#enfusion_generic
1 messages · Page 5 of 1
Having an issue making a new arsenal box. The tutorial says to use Arsenal overwrite to add a config but there's no option to add my config. Am I missing something?
Can you write down which step you are stuck on?
with pics preferable
Can't figure out how to add the config to this boxx.
"open previously prepared Arsenal Box in i.e. Prefab Edit Mode and assign arsenal config to Arsenal Override Config in SCR_ArsenalComponent."
from which page it is?
https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Creation/Prefab_Configuration#Arsenal_Crates this one is up to date for sure
ah, you are trying to set faction less variant
Yes
https://community.bistudio.com/wiki/Arma_Reforger:Prefabs_Basics#Instancing_config_object_prefab you can do it like this
I don't see the part about the config?
?
in any case, I also updated wiki - Arsenal Override Config was renamed to Overwrite Arsenal Config
Oh
One sec. Wrapping my head around this.
So if I click on Overwrite Arsenal Config and drag it, it'll create a config for the arsenal? @stark acorn
no, you can just drag and drop config without clicking set class
what happend with the vihicles_wheeled_graph?
i want to make it so i can make firing range targets reset my user menu rather than timed?? any have any ideas how i go about it?
is there issues with the contributer on a mod ? i add other people and everytime it resets itself
reimporting is stuck at 18%
Reforger modding be like
for some reason when I go to edit my conflict Project it loads all the dependencies but not the main conflict file I made. Anyone able to help It was working fine yesterday and I haven't updated or changed anything?
ENGINE (E): Addon 'TFDWConflict' dependency '5DF14A2FD0C42CC0' can't be added
https://reforger.armaplatform.com/workshop/5DF14A2FD0C42CC0-MAKOAK105Zentico seems like you are missing this addon
wait you saying I need this addon to get it back? that makes no sense why did it work fine before?
yeah that makes no difference
and is present in list of addons? Maybe one of the addons that you are using was updated and had changed dependency
and since addons are not automatically added to workbench launcher project list, you would be no longer able to load it
no its not there but I cant add it if i wanted everything is greyed out
oh is the AK mod in that project list?
no it is not
oh by adding that it appeared wtf thats crazy that can happen 😕
as a side note - those are settings for SVD mod. Your mod is not loaded since it cannot be loaded since it is missing one of the dependencies
thank you that fixed it ❤️
@stark acorn how do I update dependencies for my mod or do they update automatically when they are updated individually on workshop?
ah, so TFDWConflict is your project, right?
yes
In this case you probably added that "MAKO AK 105 Zentico" addon as dependency manually
I did after you said it but I'm on about if a workshop addon updates do I need to manually update it in my dependencies somewhere?
I mean in Workbench options
You probably added it to dependencies list in Workbench Options but it was missing in Enfusion Workbench Launcher project list
I can't post this in the other channel for logs but anyone help me with why my server keeps crasdhing when I build the armoury?
I remember RHS had this problem when one of the weapons had Merge Meshes enabled. I guess one of the mods that you have loaded can have similar issue
the issue has only happened in the past 2 days and I didn't change anything I guess wait for one of the mods to fix it as I'm guessing you cant tell what mod is actually causing the issue from the log?
did you submitted crash report?
I will do that now
Lasers/anpeq16 seems to be the entity. So whatever mods that have the anpeq16 laser. Which is attached to the m27iar
|Thanks
this log is also incomplete, please submit full logs not just parts of them
how is it incomplete i posted all that I have on there or you want the script and error logs too not just console?
are you on nitrado?
no g-portal
ok, in any case the log is incomplete
I don't know about g-portal but on nitrado you need to stop the server in order to access most recent complete log, since they are doing their best at making the server management experience torture
there is all the logs I can find in filezilla on the server for this
this console.log at least has your connection issue, anyway it seems the server disagrees on content with your game, I would suggest removing and redownloading mods on both ends (by remove I mean actually physically remove the files, not just remove them from the config since that doesn't do anything to files)
this bug is present in the game for at least 6 months now
okay so remove from my pc but also the server too got it
no guarantee it'll work the first time but after a couple tries eventually it should download correctly
thanks
what was the 1gb update just now?
Bohemia... This update is not very effective for users. The biggest problem for us is that after using Arsenal a few times it starts to lag and the game becomes unplayable!!!
yeah they have a fix for it just didnt release it lol
I really don't know why...why isn't it being released? I was excited to play the game after the update, but was disappointed to see that there were still lags when using Arsenal. The evaluation of Reforger was improving, but I couldn't help but be sad to see it turn negative again.
We did not release it, because the patch you had today, was already prepared last week, the same day as the release. Patches are not made the day before release. It takes time to test everything
Anyway it gets tested enough today and a quick update is put out Friday?!? Especially with the holiday weekend it’s going to be a big weekend for Reforger.
I know I want to play but it’s hard with the server issues
half the players think its the server crapping itself when its just client side fps drop. Im getting a lot of messages about it and I guess that will continue until the next patch...
Is there anyway to see the ingame map inside enfusion?
Okay - so ive made a custom scenario. Ive made a missions folder and created a SCR_MissionHeaderCombatOps - ive filled out the information - but it dont show up inside the game ? ive tried to append -addons "xxxxx" to the exe and then it just says it cant find it eventhough the folder is inside " Documents\My Games\ArmaReforger\addons " What am i doing wrong ? everytime i google anything it just shows me Arma 3 stuff....
Can someone please explain to me how to add dependencies, because when I try it doesn't work and erases any progress on a project?
I would think you should add them before - thats what ive done so far
But even then its removes the project
When I add a dependency then restart, my project is gone and I am unable to edit anything, I also cant create anything
I think you need to pay attention to the log when you open your project, you might be missing a dependency
when you can choose your project, right click and choose "open with addons, and then choose the new one you want
in the workbench launcher
Got it working
what helped ?
Just realiszed where I was messing up
write your answer so if anyone have the same problem they can find an answer
Fair point, I was trying to add the dependacy in the option Tab when the project was open, instead I added it to my projects list then added it wehncreating a new project
okay - i need some help from someone. so ive made port of combat ops to the Kunar Region. ive published it to workshop. and ive made some changes . and republished it. but all the changes are not the version thats on the workshop, the version number is changed but all the changes inside the .ent are the old one. and everytime i "download" my mod and play test it, it unsubscribes to it and i have to redownload it everytime ? what am im doing wrong?
and now it wont start says World Load Error
When I drive a car or fly a helicopter on my dedicated server, it tends to shake from side to side as if it's desynchronized. Is there any workaround for this?
Does anyone have info on vanilla radios and potential mods that increase their transmission distance? If any mod chads are available to make a mod that increases vanilla radios like the manpack to 8km and handheld to 5km) I’d love you very much.
@stark acorn any news on the contributer stuff ?
I haven't received response yet
no worrys 🙂
Guys... i messed up something... i played arround with the Debug Tools.. now my Freelook is inverted and i can't any setting for this. So, if i go in Freelook (ALT) the camera turns left if i move the mouse up and this in all axis.
Heyho,
does anyone know how if it can be realized to adjust the exit position info of a compartment through a script? I didnt find anything besides the Get-Method to retrieve the PointInfo of the ExitPosition 🥲
Or maybe someone can point out where this is actually used within the compartment/vehicle realm that i can see if there is something that can be done there
Alot of native components only have get methods unfortunately, hopefully this changes in the future. The code to do this is gonna be c++ side. One thing you could do is an event after exiting a compartment and teleport the player. Otherwise its probably impossible to set the new exit pointinfo via script
Yeah I alreado thought so tbh. I was already thinking about the way you described, but that isnt quite fitting for me tbh. Ill just wait and see what the future brings^^
So I think I am ready to release the map but I have a feeling I have to set something up first so the map appears in this screen but I don't know what
Did create a config anduse Game mode setup
override or duplicate?
I didnt use duplicate, not sure what override does . Once i saved project, i then ran gamemode setup also create a config file for publishing
How do I run the gamemode setup?
Did you make a sub world
I dont know
These are Mission configs. You can find exmaples in the Missions folder in workbench. Make your own one, select your world file and give it a go.
Adding your own as part of your terrain mod will show them automatically in the list
make sure you are not using vanilla images for the mission images since it will just fail without telling you what the problem is (unless this was fixed with 1.0)
I am still confused
watch from this point onwards
https://youtu.be/WNL_oFhlmLU?t=3874
ALL of the Resources for this tutorial: https://hq.uselessfodder.com/p/how-to-make-missions-in-arma-reforger.html
Buy awesome tactical games: https://nexus.gg/UselessFodder
Join in future operations: https://discord.gg/UselessFodder
Support the channel and community: https://patreon.com/UselessFodder
This is a COMPLETE guide to making a custom ...
is it possible to make it so the trouser slot can be enabled whilst wearing the flight suit?
The blocked slot are configured inside each cloth component.
thank you so much
Can I pay someone to write code for me, so long as I do the whole enfusion project myself? And then inject the paid code where it needs to go
Or is that against the rules?
I believe that was allowed since you don't really need any BI tools to write code, but I'm not sure.
Afaik you can do that as long as you're not using enfusion tools (so you can't test it in script editor/workbench either)
Evening all, I'm hoping to be able to add a new action to a keybind, does anyone have a direction they can send me to find the best way to do that?
in my particular case, when hitting G, instead of the Radial menu, I want to 'inspect' the radio instead
think I may have found it, thanks tho
Coding is a somewhat iterative process of compiling and debugging and there is no external script tooling or documentation. In theory it's possible to do within the TOS, but in practice, it's impossible.
