#enfusion_generic
1 messages · Page 4 of 1
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.
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.
and then if its that high, it never can get out of 1st gear
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
I give up! Someone else fix that stupid truck! I'll run logi in reverse until then! 🤬
How better are Enfusion's modding capabilities compared to A3?
The tools are easier
The tools are better as well, so is the scripting language.
like 1000 x better
that isnt even an exaggeration
Anyone know why objects lose their collision with the player when picked up and then dropped back on the ground?
Isn't it one of the BaseLoadoutClothComponent parameters which tells to activate/deactivate physics when item is picked or dropped?
It's not a cloth component. It's an inventory item component.
Hey guys, what is the "Fur Params" under visual in assets? haven't seen it before
For when they introduce animals
Visual in assets ? Where ? 
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)
I just skimmed it as Im gaming for a bit tonight, but it looks totally possible!
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)
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!
Seems feasible to me
HIGHER ratio means higher torque output to the wheels. If the US truck revs to 10k that means it is overhead cam which is not a high torque output engine. Sounds like it's gasoline and teh Russian one is diesel. But makes no sense to but an overhead cam in a supply truck 😂
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
revving to 10k is actually insane even high af for a modern car
be blowing that engine up fast unless its a rotary
3.57:1 is greater torque than 2.4:1
thanks for breaking that down a bit more for me 🙂
I'm a tech so if there's anything more you need to know, feel free to ask!
Anyone know the contact for reforged army studios?
You should delete this post and put it in the #creators_recruiting channel. It's not allowed here.
dont know where to post this but anyone know how to chnage it so i can see terrain details far away in world editor ?
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
https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding and also download the Reforger samples. There will be a building sample in there.
I don’t know where to post this as feedback againt aboe to post images but this ain’t right
his head has a metal decal because the bullet decal is misplaced
its the new terminator
so uh, is there a way to set up a vest so pouches are seperate to the main "body" of a vest?
If you have a look at the vanilla vests, there is a BaseLoadOutClothComponent which lets you attach different things to your vest in workbench
The US alice vests are all the same vests, just with different things attached. I assume that's what you mean
is there a way that i can attach a door function to a button ?
so the button opens it ofc
Yeah same method as webbing, one thing I'll note though is (unless I've missed something) in my experience the pouches have to be weighted to the right bones - not too sure how it's done on the vanilla webbing pouches that aren't weighted and just somehow pick up which bone to attach to
ouch
and how ?>
Id say there are probably a few ways. Any of which will use a custom action.
i still have no more info then i started with asking..
Pretty sure I learned custom actions from the wiki
i legit cant find nothing about it
i need to make it that a button opens the door but there is no info
https://community.bistudio.com/wiki/Arma_Reforger:Prop_Creation
There's a section towards the bottom about setting up scripted actions, might be helpful
The process is for a desk, but I'd imagine you could translate it into making a door
my goal is to just use thaty range obox that is setup , to activate a door like 300m away
No offense but how are you supposed to learn if someone always feeds you the answers?
how can i learn if i dont know where to look ?
this something i have never done and im asking for help ..
the wikis are clearly a way to help instead of a ayea there is ways .
Got enough info now to go back to the drawing board
How do you think we learned on release day, with 0 documentation?
Why does this discord otherwise exist ...
but whatever i got two USEFULL answers from people that i can work with
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
i know you might get 5000 questions a day but no need to be liek that for no reason
I wasn't being like anything
I gave you a useful answer. And then asked you a simple question.
lets leave it as it is
You're the one who got defensive
euh the way you reacted was the reason
So you're allowed to ask a question but I can't ask you one? Makes perfect sense to me.
never asked me a question in the part where i asked for help
And?
A question is a question. I even declared that I wasn't trying to be offensive.
your question aint even a question man
we all learn byu doing stuff and searching for other sulutions
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
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
i dont see what problem you have with that
as if someone is not allowed to ask anything
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
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.
what do you think i have done before even asking
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
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
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
just wondering with enfusion engine (arma tools) can you make your own stand alone game ?
nope, bi doesn’t licensed it (yet)
You can make your own full game as a mod (See Hexcavate) but not without reforger
so not really stand alone :))
Would they ever license it in the future ? Like is there any hope
There is currently no official statement right now other than "not for now"
There is the BI incubator, you can try to pitch ideas I guess
I bet they want to get A4 out before allowing anyone else to finish a game on their engine.
at the very least AR 1.0
That’s understandable coming from unreal engine and using the new enfusion engine I feel like it’s so much more simple
in workbench you are actually editing reforger instead of developing with enfusion, so I imagine without reforger it would be very bare
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.
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
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.
honestly the only non-bi game I remember that started out as a mod was pubg
It is stated on the Enfusion website that Enfusion won’t be licensed to anyone else.
Guess they don’t want another Iron Front happening
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
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
does anyone know of anyone working on a more in depth medical mod?
