#enfusion_generic

1 messages · Page 4 of 1

twilit barn
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its amazing how imbalanced the supply trucks are!

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Im comparing the two trucks and it doesnt really make sense. Can i set the overall weight of the vehicle maybe? I assume a lower ratio means a higher number? The rev ratio is 10 on US but only 5 on USSR, and the USSR Truck is a champ starting uphill from a stop.

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i seem to nee d to raise the first gear ratio to at least 10, but even then it still cant start from a stop on a steep (dirt road) hill.

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and then if its that high, it never can get out of 1st gear

keen rune
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The game specific questions will most likely come in the form of game specific systems. But in terms of helping out with any generic engine related things (probably all terrain/model import/animation stuff) it should be just fine. Perhaps separate script channels for each new release so people can get specific about the individual game systems. Maybe inventory for example or some type of gameplay mechanic

twilit barn
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I give up! Someone else fix that stupid truck! I'll run logi in reverse until then! 🤬

bitter heath
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How better are Enfusion's modding capabilities compared to A3?

paper sandal
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The tools are easier

jade current
sour anvil
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that isnt even an exaggeration

jade current
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Anyone know why objects lose their collision with the player when picked up and then dropped back on the ground?

stark acorn
jade current
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It's not a cloth component. It's an inventory item component.

short roost
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Hey guys, what is the "Fur Params" under visual in assets? haven't seen it before

jade current
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For when they introduce animals

molten granite
jade current
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@molten granite

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in xob import settings

twilit barn
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just had an idea, with the new reconnect feature that saves a slot for a player for a certain amount of time, I wonder if we can use that to mod in reserverd slots for players (for example server admins or owners)

jade current
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@twilit barn Can you like me to the script that has those features?

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link*

twilit barn
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the way it works is it adds you to a list when you disconnect and it deletes your name from the list after 60 sec (timeout)

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so just add it to the list when server starts and never delete it Im thinking (until they join) Then when they DC, add them back to the list but without the timeout? 🤷‍♂️ could work!

jade current
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Seems feasible to me

wheat grove
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Also if only rear wheels are spinning that means it's only rear wheel drive which makes a huge difference in traction uphill compared to 4WD

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revving to 10k is actually insane even high af for a modern car

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be blowing that engine up fast unless its a rotary

wheat grove
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3.57:1 is greater torque than 2.4:1

twilit barn
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thanks for breaking that down a bit more for me 🙂

wheat grove
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I'm a tech so if there's anything more you need to know, feel free to ask!

urban iris
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Anyone know the contact for reforged army studios?

sterile rover
mortal skiff
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dont know where to post this but anyone know how to chnage it so i can see terrain details far away in world editor ?

red swan
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hey guys , i am new here , i was wondering where can i learn about building modeling and structures , if there is any resources on how to get started

sterile rover
slender gull
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I don’t know where to post this as feedback againt aboe to post images but this ain’t right

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his head has a metal decal because the bullet decal is misplaced

oblique surge
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its the new terminator

short roost
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so uh, is there a way to set up a vest so pouches are seperate to the main "body" of a vest?

molten granite
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The US alice vests are all the same vests, just with different things attached. I assume that's what you mean

warm mirage
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is there a way that i can attach a door function to a button ?

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so the button opens it ofc

earnest sundial
warm mirage
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and how ?>

jade current
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Id say there are probably a few ways. Any of which will use a custom action.

warm mirage
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i still have no more info then i started with asking..

twilit barn
warm mirage
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i legit cant find nothing about it

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i need to make it that a button opens the door but there is no info

smoky sinew
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The process is for a desk, but I'd imagine you could translate it into making a door

warm mirage
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my goal is to just use thaty range obox that is setup , to activate a door like 300m away

jade current
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No offense but how are you supposed to learn if someone always feeds you the answers?

warm mirage
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how can i learn if i dont know where to look ?

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this something i have never done and im asking for help ..

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the wikis are clearly a way to help instead of a ayea there is ways .

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Got enough info now to go back to the drawing board

jade current
warm mirage
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Why does this discord otherwise exist ...

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but whatever i got two USEFULL answers from people that i can work with

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and i almost ask nothing around here , only if i really cant find it or dont know how . thats why this discord exist to ask help talk with other about ideas

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i know you might get 5000 questions a day but no need to be liek that for no reason

jade current
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I wasn't being like anything

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I gave you a useful answer. And then asked you a simple question.

warm mirage
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lets leave it as it is

jade current
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You're the one who got defensive

warm mirage
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euh the way you reacted was the reason

jade current
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So you're allowed to ask a question but I can't ask you one? Makes perfect sense to me.

warm mirage
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never asked me a question in the part where i asked for help

jade current
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And?

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A question is a question. I even declared that I wasn't trying to be offensive.

warm mirage
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your question aint even a question man

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we all learn byu doing stuff and searching for other sulutions

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and you might be the one that can do it all but i bet you have asked a lot of people over your time aswel

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every has something they know or are good in . im trying to do something that i have not done yet and ask for help after doing my own trys on it

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i dont see what problem you have with that

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as if someone is not allowed to ask anything

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and we all know the wiki is a mess and if you try to find something half the time its by same magical backway that has nothing to do with what its titelt

jade current
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I believe you're thinking into the situation entirely too far. I was just trying to point out the fact that not all questions can be answered. Not every question has a wiki link. Sometimes you have to take the context that you have and dig up information on your own.

warm mirage
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what do you think i have done before even asking

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i dont come here for no reason that my point im asking to the people that maybe do have a way or maybe have a something that i usefull

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so i can go from there instead of searching into the darkness and finding nothing at all . i have tryd a couple hours now getting the range setup to work on my door , everything around works just not the door

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so yea i dont come here just to ask for someone to plate it in front of me and tell me step by step how

mortal skiff
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just wondering with enfusion engine (arma tools) can you make your own stand alone game ?

unborn inlet
pallid knot
unborn inlet
mortal skiff
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Would they ever license it in the future ? Like is there any hope

sterile shoal
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There is the BI incubator, you can try to pitch ideas I guess

twilit barn
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I bet they want to get A4 out before allowing anyone else to finish a game on their engine.

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at the very least AR 1.0

mortal skiff
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That’s understandable coming from unreal engine and using the new enfusion engine I feel like it’s so much more simple

empty nexus
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in workbench you are actually editing reforger instead of developing with enfusion, so I imagine without reforger it would be very bare

pallid knot
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It is bare indeed. But just all the assets and scripts are gone.
Which yeah, if you want standalone that's what you want 😄
Everything that is in scripts/game is gone.

empty nexus
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until there are features in such as ability to make our own shaders I don't think it's a good use of time to try to make a custom game with the engine

remote bronze
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It is exactly the same situation as with Roblox or Fortnite recently. You have a base game that comes with its "official" sp/mp content. And the tools to create your own things within it. Arma as sandbox of course having the base setup of some 3d shooter rather than an a 2d platformer, but anything is possible. BI will most likely want to keep doors open to any project that looks like it could deserve a stand alone release, published by BI, but I personally do not see a future where you download the enfusion engine sdk like you do with unreal or unity and can change everything down to shaders. I was told that shaders are unlikely to be moddable, due to the proprietary formats used for consoles. So if you goal is to build your own game and you need custom shaders - but want something similar to the workflow of Enfusion - use unity and call it a day. There is no obvious benefit that I see where you want to use the purpose designed enfusion without any game logic over a generalized unity/unreal/godot.

People also vastly underestimate the efforts it takes to publish a game for multiple platforms. Steam makes it easy to throw $100 at them and you upload some afternoon project to it, but rarely do these succeed. I have kept track of mod/gamemode projects from Arma 2/3 and DayZ that claimed "oh my god, BI is so bad, lets just move our idea to our own game based on xyz engine so we can do it better. All of them, except (as bacon noted) PUBG have failed miserably - the servers they run through the BI games were well populated and the people were happy - they ruined it by trying to move it out. A lot of the default systems every game needs are taken care of and you always have some base player population available to you that might be interested in playing what you created. That is worth a lot. Even if you manage to create an awesome game and release it on steam ... its likely nobody will ever see let alone play it there.

empty nexus
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honestly the only non-bi game I remember that started out as a mod was pubg

gilded panther
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Guess they don’t want another Iron Front happening

remote bronze
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There are other nieche projects from small life or dayz style mods and game modes that tried it. You might know identityrpg.
My main point is that I am confused as to why so many people want to build entirely own games that have nothing to do with the base genre of the BI games. I'd like to understand the reasoning why you would want to do that

gilded panther
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After what a shit fest Iron Front was, despite being “the same genre” - which just turned out to be worse version of Arma in a WW2 setting, no wonder that BI is cations about licensing their engine

brave valley
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does anyone know of anyone working on a more in depth medical mod?

bright sable
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Probably not, given how BI was just recently making such changes. But I don't know.

warm mirage
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is there a way we can get an official statement of what is and is not allowed with monitesation for server owners / modders as there seems to be a lot of different things beeing sayd

empty nexus
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For mods refer to the license agreement, any commercial use of reforger mod tools is not allowed

remote bronze
warm mirage
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so it wouldnt be allouwed to make a skin for lets say a server donator ?

remote bronze
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No not even that

empty nexus
ivory light
pallid knot
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Yes also game

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the game EULA also forbids commercial use

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In Arma 3 even "purely cosmetic" stuff was forbidden unless you had explicit permission by BI

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for reforger, this permission system doesn't exist

gilded panther
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So how many server owners actually have permission from BI to allow for paid mods content?

twilit barn
smoky sinew
gilded panther
pallid knot
remote bronze
unborn inlet
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You should see the costs of making mods (hardware, software licenses, bandwidth etc). Most users think mods are being made out if thin air too. And this has never been allowed to be monetized in the past.
But as no one is forcing you to either host a server or make mods, you need to take into account that is an expensive hobby

unborn inlet
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Related - you need individual permission from each mod used before BI approves monetization

wispy birch
# pallid knot the game EULA also forbids commercial use

Let’s hope this wont be the case with Arma 4 🤞 Its no secret that mods are what kept Arma titles last as long as they do. Not giving modders and server owners the tools needed to not just pay off costs but earn something for the several hundreds if not thousands of hours of their time is just backwards.

gilded panther
warm mirage
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someone got an idea , everything was wroking till i relaunched the wb and now i get this error the whole time

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even readding the npc it will save then do it again

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SCRIPT (E): Virtual Machine Exception

Reason: NULL pointer to instance

Class: 'SCR_AIGroup'
Entity id:1

Function: 'AddWaypointsStatic'
Stack trace:
Scripts/Game/Entities/SCR_AIGroup.c:1248 Function AddWaypointsStatic
Scripts/Game/Entities/SCR_AIGroup.c:1864 Function SpawnUnits
Scripts/Game/Entities/SCR_AIGroup.c:1828 Function EOnInit

jade current
# warm mirage

FindEntityByName is returning null. Meaning an entity with the name being passed in doesn't exist

warm mirage
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that strange it worked alkl before i restarted the wb

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and everything is the same as it was when it worked

jade current
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Add a print before that line that prints the entity with that name.

warm mirage
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think i fixt it

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removced the whole way poin cycle and readded it seems to work now sitll get the error but they are walking again and spawning

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and it does it again after restarting the wb ...