...unless it's a very simple/short script and you really know what you're doing. Pros don't need to test their code... 🤡 LOL
Damn that's a shame, would've saved me a lot of time. Suppose I better crack open the wiki 😂
I apologize for my ignorance, but which channel is the proper channel to inquire about locating a mod creator when it comes to making something like unit patches for vests?
Hey, is there a way to get a earlier Version of Enfusion / Reforger Tools? BI broke a feature I really need so I need that version from earlier. Is there any way?
How would i go about creating different textures for one XOB i have emats set up but cannot drag XOB into world veiw to make a duplicate prefab and overiding materials dont work as i thought
kinda love that i need to up the humvee up to 0.3 suspension before it even goes over a curb they really broke it with 1.0
any fixes for the garbage cleaner keep ignoring the non garbageable items ? like it keeps cleaning my chests without it is allowed to
nope
why not? does steam console no longer allow you to download an older manifest?
The issues don't stop, what am I doing wrong, it is not showing up in the scenario tab
wrong folder name
How?
vanilla missions are in a folder called Missions, yours is in a folder called Mission, which is incorrect
got ya add an s
still works, just downloaded an older version
you can use steam console to download an older version, try following this article, and you may not need to replace game files https://www.makeuseof.com/how-to-downgrade-steam-games/
you may need to download both arma reforger and the tools to get it to start later
Hi, is there anything like a general tutorial to reforger modding?
https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding/Tutorials/Assets start with weapon modding
So how do I add a mod as a dependency or to be able to see its insides? I'm trying to work with the Lobby Mod for my mission and I wanted to add some building mods for my map but never figured it out actually
What scripting language does enfusion have?
Enforce Script
Download it, add it to the launcher, then in your existing mod go to File / Options and add the dependency id in. There are other ways but if you just have one or two mods this will be the most straightforward.
Ye, figured it out this time, but thanks anyway! 😄
that is similar to C# right?
Looks a little bit similar
does it have any unique quirks?
Yes
Is it documented anywhere? My internet is slow right now, I can't really load the wiki.
Hello !
I'm new to Enfusion modding.
I'm a PHP developer (don't judge :p) and i wanna try out some modding.
I want to start by setting a limit of grenade for grenade launcher. Where can i do this ? I guessed in script editor
Tell me if i'm not in the right channel and i'll move my subject elsewhere ♥
Check out the Arma Reforger modding wiki.
Thanks ! Do you know which section i should go ? Scripting ?
I would think so, I myself am not really experienced in modding.
You should start by inspecting the grenades prefab, look what components it has and what they appear to be doing.
Either you find some option in these components, or you have a look at the relevant ones in the scripting editor. If there's is no such option, you will have to use scripting to modify the component and add one.
Thanks a lot ! I'll take a look later that day
I was thinking about changing weight at first but i think it can cause many unwanted side effects. I may have to use scripting
Hi, is there a way to disable the secondary (primary) weapon slot?
Hi just wanted to ask is there anyway to fix my enfusion, ive tried reinstalling and validating files. it gets stuck on logging in and does not recognise my arma reforger ( ive re downloaded and revalidated this as well). and keep getting the message cannot initialize the game
@karmic cobalt For the tools to work you must run the game at least once.
thanks mate in the end i dleted everything completley and just started fresh
hi guys. if you wanna make a effect that when npc is being shot, then create blood decal on ground or wall. how to do it? i researched one way that you can open the collision tag in particle editort then it will keep on ground. but how about the wall?

I believe what you might be looking for are WorldDecals (https://enfusionengine.com/api/redirect?to=enfusion://ScriptEditor/scripts/GameLib/entities/Decal.c;8)
any heads up about the issue i reported last week someone from BI was looking into about contributers not saving on uploaded mods ? i cant seems to update the mod after one of my team members uploaded it and added me in the contributer list
@warm mirage can you please describe the issue (logs and screenshots would be great)
i have reported it to one of BI
there is no logs there is nothing i get added as cotnributer and it wont stay saved
this happend since 1.0
what asset is it?
my own server stuff , one of the BI was looking into it but i have heard anything back
@warm mirage DM
somehow it crashes when people ether open the shop or they are i na spot where something spawns but it only happend after todays update
17:50:25.069 ENTITY : Init entity @"ENTITY:4611686018427404264" ('GenericEntity','Assets/BaconM110/weapon.xob') at <0.000000 0.000000 0.000000> @"{A8B21B63F4DABD9A}Prefabs/Weapons/Rifles/BaconM110/Rifle_BaconM110_t.et"
17:50:25.069 RPL (E): Attempting to insert an entity with invalid prefab resource GUID @"{A8B21B63F4DABD9A}".
17:50:25.069 SCRIPT : GetResourceName 'Scripts/Game/ShopSystem/ADM_Utils.c,51'
17:50:25.069 RESOURCES (E): Wrong GUID/name for resource @"{A8B21B63F4DABD9A}Prefabs/Weapons/Rifles/BaconM110/Rifle_BaconM110_t.et" in property "<missing-def>"
17:50:25.069 SCRIPT : GetResourceName 'Scripts/Game/ShopSystem/ADM_Utils.c,16'
17:50:25.069 RESOURCES (E): Wrong GUID/name for resource @"{A8B21B63F4DABD9A}Prefabs/Weapons/Rifles/BaconM110/Rifle_BaconM110_t.et" in property "<missing-def>"
17:50:25.069 SCRIPT : GetResourceName 'Scripts/Game/ShopSystem/ADM_Utils.c,51'
17:50:25.069 RESOURCES (E): Wrong GUID/name for resource @"{A8B21B63F4DABD9A}Prefabs/Weapons/Rifles/BaconM110/Rifle_BaconM110_t.et" in property "<missing-def>"
17:50:25.069 GUI (W): Missing string ID = 8008
17:50:25.070 ENTITY : SpawnEntityPrefab @"{A10C966459A5E47C}shadowWaffen/m16a4/Prefabs/Weapons/Rifles/M16/Rifle_M16A4.et"
17:50:25.070 ENTITY : Create entity @"ENTITY:4611686018427404265" ('GenericEntity') at <0.000000 0.000000 0.000000> @"{A10C966459A5E47C}shadowWaffen/m16a4/Prefabs/Weapons/Rifles/M16/Rifle_M16A4.et"
17:50:25.070 AUDIO (W): Invalid input port 21, item Occlusion
17:50:25.070 ENTITY : SpawnEntityPrefab @"{3EB02CDAD5F23C83}shadowWaffen/SVD/Prefabs/Weapons/Rifles/SVD/Rifle_SVD.et"
17:50:25.070 ENTITY : Create entity @"ENTITY:4611686018427404266" ('GenericEntity') at <0.000000 0.000000 0.000000> @"{3EB02CDAD5F23C83}shadowWaffen/SVD/Prefabs/Weapons/Rifles/SVD/Rifle_SVD.et"
17:50:25.070 AUDIO (W): Invalid input port 21, item Occlusion
17:50:25.071 ENTITY : SpawnEntityPrefab @"{A8FEB89061C28419}shadowWaffen/SAW.et"
17:50:25.071 ENTITY : Create entity @"ENTITY:4611686018427404269" ('GenericEntity') at <0.000000 0.000000 0.000000> @"{A8FEB89061C28419}shadowWaffen/SAW.et"
17:50:25.071 AUDIO (W): Invalid input port 21, item Occlusion
17:50:25.071 ENTITY : SpawnEntityPrefab @"{C7612F6651E04AC6}shadowWaffen/SCAR20S/Prefabs/Weapons/Rifles/SVD/scar20.et"
17:50:25.071 ENTITY : Create entity @"ENTITY:4611686018427404270" ('GenericEntity') at <0.000000 0.000000 0.000000> @"{C7612F6651E04AC6}shadowWaffen/SCAR20S/Prefabs/Weapons/Rifles/SVD/scar20.et"
17:50:25.071 AUDIO (W): Invalid input port 21, item Occlusion
17:50:25.073 ENTITY : SpawnEntityPrefab @"{6D283446CD5115E7}shadowWaffen/2.et"
17:50:25.073 WORLD : InitEntities 'world'
17:50:25.073 ENTITY : Init entity @"ENTITY:4611686018427404271" ('GenericEntity','svt/svt.xob') at <0.000000 0.000000 0.000000> @"{6D283446CD5115E7}shadowWaffen/2.et"
17:50:25.073 ENGINE (F): Crashed
next crash
18:02:20.844 ENTITY : SpawnEntityInPrefab @"{5D582264C2C7E9ED}shadowWaffen/mp5-sd/Prefabs/Weapons/Rifles/MP5/mp5 sd t.et"
18:02:20.844 ENTITY : Create entity @"ENTITY:4611686018427398726" ('GenericEntity') at <4955.102051 38.000000 9112.719727> @"{5D582264C2C7E9ED}shadowWaffen/mp5-sd/Prefabs/Weapons/Rifles/MP5/mp5 sd t.et"
18:02:20.844 AUDIO (W): Invalid input port 30, item Bodymanager 3 Dist
18:02:20.844 AUDIO (W): Invalid input port 31, item Bodymanager 3 Dist
18:02:20.844 AUDIO (W): Invalid input port 32, item Bodymanager 3 Dist
18:02:20.844 AUDIO (W): Invalid input port 33, item Bodymanager 3 Dist
18:02:20.844 AUDIO (W): Invalid input port 34, item Bodymanager 3 Dist
18:02:20.844 AUDIO (W): Invalid input port 35, item Bodymanager 3 Dist
18:02:20.844 AUDIO (W): Invalid input port 43, item Bodymanager 3 Dist
18:02:20.844 AUDIO (W): Invalid input port 44, item Bodymanager 3 Dist
18:02:20.844 AUDIO (W): Invalid input port 45, item Bodymanager 3 Dist
18:02:20.844 AUDIO (W): Invalid input port 47, item Bodymanager 3 Dist
18:02:20.844 AUDIO (W): Invalid input port 100, item Bodymanager 3 Dist
18:02:20.844 AUDIO (W): Invalid input port 112, item Bodymanager 3 Dist
18:02:20.844 AUDIO (W): Invalid input port 155, item Bodymanager 3 Dist
18:02:20.844 AUDIO (W): Invalid input port 154, item Bodymanager 3 Dist
18:02:20.844 AUDIO (W): Invalid input port 153, item Bodymanager 3 Dist
18:02:20.844 AUDIO (W): Invalid input port 21, item Occlusion
18:02:20.844 AUDIO (W): Invalid input port 13, item P Cntrl 1P 3P cam
18:02:20.844 AUDIO (W): Invalid input port 14, item P Cntrl 1P 3P cam
18:02:20.844 AUDIO (W): Invalid input port 15, item P Cntrl 1P 3P cam
18:02:20.844 AUDIO (W): Invalid input port 16, item P Cntrl 1P 3P cam
18:02:20.844 AUDIO (W): Invalid input port 20, item P Cntrl 1P 3P cam
18:02:20.844 AUDIO (W): Invalid input port 8, item EnvLayer Manager
18:02:20.844 AUDIO (W): Invalid input port 34, item EnvLayer Manager
18:02:20.845 AUDIO (W): Invalid input port 50, item EnvLayer Manager
18:02:20.845 AUDIO (W): Invalid input port 13, item AddLayer Manager
18:02:20.847 ENTITY : SpawnEntityInPrefab @"{71228710CE223D03}Prefabs/Basebuilding/Buildingparts/Nails.et"
18:02:20.847 ENTITY : Create entity @"ENTITY:4611686018427398733" ('GenericEntity','nailsbox.xob') at <4877.293945 35.900002 9106.956055> @"{71228710CE223D03}Prefabs/Basebuilding/Buildingparts/Nails.et"
18:02:20.847 AUDIO (W): SignalManagerComponent not present, functionality will be limited
18:02:20.929 rpl::Pip::ProcessNetToGame
18:02:20.929 ENGINE (F): Crashed
wth was updated today?? it worked fine till the update ....
