cant be ripped
how did you solve it?
anybody knows of a workshop plugin for easier mission making¿?
i would like at least something to make patrols not a pain or defend waypoints
is there ever going to be support for having optional dependencies or a way to interact with mods that are not installed? calling functions by name as string, and so on?
Can do this with map assets already, but scripting... I wonder if defines can be used like in DayZ?
how viable is it to do modding and related practices on a typical laptop? i would like to get into it but i don't have a PC quite yet.
search scripts for #define, I see a few being used and many commented out. Set #define at top of a .c file in your mod and then call #ifdef before say a print statement saying TestMod loaded or something
You can call functions by name #enfusion_scripting message
Anyone know why my signal wont show in debug? But i can still set it's value and get it and it's working correctly. The signal is for a proc anim. And since the update the animation doesn't work.
?
aye
define typical laptop, i have laptop with i5-1240p + iris iGPU and well, i had to create small test world because everon/arland would crash me (gpu hangs)
Yikes, first article I saw says the iris igpu can be playable for games at 900p but you lose mad frames at 1080p. So maybe just drop your resolution down till it works?
It was set on everything lowest possible
but dont worry, i have very good PC, i use this laptop when i am away from it
wow, well i guess i’ll just wait😂
Sometimes the simplest way to see if something will work is to just try it
hey guys to add multiple textures of the same gun (camo black etc) can i somehow do that without needing to add a model for each or do i need to have a model for each prefab to make it diffrent colors ?
You can change the material in the meshobject component in the prefab
the issue is as soon as i change anything on the mesh objecxt it also changes all myu other prefabs to the same color
fixt it dw 🙂
So if im wanting to create another modded conflict scenario what mods do i need to stray away from since the updates? Are a lot still broken like vehicles and guns or are most of them good to use? sorry im coming off a couple month hiatus from this.
Hard to say, prob best to try the ones you want to use before making them dependencies.
Can someone maybe explain to me in simple terms what the APL-ND license allows?
Example:
I upload a mod, someone uses it as a dependency, modifies, for example, the HUD, and then uses it on a server /+ uploads it to the workshop.
Is that allowed under the APL-ND license?
Thank you ❤️
No Derivatives - If you remix, transform, or build upon the material, you may not distribute the modified material.
https://www.bohemia.net/community/licenses/arma-public-license-nd
So the answer is NO - they can not publish any customized versions, they need to keep it on their local pc and maybe only show in videos or something. APL-ND makes sense for mods that are total conversions like CUP and say "we do not want anybody to touch our stuff because people come and complain about outdated custom versions we had nothing to do with".
ok thanks
I couldn't find anything on adding new fonts...
Not possible, right?
it should be possible - I think you can import ttf fonts in workbench
Wow cool, it works and there's a font improting tool
Hey Reyhard any links on importing prefabs into the tools? I have a building I’d like to do and not sure where to get started
https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding/Tutorials/Assets I would start with this and learn first how to use workbench by going through modded weapon tutorial
after that, I guess you could go to Prop Creation tutorial
Thank you!
Is it allowed to employ a key or licensing system to prohibit other servers from using my mod?
No
so there is no way to do this?
I believe that is the case
You enjoy mods made by others I'm sure. Ain't it right to make yours same?
just asked because a lot of people ignore the apl nd
Report such mods and they get removed
oh
ok then nvm
is there also a way of reporting 1:1 copied code?
same ofpec tag?
Should be possible through the inworkshop report system
ah nice
thank you very much and iam sorry for that ⏫
Please elaborate why this would not be allowed. Based on what EULA/LICENSE paragraph?
was just my impression. dont have exact paragraphs to back that up 
Besides the moral standpoint of it being a shitty move, I have never stumbled across any rule that would prohibit a DRM-like restriction on who the mod can use. So if somebody asks if this is allowed or not, please don't put it as a definitive "no" as if you knew this for certain. The rest of the argumentation is of course correct though. DMCA's of license violators are much better and effective than a DRM that can be simply modded out again
gotta love the updates that broke eveyrthing a bit ago never noticed the attachment_optic makes it that you can fit others on top.....
which license would you use then?
No license, and for AR workshop that asks for one simply text file with all rights reserved 2023 - or actually even the APL-ND works. The workshop EULA + license will allow people to download the mod if they want to - sure - but with an added DRM it won't start, and an edited version to run it without DRM can not be put on the workshop legally. And the drm can be put into clientside code too, so it won't help if you patch it out on the server only download, the client refuses to join any server who is not whitelisted on IP etc. This setup would be working out just fine, its just probably not worth the time 🙂 I have yet to see any mod that is worthy of being DRM protected. Most people who used any of my obfuscation tools used it to "protect" their 99% taw_tonic code with their 1% of edited texts added and suddenly it becomes their ingenious unique life server like nobody else has ever seen 🙂
You can have whatever drm in the mod. You cannot have specific restrictions on a certain license file aimed at specific people or specific groups
Of of course you could draft up a legally binding license permitting only the use for certain people, its just difficult to pull it off beause of the conflict with the EULA which you agree to by uploading to the workshop. Not impossible but again impractical.
For the benefit of the entire User community, You give us an irrevocable permission to use, copy, modify and adapt anything You create using Our game and share with other Users of Our game in multiplayer or as an online download. You also agree that We allow other people to use, copy, modify and adapt Your content under the terms of this license.
If You do not want to accept these rules, do not create and share any content using Our game.
source: https://reforger.armaplatform.com/eula
So technically the EULA forces you to share anything you created for Arma Reforger, and other users must be able to use it. (I don't go into the "copy/modify/adept" discussion here).
Not really, i checked it with a lawyer btw, feel free to do the same
yeah considering the wording of that license, i would consider everything kind of vague
Although it doesn't say "without limitations" 🤔
Yes this is what I am referring to. Over the workshop this applies, and luckily side loading mods is not really a thing anymore. Don't get me wrong, I am all for free mods for all to use without restrictions. But you guys are asking about legal frameworks of when people for what ever reasons have a different opinion on what they want to do with their work.
Same here, although there are enough reasons why this would be useful to have; eg. a mod/framework which allows you to whitelist/blacklist people (for whatever reason).
It would still require you stay within the Terms/EULA regarding "donations", but when used for community members or prevent known rippers to play your content it should be fine.
I don't want to continue it here or else we get bonked for not using #other_ip_topics, but unless I am missing some regulation there is nothing stopping @opaque wing from publishing their mod with a DRM. We explained why its a "bad idea" even if it is allowed, but that is up to them if they want to go for it 🙂
xD
ok good to know thats its kind of allowed or permitted but iam not going to use it now that i know its possible to let mods removed if they violate the apl nd
So as I understand it. There is no way rn to block other people from opening servers that use the Modpack you made? Even though you spend years and allot of money on it and was made for your own server ?
Arkensor:
I don't want to continue it here or else we get bonked for not using other_ip_topics, but unless I am missing some regulation there is nothing stopping @YouAreBamboozled from publishing their mod with a DRM. We explained why its a "bad idea" even if it is allowed, but that is up to them if they want to go for it 🙂
.
They can't earn any money with it, no donations allowed in AR and even with monetizeation like in A3 only if the mods allow it. And then the can't upload any changes if you use the No Derivatives license. So if your community name is big fat on the loading screens or watermarked Ingame nobody else will use your community specific mod. If you guys want to continue this topic please ping me in #other_ip_topics and I will gladly answe more questions
Question Regarding all of this am I allowed to post in Enf_showcase if the mod is gonna be Private like I described in #other_ip_topics or is that place only for mods that are on the Workshop rn or have to be open to everyone ?