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all way points deleted out of the file and giving me the same error ..

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ill add the waypoint they work and i save them restart wb and its all gone and broken again]

jade current
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Did you print like I said?

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You need to figure out what is returning null. In this case I believe it's not finding the entities

tawdry owl
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You think hosting a server is expensive. Try mod creation.
My PC hardware (to have a smooth experience in the required 3D applications):

  • i713700k = $550CAD
  • RTX 4080 = $1600 CAD
  • PSU = $170 CAD
  • Mobo = $350 CAD
  • RAM = $155 CAD

Applications:

  • Marvelous designer = $39 CAD/month
  • Blender = Free
  • zBrush = $51 CAD/month
  • Substance Painter = $65 CAD/month

PC = $2825 CAD
Applications = $155 CAD/month

smoky sinew
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I would guess you had other obligations, work and other uses for your PC that were in consideration

tawdry owl
smoky sinew
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That's dedication to modding

tawdry owl
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I do some outsource work for other studios but its not full time work. Just contract by contract.

bright sable
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Well, you don't absolutely need to spend that much on hardware. It's nice, sure, but I wouldn't say modding has to be as expensive from a hardware perspective. Generally speaking, if you can run the game alright, you can probably also mod it. The cost of licenses is of course a good point though.
But at least for me, the greatest "expense" of modding, by far, is time: If I multipled my hours in just the Workbench with minimum wage, I'd arrive at over 8 times the cost of my hardware.

jade current
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@bright sable A few more hours and i'll have invested as much time in Reforger as a 40/hour work week at a full time job with only weekends off.

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the greatest "expense" of modding, by far, is time:
I agree

tawdry owl
twilit barn
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Not to mention using peer tool that runs multiple client instances

bright sable
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2 instances are absolutely possible if have 16GB of RAM, I was using what was pretty much a min spec PC until like 6 months ago. Could probably even have added a third, didn't try.
The main reason you might want more is what Vergy said - if you have to close and open applications because you can't run them simultaneously, that can be annoying.
But I wouldn't want to tell anyone they can't make mods because they only have a low-mid tier PC. Being able to run the game at decent FPS is enough for most modding projects.

empty nexus
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you can get something that runs the game relatively well for half of what vergy listed as a pc, if you dont care about super ultra settings

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if you're not doing terrain work then workbench might actually run better if all you need to test your mods is an empty world like mptest

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also, RAM is cheap

bright sable
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half? a quarter, even.

twilit barn
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I have a pretty cheap ($1200 upgraded with ssds and full 64gb ram) laptop i9 with a 1660 and I've done ok making mods. More than one instance in peer tool really lags a lot for me, but I manage to get what I need done.

tawdry owl
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Again running the game and running workbench can be done on even a low teir PC besides map creation. The biggest point I am trying to make is the applications that use simulation and extrmely high polycount assets like MD and zBrush, good luck. Those applications will crash and just completely freeze up your PC. Even Blender if you import an object with 15mill + poly count will crash or take upwards of 20-30 seconds just to pan the camera around.

twilit barn
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yeah thats a LOT of polys! Ive only ever done small items like under 10K

twilit barn
tawdry owl
solid temple
empty nexus
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yes you may need better hardware for a few specific types of mods like terrains, for most of modding you don't

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most modders won't touch super high poly modelling in their work so telling them they need 2 grand for a pc is just trolling

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I also know people that make video game assets that use much less expensive rigs to do it, buying a more expensive camera doesn't make you a better photographer

unborn inlet
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do not cross post, use one channel or another

smoky sinew
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How do I see the PC performance dashboard while playing?

hollow rampart
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could be part of GPU software or MOBO software or just individual HW monitor

wraith flame
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does anyone know what the beanie mods and the ghillie top mod packs are called

bright sable
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I'm having an issue with the base building camera in Conflict (custom terrain) - the keys respond with very weird movements.
The video shows what keys I'm pressing and the resulting movements.
The GM camera works as expected, so I have no idea what's going on.

rocky bridge
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Anyone know how to fix this?

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Some stuff is under the map Idk why

rocky bridge
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Also how to STOP THE DAMN RAIN

stark acorn
round gorge
lunar elbow
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arma 3 in enfusion would be a dream

keen rune
lunar elbow
twilit barn
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but arma 3 mods dont work in enfusion, rip

lunar elbow
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would break some lighting mods but it would look way better vanilla

crimson tangle
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Dayz runs on two engines, I don’t think they want to repeat the instability

next oracle
crimson tangle
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Not really, reforger runs solely on enfusion engine

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Dayz runs on a mix of real virtuality and enfusion

next oracle
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Enfusion = Real Virtuality + Enforce 🙂

rocky bridge
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Why is this happening? I have a TimeAndWeatherMangerEntity in game

Virtual Machine Exception

Reason: Index out of bounds.

Class: 'TimeAndWeatherManagerEntity'
Entity id:1404

Function: 'Get'
Stack trace:
scripts/GameCode/World/TimeAndWeatherManagerEntity.c:165 Function GetWeekDayString
scripts/Game/UI/Components/SCR_IngameDateUIComponent.c:55 Function UpdateIngameDate
scripts/Game/UI/Components/SCR_IngameDateUIComponent.c:82 Function HandlerAttached
scripts/Game/Editor/Components/Editor/SCR_MenuLayoutEditorComponent.c:87 Function EOnEditorPostActivate
scripts/Game/Editor/Components/Editor/SCR_BaseEditorComponent.c:260 Function OnPostActivateBase
scripts/Game/Editor/Entities/SCR_EditorManagerEntity.c:1477 Function ProcessEvent
scripts/Game/Editor/Entities/SCR_EditorManagerEntity.c:1557 Function ProcessEvent
scripts/Game/Editor/Entities/SCR_EditorManagerEntity.c:1453 Function ProcessEvent
scripts/Game/Editor/Entities/SCR_EditorManagerEntity.c:1453 Function ProcessEvent
scripts/Game/Editor/Entities/SCR_EditorManagerEntity.c:1453 Function ProcessEvent
scripts/Game/Editor/Entities/SCR_EditorManagerEntity.c:1453 Function ProcessEvent
scripts/Game/Editor/Entities/SCR_EditorManagerEntity.c:1453 Function ProcessEvent
scripts/Game/Editor/Entities/SCR_EditorManagerEntity.c:1453 Function ProcessEvent
scripts/Game/Editor/Entities/SCR_EditorManagerEntity.c:1453 Function ProcessEvent
scripts/Game/Editor/Entities/SCR_EditorManagerEntity.c:1453 Function ProcessEvent
scripts/Game/Editor/Entities/SCR_EditorManagerEntity.c:1453 Function ProcessEvent
scripts/Game/Editor/Entities/SCR_EditorManagerEntity.c:1830 Function EOnFrame

twilit barn
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anyone know what could cause this kind of spam in my logs? UpdateEntities WORLD : Frame SCRIPT (W): Trying to allocate same compartment twice! UpdateEntities WORLD : Frame DEFAULT (W): Trying to equip as EEquipTypeWeapon, but weapon is not set in WeaponManager UpdateEntities WORLD : Frame DEFAULT (W): Trying to equip as EEquipTypeWeapon, but weapon is not set in WeaponManager

twilit barn
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ok I fixed the second part, I had WeaponManager trying to make an empty weapon slot the default. Im still unsure about that first error though. What's trying to allocate what kind of compartment? I need more details in that error message.

twilit barn
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SCRIPT (W): [SCR_RadialMenuController] - has no menu selected to control!Getting this before a client crash (When a player opens their map) However I see this every time the player opens their map, but only randomly crashes to desktop with no crash report, game just completely shuts down. Can not reproduce. Anyone got any ideas what could be causing this?

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maybe this is also worthy to note: SCRIPT (E): ScriptInvoker::Invoke: Incompatible parameter '1', expected 'bool', got 'void' (method 'SetSpawnPoint') SCRIPT : SCR_MapEntity: Attempt to call PanSmooth before map init is completed

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maybe also this: UpdateEntities WORLD : Frame NETWORK : PerformActions DEFAULT (E): InputActionManager @"ENTITY:4611686018427414067" ('SCR_ChimeraCharacter') at <6326.604004 76.040001 8440.045898> @"{519BC395FFB2B4A6}Prefabs/Characters/Campaign/Final/Campaign_US_Player2.et" CharacterControllerComponent: Action: Trying to perform action CharacterAction_InspectionMode(-1) which wasn't queued

twilit barn
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after removing a couple mods, im now getting this: SCRIPT (W): Duplicate instance of UI component -399360360 found on widget 'MapFrame'! The component is marked as unique, only one instance is allowed. Now to figure out how to fix this...

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why would Type() return that negative number? that doesn't seem right.

pallid knot
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its not a negative number

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Its just a unsigned number being printed as signed.
In unsigned that is 3895606936 or 0xE8323E98

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But that's confusing. I would expect it to be a pointer, so it should be 64bit. Don't know what other ID kinda thing that might be

twilit barn
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well crap im at a loss here, been at this bug for weeks now and its my last day off. Im sure a crash report would help but its not generating one.

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something related to maps im guessing as that the trigger for the crash to desktop without crash report

pallid knot
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also no crash report in logs folder?

twilit barn
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I wish I could at least reliably reproduce it

twilit barn
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new last line in console, and error logs: 13:50:54.965 rpl::Pip::ProcessNetToGame 13:50:54.965 AUDIO (E): Build error: Invalid custom index @"Sounds/RadioProtocol/RadioProtocol_Campaign_HQ_1_US.acp|Base,64 13:51:04.870 rpl::Pip::ProcessNetToGame 13:51:04.870 AUDIO (E): Build error: Invalid custom index @"Sounds/RadioProtocol/RadioProtocol_Campaign_HQ_3_US.acp|Base,64 13:51:46.155 rpl::Pip::ProcessNetToGame 13:51:46.155 AUDIO (E): Build error: Invalid custom index @"Sounds/RadioProtocol/RadioProtocol_Campaign_HQ_2_US.acp|Base,64 Still crash to desktop with no crash report window on map open, but only after being on the server for a while. 🤷‍♂️ Im so frustrated with this random bug!!! 🤬

tidal umbra
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So i broke my workbench/mod and i dont know how to fix it without redoing all my work. I made a prefab and noticed it just stopped saving halfway through so i dragged my completed version down to my composition Flat Slots folder to create the completed version of my prefab and it finally saved the completed version, but after i deleted the old version i tried to rename the prefab from AABunker_S_USSR_02 to AABunker_S_USSR_01 and now it just crashes every time i open the project...I really dont want to have to delete my prefab folder..