Probably not, given how BI was just recently making such changes. But I don't know.
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
For mods refer to the license agreement, any commercial use of reforger mod tools is not allowed
For Arma Reforger nothing at all right now. There is no monetization like in Arma 3.
so it wouldnt be allouwed to make a skin for lets say a server donator ?
No not even that
You cannot take money in exchange for mods, it is against the license of reforger tools
yes for mods. but also for in game / server items? like if you donate whatever amount you get a skin for all cars you are going to buy? so purely cosmetic and no advantage?
Yes also game
the game EULA also forbids commercial use
In Arma 3 even "purely cosmetic" stuff was forbidden unless you had explicit permission by BI
for reforger, this permission system doesn't exist
So how many server owners actually have permission from BI to allow for paid mods content?
For Arma Reforger? Zero, they do not allow monetization currently.
That didn't say "we won't", it's said "we don't currently plan to"
Obviously I asked about A3, since it was mentioned that thankfully Reforger does not allow for it
Google "Arma 3 monetization" and you will find a full list of every approved community
It is important to point out that BI's rules only apply to vanilla servers. On paper if a server wants to use any mods they have to get permission from the authors. Sometimes they grant permission to everyone on their workshop page. If you can not find anything then assume it can not be used on a monetized server.
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
Related - you need individual permission from each mod used before BI approves monetization
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.
I doubt that even 10% of modders monetize their work, that’s the nature of modding.
someone got an idea , everything was wroking till i relaunched the wb and now i get this error the whole time
even readding the npc it will save then do it again
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
FindEntityByName is returning null. Meaning an entity with the name being passed in doesn't exist
that strange it worked alkl before i restarted the wb
and everything is the same as it was when it worked
Add a print before that line that prints the entity with that name.
think i fixt it
removced the whole way poin cycle and readded it seems to work now sitll get the error but they are walking again and spawning
and it does it again after restarting the wb ...
all way points deleted out of the file and giving me the same error ..
ill add the waypoint they work and i save them restart wb and its all gone and broken again]
Did you print like I said?
You need to figure out what is returning null. In this case I believe it's not finding the entities
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
But it isn't like you bought all this explicitly for making mods right?
I would guess you had other obligations, work and other uses for your PC that were in consideration
Indeed I did. I literally just built this new PC 3 weeks ago.
That's dedication to modding
I do some outsource work for other studios but its not full time work. Just contract by contract.
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.
@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.
the greatest "expense" of modding, by far, is time:
I agree
It's not just about running the game. You also need to be able to run the applications. Which a low tier PC can not do and some mid tier will struggle.
Not to mention using peer tool that runs multiple client instances
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.
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
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
also, RAM is cheap
half? a quarter, even.
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.
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.
yeah thats a LOT of polys! Ive only ever done small items like under 10K
BTW do you know why your custom clothing t shirts render in t pose at 25m+? Like when a dead guy is wearing one, there is a tshirt t-posed above his dead body.
Sounds like one of the updates broke the LODs.
yes you may need better hardware for a few specific types of mods like terrains, for most of modding you don't
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
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
do not cross post, use one channel or another
How do I see the PC performance dashboard while playing?
such things are usually part of some external hardware monitoring program
could be part of GPU software or MOBO software or just individual HW monitor
does anyone know what the beanie mods and the ghillie top mod packs are called
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.
Also how to STOP THE DAMN RAIN
Place weather manager prefab
you can edit the probability the weather gonna change to rain when its e.g cloudy, timeandweathermanager -> weatherstateparam.conf (dont know the exact name rn)
arma 3 in enfusion would be a dream
arma 4 in enfusion would be a better dream
but it wouldnt have all the mods arma 3 have
but arma 3 mods dont work in enfusion, rip
they could just port the enfusion lighting system tho
would break some lighting mods but it would look way better vanilla
Dayz runs on two engines, I don’t think they want to repeat the instability
So the same/similar to Reforger - https://enfusionengine.com/
Not really, reforger runs solely on enfusion engine
Dayz runs on a mix of real virtuality and enfusion
Enfusion = Real Virtuality + Enforce 🙂
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
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
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.
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?
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
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
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...
why would Type() return that negative number? that doesn't seem right.
its not a negative number
Its just a unsigned number being printed as signed.
In unsigned that is 3895606936 or 0xE8323E98
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
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.
something related to maps im guessing as that the trigger for the crash to desktop without crash report
also no crash report in logs folder?
no it just shuts down the game, last thing in logs this time is #enfusion_generic message in console, error, and script logs
before I removed a couple mods it was this every time: #enfusion_generic message
I wish I could at least reliably reproduce it
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!!! 🤬
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..
I guess you made some circular compositions, which loops infinitely. Try to move out that problematic prefab outside of your addon. If you don't know which prefab it is exactly, try to move it one by one till you narrow it down
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
oh i completely forgot i could just find the file itself and try to remove it outside the workbench right? Sorry if thats what you are telling me lol
yes
Thank you!