Well, as far as I understand it, it's to show off anything made for/with Enfusion, even when private or never gonna be released.
no donations allowed in AR
Donations are allowed. Monetization is not
Does that mean all monetization, such as priuotiy slots, paid memebership only servers?
https://www.bohemia.net/monetization is a good place to start, however keep in mind this ONLY applies to Arma 3 and DayZ. Any other game (by BI) does not allow any form of monetization (aka ask money to get something in return related to Arma or BI product).
So until BI comes with an approval system for Reforger monetization it's safe to say that it's not allowed, in any way.
Donations however, aka get money but give nothing in return other than gratitude, is and will always be allowed.
yes. monetization is not allowed for servers either
You could just get a dedicated server (probably same price as a "special" game server), and run more than just Reforger on it. For example your community website, custom Discord bots, Teamspeak, etc.
Eg. we have a dedicated server which runs 2x Arma 3, 3x headless client and Arma Reforger (for testing purposes), for probably the same price as 2 game servers (and still have overhead). And that's for roughly 140 (active) members.
that would grind my gears! 80+ on multiple servers and nobody wants to donate to keep the servers alive? ☠️ RIP!
WOW I didnt realize reforger had that large a playerbase now! I guess it's growing from ~200 on the weekends. We've come a long way! game is dead my butt!!! XD
monetized servers are cancer
the idea is ok, the implementation is bs. And if you think hosting a game server is expensive, might wanna see the modding expenses.
Also Dayz monetization is even worse than a3, where more often then not people are cutting corners and using mods without prior approval because money
Purchasing models, time commitment, commissioning those to make said mods
commissioning those to make said models (fixed!)
time is the biggest cost imho
hourly minimum wage around here would get you around $24K for that! XD
I’ve put close to 70 hours into RF Workbench just this past week (probably closer to 40 of actively modding). That 40hrs is a whole week of pay at an hourly job!
Time is the biggest cost, can never get enough of it
is there issues atm with textures not uploading ?
even on ryzen 7700, and will be the case until the server learns how to use more than 2 cores
how do you set enfusion with modded items, such as the chernarous map?
Is it possible to override a gamemode in a subscene of a world?
not really, outside of overriding the gamemode prefab
purchasing models is something new. real modders make their own :)). it’s software license, build servers for infrastructure etc /end sarcasm - see if you can read it now zelik...
What does someone purchasing a model not make them a Modder.... it may not make them a 3D Artist but not everyone is able to make models themselves or does not have the capacity to make the amount of models wanted for a specific mod.
making script or tweaking prefabs is also a modding, so you can be modder without 3d skills
yes, but not a real modder apparently
i am kidding, relax, sarcasm doesn’t translate over discord, there has been a discussion about it not long ago. But purchasing models is indeed new overall in the arma community, they used to be random free models from sketchup and / or ripped
For me, it's the opposite.
donations for servers not allowed?
ah monetization, as in getting something out of the donation
you know, outside of the server being up? 
I watched the super bunny hop video on skyrim paid mods.
More on the monetization like skins, yeah
Dayz servers apparently do spawn points for donations and crazy stuff D:
The only negative is premium only servers, which I would love to be allowed.
Like fr example CSGO servers which cost $15 a month
Faceit and ESEA. I've heard from some people that it's the best way to play CSGO
Nothing wrong with monetization if done fairly and professionally. However on servers in other games, it is usually done as unfairly and unprofessionally as possible. e.g. in GMod/Minecraft for every server doing things right there are 100 servers selling acesss to parts of the base game or mods made by others whilst adding little to no unique value themselves.
Can see the upsides of monetization of mods done right. e.g. the UH-60 I'm working has taken 100s of hours work and 1k+ USD spent on models, sound recordings etc. I can only justify that because I will sell it in another game and profit from it. Most people don't have that privelidge for a free mod.
Monetization of servers, for both A3 and especially DayZ is completely broken
I don't actually play those games, so it could worse than Gmod/minecraft for all I know
For models and the like, if you work on a free mod, you won’t get the time invested or money spent back even it you sell some of these
And that is fine…but you can’t have it both ways
It's what everyone wants though; high quality assets for free 🤣
The average joe has no idea how much time and effort goes into it…and it is fine as long as you don’t do it for the joes
@odd mortar
The game seriously needs to restrict Xbox partys while in a server. Would also help with keeping casual console players from being interested.
why?
yeah whats an xbox party, and can we have pc parties? ...wait this is not modding... 🤦♂️
where can i just change the shot sound of a gun without changing the whole sound setup of a prefab
i want to add a custom sound to it
You can try overriding wav files - which ones you will find in acp file. It is not worth it and it's better to replace acp file
where in the acp file can i find the wavs?
@stark acorn you got an idea why it still plays the sound of the gun even after deleting all the body files and adding 1 wav in it of my own sound
are you sure it is body sound? As I mentioned, gunshot consist of multiple layers. In any case, this discussion belongs to #enfusion_audio
i got it dw 🙂
This too
can someone test a helmet i made for arma reforger i have shit pc and cant run the world loader properly
how does one limit the various modes of ADS? I want to disable ironsight view when a scope is attached.
in the sights component there is a checkbox to have it be ignored when an optic is attached
Thanks! "Sights Switch Skip" is the name 🙂 Now do you know how to restrict RIS attachments that are too large for the rail they are on? I have it set to RISOptics1913short but your long optics (4.5 X 14) still can be attached.
That's probably my fault so don't worry about it
no, no one has. you might be able to fake it by placing a transparent plane Infront of the optic
I dont think you can do it until BI add such capability which they have said they are working on it, but It might not come out for this game
10:07:54.172 SCRIPT (F): YOU ARE NOT AUTHORIZED TO CREATE A SERVER WITH THIS MOD
10:07:54.172 SCRIPT (F): YOU ARE NOT AUTHORIZED TO CREATE A SERVER WITH THIS MOD
10:07:54.172 SCRIPT (F): YOU ARE NOT AUTHORIZED TO CREATE A SERVER WITH THIS MOD
10:07:54.172 SCRIPT (F): YOU ARE NOT AUTHORIZED TO CREATE A SERVER WITH THIS MOD
10:07:54.172 SCRIPT (F): YOU ARE NOT AUTHORIZED TO CREATE A SERVER WITH THIS MOD
10:07:54.172 SCRIPT (F): YOU ARE NOT AUTHORIZED TO CREATE A SERVER WITH THIS MOD
...
It begins
I wonder if you can open the mod, find the code that triggers that. And just add whatever makes it think you're legit
Maybe it just checks if a specific file exists or SMTH?
Well, I don't know if there are competence or quality control rules for the workshop?
Because this mod crashes the game
Which can be considered malicious.
It is yes
A mod was doing that in the past and was taken down because it was malicious
Report it on the workshop please
Perhaps instead of putting in a script that crashes the game and spams in the console.log
Just staing that one does not wish to share it in the description may be enough 😄
Oh cool, there's an entire report system.
And it like puts it in a new category as well, cool.
interesting, gimme
so im guessing this is a life mod?
well the thing is you cant really and people will not care. Life communitys this is one of the only ways to keep other people from starting servers with all of their work.
i could be also dayz mod - I see some claims already that zombie mod #1 is using stolen scripts from #2 etc
I think the above refers to the script that "Team Elan" uses to keep other server owners to use their Mod in any other server than their own.
I think it makes the whole experience unplayable if you use their mod on an server that is not verified by them.
might be, what I wanted to say that this thing is not exclusive to life communities
ahhh ok then it was me being smoothbrain lul
you could say, such is life
i think you might want to be specific about what community you talk about, there are multiple life projects. You probably mean team elan, they at least did this at launch
team elan I was wrong iam sorry Arkensor didnt mean to insult your project.
but yeah just to make sure so doing what Team Elan did with using scripts to not allow other people to open servers with your mod is not allowed or is it allowed ?