stark acorn
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then, you could try removing an unwanted changes in prefab by modifying in it txt editor - although it might also require some trial and error method

tidal umbra
stark acorn
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yes

tidal umbra
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So im confused what caused it? I am just trying to create a circular sandbag bunker is that something i shouldnt be trying? I made one in the past but now its just giving me issues

lilac moss
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Hello, does anyone have a moment to give me a quick hand with enfusion? I have a dumb question that probably has a 2 second solution

stark acorn
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what exactly happened is hard to tell with little info that is available - that would be my first guess though

tidal umbra
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ohhh yea the Small Slot is under the world when editing a prefab so i had to place another small slot on top of it to see the outline and i may have saved on accident at some point that might be it?

stark acorn
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that could be it

tidal umbra
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Thank you again i got it sorted and know what to avoid doing now👍

lilac moss
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im trying to do my own patch and have the mod for it to import so i can put in the retexture and edit it but how do i actually find it to import because it seems the only dependancies it can register is the base game, do i need to put the mod somewhere specific so i can find it in the resource browser? thanks in advance

tidal umbra
lilac moss
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thanks ill have a look

tidal umbra
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any guesses on why this prefab just doesnt want to save no matter what i do?

stark acorn
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how does hierarchy of this prefab looks like?

tidal umbra
stark acorn
#

well, I would recommend using Edit prefab mode instead of plugin

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this will automatically apply transformations to prefabs

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other than that, make sure you are applying transforms when applying changes to prefab

tidal umbra
stark acorn
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ah, right

tidal umbra
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I think it has to do with the type or how many prefabs im using or something because i just made a square with regular sandbag walls and it works now....🤷‍♂️ I have no idea

empty nexus
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dont compositions use slots for this stuff?

tidal umbra
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yea

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All i did was get rid of the barricades and just changed them to sandbags and it saves now..i dont know what the difference is or what the issue is

main wharf
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are there any good resources on getting started with creating LODs? every video, blogpost, etc. i've found are just saying "decimate modifier and call it a day"

stark acorn
main wharf
stark acorn
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That's true but such lods comes at price - time

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Usually simplygon is going to yield good results and then you can spend some extra time to tweak it or do so super low rest LOD

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See how color palet emat is used in Refoger props

sterile rover
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If you don't understand proper retopology, and how to do it in Blender/Maya, you are better off decimate modifier or use simplygon. Then spend time after you are done learning retopo if you still want to.

main wharf
earnest sundial
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Don’t let perfect lods get in the way of shipping a good mod - in my experience people don’t care (or do whatever makes you happy, I’m not your mum)

empty nexus
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perfection is the enemy of good, LODs are very welcome but make sure you don't put too much time into them - when you're far away from your asset it can just be a blob

tiny flume
#

So what's the deal with submuntions and why do my submunitions immediately shoot toward the ground like a bullet.

plucky ledge
#

If I edit the same prefab for 2 different mods will those prefabs conflict or is additive where it combines the changes?

vagrant basin
pallid knot
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I haven't seen any patches in reforgers so far?

valid fog
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I want to do some like this

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any idea how to make them?

main wharf
#

one of my prefabs is invisible after i imported a new animation file. i recall this happening before and it suddenly reappeared. can't get it to reappear this time, though. anyone else encountered this before?

keen path
zealous crown
#

Would anyone be able to help out on setting up the Enfusion Persistence Framework mod for Arma Reforger?

remote bronze
mellow echo
#

If you want the first one you should look at Zelik’s mod and see if you can just use that as a dependency.

valid fog
zealous crown
#

Mainly just want to set it up for a conflict everon server, so things like outposts and custom supply/fuel locations can be saved throughout sessions.

remote bronze
#

Out of the box support for persistent conflict is on my to-do list. But feel free to ask any questions or you want to add some integration yourself until then. Just DM me with where you struggle

zealous crown
#

Yee, will do!

main wharf
#

in the Weapon Optic Creation tutorial, it says "Color of the reticle doesn't mater - it is later replaced by the engine - therefor using just white for the reticle is recommended". the one i have is black, with a transparent background, and the file format is tif. would this create any sort of issues?

main wharf
#

followup question: the sight picture i'm using has a red dot in the middle, but enfusion makes the whole sight picture black. i'm following the Weapon Optic Creation guide and it doesn't seem to have a solution for that.

i know this is possible to do based on the mods on reforger right now. does anyone know how to achieve such results? the image file is .tif and has a transparent background if that matters. this is the sight: https://m.media-amazon.com/images/I/51tQrQrOvFL._AC_SL1001_.jpg

sterile shoal
# main wharf followup question: the sight picture i'm using has a red dot in the middle, but ...

There is no out of the box solution. Mods use various forms of scripting to enable this, for example in RHS we updated the 2DPipOpticComponent (not sure that is the real name) to enable to specify multiple optic emats each with own color, so you can layer up to 2 addtional colors on top of the black. Its not the best solution in terms of performance, but I think BI will change the approach

main wharf
tiny scarab
#

dumb question: how can i write in the enfusion features_feedback channels, apparently i am missing permissions or sth?

#

at first thought they were locked after time but they still seem active

empty nexus
main wharf
empty nexus
sour sun
#

Hey I want to get into making my own mods but I don’t know anything about computers is there any learning resources you recommend

sour sun
#

Thanks so you so much

zealous crown
#

Just an idea I had for a reforger mod, but add persistent ranking, with much slower progression to encourage users to work for the ranks that can persist across sessions.

#

@remote bronze This might interest you if you want to check it out for EPF.

remote bronze
#

EPF could be used as a basis for that yes, however for a simple stats progression system the vanilla save system might be proficient as well 🙂 Design it so it can be dumped into any kind of persistence layer. But yes from a gameplay perspective I personally do prefer making some progress. Having some levels, unlocking new stuff etc. I loved playing kind of the hill just to reach rank 50 so I could wear a cool beret hahahah.

I think vanilla AR does have some progression prototype in place though or not?

empty nexus
#

yes called career in the scripts

zealous crown
#

I know I definitely would enjoy a server that has saved progression, to be able to come back to the same rank I had before and feel like I make progress.

tiny scarab
slate fulcrum
#

Hi wich is the key tu turn inspection mode? I can get in right inspector mode with Ctrl+R but i don't know how to switch to the other side XD

slate fulcrum
floral brook
#

Just wondering, is it possible for me to send my files for a map to my buddy so he can add his ideas to it?

slate fulcrum
unborn inlet
granite turtle
vast quarry
#

Anyone willing to spend 30-60 minutes with me in a DM to learn and ask some questions about configuring and running a server (on a hosted platform). I need Admin help and how to configure things like loadouts for new spawns, loot spawn/tables, vehicle spawn/tables...things like that? Please direct message me if you are will to teach someone how to fish here. THANKS!

fleet dagger
#

@solemn plume modders already released Frame Gen plugin for Starfield, before Bethesda/AMD released their official FSR3 implementation for the game

#

God damn the results look impressive! It's perfect for CPU bottlenecked situations 👍

empty nexus
#

that game does not look nearly good enough to warrant this level of fps tanking

remote bronze
#

I was confused why the fps are so low on when looking at the elevator, only a few objects in sight. Makes me wonder if the cpu is killed by npc and game logic calculations primarily

nova delta
#

Also bad graphics != fast 😁

empty nexus
#

pretty sure I'm gpu bottlenecked in this game but it doesn't look all that good

#

people on stronger gpus than me say fps low

keen path
#

🙏 hoping for fsr2 and fsr3 for reforger soon

#

Especially because FSR2 is really nice for AA as well.
There's a mod that adds FSR2 to some games, it has a config file with a cool thing:


;set the forced upscale ratio value
;example ratios: Quality preset = 1.5; Ultra performance preset = 3.0
UpscaleRatioOverrideValue=3.0

I tried running values below 1.0, which made the 3d resolution basically >100% (like the arma 3 option)
Would be cool to get that in arma reforger,
The ability to set the Upscale ratio, rather than pick between the 4 presets

fleet dagger
#

Actually feel sorry for AMD on Starfield lol, can't have FSR3 ready for their big sponsored title. Meanwhile 24h into early access a modder incorporates better upscaling and also frame generation which makes the game run much, MUCH better on their competitor's hardware.

bitter heath
#

Will Enfusion engine be available to game devs (indies) similar as Unreal or Unity engines are? Not just as a modding platform?

bright sable
# bitter heath Will Enfusion engine be available to game devs (indies) similar as Unreal or Uni...

Technically speaking, developing a full, standalone game will be possible using Enfusion’s tools, but we currently do not plan to license the engine for standalone 3rd party projects.
https://enfusionengine.com/for-creators

#

Unless you have very specific requirements, you will be way better of using something like Unreal or Unity anyway.

bitter heath
#

From the modder's/game dev's stand point, it is always an undertaking to lear with a new engine (like Enfusion). But since you does not have the prospect of utilizing your skills anywhere else, than for modding their proprietary games, you are basically "held as a Bohemia's hostage", if you know what I mean.

strange wigeon
#

And if you use unreal or unity you are not held hostage by unreal or unity?

bitter heath
strange wigeon
#

Yeah. Out of BI scope

#

They all use C or C# or C++ anyways. And every studio/dev have their own internal tools even if they use unreal or unity.

empty nexus
#

I came into reforger with a unity background and it made things a lot easier

bright sable
#

In general, there's a lot of similarity between modern game engines. Shouldn't be hard to switch over to something else, at all.

empty nexus
#

correct, most of them seem to follow the entity component design

keen rune
#

Is there any possible way to diagnose and fix xbox crashes?

empty nexus
#

on our end? not really

nova delta
#

@keen rune @empty nexus Report it to us and I will take a look

drifting crag
#

Hello, I would like to know how I can create a custom flag.

elfin marsh
graceful willow
#

Been trying for weeks... can someone please tell me what's blocking helicopters from spawning!? I thought it was the helipad prefab but I removed that completely and it still says BLOCKED

vagrant basin
drifting crag
vagrant basin
drifting crag
vagrant basin
#

so you want to edit an existing faction i guess. You will need to find the config of the faction you want to edit, and override that config in your mod. Inside that config should be exactly what you want.

drifting crag
#

okay it's appreciated

worn tangle
#

would it be possible in reforgers current state to edit a terrains height features on runtime?

warm mirage
#

anyone got an idea ? my weapon works fine for me , even with 200 mods on no issues , same for if i use the same mods as the server that does have issues , it has own names own textures sound and notrhing is named like anything else would . but somehow only on some peoples server , the sup turn white and the sound is a basic m4 , even that it is no where near close to m4 files , i run it on my own server with a ton of mods and have no issues ether , im kinda lost how it even can happen at this point

stark acorn
warm mirage
#

That wouldnt make sence as if i use the same mods it doenst do it i

empty nexus
#

since asset guids are computed from the path, if you have a texture called assets/m4/gun.edds and I do the same then they bite each other

#

and the one you see in game is the one that loaded second I believe

warm mirage
#

It does it aswel with the sound file but that file is called something no one uses and thats just in the main folder

empty nexus
#

sound file or sound project

warm mirage
#

Acp

stark acorn
#

GUID is created upon file creation, so if you change name later, the GUID will be the same

#

that was for instance a common mistake in the beginning since people assumed they can rename files from samples to avoid conflicts

warm mirage
#

If the guid was the issue i would have it aswel if i load the same mods m that doesnt happen its only the sup and the sound acp

#

On 2 servers so far . But loading the same mods it doesnt do it for me

stark acorn
#

are you sure you are loading same mods in exactly same order?

warm mirage
#

If the guid was the issue the whole gun would have issues

stark acorn
#

if order is different, then your mod might overwrite other mod, which was messing with your files

#

the one, which would be the last, would take the priority

warm mirage
#

Ill relocate the path and see how that goes as i dont see any other failures in the mod

stark acorn
#

changing path doesn't change GUIDs

warm mirage
#

Its not the guid

stark acorn
#

it is

warm mirage
#

If so the whole gun would have issues

stark acorn
#

no, read my message

#

it is the guid of one of the files

warm mirage
#

So somehow magicly its a sup and a acp file that only have that issue

#

That doesnt maken sence

stark acorn
#

yes, they might have exactly same GUID

#

GUID is used for each file

#

I think you are now thinking about GUID of gproj, which is a completely different thing

warm mirage
#

And how do i chance it for that one item ?

stark acorn
#

open .meta file in txt editor next to the file

#

For example, "A6373BE246B5C482" is a GUID of Mi8MT_base.xob

#

initial path ("Assets/Vehicles/Helicopters/Mi8/Mi8MT_base") is used a seed for generation of GUID. Once meta file is created, renaming or moving file will not change the GUID

warm mirage
#

what did you use to generate new guid ?