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
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
by circular I meant that you had in a composition prefab, which created as a child exactly same prefab, creating an infinitive loop
what exactly happened is hard to tell with little info that is available - that would be my first guess though
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?
that could be it
Thank you again i got it sorted and know what to avoid doing now👍
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
For me i have to go to Documents > My Games > Arma Reforger > Addons and copy all the folders there then go back to My Games and go through the Arma Reforger Workbench and go into the Addons folder and paste into there
thanks ill have a look
any guesses on why this prefab just doesnt want to save no matter what i do?
how does hierarchy of this prefab looks like?
well, I would recommend using Edit prefab mode instead of plugin
this will automatically apply transformations to prefabs
other than that, make sure you are applying transforms when applying changes to prefab
ah ive just been going based on this https://community.bistudio.com/wiki/Arma_Reforger:Game_Master:_Composition_Configuration_Tutorial
Because without it i dont get the template for the Campaign Slot
ah, right
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
dont compositions use slots for this stuff?
yea
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
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"
Use simplygon and call it a day 
i've heard from 3d modelers on cgtrader and modders here that doing them by hand yields best results. any reason there seems to be two school of thoughts?
That's true but such lods comes at price - time
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
See how color palet emat is used in Refoger props
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.
thanks, will check that and simplygon. don't think doing lods for dozens of models will be worth the time. especially with AI on the rise now. something that'll match the quality of hand-made LODs will probably come soon
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)
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
So what's the deal with submuntions and why do my submunitions immediately shoot toward the ground like a bullet.
If I edit the same prefab for 2 different mods will those prefabs conflict or is additive where it combines the changes?
They will combine. But not sure how the load order is deffined. Maybe how you set them in the final mod. If the 2 overrides have different edits they will merge into 1, if they have changes on same places the one that loads after will override the first.
I appreciate the info
I haven't seen any patches in reforgers so far?
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?
You can download that mod and open it in the reforger workbench to see how it works and what files it has
Would anyone be able to help out on setting up the Enfusion Persistence Framework mod for Arma Reforger?
What do you need help with? I am the author. Have you checked the included documentation on github?
Depends if you want it to have any geometry to it or if you just want it as a modification of a texture.
If you want the first one you should look at Zelik’s mod and see if you can just use that as a dependency.
I downloaded the mod but when I open it in work bench nothing appears
Yeah, I'm just confused on preparing it for a server.
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.
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
Yee, will do!
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?
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
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
this is helpful to know how others are doing it in the meantime. thank you for the info 👍
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
I just added a red dot widget in the UI layout for the optic
thanks for letting me know how you did it too. gonna try to do it myself tomorrow.
this is for the specter optic in my attachments mod
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
https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding/Tutorials/Assets take a look at tutorials listed here
start with something simple as modding weapon
Thanks so you so much
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.
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?
yes called career in the scripts
Yee, conflict has a base progression system in place. One thing I was thinking, maybe just jot down the rank and current XP of a player into a JSON and recall it whenever they join and apply it? Probably could be a super simple script, but not simple enough for me 
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.
lol apparently i didnt accept #rules yet, didnt notice as i could already write here for some reason
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
Hold R
thx
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?
If you send your entire project yes
check #creators_recruiting
Thanks bro
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!
@solemn plume modders already released Frame Gen plugin for Starfield, before Bethesda/AMD released their official FSR3 implementation for the game
It's huge gains when there's this much CPU bottleneck.
It's released on patreon, like it or not, it's the service I have been providing for the last nine months.
https://www.patreon.com/PureDark
God damn the results look impressive! It's perfect for CPU bottlenecked situations 👍
that game does not look nearly good enough to warrant this level of fps tanking
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
There are many things in games that can make the FPS tank more than the graphical aspect of it
Also bad graphics != fast 😁
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
🙏 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
Hell yeah! Hopefully FSR3 can be added as soon as it's released, along with DLSS3 in the future as well 👍
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.
Will Enfusion engine be available to game devs (indies) similar as Unreal or Unity engines are? Not just as a modding platform?
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.
I am just curious, because I see that Enfusion (BI) has a bit identity dilemma here, at least for the time till Arma 4 gets released and established on the market.
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.
And if you use unreal or unity you are not held hostage by unreal or unity?
Yes, you certainly are, but you can work for different studios, create your own game and earn money by doing it.
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.
I came into reforger with a unity background and it made things a lot easier
In general, there's a lot of similarity between modern game engines. Shouldn't be hard to switch over to something else, at all.
correct, most of them seem to follow the entity component design
Is there any possible way to diagnose and fix xbox crashes?
on our end? not really
@keen rune @empty nexus Report it to us and I will take a look
Hello, I would like to know how I can create a custom flag.