I got a hold of changing the weapon and loadout of gear like pants to vests, but how can I adjust the items within gear containers such as adding magazines to a vest?
Sorry if this is the wrong channel.
Would it ever be possible for someone editing a mission to host it as a mission editor session so others can help?
Why cant I launch World Edit?
aparently its something to do with my project but I have no idea what
MR Arkensor,i cant open the link you notion above。
open it but nothing happened 。could you please help me?Thank you very much
check Log Console - I guess it is screaming that your scripts are not compilable
it was I fixed it but it seems like the script console doesn't work properly
I didn't get the error in the script editor, I got it workbench console.
you have to press F7 (I think that is the default shortcut) to validate scripts and get output in script editor
thank you I will keep that in mind
Does anyone know why the Vietcong FIA Replacement mod Crashes on GM? As soon as I place the FIA down everyone gets booted and we get the error code group=1 'REPLICATION', reason=1 'SYSTEM_FAILURE'
Sames
You can manually navigate there if you read the path, howeverr if you want these magic links to work you can open the workbench and go to workbench > options > workbench > register enf protocol
ayone know why projects (mods that I have deleted) show up in the new project i create?
is it not possible anymore to save a world and make it your own ? like i want to remove machine guns spawned everywhere in the arland conflict how can i copy the world in my mod in order to be able to modify it ?
You can not edit parent scenes. Also what do you mean with machine guns spawned everywhere? Do you have an example location screenshot of what you would want to remove?
there's no button for it but you can definitely edit vanilla terrains, there are many mods that do it on the workshop and they're fine
I just forgot what the rain dance was to get it to work
Yep same Ive done it once a year ago but can't remember it xD
Roadblocks and stuffs like that almost always are empty and are heavy on vehicle budget (2%)
a lot of those
I'm new here just purchased the game for the enfusion engine mostly 🙂 . I'm an artist in the vfx industry so I'm really excited to get a good grasp of all things ARMA and start making some worlds and assets.Have a great weekend
Hi, is there a way to create sub-categories in Arsenal Box? Like Color or Caliber?
Hi is it possible to make a piece of clothing or equipments weight go into the minuses so your character weighs less than their base weight and therefore moves faster?
If not, you could probably script that. I'd imagine just changing the defaults allowed for that variable might work?
Can you change controller keybinds on PC in Reforger?
Ty for the response
is there a way to make inventory of boxes be less range to see in inventory ?
How do you make mods
if you mean it as in vicinity. Then the only way is to modify the radius size for vicinity discovery, which you can find on SCR_CharacterVicinityComponent. That component can be found on the base of characters
ah so that means it counts for all items right ?
yes
as people abuse looting through walls atm on peoples stuff
will have a go with that comp and see what i can do 😛
https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding start reading those and then try, fail and repeat until success
I had this same issue and the only way I could fix it was to make a new BI account. It was a pain but everything worked normally after!
The error is self explanatory.
I cant find that SCR
Ik this is probably a frowned upon question but has anyone started to work on a life server for reforger thats a bit more like arma 3 life? And if not thats cool because i have another question about helos, has anyone made a gunner mod for the in game one’s currently? Just thought i should ask since its on my mind.
there's a bunch of life servers
Quick question Am I allowed to pay someone for a Generator Script? If I intend to release it to the public?
no, can't charge for any work done in reforger mod tools
so I cant pay someone to write Code
even if I public release it so everyone can use it.
As long as BI tools are involved no commercial operations are allowed. The problem would not be on your side but on his, because he can not accept money for work he does with our tools - if he must use them for it.
Further reading: https://community.bistudio.com/wiki/Intellectual_Property
Hello!
What can delete a character if its deletion on disconnection is disabled? Garbage collector tweaks from last patch? If this is garbage collector: can i disable it entirely?
Sometimes I lose the ability to move camera using WASD keys in world editor viewport. What could be done to fix it? World editor window refocus sometimes fix, sometimes not.
Not sure if your problem, for me it was happening when changing language on keyboard. For some reason WASD navigation dont work with greek keyboard.
Yeah, seems it is the source of problem - changing language breaks viewport movement
seems that it doesn't work in non-EN-keyboard layouts
Is there any way to "detach" from character while playtesting in editor viewport (like in Unreal Engine)?
So you could use free camera while using game mode etc
CTRL + ALT + C
I'm trying to load a custom world and GameMaster scenario in Arma Reforger. I don't see anything new Scenarios. I'm using this in Launch Options to load it because I don't want to publish it yet:
ArmaReforgerSteam.exe -addonsDir "C:\Users\user\Documents\My Games\ArmaReforgerWorkbench\publish" -addons Rokostrov,GMRokostrov
It looks like it is trying to load it in the log: https://pastebin.com/efF7XA8Q
But again, I don't see anything. How do I debug this problem?
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
What's the difference between folders and layers?
folder contains layers or other folders. Layers contain entities placed in the world.
Oh, it's pretty obvious. I thought that you could use folders with same purpose (grouping entities in left sidebar).
Thanks for answer!
Why some of the objects placed in the game world are greyed out and some are not?
Does anyone know WHY when I open a server on my computer through the game's own host system, when my friends try to join they can't?
Any idea where I can find composition prices? I want to adjust them slightly.
Okay I have never done modding before and wouldn't know how to star, but I play reforger and war thunder and can't get the idea of an Apache out of my head
Ik we had one before but only had dumbfire rocket pods and I like the idea of hellfires so hear me out
Obviously programming a laser guided rocket that tracks the lasers move and flying and hits dead on every time is difficult but in theory could it not be done simply by an explosion being placed on whatever the laser is coming in contact with and just adding a missile firing animation to the helicopter.
Because being able to lock a target and have both the 50. Cal gun and the hellfires track it would be amazing for arma especially because I'm in the milsim community.
So I'm just wondering how difficult something like this would be to achieve based on the engine reforger runs on etc
sounds easy, grab workbench and get to work
a fake missile on a timer is an interesting approach
a genius one because you dont have to bother replicating the damn missile over network
does anyone know where i can get assets for buildings?
or do i have to make them myself?
Yeah that's what I thought, seems like the best way to do laser designated weapons instead of trying to get missiles to fly and guide properly, especially on a reforger engine
It's hard to say, which ones would be usable. The Meshes themselves, from external sites, are quite usable. But you will likely have to redo the Textures. Since a lot of Game ready Environments Are either made with Modularity in mind, meaning they are in pieces and most likely textured using a vertex Shader method- THIS we don't have in Reforger. So remaking the Textures and optimization are inevitable.
I found it thank you anyways
I believe I’m having this same issue with my terrain . Have you found a solution?
Not yet. I saw your post yesterday and almost replied but realized i didn't have a solution anyway. If I don't get back to you in a 3 days DM me asking about it. Hopefully I'll have it by then.
I did some digging on the discord and it might have something to do with folders being named incorrectly. Could be wrong but I’m going to try it tonight
Okay let me know how it goes
@stable ledge #creators_recruiting
Tanks
someone know if there is still a way to use the RHS Radio by typing directly on the radio or due to 1.0 did they remove this function?
The source code for FSR3 have been released today, hopefully we can see it added into Arma3 as well in the future, frame gen will be amazing for those of us who play on the steam deck!
hardly for Arma 3 as the released code is for DX12 and UE5 only
Damn, so close yet so far 😂
Would it be possible to start implementing motion vectors to A3 in the near future? So when AMD gets their act together, it will be much easier to implement FSR3 frame gen
It will also give us modders the ability to inject FSR into A3 as well
pls fsr3
Pretty cool, I wish we had scripting commands to change screen resolution during gameplay.