I would want to discuss this topic yes, but it might be actually something more of #enfusion_workshop - not sure - mods will let us know 🙂 BI has every right to make a policy that guarantees all mods uploaded to it to be allowed to be used by anyone, and maybe explicitly mention any kind of DRM as in violation of this. However I am not entirely sure if and how this is currently established in writing or if this handling of "we don't want it" is something the workshop admins decide on their current mood. I can see arguments be made for not allowing any kind of DRM, but then again I think if people truly think their content is so special they need to protect it with a DRM then let them be. Nobody is forced to use their mod. If the devs don't want mods to shut down the game they should maybe not offer a script api for that. But it serves a purpose - so I doubt one would want to remove it. And as such they should not complain if a mod uses that functionality to shut down the game. There is no malice in that. Especially as it appears it only tries to prevent a server instance from being created, so its not like it hard crashes the game if you only have the mod loaded. I would only ban people who put file IO code into their mod to wipe the entire profile folder as "punishment" for triggering the DRM mechanism. Even though that does not do any "harm" it sure could be annoying if the user looses some scripted data other mods put there. But just a shut down is fine imo.
I advocate for FOSS where ever I can and all my work will always be accessible to others, but I can not blame people who think differently and want to "protect their work from being used to make other servers more successful"
I totally agree with you here but will not further discuss this here to not piss anyone off :)
Back when we had that reported mod i mention above.
We were saying blocking who can use the mod is fine, but if you crash/kill the game and create a bad experience for the user, then its malicious and is not fine.
You can turn off features of your mod, such that you just cannot use the feature. But then the game should just behave as if your mod isn't loaded, it shouldn't kill it or cause harm (constant log spam is also harm).
ok that makes sense and good news thanks for clearing that up :)
I would only ban people who put file IO code into their mod
Then how do modders will be able to serialize/deserialize data to the disk?
Hhahah no no, the sentence has to be read with full context / until it ends. Ban if they do something bad with file io - not just for using it. Then I would ask myself to be banned already hahah
!burgerpan @remote bronze User requested ban "ask myself to be banned"
if I didn't get banned for sending 7 billion RPCs per second you're good
Long or short scale? 😅
I think I came close! Mario tagged me and told me not to abuse rpcs 😬
the guys never actually told me how to find out if what I'm doing has any impact on anything
I know I improved my code drastically, went from over 16 array rpcs to a single one that contains only the elements needed. I have a json with 32 loadout slots configurable for whitelisting and number limits, but if youre only whitelisting/limiting one slot, it only sends the info for that one instead of all 32. I also managed to minimize the number of times RPCs were called. Thats about all I could think of to help optimize them 🤷♂️ I know a couple milsims are using it for their events and so far Ive had no reports of bad performance!
Id be very interested to see if it still performs well on a 128 player server
When you see your vehicles enter "DayZ space program mode" or teleport through 5 bunker walls while you are fetching some info in your badmin-tools then you know you overdid it. BI devs spending weeks to squeeze out every little byte from replication only for some breakfast side dish to come around to blast the replication system with a gazillion requests 
i mean if you upload a mod under the lisence of people not beeing able to just use it and modify a small thing and calling it your own , i would think its fair to have a counter agaisnt the peopel that just dont give a f
or do i see that wrong ?
lets say you spend 100s ofd hours making your server a 1 of a kind , then 1 day later someone else has the exact same server setup and he never even did a single thing and just changed the name and runs it as his own
What causes factions to not be shown in the SCR_AutomaticRespawnHandlerComponent?
I just use the faction index, but you have to know what they are... I feel like it should show you the factions in the drop down to make that easier for sure!
I guess im losing my mind, i thought it used to show "Disabled" and then the factions that exist in the manager
Any modders in here?
I imagine there are or will be at some point today
I'll keep an eye out but so far no issues, I think y'all might be underestimating the engine
Just making sure this is the right place to ask
Well it might be the right place but it depends on what your question is
Looking for custom/compensation, i didn’t see any rules about asking
As in you want someone to make a mod for you for money?
Not so much as selling a mod, but being compensated for their time and effort, the mod would be open to everyone?
Or is that not okay?
Generally speaking you can't pay people to make mods for you because it's a violation of the terms and conditions of the tools.
Ah, I see. Disregard then
i feel like sometimes it does show "disabled" but other times (mostly) it just shows -1
a License will not keep anyone from stealing
thats what i mean
the thing is there is no license for that so I thought you were refering to a new License to be made
We dont know the engine?
Jokes aside, no matter how you try to dress it, doing what you are doing is just bad and you shpuld take advice from the devs of the game
And as a modder you sadly do not have the tools to measure this
That is why we never gave you any
gib tools?
Testing it just in game like how you do is too oportunistic and not a nice test environment
You will just not get proper tests that way
I trust your judgement, but I haven't figured out yet how to best replace all my game mode components 😅
I told you i will check it, wait a bit. I had other things planned for the week
No worries, I appreciate the help
Doesn't APL-ND cover that?
no Derivatives does not stop anyone just using your mod from the workshop on your server
True that, my bad
Do you think they will add an inventory slot for gloves like in DayZ? I would definitely be keen to work on some gloves to add. Just think atm they would need to be apart of the torso.
theres a mod for that
Thanks
zeliks characters or something like that
Yes
Nice just found it
I'm not going to spend time fixing something that isn't showing any signs of it being a problem. It doesn't mean I disagree with the advice.
Our mod is free accesable via workshop under APL-ND license.
But without the web api and the sql structure behind its not possible to host the mod anyway.
We spent for sure over 5000+ hours and a lot of money to create and host our mod...
Sometimes I have the feeling that many people are hoping for a Tonic Arma 3 Life version ported to Reforger.
I personally dont like that, because it leads to all these clone servers where nothing is unique and created with passion.
So why not building your own mod? The Enfusion Engine brings so much potential, opportunity and its pretty fun working with it.
In addition to that the BI Devs needs feedback and reports to make the game even better or fix bugs, what is not possible if nobody is working deeply with Enfusion and just copying others work.
You can open the mod. You can just not "play" the world. Is that forbidden / against TOS?
f you scroll up, it has been said that doesn't make the log spam OK. i.e. the log spam is considered harmful, and your mod will be removed from workshop if you don't get rid of the log spam.
My apologies, I thought the above post was about your mod.
it doesnt spam
the above is about my mod, it prints it like 10-20 times not spamming it all the time
Ill remove anyway until this is resolved, just to make sure its not against any regulations
you guys are using a Drm right. lets hope they let you keep that. that would mean we could do the same xD
There is no real drm. Like dedmen said you always can turn off scripts, search for the trigger and skip it.
A mod not working, is not against TOS
If all your init functions just do if (notAllowed) return; at the top, thats fine
You can choose who can run your mod, if you wish.. It only becomes a problem when you do harm to the user running the mod.
The most effective way would probably be to use the rest api (no updates required to modify your list) to have your acceptable servers defined, if server doesn’t match then set it up so none of your functions behave properly. Slap a no derivative license on and if anyone overrides it to remove the protections you just request their mod be removed for violating your no derivative license. Then nothing malicious is going on and you are within your rights because of the license. And if someone wants to override their hosts file to bypass the list theyd have to have every single user do it, which is probably not effective. (Or just manually define list and update mod for server list updates)
Its just not letting you play the world, if you wanna play it it requests to close the game and closes it with the YOU ARE NOT AUTHORIZED TO CREATE A SERVER WITH THIS MOD print.
If this is considered "malicious" ill definitly change it asap.
thats true, but its "only" killing it if you wanna play it. You can open it and look into the files as you want
I dont know tbh if this is considered anything or not. Theres no like "wiki" for that to look up the definitions or smth similiar.
If someone who knows, tells me to change it, I would
Ending the mission would be ok, killing the game I'm not sure.