Funny thing is, this fact was itself a problem for a time at Bohemia... a culture clash of devs who'd only ever done Arma and thus knew its particular requirements vs. newer devs coming from AAA studios like Take-Two that absolutely thought you will be way better of using something like Unreal or Unity anyway...
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
how far have you progressed? You will need to create a mod first. If you got all that its about importing your texture in the engine, setting up a material and a prefab for it.
I already have it, thanks for answering
you want a flag pole variant or you want to have custom faction flag?
a custom faction flag but what I have done is take prefab flags and edit them with my images
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.
okay it's appreciated
would it be possible in reforgers current state to edit a terrains height features on runtime?
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
some mod conflict - someone could have some assets with same GUID
That wouldnt make sence as if i use the same mods it doenst do it i
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
It does it aswel with the sound file but that file is called something no one uses and thats just in the main folder
sound file or sound project
Acp
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
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
are you sure you are loading same mods in exactly same order?
If the guid was the issue the whole gun would have issues
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
Ill relocate the path and see how that goes as i dont see any other failures in the mod
Its not the guid
it is
If so the whole gun would have issues
So somehow magicly its a sup and a acp file that only have that issue
That doesnt maken sence
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
And how do i chance it for that one item ?
open .meta file in txt editor next to the file
also read this message - #enfusion_generic message
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
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
i did that ill need to wait for thier server to restart to check
and did you checked if GUIDs changed?
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?
it could be also emat or texture itself too
but you can check it in a moment I guess
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
if i want a flag pole variant, what i need to do?
You should be able to just override the flagpole prefab and replace the material. Or duplicate it if you want new variant instead of replacing existing.
okey thanks you
@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
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
what am i missing as what you mean with suffix ?
we figured out the guid conflict, just a texture with same guid in another mod
thought so
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
someone knows in wich building this door is?
I've never seen it before. What's it named?
Prefabs/Structures/BuildingParts/Doors/DoorSet_Village_E_01_R_INT_COV_M2.et
there is a function that finds all instances of a prefab in the world. I just don't remember the name of the function or how to access it.
Maybe in right-click menu
sadly not cant find it anywhere
Select prefab in resource browser in World Editor window, right click and choose "Select All Instances" at the bottom.
hmm looks like there is no building using that door :c
Iirc you can use "find all references" as well
question... who da hell thought it was a good idea that backpack have a hitrig..... da f is this ..
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
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/
Yes
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
sorry what? You mean the screenshots?
How are these used by someone else?
for mod showcase anbd in the files it uses those pictures
that where made just for my workshop content
ok. Who and how are these miss-used by someone else?
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
i get it. How are these screenshots used by someone else though? What for? can you be more precise?
ill dm you the stuff
would it be possible to add optics ontop of carry handles
ofc
just like the basegame one , but only will look good with mounts or scoped made for it
cool
anyone else haveing issues with mod needed to be redownload everytime after joining a server ....
what exactly do you mean by redownload? Which addon? is is always same server or different servers?
Also #enfusion_workshop would be better place to discuss workshop related issues.
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
which server?
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
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
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
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
sure
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?
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).
😭 update anxiety when loading up the workbench for the first time in the new version
hey, I just noticed that none of the clients have any interpolation when they join my listen server.. is this normal?
this seems to be a bug, I've added it to the FT https://feedback.bistudio.com/T175556
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
no, there are no samples of refoger models at all due to licensing and fact they would be easy to rip for use in other games this way
lol turns out it does in the samples!
I don't think it has correct UVs
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?
Is it also stuck when you try to launch in World Editor?
Aight, im ready to get burned! But can you use the enfusion editor with arma 3 stuffs? like an eden v 1.2
No, you cannot use arma 3 things in enfusion editor
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?
Can you already create mods for ArmA 4 with the reforger enfusion workbench?
No
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.
where is the model from?
Sketchfab
link?
make sure to follow the license CC Attribution-NonCommercial
there is a tick on import - to import it based on individual components meshes or as a single mesh
Where can i find the BI licenses for mods?
i am telling you what the license for the 3d model is, which is the link you sent me
Yeah but why does the indivisual components show up when I put it into enfusion, but not when I put it in blender?
Wrong person sir. I was reading the dev hub FAQ and couldnt find the info. Isnt it linked somewhere here?
sorry, you mean BI license for their data packs or the Terms Of Service for their workbench?
Yeah, @Til already sent me what i was searching for
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?
while not a blender user, the mesh is spread on welded parts of meshes on import in enfusion
you will need to spread these if you want them that way on your own
Do you know any tutorials that explain this in depth?
in 3ds max is a simple click(which i wouldn't wanna do considering there are a lot of nuts and bolts that i would want parented to hull, turret ect). as i said, not a blender user, but google is your friend
No it's not stuck there. The mission works fine in the editor.