As well as allow us to use masks to choose resolution for different parts of the screen.
No need to render what's being blocked by an UI element, as well as render the outside of a PIP scope as lower resolution, it's not important.
Current pip implementation is backwards.
wrong channel - see #enfusion_configuration
TY
idk why but for some reason all guns seem to do this if you go prone and it fs up the scopes it happends with basegame and modded and i never had it before on my other guns that i have made in the past its something recent
i have noticed this lately, it was present since helicopters exp, such a pain
it's to compensate for grass, but also for realism. The character stabilises their weapon on using their elbow.
Isn't the head clipping through the rifle and the guy aiming down the barrel of the gun?
yes thats the issue with that
Can one make a dependency of a mod in which is not longer on the workshop?
Yeah, I am explaining why the gun is clipping through head
Just feels like a problem to me and I feel like you don't see it that way which is a bit concerning from a player perspective
I do see it as a problem, just not as a problem that I can solve.
And in this case, I believe the benefits of this outweigh the downside
Also, where did I say that I don't see it as a problem? Please refrain from doing that.
Do you not see it as a problem? Everything in your message seems to be defending its inclusion. No we'll fix it later. No we're working on it. You say it's there for realism but his head is through the rifle. You're under no obligation to say those things obviously but I certainly didn't get the impression it was something you saw a problem with.
I am speaking on my personal opinion on the issue. Everything I say in here is my personal opinion. It's not something I work on, not even close. As such I will not comment on any development surrounding it.
And your second message you added in before I replied seems to be defending it more. It seems like there is either going to be a problem here with aiming or with fairness of the location of the player's head relative to what the enemy can see
Explaining why the gun is clipping through the head isn't really a personal opinion. It's why you did it as a dev team. You're part of the face of the company while you're on here so people are going to take your comments that way.
Aight, I get it, no more talking from me then.
Seems like an overcorrection to me but your life. Hope you have a nice winter break! Maybe we'll cross paths somewhere else
In real life, when you're prone, there is grass in your face if there is tall enough grass. In A3, the way around this was to use one of the sitting stances that no longer exists for whatever reason. In AR, the way around this is apparently clipping the gun through the players head. You guys had it right 10 years ago.
for me the main issue is that most scopes are now broken if you go prone makes it hard to coutner it
i almost need to put the scope on the front of the gun to have it work correct
Are iron sights not broken? I don't get how a soldier in that stance can see down the sights without there being some "my head isn't actually where it needs to be" trickery that would be unfair for people fighting against them
it happends on a everysight
but with sniper scopes you see through the tube only , but with irons it zoom in to your face like 100x
like this
this then happends
How to properly remove things from overriden prefabs? I remove this bed from building prefab and then make save, but everytime I reopen prefab - it's still there 🚽 🛏️
I'd try duplicating instead of overriding
I want that bed
perfect hangover bed
Now I can sleep better knowing I am able to mod back in "OFP Style" main menu
https://imgur.com/a/w1O1p97
why the heck would you want to remove that, that looks like an awesome piece of furniture for gamers, dont let ikea get ahold of this confidential image!
EXACTLY!
someone will find the tiem to script an animate every OFP main menu sequence eventually, when that day comes i will be very pleased
i get that, maybe hand it down to the animation department or smth so they can finetune the weapon mount system so we dont get this issue it is a real pain sometimes and kills the immersion, but i agree that it isnt a massive issue as of current, I would hope that it gets done by the final update though
anyone know where the system budget for GM is set in the game files?
What dictates the recoil of the firearms? I did the Weapon Modding tutorial and noticed the gun had more recoil but the tutorial doesn't state what parameter effected that
In Arma Reforger, I created a mission in advance through Game Master, and when I load this from my server, the previously played mission file is loaded. Is there any way to solve this?
Where is the proper channel to talk about damage models for props and persistent damage models?
does anyone know what is going on? My time and weather entity is in bounds but everytime i try and start a game it says this : Virtual Machine Exception
Reason: Index out of bounds.
Class: 'TimeAndWeatherManagerEntity'
Entity id:71
Function: 'Get'
Stack trace:
scripts/GameCode/World/TimeAndWeatherManagerEntity.c:462 Function GetDayTimeUIInfo
scripts/GameCode/World/TimeAndWeatherManagerEntity.c:442 Function GetCurrentDayTimeUIInfoAndPhase
scripts/Game/UI/HUD/AvailableActions/Conditions/Game/SCR_DaytimeCondition.c:24 Function IsAvailable
scripts/Game/UI/HUD/AvailableActions/SCR_AvailableActionsDisplay.c:193 Function IsAvailable
scripts/Game/UI/HUD/AvailableActions/SCR_AvailableActionsDisplay.c:309 Function GetAvailableActions
scripts/Game/UI/HUD/AvailableActions/SCR_AvailableActionsDisplay.c:382 Function DisplayWidgetsUpdate
scripts/Game/UI/HUD/AvailableActions/SCR_AvailableActionsDisplay.c:372 Function DisplayUpdate
scripts/Game/UI/HUD/SCR_InfoDisplayExtended.c:484 Function UpdateValues
Has anyone ever edited the gm budgets? Looking like it will take some scripting after a quick look last night. Tried a few things with no luck yet.
SCR_BudgetEditorComponent or something has them as an array
I think it's part of Editor Manager entity
Or something, I messed with it for my stupid GM budget delete mod
Ah thanks! I'll have to look into this tonight! 😎
does anyone know if it is possible to mod a radio to be receive only for certain frequencies, on a per player basis?
pointers to docs with functions would be appreciated
Is there a way to use modded weapons in the game itself (not in the world editor) without making a custom faction?
I got a question yall, is it easy to make uniforms?
depends on your existing/ previous experience
I dont got any, looking to learning tho
then hard would be the answer
Is Caught request on locked player log error harmless? Everything works just as normal, the only hurdle I noticed that players spawn instantly each second spawn (respawn timer kicks in only for second spawn in the row, so it's instant-timer-instant-timer for some reason 🤔).
Reason: Caught request on locked player!
Class: 'SCR_PlayerFactionAffiliationComponent'
Function: 'RequestFaction'
Stack trace:
Scripts/Game/Respawn/Factions/SCR_PlayerFactionAffiliationComponent.c:178 Function RequestFaction
...
Hello yes this can be generally be ignored by you. But thanks for reporting it - we will look into this and see if it can be moved to a lower severity or removed entirely.
Yo yo
Inventory Pre-Render: Hey BIS, is there a way we can go back to regular Image Icons for the Inventory? Or can we save the already rendered Items as temp? On the most Servers the Arsenal is a complete mess. It takes up to 2 Min until the stuff is rendered in an good visible quality. Most time you enter the Arsenal and just seeing a lot of blured muddy stuff. (Geforce 3080 TI)
Item preview rendering should normally be cached after the first time it was rendered. Do you also have issues when you open it again shortly after? I also run a 3080TI and did not notice this so far, however I will pay closer attention. Are you running any mods that might be modifing the arsenal behavior?
the more mods that adds items the more time in takes to cache everything
yes it's cached, but it still takes 382423 years to render them
I’m sorry guys hope that’s the right place to ask. How do I use the file saved be the SaveLoadaComponent on my server to reload mission status after a server restart?
Incredibly confused as to how to download the Enfusion Engine/Reforger Tools/Workbench. I bought Reforger thinking Reforger Tools was still a thing and apparently its delisted from Steam... I tried to find a download link for Enfusion online, to no avail... I don't know what the hell Im doing and the lack of answers online makes me feel like Im crazy. Super thankful to anyone who can point me in a direction that leads me to downloading whatever it is I need to make custom maps for Arma Reforger.
it is still a thing -> search for Arma Reforger Tools in the tools subsection on steam
How can one test JIP via localhost in workbench? I'm using peer tool, but it seems that Reforger client instance is unable to find workbench server via direct join (127.0.0.1:2001)?
Hi all. How can i make a prefab for tank model?
I would look at SpaceCore mod and one of space striders tank mods to see how he did it.
You can use the server startup parameter on the client I believe. If you try to direct join through the in game server browser it goes through backend stuff and wont work
sorry, -client 127.0.0.1 is the correct one
Thank you for the info! 🙏
Thank you!!
Well, i downloaded abrams mod, but there were no .fbx files. How can i get them?
You can't. That's not how it works.
Until someone makes a tank sample, there is no fbx, only binarized model
There is no need for a sample. They work like every other vehicle other than the tracks. Which all you need to do is have them modeled and UV unwrapped correctly. All of which can be viewed in workbench.
Does anyone know why Sounds/FinalMix.afm override works just fine in the Workbench but not when you load it in the actual game when published? Other overrides I have done in the same mod do work so it is just that file that doesn't want to override.
Tried to create a brand new project just do do a single change in that file and yeah same result. So I guess FinalMix.afm cannot be overriden?
@distant goblet ideally you would make your own. Also #creators_recruiting
https://vimeo.com/899027221?share=copy Someone at B.I. might know why the preview entity breaks upon attaching something, having to use scroll wheel in order to get it to "reload" or something.
This is "Modular Weapons WIP" by Zelik O'Dyer on Vimeo, the home for high quality videos and the people who love them.
It doesn't do it with vanilla attachments btw, only one's i've created. I.E. No need to use scroll wheel in order to force an "update" if attaching the ugl.
Trying to make an AP mine, I lowered the pressure the mine needs but it did nothing
Players are not physics objects so I'm not sure they have mass
how would I get it to trigger from players
Good luck on that, I gave up a while back. Probably need to script a trigger for that to work on players.