But I think on a server, you cannot end a mission without also killing the server

Btw messaged the guy who started this convo to help him out. Maybe at least his problems will be resolved.
If someone got a definite yes or no if this kind of thing is allowed pls let me know.
In the end its my responsibility to keep track but I might miss it.
❤️
what if instead of closing the game or stopping the mission it just shows a big overlay in the middle of the screen with some message? would that be ok?
would be the least destructive i guess
hah like a faction select screen with no option to select any faction?
idk i thought of an hud that has a big text in the middle of the screen
yeah ideally
i could change the code to do that but i didnt thought "killing" the game instance closes the game. i thought it just kicks you back into the main screen. in hindsight this was obvious xD
also didnt knew it maybe tos because it is a callable function
maybe the loadout screen, like how they grey out the saved loadout if not available, maybe you can make a custom message there with a loadout that only shows under certain conditions, removing all playable loadouts.
thats not hard to do
wouldnt look bad either
just a custom layout. exactly
btw would be a custom license enough to stop someone hosting a server with. because i saw you could choose APL-SA, APL, APL-ND and Custom license. what are the restrictions for the custom license?
good question, another question i had about licenses. Are us modders supposed to be uploading a copy of whatever license we choose in the drop down? Cause Im not seeing any way to find out what license a mod uses otherwise. I know RHS has it on their website and in pins on the discord, but if you just have the mod, how would you know to look for a license? Isn't the non-existence of a license in the mod considered as having the most restrictive license? 🤷♂️
same question here. i mean its getting uploaded to the workshop ( which license you chose in the dropdown ). but it doesnt seem to appear anywhere
put license.txt file in root folder of your mod.
I figured that would be the way to go, but I have not seen one mod that does that yet
technically; no license is most restrictive possible (aka nothing allowed except for using the mod in Reforger based on EULA and Workshop Terms)
You could put the specific license (like APL-ND) in the description, or put a text file with the mod.
{ for (int i = 0; i <= 1000; i++) Print("YOU ARE NOT AUTHORIZED TO CREATE A SERVER WITH THIS MOD", LogLevel.FATAL); GetGame().RequestClose(); }
you forgot to mention a couple of hundred times
actually 1000 but the game quits before
did change it tho, just not updated yet ^^
It wouldnt quite fall under the category of spamming (imo) since its not a continuous stream of messages. The printing action is finished in a few milliseconds. So, its not quite the same as the typical concept of spamming where messages are sent repetitively over an extended period. Its not really disruptive.
As I mentioned, will be changed. Wont change anything for the not usability of the mod for a server.
id say printing anything more than once would be considered spam. I mean, no need to remind them of what they just read 999 more times.
if this is printed once in the console you can easily miss it. This way you dont
no need to argue about it tho, already changed as I mentioned like 3x times now
You also said it only prints 10-20 times, glad you changed it though.
Displaying licenses on workshop will be done some time
If the game exits anyway, and this will be the last line in the log. Then just one print would be enough, 10 very clearly enough, a thousand is clearly spam
for (int i = 0; i <= 1; i++)
Print("YOU ARE NOT AUTHORIZED TO CREATE A SERVER WITH THIS MOD", LogLevel.FATAL);
GetGame().RequestClose();
for loop for one iteration?
One thing you could also think about, don't know if you or someone else. Said that the mod doesn't work without SQL server and stuff.
Instead of making people unhappy by saying "not authorized", how about you say "no SQL server found, cannot start up, exiting..."
Telling people "you can't use this because I don't want you to" usually makes people angry. But if you change the narrative to "you can't use this because you didn't set it up right" is easier
which is straight up lying to the user, its not even searching for a sql server
But without the web api and the sql structure behind its not possible to host the mod anyway.
Ah I thought he was talking about same project
its elan hes talking about I think ^^
a life server, totally not connected to my mod
Well if there is no technical reason, besides "I just don't wanna" then you gotta live with unhappy/angry people I guess
good luck with that
thank you
can someone make a tutorial on how to mod or create a weapon for arma reforger
https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Modding take a look here
I made my custom faction via modify sample factions mod
How I remove REDFOR,GREENFOR from editor
And change BLUFOR to my custom name?
hey, trying to export paths as svg using export geographic but im getting this error:
SCRIPT (E): Unable to open file for writting $profile:export.svg
SCRIPT (E): Unable to initialize the exporter.
anyone know how to fix this? i have tried changing the export location but i get the same error
So it turns out the license.txt gets packed and Im not seeing a way to exclude .txt files. But at least it will be there as soon as someone loads it up in workbench and clicks on the root folder! 🙂
i need help opening a map downloaded from the worshop in the reforger tools i go to my games/ armareforger/ addones and nothing shows
Im assuming everything in the editor is read only because they dont want us to touch it
Just want to experiment with retexturing camo on clothing and vehicles
Anybody know if I am able to unlock the stuff in the editor or do they want us to do everything from scratch
you can’t for a good reason
they want us to inherit stuff (or override)
you can do that without having access to all the files
Im used to arma 3 to have to dissect everything down to the mod file
you can preview everything in the workbench
how does bohemia feel about stuff like D3S Cars?
It was one of the best addons for arma 3, would love to see more IRL Objects in the Reforger Workshop, I'm not sure what the rules are on branding.
Nitsubishi, Nercades, DMW, Missan, etc XD
d3s are all ripped afaik, you won’t see these about
lol
you can brand things as you want (or not) but the content needs to be owned/original
Ahh so the real issue is it would stealing from another game company. Makes sense
@pallid wigeon you can do them yourself..people who tried to use forza ripped meshes are all perma banned
If I remember this issue happened on arma 3 too and resulted in the weirdest chokehold on game servers ive ever seen cough doug jumper
If you ripped somethingout of every AAA game and put it into a roleplay server you have anzus
Man has GTA V Cars, Forza Cars, Tarkov Buildings guns and clothes and still takes donations under the table, big time for unbans too even to this day, im surprised its been allowed to stick around for so long.
On the Enfusion world editor can anyone tell me how to make a mission I designed Cross Platform
I'm pretty sure nothing special has to be done. As the mods you're making work on both platforms.
Thanks. I just wanted to make sure I had everything correct. Yall are a great community.
are bullet spread calculations performed in a way that they differ on client and server?
ie. when I fire my gun over a long distance, land my shot on my screen but the target doesn't take damage, did the bullet land somewhere else on the server? (assuming all conditions like sway, position of shooter are perfect)
Pretty sure I can edit the world in the base map like delete things on the base maps and what not etc
I mean it doesn't mean you should
thats exactly what it means
why have the showcase channels been so quiet recently ? 🥲
You're welcome to create something to add to the discourse
During summer time it's kinda normal ppl don't spend all day long sitting at their PC which spits out an additional 70-80°C. 😜
Hi, I did a mistake and removed Atmosphere.emat in my 90+ hr project and now it keeps crashing instantly when I try to open it. Any idea how I can fix this? Ways of going back before I removed Atmosphere.emat or any other workarounds?
delete your resourceDatabase.rdb and restart workbench
(not liable for anything that goes worng)
Nvm, I found a workaround. Found Atmosphere.emat in a different project. Copy pasted it into main project registry on notepad.
@twilit barn Thank you for the suggestion, I'll try that if something similar happens. 🙂
Is it possible to inherit from a prefab but change the class?
Like to keep all the components and other things, but have the class be e. g, a child of what it originally was?
@bright sable yes but only with external text editor
If you can do it from workbench I haven't found it
Did you test it, does everything work as expected?
Nice to know, thanks
I was trying this an hour ago, but thanks to how the Workbench works, it was still loading from memory instead of disk, which got me very confused.
Oh yeah you gotta close workbench then reopen
@uncut badger I see you are working on a t90, I wish you the best of luck the turret model looks great but I’m not going to lie you got my hopes up.