And do you have any other mods enabled? You can perhaps share logs here so we can take a look what is Going on
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.
so this is the error log from when I tried it again a few days ago.
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
MissionHeader::ReadMissionHeader cannot load the resource 'worlds/KunarRagion/KunarRagion.ent'! this file is missing
what is your mod name? I can perhaps check it tomorrow
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.
This is what happens when I load my modified card on enfusion
If you can help me y paid you
there is no Worlds folder in this addon
can you share some pic from Workbench maybe?
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)
aaah okay! I will have a look. I followed a couple of tutorials that did it like this.
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.
mission config file should remain in Missions folder
ah okay! Thanks.
Sorry it's all very confusing. Hopefully after this you wont hear from me anymore
no worries 🙂
It's working!
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
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
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
UH-1Y and AH-1Z 
what?
hi folks
is there a place i can ask for help? with infusion
Yes, ask here, unless its super specific and fits one of the other Enfusion channels better
well its more questions.
- if i make a scenario. can i load it on a server?
- how do i load a custom map in the editor to make said scenario?
- 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.
- Yes
- Downlaod it as a dependency then load it up in the workbench dependent to your Mod
- 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
ok. also could you elaborate a bit further on number 2? im not sure how to do what with the dependancy.
ah ok. ill read that soon ^~^
when it comes to conflic. can i set it to be PVE?
Its not that simple
Youll have to disable the spawn for one faction or another through the Faction Manager
yeah thats what i plan on doing :p
In the prefab you're trying to edit, in the "editable" component.
Helicopters
the prefab for the building youre trying to edit
…what is the point of posting helicopters here…in this particular channel
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.
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.
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
isnt this what the export map data tool does?
yea i found out about it 😛
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
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.
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
I think rhs is close, but their rails come pre attached I believe so not quite.
recursive mounting is turbo jank, try in a few months
Yes, I was just having a chat earlier about the law launcher, and it came to me that I should see if I can make a NV scope mod for it, it would require a bracket attached and then the sight, hence why I asked
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)
We will end up with tarkov spaghetti rail systems 😆
if you dont need to actually enable people to attach/detach the rails themselves then it's easy
Anyone that can code interested in joining a project?
can we not make local mods on reforger ?
like not go through the workshop ?
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
#enfusion_workshop message see discussion here
thanks a lot
Why does every milsim game has the worst hit reg
Love the game but this exact moment I just quit playing thought I’d share
Think your game just lagged out or you had bad connection or maybe Server issues because many players got kicked
Cause thats not normal😂
Nah I thought that could be the issue but this happened with a 30 ping connection 32 player lobby
Thats weird it looked like something lagged because the player you shoot just keept walking witout even turning around because of hearing shoots
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 )
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?
**“Scripts/Game/MISSINGTAG_EEditableEntityLabelcUI.c(4):Multiple declaration of variable ‘FACTION_GREENFOR’ **Anyone have any idea why this Compile error would be happening?
Go over all your scripts and make sure faction greenfor is defined only once (vanilla included)
i'll do that now ❤️
only appears once (My script) when i search the entire solution
Hum ok I don't remember how modding enums worked I'll check tomorrow if nobody has a fix by then
Thanks, friendimundo!
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...
without scripting, mute, kick and ban
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
Try to do another folder in the Scripts/Game directory, put your script in there and try again
would anyone be intrested in helping leaens this tool way diffrent from arma 3 kindia lost
I highly recommend you go through these step by step! It’s been helping me a lot!
https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding
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 
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
Welp, apparently this doesn't work: ```c
modded class SCR_Faction : ScriptedFaction
{
override int GetFactionRadioFrequency()
{
return null;
}
};
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 😄
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 :|
You should compile the game scripts each time before testing it in the world editor.
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.
I feel like for certain things restarting often is handy, yes
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.
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.
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?
Enfusion
gamemat can be created via Create menu in Resource Browser or by duplicating/inheriting existing gamemat
Thank you.
So question how do u get the enfusion engine
You can download the Reforger Workbench on Steam, it's in the Tools tab if you own the game.
It is not available standalone, if you meant that.
you don’t get the enfusion engine. You can get the tools for reforger from steam if you already own the game on the same platform
Is anyone familiar with Zeliks Characters? I'm curious how to include the NVG Framework on my helmet
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.
Thanks
So if i own it on xbox i have to repurchase it on steam then it will be available is wat u saying right
yes
Ok so got arma tool how do i get server thats already running into arma tools
@jovial cosmos sry to bug you but do you know how i can add a contributer to my mod
I know Im not Lou, but you can list them in the Contributors field when you publish the mod in workbench.
thx man
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
Im looking for a modder to make something for me, Would be happy to pay, A uniform/gear pack
weird question, are single shot weapons such as musketst functional in reforger?
there currently aren't any but I am positive you could make one
I don't even understand why add the ability to let unconscious players talk?😕
sometimes, incapacitated does not necessarily means unconscious. So one can still yell for medic.