#

just the in engine one i take ?

stark acorn
#

There are few methods:

  • Use https://community.bistudio.com/wiki/Arma_Reforger:Resource_Manager#Generate_GUID , open meta file in txt editor and replace GUID
  • Delete meta file and register file again - keep in mind that GUID is generated based on path & name of file, if both are the same, resulting GUID will be also same
    In both cases, if GUID was successfully changed, you will have to RELINK ALL CHANGED ASSETS. If i.e. your weapon prefab is linking to sound.acp file, which now has different GUID, you will have to remove assignment from that prefab, save it and then assign sound.acp again & save file again
warm mirage
#

i did that ill need to wait for thier server to restart to check

stark acorn
#

and did you checked if GUIDs changed?

warm mirage
#

yes

#

2 new guids 1 for sup 1 for acp

stark acorn
#

keep in mind, that if you changed GUIDs and one of the assets is still pointing to old one, then if i.e. weapon is pointing to replicated asset, then server will crash and throw error if GUIDs are not matching

#

1 for sup texture or prefab?

warm mirage
stark acorn
#

it could be also emat or texture itself too

#

but you can check it in a moment I guess

stark acorn
#

I would also say that you data structure is suboptimal. Some proper structure like i.e. having "Asset" folder would probably help with keeping the project clean

#

you are also not using BCR & NMO suffixes, which results in wrong compression of textures

drifting crag
vagrant basin
drifting crag
#

okey thanks you

warm mirage
#

@stark acorn its made like every other gun i make , and i havnt had this issue a single time , the strange thing is that even changed the sound file what shouldnt even be possible

stark acorn
#

it is bad practice though which sooner or later might lead to more issues like that

#

and textures missing suffix is a very bad thing which can affect both quality and performance

warm mirage
#

what am i missing as what you mean with suffix ?

stark acorn
#

TextureName_BCR
TextureName_NMO

empty nexus
#

we figured out the guid conflict, just a texture with same guid in another mod

stark acorn
#

thought so

empty nexus
#

its easy to find because there is a little puzzle icon in the resource browser, so when I loaded up what seemed to be half of the entire workshop I could just hit Navigate to Ancestor

spark vault
#

someone knows in wich building this door is?

royal niche
spark vault
royal niche
#

Maybe in right-click menu

spark vault
fickle patrol
spark vault
jade current
#

Iirc you can use "find all references" as well

warm mirage
#

just the tip of the backpack sticks out nothing else , no body part no back they are all inside the walls

#

sorry i ment the betl bag

bold bolt
#

Should be the first model in the hierarchy. So if you set your slots on the handguard, it will be your handguard pivots. If you set the slot on the weapon, then it will use the weapon pivots. If it doesn't, then just put a bug report on https://feedback.bistudio.com/project/view/68/

bold bolt
#

Yes

warm mirage
#

hey guys what is the rule about taking peoples custom workshop pictures that are specialy made for them to showcase the mod , even that its a apl mod , the pics are specialy made for it . and they getting used by someone else that has a mod nothing to do with the pics

unborn inlet
#

How are these used by someone else?

warm mirage
#

for mod showcase anbd in the files it uses those pictures

#

that where made just for my workshop content

unborn inlet
warm mirage
#

because the person that makes them for me doenst want other to use it without ether letting know its made by him and some are specialy made jsut for my content

unborn inlet
warm mirage
#

ill dm you the stuff

slate walrus
#

would it be possible to add optics ontop of carry handles

warm mirage
#

ofc

#

just like the basegame one , but only will look good with mounts or scoped made for it

slate walrus
#

cool

warm mirage
#

anyone else haveing issues with mod needed to be redownload everytime after joining a server ....

next trail
warm mirage
#

nah man every mod , its never the same and as a server owner it just super stupid for people that need to redownload it everytime , was fixt before update now happening again

next trail
#

which server?

warm mirage
#

some times its 1 mod , next time its everymod

#

both my eu and us server under PLXYABLE

#

its not just my server iu have tryd some other to test does the same , once you go out of the server and back in it forces to redownload the same mods

next trail
#

once you go out of the server and back in it forces to redownload the same mods
I did nto experience it yet and I tried few times connect, disconnect and connect again. Even switching between US and EU server but it seems that there are some issue when conencting to US where it throws scrip_mismatch

I guess that both server should are running with exactly same addons? seems liek it but askign to be sure

warm mirage
#

yes both are 1 on 1

#

no diffrences but i noticed it does get stuck on some and once you download itin the workshop its all fine

#

as if its not downloading the right order of some mods and they get stuck on eachother

next trail
#

well still not sure regarding redownloading of addons since I did not encounter it and I tried quite lot of time right now but we are on to different issue which is with order how are addons loaded and they seem to load in order which causes scripts to differ (script_mismatch kick) (probably how they override each other or vanilla scripts)
We will investigate now since it was quite easy to reproduce on your server.

I will try later to again connect to see if it redownloads something but we will figure out what is wrong with order of addons since backend is supposed to force exactly same order as is on server but seems that that is not case in some situation

warm mirage
#

thanks

#

i got one more question for ya if you dont mind can i send you a dm ?

next trail
#

sure

tawdry lynx
#

Not sure where to ask this (I posted the same question in #reforger_gamemaster
How do you add icons for custom vehicle prefabs to be displayed in the Game Master UI?

main wharf
#

since i cannot access Pivot IDs that don't belong to the hierarchy's root model, can i do so through scripting? i haven't come across anything about this. i need laser/light attachments to go on some pivot point on a rifle's handguard, which i have as an AttachmentSlotComponent of the root model. i also realized i need to access the front ironsight to flip it, but it's an AttachmentSlotComponent of the handguard prefab, which itself is an AttachmentSlotComponent of the rifle's receiver (the root model in the hierarchy).

keen path
#

😭 update anxiety when loading up the workbench for the first time in the new version

keen path
#

What is publishing folder

#

Some stuff for publishing mods?
I can't seem to open them

solid temple
#

hey, I just noticed that none of the clients have any interpolation when they join my listen server.. is this normal?

solid temple
worn tangle
#

hey do any of the enfusion samples contain a us bdu model? i want to retexture it so i need a uv unwrapped model identical to the vanilla one

stark acorn
worn tangle
stark acorn
clear bramble
#

So I've started work on a custom map of Uruzgan in Afghanistan. By now I've figured out a bunch of stuff by looking at tutorials and asking questions here but I've hit a wall. Apart from some minor things that are missing I want to test a gamemaster mission I made for the map. I've managed to get it on the workshop but when I try to play or host the mission it gets stuck in the loading screen. I've checked the logs but cannot figure out what goes wrong, mainly because I have no knowledage about coding.

Is there anyone here that could take some time to help me out. As in, take a look with me at how I set things up and what the error messages are saying?

stark acorn
smoky sinew
#

Aight, im ready to get burned! But can you use the enfusion editor with arma 3 stuffs? like an eden v 1.2

keen path
#

No, you cannot use arma 3 things in enfusion editor

sinful grove
#

Hello, So I've gotten this model loaded into enfusion and it's been separated by messes tracks/Hull/Turret.. but when I load the same Model into Blender I'm unable to find how to seperate the parts like it is in enfusion... does Enfusion have a type of automantic seperator or is the model already made into different parts?

smoky sinew
#

Can you already create mods for ArmA 4 with the reforger enfusion workbench?

keen path
#

No

bright sable
#

ArmA 4 isn't a thing, so... no.

#

But while that depends on the case, it will in general probably be fairly easy to convert mods made for Reforger to ArmA 4 once it's out.

sinful grove
unborn inlet
sinful grove
unborn inlet
#

make sure to follow the license CC Attribution-NonCommercial

unborn inlet
smoky sinew
unborn inlet
sinful grove
smoky sinew
bright sable
unborn inlet
smoky sinew
gilded panther
#

I've just taken a look at some of the components Enfusion has - we can edit the armors and add new classes and set their armor values. Can we also edit the amount of "health" a unit has?

unborn inlet
#

you will need to spread these if you want them that way on your own

sinful grove
#

Do you know any tutorials that explain this in depth?

unborn inlet
clear bramble
stark acorn
clear bramble
#

I do I'm using the Afghan mod, forgot the name, for the buildings. I did find the logs but they're huge. I will try again later today and share the document if thats possible.

clear bramble
twin depot
#

Good morning,

I need help please, I modified a map to create a version 2.0 however errors appear in the logs and I don't know what to do, the creator of the base map helped me but I think he doesn't just have to help me, which is normal, if someone could take a look

stark acorn
#

what is your mod name? I can perhaps check it tomorrow

clear bramble
#

It's called Uruzgan

#

Thank you! That would be greatly apreciated. Some extra info maybe. At some point I was able to host the mission in the map but I would always end up in a corner in the sea. I then tried fixing it removing and adding all the game logic again. After that the new problem showed up.

twin depot
#

This is what happens when I load my modified card on enfusion

stark acorn
#

can you share some pic from Workbench maybe?

clear bramble
#

Does this help?

stark acorn
#

Where is Afghanistan.ent?

#

Your gm world should be in worlds folder, not in missions

#

And mission config file should point to gm world (ent)

clear bramble
#

aaah okay! I will have a look. I followed a couple of tutorials that did it like this.

clear bramble
#

So I think I did what you suggested. Moved everything to the right folders. And changed the config file to point towards the right .emt. The problem I encounter now is that the mission doesn't show up in scenario's or in the mission list when hosting multiplayer.

stark acorn
clear bramble
#

ah okay! Thanks.