I used an area trigger for my mines
But they are not placeable by characters, since they'd just blow up immediately
i have the same problem, did you find a solution?
I havent dived into enfusion yet but, pls no iterating over every player ❤️
The amount of character entities in the trigger is usually 1 before the mine blows up
Yes. So basically what you do is you grab the weather entity from the prefab gallery on resource browser too. Don't choose the one that ends with .entity though, I believe it ends with .ent or something like that.
hmm everything became more white and my skies/clouds got removed or something
Delete the old one
If it happens again delete both of them then do it again, if again restart then donit
i dunno i have another problem, the program crashes when i press play from camera lol.. gonna need to try fix that first now thanks a lot tho
Is there any way to reparent prefab? I want to inherit from CompositionBase only as I don't need BuildableComposition_Base functionality.
Manually change the inherited prefab via text editor.
hey im new Modding, hopping someone can help me out here. im just trying to make a very simple conflict. when i go to spawn i im in the sea. i have all the points to Can Be HQ on.
Each one has one of the US ,USSR and FIA tag
nvm i fixed it
How simple was it to set this up?
Honestly not hard
First time doing something like this, watched a YouTube video and just worked it out from there
Nice
any reason the queue system doesnt work on the server browser?
Is there a good way to kill a sound being played from a car on the cars destruction?
I tried using the radio SCRs but it doesn't work as I want. I currently use the new piano/church organ context menu to turn on the sound on but it constantly plays (which is what I want) but I want it to stop when the car blows up
Not exactly sure if there's a way to set what actions happen when the car explodes like how engine noise stops
There is no queue system yet
Is there a license for mods that doesnt allow you to use it on other servers?
You'd have to use your own license
Hey, im looking to make a mod that disables AI and radio backpacks in conflict. is anyone able to give me a idea how to do this
nope.
that is what I have thought
some people are gate keeping their mods
dm me the details
To my knowledge you are allowed to restrict your mods to your servers as long as you don't break the game
so yes?
Yup. As long as it doesnt crash or break people's games if they try to run it.
Depends on your definition of gate keeping
lets say I have a server and mod and no one is allow to run a server with a mod expect me
They will be able to download it, but you can make your mod deactivate itself if not authorized
Will probably be more effective than a custom license (you should have one as well)
Im not asking how to do it hahaha just if its allowed
You could double check with a green name guy but there are a bunch of servers running similar ideas for like... forever
^ though pretty easy to get around if you just look at the script lol but wouldn't recommend this as it's better to keep uniqueness among the servers
If someone modifies your script or something like that then all you need to do is report that mod as breaking the license terms
Intresting I do like this new custom license thing as dayz sa modding well nothing really happened if someone yoinked your mod lol
The license provided in the workshop can also be used for server and player usage
Reforger is not dayz, even on workshop enforcement
I would like to load the mission file created in GM mode onto my dedicated server before connecting to the server. However, when I try to load the mission file, the mission that was loaded on the server two months ago is loaded. I tried deleting all server files and reinstalling the game, but the same thing still happens. How to solve this?
Is the entire reforger game master gamemode implemented with the same scripting we have access to? or is it a lot of deeper stuff that we couldnt do?
If you say "The mod requires something special that is only present on my own server, and thus it will not work on any other servers" then thats fine.
If a mod doesn't work it just doesn't work. You don't have to guarantee that your mod works in every case on all servers.
Just turn the "you're forbidden from using it" into a "It's broken when you use it" 🤷
Is the meaning of this that if you want to have a closed source addon you'd basically separate them into a client and server mod in order to block clients from getting your stuff?
That's the same as it was done in Arma 3 also
Script mods moved to server-only mods to hide them.
But you cannot do that in Reforger, client and server scripts need to match
I never modded for a3, just starting to learn refroger
But ok, interesting, for the time being no way to secure your own code i suppose?
Not really a concern for me, anything i make is gonna be open src, but im just curious, especially when a4 comes around
There is no way to hide Enforce Script code
👍
Ive got one god awful idea that im gonna try spinning up over the weekend. cant come up with anything thats is actually interesting lol 😵
Not sure if this is the Right place to ask this but How hard would it be to Port Arma 3's ATAK into reforger?
Is there documentation (doxygen generated?) for all the built in reforger code?
So confused by how this is all set up lmao
So ive just been analyzing existing code trying to think about how to make what I want.
There seems to be no way to programatically create a player loadout?
SCR_LoadoutManager.c operates basically exclusively off of SCR_BasePlayerLoadout classes
But that is really just a wrapper class for a ResourceName, which I think is a prefab consisting of a SCR_ChimeraCharacter with a boat load of components, some of those being weapon and inventory presets.
Even if I could programatically create or customize an instance of SCR_ChimeraCharacter, there would be no way to load this into the loadout manager?
Oh, gamemaster and conflict both have a save option for loadout, there must be a way, gotta go search for how they implement that.
ye afaik all is needed is going through all 'slots' (in a simplified way of speaking)
I think thats what ive found
looking at some of the code and yeah it reaches into EquipedWeaponStorageComponent and whatever. So maybe thats where to go
what are you trying to do? Create a loadout from script? Why not just create new loadout prefabs and put them in the loadout manager of your scenario using the workbench/world editor?
The goal right now is to implement a gun game mode, so yknow deathmatch in an enclosed space, every kill changes your gun on a sequence. I'm pretty sure I could do it with loadout prefabs but I'm trying to do it directly right now
ok well characters have CharacterWeaponSlotComponent, which inherits from WeaponSlotCompnoent which contains ```c
proto external InventoryStorageSlot GetSlotInfo();
proto external void SetWeapon(IEntity weaponEntity);
proto external IEntity GetWeaponEntity();
proto external int GetWeaponSlotIndex();
Ill let yall know how it goes. Just implementing something to test that functionality right now.
Instead of being implemented with any scripting, I literally created a session using in-game game master mode, saved it and tried to import it from a decoded server that hosted it on my personal computer, but three months ago, I tried to import the session file the same way I just said, and it kept getting loaded. The game I'm talking about is arma reforger.
Please help me
Is this guide accurate?
It just drops off at having a Entity.c file, but that's not how any other entities are? Not sure how to turn it into a prefab
Yeah I dont have a darn clue, if anyone knows how to explain this to me pls @ and do. I don't get the paradigm going on here at all. Looking at stuff like the GameMode_Deathmatch_Automatic it just seems like you extend GenericEntity(Class) and boom you should be able to have a prefab entity in your world using the class. But it clearly doesn't work like that since I just have a .c file that does nothing.
It would make perfect sense to me if there was some empty game entity, and I add a component to it that implements the code from that tutorial I linked. But it's just an entity.c file.
For prefabs, take a look here https://community.bistudio.com/wiki/Arma_Reforger:Prefabs_Basics
Ohhh god damnit THAT is the create menu that it was referencing. Thanks!
Nice, I finally managed to set weapon on my guy
what component do i add to a genericentity again to make POI markers in the editor?
im trying to layout how the islands gonna be
If you mean floating text, SCR_EditableCommentComponent.
ah comment ty so much!
If you want it to appear on the Paper map, there's also SCR_MapDescriptorComponent
yea thats the one i was messing around with 🙂 i'll tackle that problem later tho lol thanks
Can you edit code in vscode with autocomplete or is it really recommended to use the built in editor?
you can code in vscode but you dont have the debug thing and not the code of the game itself the reference and stuff like that
you can make a workbench plugin that might be connect to vscode and use it then. but not sure if its 100% possible
eh i aint gonna spend that much effort
then you have to work with the editor
Yeah but oh well
right now writing code is not my limiting factor, it'd just be a bit more convenient
How can I kill a player in code?
character.GetDamageManager().Kill(Instigator.CreateInstigator(this));
Simple as that!
Is there a set implementation in enfusion?
Wow, holy shit. If you are developing plugins definitely use a test world instead of Eden or whatever, the load time is probably literally 1000x faster
I use Arland often; loads much faster than Everon, although obviously slower than a test world.
This whole thing is really rough so far lmao
So Reforger stuff will be usable in Arma 4 right?
not directly and implicitly, no
what. wasnt the whole purpose of arma reforger to demo whats possible in arma 4 engine enfusion?
let’s define reforger stuff firstly, maybe i missed the context
vanilla reforger content (assets) will be available for a4 according to existing reforger faq. In what capacity, uncertaint, could be directly available for everyone in A4, or have reforger behave like a dlc for its owners
well i am no developer, this is just a third side hobby or so lol with dabbling in editors and such i mean. when i mean arma reforger stuff i mean like what ever gets implemented will have some way or more or less easy way of getting put in to arma 4?
lets say a mod like DayZ for AR will be portable to A4?
i dunno lol
i would say yes. But as i said, just because you make something that works for reforger it doesn’t mean it will work as is in a future tile without changes. It might but the chances are slim hence my previous answer - not directly and implicitly
i get that with the jump from A3 to AR but the video they put out clearly states this like a test/demo for what the enfusion engine is capable of, which A4 will also run on?
but fair enough
it would most likely be more in line with the amount of time and effort required for mods to be made compatible from a2 to a3
even it the base engine is the same (enfusion) i wouldn’t expect things to work in a future title without at least some small changes from the author(s)
i never got in to A2 but A3 i spent 3/4 of all my time in the editor
thats fair and i kinda assumed something a lil like this actually
so as i said, not directly and implicitly. But with some work/ update necessary from the author (i would assume new components, maybe new/updates shaders etc). Direct transition is also never desirable btw
fair fair
So I really want to get this force weapon switching thing smooth.