You ever get that situation where you're down, and the enemy approaches to execute you, they shoot and miss? Was fun to laugh at the guy
@stuck scarab read the rules (never ping sysadmin) - also use #reforger_feedback / #reforger_discussion.
Staff are easy ping targets because y'all put them on top of member list
Should everyone be pinging @empty nexus instead 
heck, let's do it
Just add him to the top of the members list so everyone knows who to ping
I'm down as long as my role makes my name pink, small price to pay
Sorry, I will read through the rules again 🫶🏻
did i loose access to Arma Reforger Channel for that ping?..
Is there a way to force manual driving for all players on a server ?

please don't
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
Please Do
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) 
It is physical restitution https://en.m.wikipedia.org/wiki/Coefficient_of_restitution
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
thanks!
Maybe modify vehicle base or whatever it's called in enfusion
anybody know how to fix that publishing issue?
are you logged to correct account?
Did you created new project or copy pasted someones mod folder?
yes ..... I also tried to logout, restart and login again
can you give me the name of the mod? can be via dm too
it was a new project....no issues before, just this issue start from the last update
are you using same steam account?
yes it's the same
it published as private
and you are still using stable Arma Reforger Tools, right?
right
I passed this question forward and I will let you know if I got some response
thanks
you added another addon as dependency? (GOSSBase)
no, just the dependency as default
@tender junco restart the Workbench and try again. It should be ok now
Why can i not reply to mods in the showcase 🙂
it worked! Thank you! @stark acorn
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
its very frustrating
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.
labels seem to be the thing, cant have any extras in there I guess o.O
thanks!
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.
There are ambient vehicle spawn points on the map. You can check what labels they are looking for.
each spawnpoint has their own labels.
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!
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
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.
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.
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
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
I'm making a vest and my guns keep clipping through it. How do I change this?
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. 😎
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?
Get this when joining server
Great, it works. Thank you very much!
How to modify existing localisation table or create new one based?
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
Anyone know how to make AI respawn once they are all killed? Perhaps at a given interval time afterwards?
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
might be worth checking out the Scenario Framework on wiki. I haven't messed around with it much but I vaguely remember something in it respawning units.
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"
Ambient patrol spawn point component
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.
any help/tips would be greatly appreciated
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
Mine was based off of vanilla conflict resupply areas, they have ai that respawn and travel to a defend point. I should do a simple example though sometime!
That would be great gramps
How to switch in map mode like in Arma3 Eden?
We've had this a couple of times when adding a new mod to our server with a lot of mods
The solution we found is to remove all mods and then add them in small batches, starting the server each time (like 4/5 mods at a time)
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
anyone know how to add DEPENDENCIES to a mod im already working on?
so im little confused ive added it now as a dependencies and reuploaded it but it still doesnt show up as a dependencies in the workshop? but if i load up my mod plus the dependencies it works any clue?
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
https://reforger.armaplatform.com/workshop/5E5A60C3DE2B5FCD-EcoRidgeIsland ive added the WOLFSBUILDINGPACK to my map
you mean like this?
that looks correct. Don't forget to click ok when you are done, so your changes are saved
weird i reuploaded it today and its still not showing...could it be cause its still in testing?
let me check it. I've seen that you updated it last time on 23/10/2023 00:35:25
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
hm, maybe there is something wrong with the workshop. I will pass it forward
okay thanks
could you try to upload it once again?
I can try after work today
Where are mods stored?
thank you
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
There is a variable under the component called "respawn" and the value is in seconds.
Hi Gramps. Definitely tried that, but for whatever reason it doesn't seem to want to work. I am not sure if I am missing some other component or script or something. I am baffled for sure. I have gone to some mods that run "respawn AI" and looked at their setup in the World Editor and tried to copy that, but still nada. UGgg
ok so to be a little more clear, Im in conflict game mode, using the AmbientPatrolSpawnpoint_FIA prefab which contains the SCR_AmbientPatrolSpawnpointComponent. I believe it requires an AIWorld prefab to work, Im using the SCR_AIWorld_Eden prefab.
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:
I do appreciate your help Gramps...thank you
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).
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.
In the current version of blender, the "Transfer Mesh Data" drop down appears in the bottom left, as opposed to the top left.
fixed this one, as for second one, I will check it in a moment
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
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
Feel free to post it here. As for order of actions - you are right. I will fix it on Wiki
as a non blender user, transferring weights is feature/ tools of the software, not the toolset provided by BI. In that case, a link towards blender documentation would be a plus
https://docs.blender.org/manual/en/latest/sculpt_paint/weight_paint/editing.html#transfer-weights
https://github.com/GaijinEntertainment/DagorEngine
War Thunder's game engine, open-source. I'm finding it pretty interesting to browse through and see their approach to various problems, e.g. animation of tank tracks.