Thank you. I’m trying to teach myself the tools so I’m just working on swapping out models right now and seeing what works and doesn’t work.
Start using Git, SVN or anything else for these cases and other things 🙂
Thank you! I'll look into it 🙂
This is the only place I can upload photos so I’m doing it here but how do I fix this
Redownload the mod
Ok
That texture is used when there's a bad path, which is more than likely from a corrupt file
How would I go about managing AttachmentSlotComponents? I want to disable one if another is being used. Is that going to require scripting or am I missing something somewhere?
does anyone know how i can use assest from the workshop on the reforger tools app? for example bulding assest downloaded from workshop and insert them into a custom map
in workbench goto options and add a dependency for the mod with the buildings (you need the number code) and restart workbench (make sure you have that mod in your workbench mods folder)
thank you boss
And when you have the mod loaded then you can find its prefabs in the Prefabs folder of the mod and drag and drop them into your world
is it possible to disable SCR_WeaponRackSlotEntity?
What do you mean with "disable" an entity? In what context?
i want to use the E_AmmoStorage_S_US_01.et but there is the WeaponRack that always spawns weapons and i want to disable it. when i override the WeponRack base and disable all SCR_WeaponRackSlotEntity it still spawns weapons and after reloading the map my workbench crashes and cant load back in the world
I am unsure if we are able to remove objects from loosely grouped prefab hierarchies. Unless its spawned via slotmanager etc i think the syntax of the prefab override has no way to deleting something only add or replace. You might need to make a prefab without that on your own. Not sure. I at least know of no way to do this. Would be cool if it was possible
:c
looking to make some custom patches for a unit i’m in was wondering what the best way to go about it is i do have access to maya but wondering whether just importing a cube into the engine and add the patch as a texture is better
This is the skeleton i got to work with. If i had clothing that was in a T pose how could i move the skeleton to fit the bit of clothing so i can weight paint??? or how would be the best way to get bits of clothing to line up correctly with the skeleton?
rig it to a basic skeleton of its own and move that to the right pose or just use proportional editing to move the vertices
Thank you
not sure which channel to ask in, what might cause the weapon here to be held like this? (Its a modded M16A1 from wolf weapon pack) When you ADS its slightly twisted to the right as well
what does this mean?
18:29:33.670 UpdateEntities
18:29:33.670 WORLD : Frame
18:29:33.670 NETWORK : PerformActions
18:29:33.670 DEFAULT (E): InputActionManager @"ENTITY:4611686018427388010" ('SCR_ChimeraCharacter') at <127.134003 1.020000 128.500000> @"{976AC400219898FA}Prefabs/Characters/Factions/OPFOR/USSR_Army/Character_USSR_Sharpshooter.et" CharacterControllerComponent: Action: Trying to perform action CharacterAction_UpdateFlags(WR,) which wasn't queued
Animation config - there's a set of player and weapon animations that all need to be set up in the right orientation that can lead to this if they're not all there
thanks! I will start comparing a vanilla m16 with this one, figure this out! 🙂
yup! turned out to be an easy fix! They had it set to the ak74 ik, I switched to m16 and everythings fine! 🙂 Thanks again!
Hello, I was wondering how you add props to vehicles?
propellers? to what vehicles/
Im trying to add props to the humvee
And by props I meant like the containers, ammo cans, and such
you can create your own prefab by inheriting the existing one, then add child prefabs under it
For vehicles etc please don't loosely add child prefabs to the hierarchy, use the slotmanager as the existing vehicles do.
Yeah SlotManager is the way to go
Ok, thank you all for your help
is the slot manager generally better for this in all places? referring to this bug #enfusion_configuration message
whats the advantage?
Hello everyone, I'm quite new to all this and would like to get started with some basic addon modifications. I would like to alter the spawn rate of an existing mod, so what would be the required steps to get started? I already created a new Workbench project with the addon I want to modify added as dependency. So far so good I can see the world file etc. but when I save, close and re-open the project nearly all objects are gone from the Hierarchy view of World Editor, even without any modifactions from my side. Am I doing something wrong?
Can you share the setup?
parent: gameentity
child: lightentity
I meant, code, prefabs, etc
I "fixed" this by adding a pointinfo attribute and using set local transform on the child entity because I got impatient
it was fine on server but on clients the child entity was in a way off place
This is my first shirt that i have imported as a test and managed to get working, but im noticing that there is a belt that is present on it? is there a way to get rid of it? or am i going to be forced to sculpt over it?
It is an attachment in your prefab
Check base load out component
Thanks, that worked.
Is there an easy way to edit the Field Manual?
Field Manual only gets loaded at the main menu, correct?
If so then you're out of luck, afaik mods aren't actually loaded in the main menu
no the fieldmanual works while in game, you just press escapi and its there
which is actually really cool that you can mod that in as well
Thank you 
Searched and didnt see anything but just in case I missed it, does anyone know of any projects working on overhauling/reworking the inventory system?
Something to move from the bucket inventories and more to something similar to dayz/tarkov
Haven't seen talk of anything going that in-depth to changing the inventory, no. Would definitely be lots of work
inventory inspect function in vanilla will probably do this in long term, already works with weapons afaik
so I understand that you cannot charge money for mods, and completely agree with that, but what would the legalities be around charging money for an external mod-related service.
for example: an app/website that connects to a reforger scenario and allows you to manage some aspects of it remotely as well as check on the status of the scenario with a map and the like
there would be a free tier, just some advanced aspects might be paid in order to support the development.
in my opinion this would be similar to charging money as a hosting service (nitrado etc) so would hope that this would be ok under the TOS, but would like to get an official position before any efforts are undertaken
As long as people can use the mod just fine, without using/paying for that external service.
That's fine I would say
I have seen similar done in A3.
The thing that forbids commercial use, is the EULA of the game and tools.
Anything you create using workbench you cannot monetize.
But you are not creating your website in workbench
right, and I wont use any reforger assets ofc
I personally would even consider a mod (that is free to download for everyone) which only works (does nothing otherwise, does NOT break the game when it doesn't work) when you pay for a external service, to be fine.
For example a AAR system that records gameplay and then stores it on a website/cloud service where you cna replay it, or where you can watch a live map view of what is going on ingame.
If you don't pay for the cloud service, the mod just does nothing. But the mod itself is still free, it just does nothing.
Preferably with the ability to host your own cloud service
And creating mods that do nothing/are useless, is not violating any rules.
But that is personal opinion, maybe legal has a different view on that
ok good to know
It's still a bit of a grey area if I would create a mod which becomes useless when it can't validate against an API (paid)...
well im not personally planning that anyway, but good to mention for others
it would simply be an optional service that server owners can provide for their players if they opt in, with the majority of features being free anyway, but some advanced ones on a subscription basis
I already have something similar for A3, which is a mod for our community which only works when connected to our database (which only allows access from localhost).
However the is free, even open source, and doesn't break anything when running it elsewhere
you sure? if the mod does nothing, meaning it doesnt work, then it works after you throw money at the creator, sounds like monetization
effectively need to pay for the "product" to work
It would be a (very) grey area if you ask me...
It's like downloading a free app for a paid service...
Read
But that is personal opinion, maybe legal has a different view on that
Yes I am sure that what I wrote while saying its my personal opinion, is indeed my personal opinion
yes I was asking if you are sure it's your personal opinion, thank you for clarifying
I agree that particular situation would be unethical at best and probably should be against TOS
I believe the "rules" are that you're not allowed to limit functionality for users when not paying.
So if you allow those features when people build/run their own database/application/infrastructure and still works with the mod, it should be fine 😉🫣
Probably having option to configure the API URL used would be enough.
Cannot be forced to also provide documentation on how to set up the server 🤔
In this situation your mod contains the logic to collect data and interact with the api. but if it fails to connect on game mode init etc it just does nothing, problem solved.