This is all my method is. It's on an entity which sometimes calls this method within EOnFrame
protected void HandlePlayerInterval()
{
IEntity player = GetGame().GetPlayerController().GetControlledEntity();
IEntity weapon = GetGame().SpawnEntityPrefab(Resource.Load(weaponResourceName), null, null);
CharacterWeaponSlotComponent weaponSlotComponent = CharacterWeaponSlotComponent.Cast(player.FindComponent(CharacterWeaponSlotComponent));
weaponSlotComponent.SetWeapon(weapon);
}
Whenever the method executes, your guy just holds an invisible weapon and the old weapon drops to float mid-air. So you cant actually shoot, the only way to shoot the new set weapon is to switch to a different gun (impossible if you dont have a secondary) and switch back, then it fixes.
Is this a client/server desync weirdness? Or is that just how SetWeapon works? Is there a better solution I can do to switch weapons in a way that makes for a playable weapon?
Try going through the character controller to take a weapon to right hand, that should do all the necessary calls. I don't have the workbench open, if you can't figure it out give me a ping tomorrow and I can look at work 🙂
Thanks! I'll toy around with that
CharacterWeaponSlotComponent weaponSlotComponent = CharacterWeaponSlotComponent.Cast(player.FindComponent(CharacterWeaponSlotComponent));
weaponSlotComponent.SetWeapon(weapon);
SCR_CharacterControllerComponent component = SCR_CharacterControllerComponent.Cast(player.FindComponent(SCR_CharacterControllerComponent));
component.TryEquipRightHandItem(null, EEquipItemType.EEquipTypeUnarmedContextual, true, null);
component.TryEquipRightHandItem(weapon, EEquipItemType.EEquipTypeWeapon, false, null);
This is how I ended up solving it, it works pretty well. Still have a floating item though.
Very good so far
1st reason=DEATHMATCH_VICTORY_SCORE
2nd reason=FACTION_VICTORY_SCORE
surely DEATHMATCH_VICTORY_SCORE should have a victory image as well
does anyone have any references for setting up vehicle lighting and such? trying to set it up on my helicopter and i cant seem to find WIKI info on it
What's the difference between PrefabLibrary, Prefabs and PrefabsEditable prefabs?
Why AI in my scenario/game mode struggles to navigate in the game world? Is it workbench only or I need to add some additional managers so they could properly function?
They just can't go around the wall that separates them from the waypoint (screenshot) and it's strange because I don't remember them acting like that in ordinary gamplay in Conflict on official servers.
AiWorld.et must be on the map
Yeah, it's there (otherwise it wouldn't even let you spawn them via Game Master). Other present managers : FactionManager, HitRegManager, LoadoutManager, PerceptionManager, RadioManager, TagManager, ScriptedChatEntity and Game Mode.
Is the AIWorld fully configured?
The SCR_AIWorld_Eden / _Arland prefabs do not actually have their file configs set to anything
Yeah, it seems that by default NavmeshWorldComponent is not configured (and, honestly, it's pretty strange). I'll copy conflict AI world to see if it fixes the issue.
Yeah, they seem to be be able to navigate in the world now. Thank you for suggestion! 
Folks maybe i'm dumb, but why the Q | E keybind to cycle radio channels is not working and, even if I have AN/PRC 68 and 77 the Talk over long range radio doesn't seem to work?
is it possible to change material properties through script?
Not configurated like the Navmesh file is missing or any other additional settings too?
I have this problem while using a modified Arland map.
I have everything setup using SCR_AIWorldArland and the navmesh has everything incl. A.I. jump indicators.
However A.I. is unable to jump or climb anything.
Some settings of the vanilla SCR_AIWorldArland are modified by default meaning some of them have the arrow to reset them to default.
Honestly, I just copied SCR_AIWorld from Campaign (Conflict) world and it seems to work just fine.
is there a way to search all prefabs that has a specific component?
DEFAULT (W): Trying to equip as EEquipTypeWeapon, but weapon is not set in WeaponManager
can someone say what i have to do when i get that warning?
Did you bake the nav mesh? Theres a low res and a high res version
it would be amazing if we could get a distortion effect for particles, i really want to make a mod that adds heat distortion above barrle after prolonged firing
That would be sick same with barrels heating up I'm suprised they haven't all ready done this
ok i want to read what the error console is telling me but i cant seem to scale it in any way to see the rest of the messages, quick fix anyone?
You can drag the separator to the left of 'File'
you are a life saver
I released my better Flashlights mod and it works, thank you so much Bacon and Til for helping me script in enfusion for first time 👍
What's the meaning of this icon type?
isnt that what they use for the generators? I am guessing it represents a collection of prefabs that are able to eb generated
Seems to be like it - SCR_EditorLinkComponent has list of all present prefabs and guess it generates them somehow into main prefab
Is there any documentation about them?
if you find a forest generator prefab you can drag them onto a polyline and it will generate a forest for you based on a config files perameters, i highly suggest playing around with them especially if you plan on making terrains
looking to setup a safezone at my trader i tried a gm safezone in th eworld file but it didnt work? any fix
Is there a way to make it so if u get hit there's a chance u actually drop your weapon like not going unconscious but like the thing hits u and u drop it on the ground is that possible?
technically yes, no idea how though 😉
Oh ok
looking to create a korean war era mod n map. anyone have suggestions where to begin?
my advice would be to first get some nice height and satmap assets, then once you have set up the world start blocking out the terrain with essential buildings and roads, from then on paint terrain materials and make some forest generators
if you cant get any good height or satmap data i highly recommend a software called L3DT: https://www.bing.com/ck/a?!&&p=86eff9fda5f4455cJmltdHM9MTcwNTE5MDQwMCZpZ3VpZD0zMzg2ZDZhZi0yZjQyLTZmYzYtMDM5Ny1jNTYwMmVhODZlMzUmaW5zaWQ9NTIwMg&ptn=3&ver=2&hsh=3&fclid=3386d6af-2f42-6fc6-0397-c5602ea86e35&psq=l3dt&u=a1aHR0cDovL2J1bmR5c29mdC5jb20vTDNEVC8&ntb=1
Where do I find a way to recolor the ALICE belt? Tried everything, but nothing works.
Steps taken so far at least is that I tried creating a custom duplicate prefab of the belt with a worn / item texture override for the belt using the ALICE texture. Nothing changed.
@bitter dragon You gotta change the material of the mesh object as well
I have been curious about this for a while, how does multiple people working on the same project work
You put the source files into a git or SVN repository.
And then people work on different things in parallel, and everyone pushes their changes into the repository, and pulls other peoples changes out of it. To keep their files always in sync
If I wanted to use someone's mod as a dependency would I have to ask them?
if it is on the workshop u should be free to do so
If their license doesn't allow derivatives, you might have to ask.
Like APL-ND license.
APL(-SA) would already give you permission so no need to ask
false. see above ^^
thanks for the heads up did not know this 👌
hey guys im having problems to test the weapon that im making after adding the prefab base, I place it in a world but it wouldnt let me use, any advice?
Then you're prefab is missing components/isn't set up correctly
Hey everyone, I am new to this discord and I am looking for help with developing custom "unit patches" in arma reforger... I am looking for a "how to" guide or someone who can help me out to get started... thank you
I'd suggest you start by watching tutorials on how to use Blender.
if you have a patch in mind ensure you have a texture or a basic layout of what the patch should look like ready, then you could ask some existing patch modders if they would spare you a premade patch model, would spare you a lot of time, and there would most likely be someone friendly enough here to let you borrow there patch model with credit
Yooo
I have a couple questions about Enscript's reference counting system and ref keyword.
A strong reference is a reference to an object that increments the reference counter. The referenced object cannot become null during the program's lifetime unless manually deleted (with the delete keyword).
So, what's the program's lifetime here - is it full Reforger executable lifetime or just gamemode lifetime (so,ref's would still exist even after player gets back into main menu, so he will get memory leak and crash eventually)? And should refs be cleared in destructor, something like
protected ref array<TAG_MyEntity> m_aEntities = {};
protected ref array<ref TAG_MyClass> m_aClasses = {};
~SomeClass()
{
m_aClasses.Clear();
delete m_aClasses;
delete m_aEntities;
}
?
Also, what's the point of ref array<ref... and when it should be used? The only thing I noticed that you can't make ref array of refs if it has some entity as type.
You can think of ref as as short form for "reference-counting". That means that managed memory will be freed once there are 0 remaining references to the data. Besides the link posted above by @vagrant basin I'd like to answer your question example: The first array<T> will only keep weak pointers to your data. Unless the instance is managed somewhere else and kept alive your array will be full of NULL entries afer existing the method where you filled it. The second example is what is most often the correct usage, you have your array<ref T> which means your array is the one who at the very leas is holding the TAG_MyClass instances alive and if the array is destoryed all the instances inside will be destoryed too - unless they are being strong references somewhere else. Variables inside functions/methods are also a strong reference, that is why your data will not suddenly disappear mid method. You do not need to clear the array or call delete on it, both will be done automatically when the parent class destructs. All the references it held will be removed, and any memory which reference count is 0 because of that will be freed.
Thank you detailed explanation, it became a lot clearer to my mind!😅
Arkensor now officially holds record for most text in one message! May that be a challenge to the other Devs!
so I am new to modding and scripting in general, and I am wondering if there is any way for a program to read out the Header of a given mission loaded on a server, as in if a mission is running on a server, the script can automatically find the mission header and return its values, has anyone tried doing this before or could help me with it
Yooooooo
Anyone have a procedure for setting up prefabs to actually work with the building system? The one mod that adds more buildable items doesn't actually charge resources or require a building action so trying to reverse engineer their method doesn't help.
maybe i can look into that 👀
If you mean the building thing, the mod that I was looking at that's supposed to add more items is "morecampaignbuildingassets". Iirc it did used to charge supplies in a past version. Don't think it ever worked with the layout and building system though as it never overrode the gamemode_campaign.et file to associate the layouts and dictate build times.
mmm id have to learn a lot more about the system
ive only toyed with modding a tiny bit i dont get a lot of it still
Poking around with that mod'll get you halfway there. I think I'm still missing some registry or prefab that'll make it all work. Spent days looking though.