#

Sorry it's all very confusing. Hopefully after this you wont hear from me anymore

stark acorn
#

no worries 🙂

clear bramble
#

It's working!

twin depot
#

hello my friend

#

I have these errors that appear when launching my card, problem the files are in ArmaReforger that are locked and I do not know what to do to improve all this because of the blocking, someone have a solution?

#

I have the impression and had confirmation that these errors were not related to my additions

olive tundra
#

How do I go about generating Icons and Labels for custom Groups and characters? I tried following the Faction Creation page on the Wiki down to a T, and it didnt work
I registered them with the plugin and it didnt seem to give them the proper labels

olive tundra
#

They also dont seem to properly hold their weapons

#

When direct controlling them, they wont fire their guns either

#

They can melee, but they cant shoot or aim their weapon

strong bay
#

UH-1Y and AH-1Z hoodidk

unborn inlet
neat sky
#

hi folks
is there a place i can ask for help? with infusion

olive tundra
#

Yes, ask here, unless its super specific and fits one of the other Enfusion channels better

neat sky
#

well its more questions.

  1. if i make a scenario. can i load it on a server?
  2. how do i load a custom map in the editor to make said scenario?
  3. the map i wanna load is gogland conflic which is an edit of gogland. would the conflict part still work if i say. place down a spawn point? as currently when i join the server. i spawn in the ocean and cant do anything.
olive tundra
#
  1. Yes
  2. Downlaod it as a dependency then load it up in the workbench dependent to your Mod
  3. Youll have to fit the Spawn Points within the Conflict framework, by tampering with the HQs
#

Also, that just sounds like an outdated mod
Your best bet is to just remake Conflict Gogland

neat sky
#

ok. also could you elaborate a bit further on number 2? im not sure how to do what with the dependancy.

neat sky
#

ah ok. ill read that soon ^~^
when it comes to conflic. can i set it to be PVE?

olive tundra
#

Its not that simple

#

Youll have to disable the spawn for one faction or another through the Faction Manager

neat sky
#

yeah thats what i plan on doing :p

twilit barn
#

In the prefab you're trying to edit, in the "editable" component.

strong bay
twilit barn
#

the prefab for the building youre trying to edit

unborn inlet
austere garnet
#

Dos anyone know if there a mod available to adjust the range of the loudness of the speech be myself? So that I can adjust by myself how loud my speech will be when I'm talking.

neat sky
#

how do i load custom maps in the tools? to make a scenario out of?
and how do i load the modded map as a dependancy. im a bit confused on what to do here.

warm mirage
#

hey guys how can i make a map like this so i can use it ingame ?

#

is there a way to generate it ?

#

as now it just shows the land border but nothing in it looks kinda off

empty nexus
#

isnt this what the export map data tool does?

warm mirage
#

yea i found out about it 😛

smoky oxide
#

What does this error mean?

BACKEND   (E): Http Error apiCode="remoteRequestFailed", message="Remote request failed"
BACKEND   (E): [RestApi] ID:[11] Error Code:502 - Bad Gateway, apiCode="remoteRequestFailed", message="Remote request failed"
DEFAULT   (E): Uploading failed! Reason: ""
BACKEND   (D): Publish failed
RESOURCES (E): Publishing failed
frosty schooner
#

Anyone know where i can manually edit the inventories of clothing within the toolshop? i want players to spawn with a specific piece of clothing with specific items inside of said clothing.

worn tangle
#

is there currently a system where you are able to attach certain gun addons to another gun addon? for instance i wanted to add a bracket that can be attatched and removed and then be able to mount scope on that bracket

twilit barn
empty nexus
#

recursive mounting is turbo jank, try in a few months

worn tangle
empty nexus
#

you could check out my m249 scope rails mod

#

its a m249 variant that has optics rails, but those rails are baked into the gun, not detachable (no I did not edit the m249 model, it's a permanent/uninteractable attachment)

worn tangle
empty nexus
#

if you dont need to actually enable people to attach/detach the rails themselves then it's easy

thorny zenith
#

Anyone that can code interested in joining a project?

humble cloud
#

can we not make local mods on reforger ?
like not go through the workshop ?

stark acorn
#

you can, but you can't host a server which will be visible in global server list

#

you would be still possible to connect via CLI/IP

faint berry
#

Love the game but this exact moment I just quit playing thought I’d share

grizzled valve
#

Think your game just lagged out or you had bad connection or maybe Server issues because many players got kicked

#

Cause thats not normal😂

faint berry
#

Nah I thought that could be the issue but this happened with a 30 ping connection 32 player lobby

grizzled valve
faint berry
#

Nah bro I promise it’s not a connection issue and if it is then why isn’t there an on screen warning or like ping notification like what other games have so I know to at least hold my shots

#

And also one more thing why aren’t play models prioritized at distance why have a 9 or 10x scope when the player model is invisible and you can’t tell what team they are (I like that feature just impossible to tell at a distance )

jovial pewter
#

when running team deathmatch in world editor i get a lot of null pointer exceptions upon joining a group (all related to group code). is this expected?

brave condor
#

**“Scripts/Game/MISSINGTAG_EEditableEntityLabelcUI.c(4):Multiple declaration of variable ‘FACTION_GREENFOR’ **Anyone have any idea why this Compile error would be happening?

empty nexus
brave condor
empty nexus
twilit barn
#

Has anyone got any tips for restricting platoon channels? Would I have to handle that via scripting? Unfortunately I've got some ignorant players using it like direct chat...

empty nexus
#

without scripting, mute, kick and ban

twilit barn
#

Yeah but I work 40hr weeks, I can't be on the server 24/7

#

I'm on a lunch break otherwise I'd be searching for where to do that in the scripts right now

bright rune
long silo
#

would anyone be intrested in helping leaens this tool way diffrent from arma 3 kindia lost

brave condor
worn tangle
#

would simulating a more accurate radio system work currently? i know that forests have a volume sort of thing that could be utilized? maybe a ray from player radio to nearest receivers and based on the amount of terrain and forest blocks the signal would determine radio noise and maybe a random cutting out, i think it would be a very nice touch, also local sounds like gunfights would be cool to hear through radio, those people that dont use headphones and use radios sound so cool when they are having to yell over the gunfight meowawww

keen path
#

Yes you can do ray testing Math3D >IntersectionRaySphere.
But I don't think you can change the radio noise with a script,
I couldn't get script interaction with the VON audio to work.

Gunfights through the radio? Technically yes, you can script that, but you have to play a new sound (can't edit von.acp yet).
But you can play gunshot sound with some filters (or create edited distroted gunshot sound files) and play them if a player who is speaking on the radio is near a gunshot.

🙏 We want von.acp script and signal interaction, the feedback tracker is "assigned" on Aug 3 2023.
https://feedback.bistudio.com/T174378

#

Hopefully in the future once we get that capability, we can do more advanced radio things
and more advanced VON things like wearing a mask modifying voice or whisper/yelling

twilit barn
#

Welp, apparently this doesn't work: ```c
modded class SCR_Faction : ScriptedFaction
{
override int GetFactionRadioFrequency()
{
return null;
}
};

undone jewel
#

Hello ,

i got so far the basics together, how to create a simple mission in the world editor.
In my case i want to start to use mods in the world editor.

The Mod JLTV / Joint Light Tactical Vehicle got a few wheeled vehicles (which are fully functional) that are ready to use as soon as the mod is active and you start a Game Master Scenario.
The moment i want to use this mod in the world editor and added the mod folder in the library -> no ready to use data.

Do I need to create Prefab.ent data myself from the mod data or do I overlook a point ? Assuming that the mod starts with Game Master ready to use, i thought there would already a data ready for use 😄

jovial pewter
#

i dont understand how the following is possible:

  • copy world, add faction/loadout manager and TDM, everything works
  • make some changes that cause errors in UI (group selection after joining team window breaks)
  • i delete TDM entity and reimport it, but the UI is still broken, despite all errors happening in the game mode / player entity
    where are these side effects happening that leave the UI broken despite the root of that entity being deleted and recreated
#

do i have to restart the workbench everytime i make changes to be sure no wrong code/entity setup is cached? because it works after a restart :|

coral prairie
#

You should compile the game scripts each time before testing it in the world editor.

jovial pewter
#

it auto compiles on save. at least it says so. not to mention the reverting change wasnt a code change but an entity change in the world editor.

keen path
#

I feel like for certain things restarting often is handy, yes

frosty schooner
#

Is there anyway to limit the amount of laodouts allowed in a game? or the amount of players in a faction? let's say i want OPFOR to only have like four players or something.

twilit barn
frosty schooner
# twilit barn Can probably do that via scripting

ugh i wish i understood the tools and C# well enough for that. Maybe with time when i get more familiar with them both; as of right now, trying to more-so gage if the tools having already pressent features to eliminate the need for that.

robust radish
#

So I've madeit pretty far through tutorials. I can't seem to figure out how to create a new material for a collider? Is that in blender or in Enfusion?

stark acorn
#

Enfusion

#

gamemat can be created via Create menu in Resource Browser or by duplicating/inheriting existing gamemat

rocky nacelle
#

So question how do u get the enfusion engine

bright sable
#

It is not available standalone, if you meant that.

unborn inlet
robust radish
#

Is anyone familiar with Zeliks Characters? I'm curious how to include the NVG Framework on my helmet

undone jewel
#

how can i place / use mods in the workbench and not as a game master ? I have the mod folder in the library of the project but i dont have any prefab and the mods dont start during testplay.

rocky nacelle
rocky nacelle
#

Ok so got arma tool how do i get server thats already running into arma tools

opaque wing
#

@jovial cosmos sry to bug you but do you know how i can add a contributer to my mod

twilit barn
wheat rock
#

Hello this message is probably also suitable for this channel so i will link it. Its a question about making a training course either via mod or game master mode. Thanks for taking the time to look 😄 #reforger_gamemaster message

smoky sinew
#

Im looking for a modder to make something for me, Would be happy to pay, A uniform/gear pack

short roost
#

weird question, are single shot weapons such as musketst functional in reforger?

empty nexus
#

there currently aren't any but I am positive you could make one

tepid fiber
#

I don't even understand why add the ability to let unconscious players talk?😕

strange wigeon
#

sometimes, incapacitated does not necessarily means unconscious. So one can still yell for medic.

royal niche
unborn inlet
empty nexus
#

Staff are easy ping targets because y'all put them on top of member list

remote bronze
empty nexus
#

heck, let's do it

paper sandal
#

Just add him to the top of the members list so everyone knows who to ping

empty nexus
#

I'm down as long as my role makes my name pink, small price to pay

stuck scarab
stuck scarab
warm mirage
#

Is there a way to force manual driving for all players on a server ?

open lynx
keen path
#

Yes you can, but I think you have to make that functionality manually

#

Vanilla, I don't think so, but you can mod something like that for sure

tiny scarab
#

anyone knows where to edit the time grass/crops need to restitute after player steps through?

grass_crops_gamemat takes grass.physmat which has a restitution value of 0.125 , however changing this value doesnt seem to do anything (at least i dont see a difference) thonk

stark acorn
# tiny scarab anyone knows where to edit the time grass/crops need to restitute after player s...