If somebody implements their own thrid party compatible web api they host they could use the code but that is a rather unlikely scenario
im happy to open source the free aspects of it and let people run their own copy of it if they so choose
with configurable api endpoint in the mod
is RHS the only mod with actual rail mount prefabs?
Is there any way to enable supplies and building on game master game modes?
Hello everyone just joined this discord. I am looking towards a resource with importing existing modded maps into a new reforger workbench so it can be published later on.
Thanks
im not sure where to ask this but i keep this error ANIMATION : IAnimSetInstance load @"{79BD98038DD60F88}Assets/Items/Medicine/Workspaces/Gauze_01_player.asi"
RESOURCES : GetResourceObject @"{3542F6F273E03D6B}anims/anm/player/vehicles/Ambulances/anm/p_ambulance_doctor_revive_bandage_L_in.anm"
RESOURCES (E): Failed to open
ANIMATION (E): Cannot load animation anims/anm/player/vehicles/Ambulances/anm/p_ambulance_doctor_revive_bandage_L_in.anm for source VehicleHealingOthers.LeftPatient.In, skipping...
can anyone help
i get it once i try to test a world im making and play it
I have a question relating to adding/ enabling the hunger and thirst components into my arma reforger custom server. which section would be most appropriate?
I just love how straight-forward it is to port assets from older installments (with use of software like ShaderMap 4 to turn the albedo textures into BCR and NMO textures)
This is the only place i can send an image that isnt the screen shot channel but posting it here:
Trying to join a server and i keep getting this compile error code. I have deleted and reinstalled both the TFM Weapons Mod and the M4A1 with M320 and M203 mod. I still get this error.
Dont know if maybe i am refreshing the wrong mod or what.
If someone could help me in #reforger_troubleshooting , it would be much appreciated
Is there a way to make light sources rectangular, like for a fluorescent light tube
I’m not sure, but if not, workaround may be emissive map on the light tube model with light point/s within it to appear as though it’s all lit up and rectangular
might even better for performance tbh
That is the m230, is that a vehicle weapon? I know the m203 and m320 are underbarrel launchers, but m230 is the chain gun is it not.?
Ah thank you. My dyslexia has foiled me again
Are there any good rucksack that in modern era in workshop ???
TAN , Black , MTC , OD
Not on their own, plenty in different mod packs though.
impressive results with the new lighting and pbr materials, mesh resolution is pretty inferior still, it would be cool if someone gets these old assets and adds some more high resolution mesh and texture details
yeah its just too old of an asset from 2006 really. 14 sided hanger.
The more tri's the slower the server. Lod's ftw
sorry completely new here, how do i unlock the world to edit things, or move them?
you probably want #enfusion_scenario but you need to create a sub-scene for that.
Consider upscaling with AI
It wont get the best results always but it can make it look more “detailed”
I’m getting into moding and I’m going to make compositions but I have to know, dose a composition give the same amount of performance issues as if you where to build it in GM with props because other wise I am going to make very complex things that are more modern.
Thank you.
How do i add dependencies to a mod ive already created?
options menu under file i think
or you can also add the guid via text editor in the gproj file
then restart workbench for it to take effect
Thanks
yes and no. Some companies (because mods are non commercial altogether) see it as free promo, some treat it as a trademark infringement. So the best bet is to either contact the company and ask what is their stance or made up some logos. I have experienced various interactions on this subject.
Is anyone else's depth of field breaking the second you touch the 'Length Far' slider in the cinematic timeline ? It just breaks completely, refusing to work unless I restart workbench
Hi All, anybody know of a good Tutorial for Buildings ,doors etc , i cant see it for all the M4 tutes 😉 ?
Hi guys,
How would a complete noob go about creating a mod?
depends, what kind of mod?
Aor1 cyre top & pants
Plate carrier
Are you asking about asset creation, usage within the game or both?
Both
Well, modelling clothing is not easy, I would not recommend it as your first project.
Vergy has a mod with Crye clothing, maybe you could use it as a dependency and do a retexture.
if you have money to spare and time to sit down, clothing can be learnt with MD quite easily
you can just use blender, you dont need MD, MD is just more automated
Yes, but its way easier to use MD
Can MD export low poly mesh?
if you are completely noob, I would start with getting familiar with engine first by doing some tutorial like Weapon Modding https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding/Tutorials/Assets
then you can move up - adding new character clothing is kind of a lot for a newbie
No, you have to retopologize it
Shame they don't have a tool for it, it's such a pain to do in blender
Anyone know what needs to be done to fix this scope? (Im in experimental branch)
is this the camera stuff? camera position, far plane stuff
If that’s the front sight blocking the view, adjust the near plane to be further away
oh yeah near plane not far plane
they do have their own retopo tools, but its not perfect
Any idea what these errors mean?
trying to bundle but i didnt have this issue last time.
Well it says there "Ressource asset not found", so I would assume some ressource asset was not found.
Would be helpful if it did say which asset
But also says your screenshot doesn't exist, try fixing that maybe that fixes that other thing too?
ok finally found what was missing, seems to be working now phew that was close lol
What was it?
an image file on the last update is no longer in the folder
if you use a mod as a dependency but then at a later stage want to remove that dependency after publishing, can you do that without breaking your own mod?
if youre no longer using any of the s=assets in that mod, seems it would be fine. But always make a backup if theres any question about it!
Is there anyone making a Wasteland mod? Similar to Arma 2 Wasteland. Vehicles and weapons everywhere and able to build and bunker up villages and compounds. Loved playing the mod on Utes and a small middle eastern inspired map. Chernarus was also a blast.
Wrong game mate, this is a Reforger channel, ACE is Arma 3.
my bad thanks for the help
Has there been any improvement on documentation? I'd like to start modding reforger but, concise tutorials are scarce
What do you want to make? There are plenty of official tutorials
A script mod. Something that doesn’t make new “content”, just modifies the behavior of existing one/the ai/a mission
Like an example being an infinite ammo script. Just trying to navigate what is and isn’t important for that is confusing to me rn
Can someone point to me get started with modding reforger, I have an idea i want an item you can eat with 2 action and then cause kinda trippy effects, now how do I get this done I know how game engine works on kinda beginner level in unreal and unity(enfusion feels like unity)
You might be able to take a look at how morphine is done.
You can find all of the official wiki stuff here https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding
Thanks
alright, so every damn time i click play from camera angle in the workbench my char spawns high up in the air and just falls to his death. how to fix?
Move the camera closer to the ground?
oh man its saving now and takig its time.. dont tell me its the camera angle i watch from and not the thingie mabob i put inxD
looks like im spawning in water now below the surface now
what file type do i use for satelite maps? it crashes everytime i try load one
probs better for #enfusion_terrain but png is the correct format I think, though you may have to open it in a different software first and re-export it as a fresh png
and yeah play from camera position is from the viewport camera 🙂
Yes you need to use a PNG.
open paint and export the sat map as an actual PNG I was having the same issue till I relazied that the file shows png it is in fact not a PNG and is a jpg make sure you export it again in paint or whatever program of your choice and then import the sat map again.
oh damn alright ty vm
Did the 0.9.9 update change something major with the input system? I noticed that some values were changed in the chimeraInputCommon.conf, but now, for whatever reason, my custom input context is enabled automatically if its priority is higher than the default context. 0-0
I'm aware that they introduced some system to manage keybinds, but I didn't think that would have such an effect on stuff relating to the ActionManager.
FYI, "Where Am I" mod is broken, same with the mod that shows you on the map.
Great starter projects
if BI doesn't add ssh-60/40 into game in another month i am modding one in myself!