Help with adding mods to server
I just uploaded a server and was trying to add some vehicle mods in it but the vehicles don't appear at the depots. I tried to open the modded vehicles in the reforger tools to assign them to the faction manager thinking that it would fix that, but when i open the reforger tools the folders of the modded vehicles prefab dont even appear at the list of avaible assets. Can someone explain me what could i do to fix that???
I tried to update that mod and spent like half a day messing with it with no result. Would have been nice to get some sort of notes on how to update that kinda stuff but I was just left to guess, so I left the mod as is for now until there's some sort of documentation on how to set all that up.
Yeah, I wish we had that documentation because getting that working would unlock so many cool mod ideas.
I've spent the better half of a week messing with it and can sometimes get the layout to show up. but when built it leaves behind the preview prefab. I've been changing so much of it that I don't even know specifically what it is that cause those changes.
I'm sure the reason we don't have it yet is the planned building system changes would make it obsolete.
Yeah probably, I couldnt get a preview to show up at all, just the finished product and if I remember correctly it was like an instant action.
Figured it out. Gonna do some more tinkering to see if it works with different types of prefabs (Ie: things you can interact with/ or not)
very nice! 🙂
anyone know how to give a custome faction a loadout to spawn with? ive followed the tutorial but the component it shows dosent exist
which component doesn't exist?
idk if it exsists or has a new name
but ive searched all over and cant find it
ah, I see. You can skip this step
oh is this not needed for the loadout?
thank you this has helped me from pulling my hair our hahaha
is the missing Door in the GuardHouse_03 Artistic Choice or is this a error in the prefab?
Some items in the resource browser don't show up because of how they are set up in the prefab. If you hit edit prefab it should be there.
its also not there ingame thats how i found it.
Just looked at it. The door is just oriented 180 in the wrong direction so it's inside the wall
select the other door in the editor and the left door will be right next to it.
I doubt that that is intended
back again ive tried doing a loadout to spawn with my custom faction and i dosent a appear in the respawn menu
does anyone have a pre made skeleton for character?
thx
I have a question. We are running a server and are continuously running into the problem of using a mod as a dependency and then it being moved or modified in such a huge way it breaks the server every time. This is a huge issue when using dependencies. Is there a way to prevent this from happening besides making everything in house?
This wasn’t an issue on Arma 3 because when you joined you downloaded all the mods from the server not the workshop
Cannot you define in server config which mod version are you using? Not sure if that is going to work also for dependencies but it might be worth trying
You could, but what about when a mod gets banned from the workshop. It’ll immediately be gone until one of the owners gets on and fixes a number of broken things.
That is bit different from "moved or modified in such a huge way it breaks the server every time"
when mod is banned then you will have to remove it from server
Well I get that. What I’m saying is, the mod creators can literally shut down a server if they even delete there mod from the workshop.
Like there should be some system in place for this so server owners have time to come up with an update
Like how scripting works and obsolete methods are being removed
That probably doesn't happen to much unless someone selects some shaddy mods
I guess one fix would be by setting all the versions of each mod. And just hope they don’t get removed. But damn I wish they downloaded like Arma 3
Thank you for the quick response.
I suggested a fix for that. If a mod gets banned, the server sees it in the config but doesnt load it so it doesnt make those servers unplayable (who may not know a mod was stolen assets or whatever reason it was banned).
I think it was JSOC that got banned and did the same to one of my servers. How am I, as an innocent and unrelated server owner, to know its a bad mod? I don't, so then my server and community also gets punished for using a banned mod that I had no idea they were up to shady business.
What if it's banned while the server is running? It already won't start with a banned mod I think
no it does. I restarted the server and the server loaded the banned mod but wouldnt let anyone join
if its already running, IDK if they can send some kind of shutdown from the backend or not, but it shouldnt start with a banned mod creating this issue.
oof
yeah big oof
If it’s running you can’t join
It’ll just make people unable to join. It’ll say the mod name and that it’s banned
yea I wasn't aware that it will start with a banned mod
Any idea why I can't open my project's map? Untouched for about a week.
Virtual Machine Exception
Reason: NULL pointer to instance
Class: 'SCR_CallsignManagerComponent'
Function: 'SCR_BaseGameModeComponent'
Stack trace:
scripts/Game/GameMode/SCR_BaseGameModeComponent.c:286 Function SCR_BaseGameModeComponent
It does a bunch of errors, one more I'll give
Virtual Machine Exception
Reason: NULL pointer to instance
Class: 'SCR_EntityCatalogManagerComponent'
Function: 'SCR_BaseGameModeComponent'
Stack trace:
scripts/Game/GameMode/SCR_BaseGameModeComponent.c:286 Function SCR_BaseGameModeComponent
You’re probably missing managers
I don't miss my manager
Hitting debug on the error lets me actually read the log instead of instantly full crashing.
Apparently I have 2 game modes.
Problem is I cant remove one, if there even really is 2, becaues it instant crashes
And I dont know wtf caused this. It was working, I add some code that does a findComponent, casts it, calls a function, then it crashes. Deleting that code still doesn't fix it.
you can open the log in the workbench folder in documents / my games
and you can edit your layers in a text editor, remove an entity or something
Oh I had no idea map layers were human readable, I can clear out all my new stuff, thanks!
A lot of things are, from prefabs to materials.
very cool 🤠
oh damn my error was super obvious, but the entire editor crashing was extremely annoying lol
why does my world editor (stable branch) show all white instead of the world? Keeps flashing between a black oval and the border of a black oval where I should be seeing my world (edited everon). I can move around, but all Im seeing are the numbers changing, everything is still white... 🤷♂️ So much for working on mods! 🤦♂️
So so, is there any way to run local mods on a dedicated server? I want to deploy it in a real-ish world scenario before I put something to the workshop.
How do you provide it with local mod files instead of workshop stuff
check the wiki, thats where I figured it out. Pretty much you have to set up a dedi instance using -server parameter and your client must use -client parameter and of course assign directories for your mods, profile, config etc
any video tutorial on how to retexture vanila equipment and put it in arsenal? i have try many thing none is working :/
even following the wiki..
not sure what i did wrong except an error code 400 "resources asset not found" when trying to publish the mod
there was another guy having the same issue on here the other day did u fix this gramps ?
no, world editor keeps showing everything bright white, i can only see outlines of objects in prefabs/worlds
Ive pushed an update like a week ago too, no update since then... IDK 🤷♂️
very curious what this is saw some post this yesterday to let me dig a minut
@twilit barn dont know if he ever solved it
thanks!
That is a valid point, did you created perhaps feedback tracker ticket for it?
I did not, currently in bed with work tomorrow, maybe in like 20hrs I can do that if I remember.
does anyone know why with even turning uncon off , ai still goes uncon ?
turning uncon off inside game mode u mean does this even count for the ai ?
no on the ai itself
actualy never tried this will test in a minute
i kinda like the idea of needing to doubletap the mofos
is there a way to reset the windows in enfusion to dock back into the editor after popping them out?
Also, any reason I'm not able to change parameters in my object properties? They're blanked out but were working earlier
and it's not limited to just terrain, trying to build a road with a spline is giving me issues too
What kind of content is inside of this “local” mod that you can not simply just use the workshop? 🤔
an in-development mod game mode. I don't want to upload half broken POS content to the workshop and need to update it every time i test on a dedicated server
gonna reply to this incase you actually know the answer
I dont know the anwser. Only thing I know is that 95% of the time local mods usually have a lot of stollen content inside.
Right yeah I figured that's what you were getting at. No worries, no models or artwork of any kind, just code, and it's all mine 🙂
Currently I have been able to replicate a problem that @eager scarab is having.
{DE17AC501F0CD5EB}Configs/Core/EditableEntityCore.conf doesn't update to include Label Types added by modding the EEditableEntityLabel enum.
Obviously we've been able to add to the enum for awhile, as many people have but for whatever reason it doesn't work currently.
Sooo nobody has a fix for this? 😦
Hello, I hope that this is an ok place to ask this.
Is there anybody here who would be willing to teach a complete beginner how to create mods in Arma Reforger?
I understand that is a huge thing to ask.
So if that isn’t possible could someone point me in the direction of in-depth video tutorials so that could try and teach myself?
Thank you in advance.
It really depends on what you want to create, exactly.
https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding
I recommend you choose a topic and read about it specifically. There's really no way to "learn modding" in one step.
Ok I appreciate the recommendation and I will definitely start there.
I’m looking to create/edit weapons and clothing/gear.
Then have a look in here: https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding/Tutorials/Assets
A lot of trial and error in reverse engineering. There’s also a Github actually just go and get hub and search Arma reforger. You can see the samples that Bohemia puts up there. You can take those apart try those and then just go along a few. YouTube tutorials depends on what you wanna learn exactly because it’s a pretty wide spread of knowledge some people specialize in terrain other people specialize in making things like weapons, others do clothing others do vehicles people like me I’m more interested in learning functional interactive gameplay mechanics stuff editing, game modes, like conflict. It is definitely a marathon, not a sprint to learning it. Personally, I think the easiest thing to learn is terrains, but if you go step-by-step through the weapons tutorial on the Bohemia wiki documentation I think that’ll teach you about how a lot of things in the engine work as well
Thank you so much for the information I can’t tell you how much I appreciate it!