Hi Gramps - I would welcome your offer to help show me. Thanks!
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?
Perhaps your context for your keybind has a too low (or high?) priority.
That's the problem ^^
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.
I've heard my pve scenario compares to antistasi and/or liberation (conflictpveremixedvanilla). It's not quite the same IMHO
They not gonna make one for reforger, ask antistasi server about it
What if someone made a user made version?
Probably not
They`re going to wait until arma 4 comes out
swear ive seen it somewhere before, but where do you set the vehicle lock timer when someone spawns a vehicle?
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?
found it! SCR_ResourceContainerVehicleLoadAction
Where can I add the name of the player calling a vote to the vote notification?
okay, thanks
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?
modding is very generic. Figuring what you wanna do would be the first thing to do
what is easiest to learn with? keep in mind i've got no modding experience
only thing even closely related I've done is a high school level coding class using C
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.
https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding you can take a look here
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?
where did you created your project?
I think it doesn't like i.e. OneDrive directories
wait... i put reforger and the tools on different drives. would that screw things up?
still gives me the error. damn
did you located Arma Reforger gproj?
https://community.bistudio.com/wiki/Arma_Reforger:Crash_Report you can check Workbench logs and i.e. share console.log
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
does it have something to do with this error?
how do i fix it?
create it in non one drive directory
you can create some folder in C:/MyProjects and create new project in that directory
so the problem is that its in the same folder as ArmaReforger.gproj?
i only see a white bar
??
the picture you sent
no
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
so i just create a folder in the C: hard drive and save the new project there?
for example. If you have other drive, you can create such folder also there
ok, heres what i did this time:
yes
or Arma Reforger Workbench Experimental
experimental
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
oh... so i need experimental installed if i want to use this workbench
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
Can someone help point me in the right direction for adding a custom logo to ArmaVision. (Completely new to modding)
yo, when i place down the grass texture using the terraign tool, all the grass is white. anyone know why?
Im Sorry but ive been looking for quite some time and still comming up short. A Couple Questions Please.
- 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?
you can add them as dependency to your own mod. basicly you open workbench add existing and add it. then you have to create a new mod and there you can select them
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
yes and you have to open them once in the workbench
TYVM, i will give it a go, tyty
Is it normal to have to redownload your mod every time you restart the game? (On experimental)
no
Good lol, any idea what could be causing it?
are you on pc or xbox?
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
does it disappear from the local files? That sounds weird
Just ask your question, preferably in #enfusion_scenario.
were do you store your mod? I hope not in ArmaReforger/addons folder like some old community tutorials suggested
Since I used some of the first tutorials that most likely is the case, I'll check it after work! 
Prefab edit mode
How to exit this mode?
close world editor
Okay
But how to return to selected world?
open the world
I need to hold RMB every time for these situations
Oooh, I found what is the problem
Just change language for keyboard for another, which is not ENG
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
you have logs in workbench on the bottom, there should be errors there
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
which prefab are you inheriting or duplicating?
the campaign player base from arma reforger and some Clothes and a gun from another mods
are you duplicating the base character?
Yes
why?
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.
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
Hmm, so I'd better get a Player_base, "naked", and configure the loudout on it, correct?
I suggest looking at how base game loadouts are setup
I did it, but example
base game loadouts do not duplicate the base prefab
Thats the same Arquive but 10 min later
maybe this helps: https://community.bistudio.com/wiki/Arma_Reforger:Faction_Creation
also make sure you know all this: https://community.bistudio.com/wiki/Arma_Reforger:Prefabs_Basics
you will understand what is happening when you learn Prefabs Basics (see link above)
the faction creation article has information on character variants
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
Do you know a link Where I can try find the quention about de Loading wallpaper ?
don't you have any errors in Log Console?
if you are duplicating a base character and adding your loadout into a base character prefab then you are doing things in a different way than in the faction creation article
Now I tryed with a "NAKED" Campaing_player_base, so now apparently the error stopped
Random question: But does anyone (including BI) known if there's going to be DIS/HLA PDU support for enfusion in the future?
Could someone please download and try to open the gamemaster scenario for my mod "Tenhult" on Experimental? 
Got a report of CTD but works fine on my end
Thank you man!
I have no idea, I just connected things by eye, would certainly be nice to have them snap together
If you put it in your project and press import the tools will convert png to edds. You cant go from edds to png though
^
Oh nice, Thanks
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
Make a mod that shows message
Humm
I thought has a default document for this
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?
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
Yes but I mean how do I find/open the file
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"
Okay that third option is much better, thanks. Who really wants to go digging through their files when its a click away?
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
you can play with the UV coordinates in the material you placed the flag texture in. Play with the tile U and V values
yup, in there open the Global UV map transforms. Set the Tilling V to 2
the .emat dont save 😦
when I close and open the arma tool the .emat comeback to the default and dont save the V to 2
if someone knows what it is please tell me
I GOT IT
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
How does one use the SetAmmoCount() method on a MagazineComponent in the inventory? I get null pointer...