Why wait a month? Why not now?
alternatively you could wait 2 months
indeed many options
why use the ssh-60 when you can use the ssh-68 🤔
because it was still in use during the period when reforger is set not sure how many though bc there isnt much info on web, it would be a shame if it was left out, especially considering the us has now got the m1
AFAIK is Reforger set in 1985 (similar to Arma: Cold War Assault), and since the ssh-60 was only produced for a limited time (compared to the ssh-40 and ssh-68), it's most likely only used as an extra or reserve in case other helmets were not available in the field.
But even right now it's still being used, but again very limited amounts are available.
The M1 was still being used in 85 (albeit in the replacement phase to the PASGT), so more common to still see.
I love the new game engine I love how car don’t despawn quick enough and lag the game out
I also love the ranking system which locks off the med bay so people spawn in medic cars to get gear
If your wondering I had 80 ping
Pretty bad, but that's the new server authority at work I suppose
ouch, surprised nobody experienced this in testing
Bacon, what program do you use for heightmap generation? and satmap?
im just wondering
gaea
it's very popular in vfx, a little less in games but nobody is going to stop me
yea ive been using the community version of that xD very good software just my pea brain still needs to wrap itself around it and learn xD
*1989
By that point the M1 steel helmet would have been phased out afaik. tho M69 flak vest managed to linger around in circulation to at least the early 90s ( based on a few pics i found) , so that isnt anachronistic ,even with PASGT vest being standard issue by then
Obviously they saw the rampant success of my US forces '83 mod and realised they had to put a stop to it 👀
um
How do I go about making a rp server rpg type trying to figure it out on my own but been difficult. Want like a banking system cops cartel. Like an Arma Life type but not necessarily
Did he try to ads while resting his weapon on a cloud or what
guys how do make vehicles able to be driven in the editor? i got sound and animation but no movement
Probably packet loss
so wondering if anyone has an idea of how to can use other peoples mods as dependencies?, like I would like to try to make a faction mod for different AI units but wanna use some ones clothing mod
if you 'open existing' in workbench for the mod you want to require, then close that and 'create new' project. Then the mod you just opened will be at the top of the list for you to check so its a dependency.
other ways include going to options in workbench and adding the guid there. or you can edit the actual gproj file to add the guid there too.
does anyone know if it is against tos to write a custom game server for reforger?
@twilit barn thanks
no, but maybe you should be more specific? What do you mean by "custom game server?"
i wanted to rewrite the Dedicated server to be more flexible for my use case
like modding the engine files? the .exe? then yes, im sure that IS against TOS!
well thats a bummer. i didnt want to "mod" it just rewrite in another language
Any idea why my recoil doesn't work at all? I'm thinking it can have something to do with animations maybe because the recoil setup looks good?
did u try to use very big values in the magnitudes and scale values?
Yeah tried that, it doesn't even move
Hi, I was wondering if there was a way to restrict or add certain prefabs to a box? For example, if I only wanted a pair of pants to show up in an equipment box
@twilit barn how does one load more dependencies once they have already started a project?
options menu, or edit the gproj file in a text editor
dont remove the Arma Reforger dependency though 58D0FB3206B6F859 That has to stay
will that add the files , like say i added a weapon mod?
yes, they will be locked so you cant edit, but you can view and override anything if you like (if the license allows)
after restarting workbench of course
alright, yeah im just trying to make a Unit/Faction mods for gm placing
Does your weapon have animations etc? If no player anims exist for firing etc the weapon won't move.
You would have to rebuild the whole engine. That won't work
at least without decompiling the server which i guess will be very much against tos
You can create a total conversion for one of the games that use it as a mod. You can change a lot, just not the main menu because mods are not loaded there.
you should be able to modify the main menu by loading the mod from the command line 🤔
or actually load the custom main menu config from the command line
Mods are not active in main menu, they get recompiled when you join a server or start a mission. That is why you can change your mods while in game
However theres an issue with joining a server with mods and then switching servers with a different mod list. Your character will freeze and not be able to move (Game restart to fix it). You can also not select a scenario from a loaded mod unless you start and quit a scenario to "refresh" the mod/scenarios loaded. I feel like you shouldnt have to do all that and its intended to refresh but it doesnt?
I literally have to explain this to people who JIP asking why they cant move. 100% of the time they were on another server before switching to mine (with a different set of mods loaded).
anyone know how to go about fixing this?, im trying to set up my own custom units to spawn in GM as enemie ai?
Need more context/information. From what you have posted, everything looks to be working great; you imported a model of some dude without hands and a dislocated foot, and the game is correctly rendering that model as you asked it to.
swaping clothing around seems to have fixed it, but they arent showing up as the color it was stated as
any of yall know how to take pictures and convert them into .edds yourself? im having trouble with the plugin stuff thats supposed to do it for you
it claims to have made one, but whens nothing at the file location and the image isnt there
did you created placeholder images before hand?
Look at the Log Console to see what are the errors @topaz imp
I couldn't figure this system out when I used it, so I just made the images in photoshop, named them with the _UI suffix, imported into enfusion and then it'll convert it to epps.
Not the correct way to do it I think, but I ended up with much better thumbnails
Hey folks - I read you can set your local mod for testing in startup params, but where the hell do you set startup params in Reforger given there is no launcher? Feeling dumb as hell right now
Additionally - when you publish a mod, should you remove a test world? I assume leaving it in increases the mod size?
been having this issue where when i spawn my groups down, they spawn two groups or atleast two group icons with different stuff? anyone have this issue
I do have both an entity and group component, not sure if this is the conflicting factor
so ended up fixing that, but not for some reason these names are matching up in the editor? what am i missing
Is there a way to disable AI budget all together? Don't think I need it for my own server, it gets in a way more then it helps.
Found this:
protected bool IsBudgetCapEnabled()
{
#ifdef ENABLE_DIAG
return DiagMenu.GetBool(SCR_DebugMenuID.DEBUGUI_EDITOR_ENTITIES_BUDGET_CAP);
#else
return true;
#endif
}
Guess could try to override it with a mod. Or figure out what is this DiagMenu and how to set values there.
If anybody is wondering how to do it:
https://reforger.armaplatform.com/workshop/5E02A7DD444FBD2D-ArmAUkraineDisableGMBudgets
https://github.com/arma-ukraine/reforger-mods/tree/master/ArmAUkraine Disable GM Budgets
Seems to work reasonably well. Questions, suggestions and improvements are welcome.
Do anyone know how to add mods/ more specifically modded buildings into my terrain? https://reforger.armaplatform.com/workshop/5D84C738432BFE6A-WolfsBuildingPack for example.
So far I've only messed with world building.
you have to add them as dependency
first you have to download it, then add it to the workbench open it onece then, after that you copy the ID open your project back up and go to workbench Options and under Game Project there is Dependencies there you have to add the id
Ah okay, I'll try, ty 🙂
Where can i toss up my server details
Getting this issue where the texture is not showing up right, like its showing up black but the texture is supposed to be green for this plate carrier, anyone know a fix?
Vertex colors
@stark acorn is that a option somewhere? I'm pretty new to this still
Try to google vertex colors and what they are
those are set in 3d software of your choice
anyone got any good tutorials to follow on creating my own map?
@stark acorn but the clothing isn't mine, and in game it works fine but when setting it on my ai the color is different
Do items need to have manually made and specified LODs?
yes
are you retexturing that vest? If yes, are you retexturing it via prefabs?
@stark acorn it's already got prefabs, like black , greens, etc.. problem us when I change the prefab to sat a green vest it shows up as black, and if I open up the prefab it shows up as the right color but not when it's been put on my AI Character
and how is prefab configured? Is it using material overrides or prefabs?
Perhaps mod is not configured correctly
https://community.bistudio.com/wiki/Arma_Reforger:Faction_Creation#Creating_retextures_using_prefabs see this for details how to set retextures
Hello everyone,
Sorry if i am not in the right channel, but I am facing an issue with the localization (aka stringtable) of my mod.