The coefficient of restitution (COR, also denoted by e), is the ratio of the final to initial relative speed between two objects after they collide. It normally ranges from 0 to 1 where 1 would be a perfectly elastic collision. A perfectly inelastic collision has a coefficient of 0, but a 0 value does not have to be perfectly inelastic. It is m...

#

As a side note, changes to gamemats or physmats require workbench restart

tiny scarab
#

thanks!

twilit barn
tender junco
#

anybody know how to fix that publishing issue?

stark acorn
#

Did you created new project or copy pasted someones mod folder?

tender junco
stark acorn
#

can you give me the name of the mod? can be via dm too

tender junco
#

it was a new project....no issues before, just this issue start from the last update

stark acorn
#

are you using same steam account?

tender junco
#

yes it's the same

tender junco
stark acorn
#

and you are still using stable Arma Reforger Tools, right?

tender junco
#

right

stark acorn
#

I passed this question forward and I will let you know if I got some response

stark acorn
tender junco
ashen birch
#

@tender junco restart the Workbench and try again. It should be ok now

humble ivy
#

Why can i not reply to mods in the showcase 🙂

tender junco
twilit barn
#

been trying to figure out how FIA vehicle spawns are controlled since exp was released. Any tips? (Its not the same as stable branch)

#

I added some custom vehicles to the FIA vehicle entity catalog but none of them are spawning in like they do in stable branch

twilit barn
#

its very frustrating

vagrant basin
#

There is a SCR_AmbientVehiclesManager and it looks like it is taking the prefabs from the entity catalog in the game mode. Maybe you have to make sure to use proper labels.

twilit barn
#

labels seem to be the thing, cant have any extras in there I guess o.O

stark acorn
twilit barn
# stark acorn what do you mean you cant have any extras?

Im looking at SpaceStriders bmp3 for example, it had in its authored labels: Armor, Armed, Amphibious and content_modded; the auto labels had vehicle truck. Im not sure which ones were causing it not to spawn, but I matched the fia uaz's labels exactly and then it would spawn in. Is it just Vehicle car that needs to be set for that to work? Or do some of the authored labels need to be removed?

#

Im thinking the latter

#

I also couldn't find where it is getting those label rules from. The prefabs for each faction's ambient vehicle spawn dont include any rules.

vagrant basin
#

each spawnpoint has their own labels.

twilit barn
#

wow I just had to click on the component lol

#

looks like trait_armed is excluded by default

#

I had gone and found the prefab and opened it up to override. I guess I can do that now that I know what needs to be changed. Thanks guys!

smoky sinew
#

working on a parachute mod for reforger anyone have an idea the best way to attach the player to the parachute? im thinking i should make it a vehicle that they are moved into via script

graceful bison
#

hello, i set up a dedicated server on my machine and when trying to join it i get this error. any one have any ideas what this means, ive searched around but found nothing.

tacit bramble
#

Any option to copy World.ent?
I want to create my own version of World from BIS (with all entities places on the terrain).
Other words i need possiblity to modify prefabs intances. Butn when i open existing world from ArmaReforger category i can't to change any options of instances. Them blocked.

sour willow
#

Any idea why every equipped item in a custom loadout has the wrong icon in the inventory? I'm pretty sure that's not what boots look like

hollow valley
#

so newbie question im trying to set spawn points for vehicles in enfusion and i cant figure how to put this in and how to make them respawn when destroyed ? thanks in advance....sorry if this is a stupid question lol

robust radish
#

I'm making a vest and my guns keep clipping through it. How do I change this?

twilit barn
# tacit bramble Any option to copy World.ent? I want to create my own version of World from BIS ...

Yes open the root world, in your case Arland. Not the one in the mp folder, the base map. Then create a sub scene of that and save it in your mod. Then open cti_Arland, select default layer and rt click > copy all entities. Then without closing world editor, reopen your saved sub scene, create a default layer and go to edit menu > paste on same position. Then you can edit a vanilla conflict mission. 😎

thorny isle
#

so my controls all reset at some point since I last played reforger, but the problem is that it seems to still have all of my old keybinds ALSO STILL bound, so even after resetting all controls to default, SOMEWHERE in all my stuff my old keybinds are still in effect. How do I completely reset my keybinds?

graceful bison
#

Get this when joining server

tacit bramble
#

How to modify existing localisation table or create new one based?

zenith fern
#

Anyone know what service reforger uses for the backend to determine IP location? We have acquired a full /24 block and have had it updated through pretty much all the main providers we are aware of but it's showing that the ping location is London when it should be Sydney

#

Seems it might be iplocation.net sucks because they haven't updated their IP2Location DB for over 2 months which means it's outdated and it's showing the record from that DB as the location instead of the real-time databases they have hooked up

vast quarry
#

Anyone know how to make AI respawn once they are all killed? Perhaps at a given interval time afterwards?

civic meadow
#

if anyone is good at making supressors and scopes please reach out to me, been trying to do this shit myself with bacons mods as dependancies and it's getting me nowhere

maiden parcel
civic meadow
#

got an error code: 400 when i opened the publish menu for a mod im working on, anything to actually worry about?

#

says apicode="ResourceNotFoundError" , message="Resource asset not found"

twilit barn
graceful bison
#

keep gettin this error when trying to start a server i created with a custom scenario, works fine when i just host thru the game but get this error if i try to run it on a ded server and join, cant find any info on the error code at all.

graceful bison
#

any help/tips would be greatly appreciated

vast quarry
# twilit barn Ambient patrol spawn point component

Hi Gramps. I added this to the AI group I selected, but they still are not responding. Do you happen to have an example of what a working AI respawn looks like? Perhaps I missing other components or something

#

Here is what I created, but cannot seem to get this Rifle squad to respawn after they are killed:

#

Any ideas what I am doing wrong

twilit barn
tacit bramble
#

How to switch in map mode like in Arma3 Eden?

split blade
karmic cobalt
#

Hi im trying to mod a weapon following the tutorials. its asking for a colision mesh. but im having trouble making this, any advice would be great thanks

floral brook
#

anyone know how to add DEPENDENCIES to a mod im already working on?

floral brook
stark acorn
#

Can you send me the name of the mod?

#

Have you checked if dependencies are present in gproj of your addon? You can check it by opening it in txt editor

floral brook
stark acorn
floral brook
stark acorn
#

let me check it. I've seen that you updated it last time on 23/10/2023 00:35:25

floral brook
#

when im in the editor it shows up but not in the workshop but ive downloaded it from the workshop and had the dependencies loaded and it worked in solo GM

stark acorn
#

hm, maybe there is something wrong with the workshop. I will pass it forward

floral brook
#

okay thanks

stark acorn
floral brook
undone canopy
#

Where are mods stored?

undone canopy
#

thank you

vast quarry
#

Hello. I cannot figure out how to RESPAWN AI after they are killed. I am using the Ambient patrol spawn point component when I add an AI group (like a Patrol Group for example), but once they are all killed, they never come back. Any help is appreciated

twilit barn
vast quarry
twilit barn
vast quarry
# twilit barn ok so to be a little more clear, Im in conflict game mode, using the AmbientPatr...

Thanks for the clarification. I went back and looked. I have both the AmbientPatrolSpawnpointComponent_FIA and the SCR_AIWorld. I made sure I put a respawn time of 30 (seconds). Here is the weird thing, when I go to run/test in the World Editor, there is nothing there. No AI at all. It's like there is something missing that is causing them to not even show up. As a reference, here is a snapshot:

vast quarry
twilit barn
#

ah I see this is not in conflict mode. There might be a better way to do this, but I got it working outside of conflict mode in kind of a hacky way. I have to clean some things up, but I can probably show you tomorrow exactly which components I was using etc. But for starters I noticed you have a lot of stuff under your game mode, and I have nothing under my game mode, but everything in the same level if that makes sense (no children, all parents).

open lynx
#

This seems like the most appropriate channel, but I would like to note some confusions / inaccuracies in https://community.bistudio.com/wiki/Arma_Reforger:Character_Gear_Creation/Headgear/Asset_Preparation . Specifically, the Transfer Weights section near the top.

In any case, weights transfer can be done in following steps:
Copy reference mesh (f.e. Character_Weights_Template.blend can be used) to the scene with helmet
-Select Helmet mesh with Left Mouse Button
You might want to separate chin strap to separate object and keep helmet hard shell assigned to Head vertex group
-Select reference mesh
Switch to Weight Paint mode
From the menu in top left corner, select Weights -> Transfer Weights option
-In top left corner of the viewport, there should be now Transfer Mesh Data menu which you can expand
Change Source Layers Selection to By Name
Click with Left Mouse Button somewhere in the viewport to confirm the transfer```
#

In the current version of blender, the "Transfer Mesh Data" drop down appears in the bottom left, as opposed to the top left.

Also, for Selecting meshes for the weight paint mode, it follows a "Selected to Active" method. The webpage says to select the target mesh first, then the reference mesh. This action is actually reversed. Selecting the reference mesh first, then shift clicking the target would correctly set it to active.

stark acorn
#

wiki discussion theoretically should be located in #community_wiki but to be honest, there is so much A3 stuff there that I don't check it

open lynx
#

Alright, don't think I have that channel showing anyway. Actually, I've occasionally noticed some minor things here and there as I've browsed through the modding tutorials. Mostly simple spelling errors or such. If you would like, I could log anything I find here for you should I happen to notice problems. Or in the forementioned channel

stark acorn
#

Feel free to post it here. As for order of actions - you are right. I will fix it on Wiki

unborn inlet
royal niche
vast quarry
keen path
#

Whenever the action-menu (press F menu) is active.
All my keybinds which have scrollwheel cease to function.

Is there any way to override this mechanic?

leaden void
#

Perhaps your context for your keybind has a too low (or high?) priority.

jade current
#

That's the problem ^^

sweet beacon
#

Is an antistasi for arma reforger possible?

#

I was thinking becuase the conflict gamemode is just a big pvp antistasi. And with the right mods people could probably create one

#

There is plenty of weapons and vehicle mods, and building mods too.

twilit barn
#

I've heard my pve scenario compares to antistasi and/or liberation (conflictpveremixedvanilla). It's not quite the same IMHO

coral gust
sweet beacon
#

What if someone made a user made version?

coral gust
#

Probably not

humble ivy
#

They`re going to wait until arma 4 comes out

twilit barn
#

swear ive seen it somewhere before, but where do you set the vehicle lock timer when someone spawns a vehicle?

twilit barn
#

finally found it in the prefab for the sign you select a vehicle from (VehicleService_US_Large/Medium) under props.

#

SCR_CampaignLoadSuppliesUserAction is now marked as obsolete, where do i find the new method?

twilit barn
twilit barn
#

Where can I add the name of the player calling a vote to the vote notification?

outer path
#

Hi,
How many trisfaces are allowed a rifle?