Does the enfusion engine support headless clients or is there an alternative method now for offloading workloads from the server ?
no
No alternative either ?
not that I know of
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!)
thats weird because navmesh is not used for aiming
Good point
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.
or, short version: modding is creating a mod, scripting is writing code (programming), some mods contain code
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
Anyone know where i can get the skeleton for rigging clothing to in arma reforger?
nice, I'm guessing its attached to the character_weights template?
this correct?
Uhm i think but im Not Sure. Maybe Check the Wiki
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
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
it depends a lot of what ytou wanna do. modding is pretty generic. First things would be to install the workbench tools (you need the game installed on steam first)
most information (documentation is available on biki) - see pins in this channel
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
yes. also the rules clearly states not to ping developers on this discord, so edit your message real quick
yep no worries
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!
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 🤷
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
Can someone tell me how to show prefabs on the map? do they need some components or settings or a specific class?
In another part of the wiki in mentions using unix timestamps for unique IDs. Those are unix timestamps.
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 🔥
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. 😢
I was actually also working on one, but it isn't finished yet. The main difficulty to deal with is streaming. A possible solution is to periodically broadcast the position of all players to all machines.
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.
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 😅
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
Same. It's definitely more difficult than anticipated
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
I'll have a look tomorrow. Maybe I can get it to a minimal viable state 😅
Optimizations can come later
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:
- randomly spawn civilians in an area when players approach;
- 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
Afaik that would require some scripting, so can't do it exclusively in gm mode
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
generally anything that does not already have a button in workbench is scripting
Ok bringing this question here, Is it possible to make a discord bot that track player stats on my community server?
sure, though the HTTP client is so cumbersome you may as well wait a bit
Yes, you can use the built in rest api to send requests to the webhook url directly or build a little web app that accumulates the stat in a database and when you can query that via discord bot commands. We are ware of this desire and are looking into making stats collection a bit easier also for modded content, but no specifics on it yet 😉
the direct webhook part probably wont work because of no ability to edit headers and it sending wacky content type header
Though there is always room for improvement, it has gotten quite a few updates now. You can send headers now already. SetHeaders("key,value,key,value) up to 4 custom key,value pairs can be chained. You need to set your user agent manually though again - but for many web apps its optional info anyway.
The _now variants are also functional now.
oh that's good news I take it back then, I'm guessing the syntax will be less ugly in the future?
even though 4 seems like a silly limit it seems to be enough for most use cases
We already have some more things on the wish list, but feel free to leave us some more "reasonable" reaquests on the FB tracker and at the very least we will look into it and see if we can do those 🙂
I'm very new to all this so I got lost quick. but now I know it is possible
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
Amazing trailer btw https://www.youtube.com/watch?v=OLUzmicMGw8&ab_channel=ArmaPlatform
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 ...
custom faction has this issue now (no 'slots' show up), any idea ?
meh simply loadoutmanager got yeeted out of world it seems
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
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
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?
Nvm, didn't enable one of the dependencies in Arma Reforger Workshop!
Looks like it`s showing 6 slots per faction, Anyway too increase the number of slots 🙂
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?
I assume so people hasve the choice of exactly what they want to implement?
like the poster above me, so server owners can select which weapons they want to run - reduces download size and number of arsenal pages
fair, it just seems like a lot to keep up with if server owners are wanting a large amount of weapons. And if one weapon depends on another weapon for something, then you gotta make it a dependency and etc.
I get it for saving space and download size, but I guess there’s pros and cons to it imo
Adding a dependency takes 5 seconds. What do you mean for server owners? You dont need to add dependencies to server configs.
No I mean the dependencies strictly for a modder. Like, if a weapon uses the same modded magazine type as another, do I make the one weapon depend on the other? Do I make the magazine a separate mod and make both weapons depend on it?
Maybe I just have the DayZ modding mentality, but it seems like either way of doing a weapon mod (pack vs individual) has its own drawbacks
Don't know. None of my weapons depend on other mods for mags. You need to use dependencies often times when integrating with non-standard content anyway.
For my nonstandard ammo I just included the mags with the weapon, made sense to me.
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
Hopefully they add collections of some sort like in Steam Workshop or being able to easily see all of the authors mods
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 🤔
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 
wtf its saying im missing a dep but its doenst say what .... WTF dependency '' can't be added
an empty string is not a valid dependency
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
so euh wh yare all my cosmetic basegame cars doing this
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 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.
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.
Completely missed your reply - really appreciate it! I already have my simple stamina hud mod so I should be able to make a new info display object and layout for this purpose. Cheers 👍
Is there an updated list anywhere on what managers I need now since 1.0 update? I noticed my garbage manager is missing