I have followed all the step of the BI tutorial but when I want to test the localization ingame it's not working and only show the #ModTag-abcd.
When i test my mod ingame I copy the Workbench project folder to \Steam\steamapps\common\Arma Reforger\addons (it works well for testing 3D and textures).
In order to confirm or not, it's comming from my configuration, I try to test one of the sample provided by BI on Github, but i am facing the same issue. Localization of BI sample are not working either.
So that'is my question : Is it necessary to publish the mod on Workshop in order for stringtable/localization to work or is there something I am doing wrong ?
Thanks in advance for your help and sorry if i am not clear (english is not my native language).
Why do you copy it to the game manually? Copying the source of your mod to the game will not do much for you. What you want to do is test your changes in workbench directly. The game primarily uses published mods, not wip ones. So the question becomes if something does not work for you in the workbench. If it is all doing fine there - publish the mod and subscribe to it via the in game mod manager and it should be working.
I am not sure to understand how can i test my changes regarding localization directly in the workbench ?
Well what are your changes? What are you trying to achieve overall. Change existing texts in game or add new texts for your custom dialogs or model names etc?
Can dependencies be added to an already formed MOD?
yes
I just replaced local name and description of my mod by translated one using localization.st and wanted to see how it's shown ingame.
In order to avoid publishing the game on Workshop, as we have no longer the "Private option" but only "Public" or "Test", my team and I were use to copy directly the folder of the Project to ArmA Reforger addons directory (it works well to see ingame modification regarding 3D but does not work for localization).
I discover today thanks to a Youtube video (BI documentation is not clear or lacking on this point), a way to launch directly the Game Master in the Workbench without launching the game which allow us to see our modification as it will be once published.
So problem solved.
there is also unlisted option again
Are you trying to localize description of the mod, as in workshop? Or do you mean scenarios descriptions?
In any case, neither mod description nor mission scenarios supports localization. Reason behind is fact, that mods and their stringtables are not launched until scenario itself is launched
Main menu is vanilla only - unless you run game with -addons CLI param
No what i have done so far, is (as for ArmA 3) creating a Mod called ABC (not to spoil to much 😉 ) and among this mod I add translation (=localization.st) for the prefabs (such as weapons, vest, pants...) following BI wiki tutorial. In order tot see how it appears ingame, I copy the projet folder of my Mod ABC in the folder \Steam\steamapps\common\Arma Reforger\addons . Then I launch the game, and go to Workshop, then on Download Tab where the mod appears and I tick it. Eventually I just have to launch a game master session in order to playtest the assets but unfortunately the stringtable are not working (show #ABC-assetname instead of translation) in game that way if the project is not compiled.
But do not worry, I found how to launch game master directly in Workbench, with stringtable working.
Damn, aight then.
In the string editor you have to look for Regenerating runtime tables, it's in one of the menus on the top
having this issue with my custom faction labels not working properly, anyone know a fix?
Faction labels should be Russian Mercs , and Wagner Group, but just show up as the label above it instead with nothing located inside them
<script src="https://pastebin.com/embed_js/cnLnqJWN?theme=dark"></script>
@stark acorn just like this, did i miss something?
yes, you are missing "Info" - first picture. I guess editor used last entry in labels (US - USMC) to fill the name for your new entries
no problem, I will mention that on Wiki
@stark acorn is there any way to override the names for groups, so that they show custom name i have for them? Like instead of Team it would say Russian Merc Fireteam, etc
not right now
I think someone from editor team was planning to make changes to it one day
alright cool beans
so getting this issue still where the I suppose retexture doesnt work. I get this RESOURCES (E): Can't remap 'Assets/Characters/Uniforms/OTW_Pants/OTW_pants_ground.xob' material from 'Pants_M70_01_Item' to 'Assets/Characters/Uniforms/OTW_Pants/data/OTW_Pants_CADPAT_Temperate.emat'. Source material do not exist. any idea how to fix this?
Remove remaps in mesh object component by editing prefab in txt editor
Or change materials again prefab again
@stark acorn seemed that worked for a second but when i relaunched my tools it changed back to the Green camo and not the black that it is supposed
and how are those helmet configured?
I've had a similar issue with this where the world editor does't update this I'm not sure if this is a known issue or what but once you load the world it's good my helmets are duplicates of the base I'm going to change this to inherted it might fix the issue with the world edit preview
before and after
@stark acorn how exactly do you mean? Dont have a ton of experience around about this stuff
how those helmet texture prefabs are created? Using prefabs or overrides? https://community.bistudio.com/wiki/Arma_Reforger:Faction_Creation#Creating_retextures_using_prefabs
Overrides are bit... unpredictable in my experience
looks to be overrides
yea, I guess that is the issue. If you have some solid repro, then you can try filling ticket on feedback tracker
otherwise I would recommend using prefabs
got a link or something for retexturing an xob?
https://community.bistudio.com/wiki/Arma_Reforger:Faction_Creation#Creating_retextures_using_prefabs there is small video there
do you have to do something different to get the group pictures to work with the generator?
How do I increase the number of vehicles available at vehicle depots? I added too many and supply trucks got bumped off the list.
Turns out I just needed to add more actions to the sign! 🙂 (solved)
is there a way for me to make mods with a friend in general with the arma reforger design software? Apologies if this is the wrong channel. I am very uneducated on the digital design type of stuff however, I want to learn how to do so with a friend? Is there a way to work on the same model for example at the same time or is that not possible?
at some model? Well, it's up to your 3d software if it supports some "coop" mode for model creation. Reforger Tools are used by hundred people at least so I would say, it is possible to develop a project by more than one people. You can use GIT or SVN to share your project with multiple team members but remember, that those programs are not handling merging changes from 2 binary things (like 3d models) very well.
Is it true that bullets disappear after so many seconds of flight?
Projectiles can have a time to live property, but it’s generally either because that’s the case in real life (e.g rpg 7 rounds exploding after about 5 seconds) or over a time that makes it irrelevant to the scale of the game - what’s the issue you’re facing?
Secondary to this, tracer rounds can have their tracer become invisible before they hit their target, which can give this impression incorrectly
Hi, will this commented system be launched in the near future?
ok so why are those channels called enfusion_ when they actually are about reforger
as far as I know we can't just grab the engine and make stuff
because there might be other enfusion games in the future sharing same engine
like arma 4
that's even worse because you'd get one channel for two games?
Why not?
most likely quite a lot of knowledge will still apply for both enfusion games. Note that there is also referger_workbench channel and in future more, game specific channels might appear
yeah I imagine you would have an extra step of asking people which game their question is for when they ask for help
importing a fbx might be the same for both games but collision layers might not be the same
creating collider might be also common for all enfusion games and hypothetically some other, non Arma enfusion title, then most likely you would get an answer who has experience with AR or A4
as I mentioned, note that there is already #reforger_workbench channel
You can. Look at Hexcavate mod
how can I play hexcavate without reforger?
Copy paste it into another enfusion game
But Hexcavate is not reforger.
It is on enfusion, but it uses barely anything from reforger
How would I mod the US Truck to be able to get up the hills from a stop on everon? I tried increasing torque which seemed to do nothing at all.
Is it really that bad ? I always see people talking about it, but for me it goes up hills just fine
I think a lot of people just don't use the full throttle with shift/RT
it really is. Some hills if you stop and try to get going again, it just doesn't move and the rear wheels spin in place. And I always hold shift for turbo.
the ussr truck is way better it seems and doesnt have this problem nearly as much
Lower gear ratios. You may have noticed it's easier to climb hills in reverse, because reverse gear has lower ratio than first, and thus more torque.
sweet thanks for the tip! Im not a car guy for sure lol but I had a feeling it was something in the gear ratios! 🙂