#

I have 32,853 faces model.

open lynx
#

That will be perfectly fine

#

just make sure you have LODs

outer path
#

okay, thanks

keen flower
#

yo, I'm looking to get into modding Arma Reforger. I have the tools installed, but don't know where to start. can anyone point me in the right direction?

unborn inlet
keen flower
#

only thing even closely related I've done is a high school level coding class using C

unborn inlet
#

if you have no previous experience i guess everything is just as simple / complicated for you.
figure out what you want to do with modding first then ask the specific question.

stark acorn
keen flower
#

so i followed the setup guide, and I recieved an error saying that it "cannot create game". once i dismiss the message, it closes the workbench. am i missing something?

stark acorn
#

where did you created your project?

#

I think it doesn't like i.e. OneDrive directories

keen flower
#

wait... i put reforger and the tools on different drives. would that screw things up?

#

still gives me the error. damn

stark acorn
#

did you located Arma Reforger gproj?

keen flower
#

Yes, I input ArmaReforger.gproj into the app, and it shows an active project on the screen. When I try to open it, or another project I created, it doesn’t work

#

I’ll send screenshots in a sec

#

i dont think its a crash, really

stark acorn
#

you created it in one drive directory

keen flower
#

does it have something to do with this error?

keen flower
stark acorn
#

create it in non one drive directory

#

you can create some folder in C:/MyProjects and create new project in that directory

keen flower
#

so the problem is that its in the same folder as ArmaReforger.gproj?

stark acorn
#

this is one drive folder

#

problem is OneDrive

keen flower
#

i only see a white bar

stark acorn
#

??

keen flower
#

the picture you sent

stark acorn
#

is this working for you?

keen flower
stark acorn
#

I guess you are using some software to change style of text

#

C:/Users/Domin/OneDrive is a one drive location

#

since some time, Windows asks during installation if you want to have your whole profile being synced in OneDrive cloud

keen flower
#

so i just create a folder in the C: hard drive and save the new project there?

stark acorn
#

for example. If you have other drive, you can create such folder also there

keen flower
#

ok, heres what i did this time:

stark acorn
#

what workbench version are you launching?

#

Arma Reforger Workbench?

keen flower
#

yes

stark acorn
#

or Arma Reforger Workbench Experimental

keen flower
#

experimental

stark acorn
#

that doesn't work like that

#

Experimental needs experimental game data

#

which means you would have to either: install Arma Reforger Workbench and use it

keen flower
#

oh... so i need experimental installed if i want to use this workbench

stark acorn
#

or download Arma Reforger Experimental, remove previous Arma Reforger .gproj from Enfusion Workbench project list and locate Arma Reforger gproj from Arma Reforger Experimental game

keen flower
#

ah, alrighty, then

#

hey! it works!

#

@stark acorn thanks for the help, man

orchid trellis
#

Can someone help point me in the right direction for adding a custom logo to ArmaVision. (Completely new to modding)

keen flower
#

yo, when i place down the grass texture using the terraign tool, all the grass is white. anyone know why?

autumn vale
#

Im Sorry but ive been looking for quite some time and still comming up short. A Couple Questions Please.

  1. Are you able to use Community Created Content from the Workshop in your own Worlds/Projects? - If So, (I Assume you can) How? I have Unpacked the PAK files, and tried to add or Import/Register items, Im unable to add anything through the Resource Browser/Create Menu. --- Honestly i feel bad asking, but i cannot find a youtube video example or tutorial any where. Can some one Please point me in the right direction?
spark vault
autumn vale
#

ok, so no need to unpack the PAK files or anything, simply ensuring they are a dependancy, then they should come up within the create menu?

#

-- P.S TVM for even the reply tyvm

spark vault
autumn vale
#

TYVM, i will give it a go, tyty

strong lion
#

Is it normal to have to redownload your mod every time you restart the game? (On experimental)

strong lion
#

Good lol, any idea what could be causing it?

unborn inlet
strong lion
#

PC and it's my own created mod

#

Been like that since reforger launched and it's only my mods that somehow uninstalls each time

unborn inlet
bright sable
stark acorn
strong lion
#

Since I used some of the first tutorials that most likely is the case, I'll check it after work! meowheart

sour flax
#

Prefab edit mode

How to exit this mode?

empty nexus
#

close world editor

sour flax
#

Okay

But how to return to selected world?

empty nexus
#

open the world

sour flax
#

Every time?

#

Sometimes I can't move camera to world with WASD

How to fix this?

sour flax
sour flax
hoary light
#

Hey dudes, Good Afternoon, How do I make it so that a large background image appears on my server instead of a small photo in the middle of the screen in that standard format? Like a Darkgru server loading page

#

Another question, Why when I modify the character's loadout in Arma tools, after a while his 3D disappears from the file?, I open it here and there is nothing there, it's as if it had been corrupted

#

Like this

#

While I'm testing I close it, open it and keep it normal, after a while this happens out of nowhere.

#

and all prefabs associated happen the same thing

#

the components simple dissapear

empty nexus
hoary light
#

I know, it's saying that a component is missing, but I don't know why the components are disappearing on their own, without me removing them.

#

I test the player several times with the modified clothes I put on during the mission, but after a while it simply disappears with the components

#

Same thing with the prefabs associated

empty nexus
#

which prefab are you inheriting or duplicating?

hoary light
empty nexus
hoary light
#

Yes

empty nexus
#

why?

hoary light
#

I placed the clothes and the weapon on top of the base player, to configure the scenario that I created, so that when the player spawns he already appears with the loadout that I preconfigured.

empty nexus
#

if you follow the chain of prefabs for vanilla loadouts you will see they are all inheriting a few base prefabs, so it would seem to be better to create your loadouts the same way

#

if you are setting up your loadouts in a way that is different than in the base game then you may create problems that would otherwise not exist

hoary light
#

Hmm, so I'd better get a Player_base, "naked", and configure the loudout on it, correct?

empty nexus
#

I suggest looking at how base game loadouts are setup

hoary light
#

I did it, but example

empty nexus
#

base game loadouts do not duplicate the base prefab

hoary light
#

Thats the same Arquive but 10 min later

hoary light
#

after 10 min que became this

#

ALONE!

empty nexus
#

you will understand what is happening when you learn Prefabs Basics (see link above)

#

the faction creation article has information on character variants

hoary light
#

Thanks! Appreciate!

#

I read it and everything I did there is correct 🥲

#

I will try more later

#

This only happen when I modify the Loadout

#

Even if I only change the weapon after a while the same thing happens

hoary light
stark acorn
#

don't you have any errors in Log Console?

empty nexus
hoary light
serene swallow
#

Random question: But does anyone (including BI) known if there's going to be DIS/HLA PDU support for enfusion in the future?

strong lion
#

Could someone please download and try to open the gamemaster scenario for my mod "Tenhult" on Experimental? meowheart
Got a report of CTD but works fine on my end

strong lion
#

Thank you man!

#

I have no idea, I just connected things by eye, would certainly be nice to have them snap together

hoary light
#

Hey dudes, where I can convert a PNG image for .EDDS ?

#

Good Afternoon

keen rune
open lynx
#

^

hoary light
#

Where I go for my server show a message when the player join in the server ? Like a Rules note before he choose de faction

hoary light
#

Humm
I thought has a default document for this

hoary light
#

Good morning

#

someone knows where I go to change de Flags name ?

open lynx
#

https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Animation/Setup

Is this outdated/unnecessary? This tutorial page shows that duplicating the .aw creates a duplicated .aw and .ast. - In my workbench, duplication of the .aw creates these and also the .agr, .agf, and .asi files The steps in the provided screenshot seem already finished by the duplication, no need to edit the AnimSetTemplate line in the .agr, at least from how I understand it.

Also how would I open one of these files in a text editor outside of the workbench anyways?

stark acorn
#

Also how would I open one of these files in a text editor outside of the workbench anyways?
in text editor of your choice. It can be even notepad

open lynx
#

Yes but I mean how do I find/open the file

stark acorn
#

Do you know where your addon is located? You can find it

#

You can also google how to open files with Windows notepad

#

You can also click on your file in Workbench with RMB and select "Show in Explorer"

open lynx
#

Okay that third option is much better, thanks. Who really wants to go digging through their files when its a click away?

hoary light
#

When I place a new flag it remains half in these ballast flags, does anyone know if there needs to be a preset for these flags that are in the ballast?

#

need to be like this

#

I tried to leave it in the same resolution and presets as the original but apparently something was missing

vagrant basin
#

you can play with the UV coordinates in the material you placed the flag texture in. Play with the tile U and V values

hoary light
#

its not that flag who the game uses

#

its the .emat

vagrant basin
#

yup, in there open the Global UV map transforms. Set the Tilling V to 2

hoary light
#

OK

#

Thank you

#

Finally i finished my mod, oh god, Thank you everybody

hoary light
#

when I close and open the arma tool the .emat comeback to the default and dont save the V to 2

hoary light
#

if someone knows what it is please tell me

hoary light
#

I GOT IT

hollow thorn
#

if someone wants to get their feet wet and make a mod, you could make TF Mattock into AI like I did with 3rd Ranger (AussieMerc) and USMC (Punky) way back when. I've had people asking me to re-make it with TFM but i'm lazy

prisma adder
#

How does one use the SetAmmoCount() method on a MagazineComponent in the inventory? I get null pointer...

jovial vigil
#

Does the enfusion engine support headless clients or is there an alternative method now for offloading workloads from the server ?

empty nexus
#

no

jovial vigil
empty nexus
twilit barn
#

There's one new parameter for ai, something like "disable navmesh streaming" which loads the navmesh into the server's memory if you use it.

#

I noticed a very slight performance increase using it but players now complain that ai has aimbot lol (duh, they're bots!)

empty nexus
#

thats weird because navmesh is not used for aiming

twilit barn
#

Good point

true ore
#

Whats the difference between modding and scripting?

stark dawn
# true ore Whats the difference between modding and scripting?

Modding, short for "modifying," refers to the process of changing a game's features or behavior. Mods can range from simple cosmetic changes, such as new textures or skins for characters, to more complex alterations like adding new items, levels, gameplay mechanics, or even creating entirely new games based on the original game's engine. Modding can involve various activities, including but not limited to:

Creating new assets (models, textures, sounds).
Changing game environments or levels.
Adjusting game balance (like hit points, damage models, or economy systems).
Adding new story elements or quests.
Revising or adding to the game's codebase, often through a modding API provided by the game developers.
Modding is typically done using a combination of tools provided by the game developers (like a Software Development Kit or SDK) and external tools developed by the community. It can require a range of skills from graphic design to programming, depending on the complexity of the mod.

Scripting, in the context of games, specifically refers to writing scripts — small programs or batches of commands — that can control game behavior. Scripting languages are often simpler and more specialized than full programming languages and are designed to interact with a game's engine or runtime environment. Scripting can include tasks such as:

Controlling non-player character (NPC) behavior.
Defining new functionalities for items or abilities.
Writing sequences for in-game events or cutscenes.
Implementing custom user interfaces or game modes.
Automating repetitive tasks within the game development process.
Scripting is usually less about changing the game's core software and more about telling the game engine what to do under specific circumstances. It's a way to create dynamic content within the framework of the existing game without altering the actual game code directly.

empty nexus
fluid turtle
#

Hi, is there a way to config the PIP render distance on Scopes? i placed 2 targets at 800/900m but they will not render. Even on max settings

frosty schooner
#

Anyone know where i can get the skeleton for rigging clothing to in arma reforger?

spark vault
frosty schooner
#

this correct?

spark vault
#

Uhm i think but im Not Sure. Maybe Check the Wiki

bright rune
#

Use those two. The weight ref is to transfer the initial weight onto the clothing and the other one is to actually parent it to the character skeleton

vocal spear
#

yo modders. I'm jumping into modding for the first time. I don't have a PC for gaming but I'm using my laptop. I'm not asking for someone to show me everything, but if you guys know where I can go to look at some starting tutorials, it would help a lot

unborn inlet
#

most information (documentation is available on biki) - see pins in this channel

vocal spear
#

I gotcha. When you say see "pins" do you mean like the message that reyhard posted with that link to the bistudios website?

#

And I already have the game and the workbench installed so off to the right start

unborn inlet
vocal spear
#

yep no worries

knotty eagle
#

Anyone know if its possible to show character inputs in the UI for debugging in my test world? I saw some debug .layout files but not sure how I might use that and have the data show up. couldn't find a debug mode per se for the world editor... any tips appreciated!

keen path
# knotty eagle Anyone know if its possible to show character inputs in the UI for debugging in ...

In terms of scripting and getting input (or action) data in a script:

ScriptedWidgetEventHandler::OnKeyDown

Technically this can be used to check if a keybind is pressed.

But for actions (action is what has keybindings, such as the items in the list on the control menu)
Which is can give you character-"inputs", such as Move Forwad, Crouch, Shoot, which are actions (I don't think it's possible to check which specific keybind is pressed to activate an action)

// example 1
        SCR_PlayerController t_PC = SCR_PlayerController.Cast(GetGame().GetPlayerController());
        ActionManager t_ActMan = t_PC.GetActionManager();
                float t_fActValue_Fire t_ActMan.GetActionValue("CharacterFire");

// example 2

        int t_iAction_Count = t_ActMan.GetActionCount();
        for (int t_iAction_Index = 0; t_iAction_Index < t_iAction_Count; t_iAction_Index++) {
            string t_sActionName = t_ActMan.GetActionName(t_iAction_Index);

You can 100% query the information for actions and check their state.
Ex1: It's possible to get value of an action (so if mouse 1 is pressed, CharacterFire will return 1)
Ex2: It's possible to get the list of all actions from the action manager
So technically you can do that, you should look for SCR_CharacterControllerComponent_Test in script editor to see how to use OnPrepareControls
YOu can use OnPrepareControls to check the value using the action manager, as using a random script may be not updated frequently enough to catch a keybind being pressed.
using OnPrepareControls , I think it will update at the same time actions are checked for value, so it will never miss if a key was pressed.

As for displaying on the UI...
Just use RichTextWidget or something 🤷
I guess start by trying to add a widget to a vanilla hud and displaying text in it 🤷

nimble mica
#

I am creating a new faction following along with the tutorial, But I don't know where these numbers have come from. Are they random or do they have to be specific to my faction

little flume
#

Can someone tell me how to show prefabs on the map? do they need some components or settings or a specific class?

maiden parcel
remote bronze
#

The idea is that its rather unlikely somebody else did the exact same thing at the same time. If you choose a vlaue like 42, or 1337 or 10000 then odds are other people do the same it goes 🔥

twilit barn
#

Im super sad about lab6 markers mod, Ive spent over 3 hrs trying to create a player marker mod and I just dont get how to accomplish that. 😢

merry fog
twilit barn
#

the best i could do was alter the map descriptor component on the character, but it disappears when you zoom out too far. I think Ive got other stuff to do that should be a priority. But this is a perfect example of a mod that worked just fine but will no longer be available forcing others to recreate the same thing again. big rip on that mod.

merry fog
#

Oh, I actually use the base marker class that is used under the hood for the custom map markers.

#

But tbf. I also got other stuff to do right now 😅

twilit barn
#

yeah I was hoping I could throw something together quickly as we're about out of time

#

3hrs later and ive got to move on

merry fog
#

Same. It's definitely more difficult than anticipated

twilit barn
#

such a shame as it really helped players tell where their teamates were, now its much harder to tell and they end up spawning across the map from their team

merry fog
#

I'll have a look tomorrow. Maybe I can get it to a minimal viable state 😅

#

Optimizations can come later

frail heart
#

Hi guys posting here since I’m not sure where to place my questions. I’m editing my own mission in a GM mode. I would like to achieve the following:

  1. randomly spawn civilians in an area when players approach;
  2. add reaction to those civilians (e.g. running away in case of gunshot, walking around the area)

Any idea if this is achievable in GM mode and how? I don’t want to place them all manually as I believe it might kill server performances

twilit barn
#

Afaik that would require some scripting, so can't do it exclusively in gm mode

frail heart
#

Mmm I see. Both points would need scripting? And for the spawning part is there any scripting reference I could follow? I’m no stranger to code, but I’m not familiar with reforger framework for scripting so I’d need a point to start from

empty nexus
#

generally anything that does not already have a button in workbench is scripting

wary cape
#

Ok bringing this question here, Is it possible to make a discord bot that track player stats on my community server?

empty nexus
#

sure, though the HTTP client is so cumbersome you may as well wait a bit

remote bronze
empty nexus
#

the direct webhook part probably wont work because of no ability to edit headers and it sending wacky content type header

remote bronze
empty nexus
#

even though 4 seems like a silly limit it seems to be enough for most use cases

remote bronze
wary cape
#

I'm very new to all this so I got lost quick. but now I know it is possible

empty nexus
#

well I mean... the syntax feels like a placeholder or something

but this is nonetheless great news as I can now integrate properly with things like Prometheus Pushgateway

slate fulcrum
#

The latest installment in the Arma franchise returns you to authentic Cold War combat in a flexible military sandbox. Arma Reforger has been built from the ground up on the all-new Enfusion Engine, bringing additional functionality and more immersive in-game environments to the renowned military simulator.

Featuring crossplay for both Xbox and ...

▶ Play video
vital root
#

custom faction has this issue now (no 'slots' show up), any idea ?

vital root
#

meh simply loadoutmanager got yeeted out of world it seems

smoky oxide
#

DEFAULT (E): Invalid latest version
BACKEND (E): Curl error=Timeout was reached
BACKEND (E): Http Error (TIMEOUT)
BACKEND (E): [RestApi] ID:[11] Timeout
DEFAULT (E): Uploading failed! Reason: "TIMEOUT"
RESOURCES (E): Publishing failed

Everytime I try to re-upload my Toyota mod.
Max I can get to is 98%

#

I just want to know whyyyyy

floral brook
#

I’m having problems starting my server after the update I removed all the mods and basically went back to the vanilla and she still won’t start anyone know why

proud sundial
#

Getting this error after trying to load Gamemaster Mission on my map after the update.

Following files will be included in the report (if they exist):
C:/Users/PC/Documents/My Games/ArmaReforger/logs/logs_2023-11-16_22-14-55/dxDiag.txt
C:/Users/PC/Documents/My Games/ArmaReforger/logs/logs_2023-11-16_22-14-55/crash.log
C:/Users/PC/Documents/My Games/ArmaReforger/logs/logs_2023-11-16_22-14-55/console.log
C:/Users/PC/Documents/My Games/ArmaReforger/logs/logs_2023-11-16_22-14-55/script.log
C:/Users/PC/Documents/My Games/ArmaReforger/logs/logs_2023-11-16_22-14-55/error.log
C:/Users/PC/Documents/My Games/ArmaReforger/profile/.save/ReforgerEngineSettings.conf
C:/Users/PC/Documents/My Games/ArmaReforger/profile/.save/ReforgerGameSettings.conf
C:/Users/PC/Documents/My Games/ArmaReforger/logs/logs_2023-11-16_22-14-55/ArmaReforgerSteam_2023-11-16_22-15-52.mdmp

In addition, following summary information will also be included in the report.

User: DESKTOP-KR9L7I2\PC
Computer: DESKTOP-KR9L7I2
Mode: Client
Version: 1.0.0
Command line: "E:\SteamLibrary\steamapps\common\Arma Reforger\ArmaReforgerSteam.exe"

OS: Windows
CPU: AuthenticAMD: AMD Ryzen 5 5600X 6-Core Processor
RAM: 16310 MB
GPU: NVIDIA GeForce RTX 3050
VRAM: 8057MB
GPU Driver: 546.17 [ 9.11.2023 (8 days) ]

Exception: Access violation. Illegal read by 0x7ff7168f660f at 0x0

I've tried to remake the missions, new MissionHeader, removed dependencies. Updated my drivers. No luck so far.
Anyone got any idea?

proud sundial
humble ivy
digital sluice
#

I have general question for weapon mod developers: what's the reasoning behind why you would upload individual weapon mods instead of like a pack of some sort?

wheat grove
#

I assume so people hasve the choice of exactly what they want to implement?

empty nexus
digital sluice
empty nexus
digital sluice
empty nexus
#

For my nonstandard ammo I just included the mags with the weapon, made sense to me.

empty nexus
#

One issue with custom ammunition is that you need to define a class in script for the magazine well, so in order to be compatible with a different custom magazine well you'll need a dependency anyway

#

Plus if I make a weapon pack you'd have stuff like an M4 Block 2, M110, M17 pistol and a blunderbuss and pirate ship cannon, so yea

strong lion
#

Hopefully they add collections of some sort like in Steam Workshop or being able to easily see all of the authors mods

digital sluice
#

Yeah, that’d be a nice addition to the workshop. I guess alternatively, could make a dummy mod that has all the weapons as dependencies 🤔

empty nexus
#

yes you could group it into a "pack" this way

#

kind of like a collection, though I would create a separate category in the workshop for those to be honest

#

at Bacon Servers Ltd we have functionality for mod presets so you can save a list of mods for future use but this is for the entire server's mod list not just a part of it sadge

warm mirage
#

wtf its saying im missing a dep but its doenst say what .... WTF dependency '' can't be added

empty nexus
#

an empty string is not a valid dependency

warm mirage
#

yea gotta love workbench just not loading stuff , fixt it already but so stu;id how some things changed and give more and more issues then we had

warm mirage
#

so euh wh yare all my cosmetic basegame cars doing this

karmic cobalt
#

wanted to ask if anyone knows how to fix my weapon not reloading. the character is holding it he can shoot it and i can swap the magazine through weapon inventory but i cant just press R to reload the weapon, any help is appreciated thanks

sour sun
#

How do I mod in a tank

#

With no experience

jade current
#

@sour sun You don't

#

You need to learn how everything works in relation to everything else before you try to mod in a vehicle.

#

Id suggest opening up the tools and just messing around until you get a basic understanding of everything related to vehicles.

smoky sinew
#

Any idea what changed during 1.0 as to why I cant test conflict in engine anymore?

The deployment setup screen for conflict mode stays greyed out on continue even after I've chosen a faction/team.

knotty eagle
smoky sinew
#

Is there an updated list anywhere on what managers I need now since 1.0 update? I noticed my garbage manager is missing