I’d like to eventually be able to do a range of things. I don’t know if that’s just wishful thinking but Ive always want to be a part of the scene and I decided it’s finally time to just go for it. I realize now that I’m actually researching and trying to get my foot in that it’s definitely not an easy task but one that I believe is worth the effort and time.
Hi, is possible to make standalone games with Enfusion Engine, and is possible to download it without buying Arma Reforger
Just a quick one, had anyone tried putting the radio component into an antenna prefab that can be attached to a radio body prefab? As I'm looking at making one that can use quite a number of different frequencies depending on the antenna attached and it would be really cool to get them all in
Technically it is of course possible, but BI does not currently plan to license it to 3rd parties.
Source: https://enfusionengine.com/
You can not download the engine as a standalone SDK like you would with unity or unreal. And usage for it comes through games we publish. If you would like to create a standalone game, I would personally recommend making a total conversion as a mod as a prototype (like we did with https://reforger.armaplatform.com/workshop/59029E176ED5A202 as an example) and then get in touch with us to learn more about the incubator program where you can present and get support for a game you want to publish: https://incubator.bohemia.net
thankss!
thxx
Honest question, who would like modded weapons dated pre 1900s? what I am getting at is a martini Henry mod
@clever ermine if you look at current things like e.g. gta rp servers are built, there is serverside (which takes care of the database, player transactions, actually almost everything that doesn't concern the UI) and clientside (which only takes care of things like UI stuff)
please check the other link I sent and this https://github.com/Arkensor/EnfusionPersistenceFramework and see if this answers your questions, because to me it looks like it is capable of doing what you're writing about except there is no need for special server-side mods like in Arma 3, the netcode is different
i think for many people it's more about keeping the code private and not about whether it's being executed on the server or on the client
you asked about extensions and client/server communication, not obfuscation.
code can be obfuscated in Reforger as long as it's not behaving as malware.
personally, I think it's nice to clearly separate both sides, but that's not how enfusion is apparently structured
after today's chat I'm not so sure anymore 😄 , obfuscation isn't safe 100% either, but strict separation of client and server side code is
it's not that important, it's just my personal opinion, the foundations of enfusion have already been laid anyway, so nothing fundamentally changing will change i think
if you want your code to be 100% safe, write your own game, carefully select the people who can play it and meet in a quarantined environment with no access to the rest of the world. :P
even with what Arma 3 provided with extensions, databases etc, it still was more than doable to extract data and code. All you can do is having an obfuscation, proper license and a well-paid lawyer
how was it possible to get code from the server mod? this code is only on the server and never reaches the client.
all gta 5 servers work like this and it works pretty well
strict separation is enough and 100% safe
how was it possible to get code from the server mod?
People had bugs that allowed malicious players to execute scripts on the server.
If you can run script on server, you can run a script that collects all server data and sends it back out to you
Enfusion doesn't make it easy to separate, but it does seem like its possible #enfusion_scripting message
Bumping this
#enfusion_workshop message
I think obfuscation is also discouraged it seems
no, obfuscation that's supposed to crash the client or behave as malware is discouraged.
you can obfuscate content without such "features". But distributing malware for "security" is discouraged. That's what that message says.
I read that differently so you may want to ask in the thread Mario created
Hey I don't know if anyone can help but our server for our milsim keeps shutting down automatically and we can't figure out why any ideas?
has anyone found a good tutorial/video that actually shows how to limit/alter what appears in the arsenal? I'm struggling to find any documentation on how that process works
why bother obfuscating anyway
For the same reasons any other software does. You have something you consider unique and dont want someone to host another server to benefit from it by taking it and modifying it or reusing it, and or taking player base from your server. It doesnt make sense for any asset mods, but it makes sense for some gamemodes/servers. Common in dayz servers I believe
is it worth it? seems like all it does is add some inconvenience for whomever wants to learn how your thing works (in context of reforger mods anyway)
To someone who is competent? Its just a delay, to someone who has no idea what they’re doing? Pretty big hinderance
hmm ok
but what is there to earn? where is the upside?
Keeping player base of a gamemode to yourself. Its to eliminate competition
what's this shit i keep hearing about competition? what is there to compete for?
internet points
Im just answering why, not advocating for or against.
so, dayz is a wild west unfortunately, there is a lot of stuff that is paid for when it shouldn't be. from my own experience with obfuscated mods, it brings nothing to the table, it 8/10 cases it hides stolen stuff
If there are 1000 servers offering the same features nothing stands out among any individual server. If you have something unique no one can replicate because they cant read your code you stand out in the masses
You are competing for players
why?
Would it not be in the interest of a server to have the most players? Especially pvp/survival game modes? Rust servers have hundreds of people
not sure, would it be? what is there to win or earn (besides internet points)
donation potential?
especially considering reforger doesn't allow monetization schemes
dayz is an awful example
yeah, donation potential
I dislike obfuscation, but I agree with Adam. Most server owners probably just like it when people play on their server, same as e. g. modders like it when many people use and enjoy their mods. It justifies putting time and effort into it.
while i agree with that, copy pasting can be limited by license. There are so many other way to keep people at bay than obfuscation
one could argue, why not give ability to export XOB in Workbench, so others could learn how to model things nicely?
fair point, yet, you can surely have a look at how things are done and modelled directly in workbench. I know for anything text, you can copy paste easier hence your export XOB comparisson, i get that
in that case why not provide an obfuscation method directly in the tools? Things seems to be on the bench, it's either yes to obfuscation, or no, not obfuscation (and then maybe obfuscate everything anyways)
Everyone knows the main point of hosting a personal server is so that no one plays on it.
I create stuff because "I" like it, and if others do too they can use it; for free without limitations.
I have nothing to gain from it, and neither do others when they try to rip it.
And I also made stuff in the past which can't be used by others, but even then it's open source (not free to copy&paste!) so others may learn from it.
So unless your only goal is to make money (which isn't allowed), there's no real reason to hide what you have made...
Jealousy, envy and such are genetic, you wouldn't get it.
I also envy people who make things I can't, and therefore they get my respect (something that a lot of people don't get)
The life scene is well known for stealing other peoples stuff and pretending they made it themselves.
You might not gain much by creating your content. But just because you have no "gain" doesn't mean you need to accept that other people get fame for what you did.
Yes. You can waste days of your time, policing the workshop and checking other peoples stuff to identify if they have stolen stuff from you. But you might just aswell not, if its as easy as obfuscating your code
I made a scenario that 30+ servers use and I welcome others to use it. But my servers are the most populated of those 30+. Just make a good server and you'll get the players! Trying to hide things just seems selfish to me. Those are the people i'd rather not use my mods.
gpl license go brrr
That's not how it works dude.
I’m just askin mate
You didn't even ask. You made a statement.
My Appologies if this is the wrong place to ask. On my Dedicated Server, i cannot get my Custom Made Mod/Scenario to Show up in "listscenarios" command on the dedicated server. the MissionHeader is there, i have followed two tutorials but cannot get the dedicated server to see/load my mission/scenario, I Imagine im missing some step in the editor. Any Idea?
is it in a folder called "Missions"?
yup, Mission.conf is in Missions Folder, in my Project folder
after publishing and downloading to my dedicated server, i can see my two conf files in the ServerData.json
unrelated but it's bad practice to name your mission header "Mission"
Fully understandable but i tried custom DIR names, and then reverted thinking it was bohemia being that way...
upload your mod, download it, then enable it and see if your mission is in the list of scenarios
you mean in the actual game right, and not the dedicated. --- ok understandable, i published it *unlisted, ill have to find where to throw the GUID
If it's unlisted the only way to download it is to join a server that has it iirc
If you get it downloaded though, you can just enable it in the game and check the available scenarios. If yours is there then it's a server issue, if it's not it's a problem with your mission header
ok, ty, ill keep trying, about to load it now in standalone vanilla game
Ok umm so anyone do mods for arma reforger
Ik
But thx for telling me the Chanel
That's the only channel you should be soliciting in.
Any luck?
no im going to have to turn it public i think to make it easier, before i do, The Specific Error is "Failed to Open" like my path is wrong, could it be caused by somthing else, like a field ?
the GUID befor Missions/GSG.conf is the Mod ID, im assuming thats correct, and its not the SceneID that i see in the serverdata.json
Try removing "Path" from your mission header. I've literally never used it and I've never had a problem with any of my scenarios
ive tried it with path blank, and with missions just to see
currently publishing public ¯_(ツ)_/¯ we'll see what it does in normal game but i dont expect it to work
Right click the mission header and copy it's resource name.
That's what's used in the server config
roger that will try momentarily
appreciate the feedback support ty, rackin my head for a couple hrs
I do find it odd that quite a few people have problems with the mission headers for some reason
When you created it, did you create a SCR_MissionHeader or just a MissionHeader
SCR_MissionHeader 100%
So i have published public - Well Over 15 Minutes ago, Ensured my filters are on All, and i cannot find the mod in The workshop in game or are armaplatform. --- I have confirmed my dedicated server is downloading and using the newest Versions of my Mod, By Deleting the Addons Directory, Deleting one of the Mission.conf files from my project, re-publishing, downloading on dedicated, and verifying that only one scenario Exists in the ServerData.json. So i know its updating i know its correct. Thanks to Zelik, i have ensured the ScenarioID, in my config.json to load is the same and matches the serverdata.json AND the copied value of the mission.conf file (Right click copy resource name) as he suggested, and still i get an error when booting my dedicated server "Failed to Open" -- Im out of ideas, it looks like a simple DIR Path Error, but its not - i Have put togather a image showing all the main Areas of Config, hopfully some one can see somthing
gunna give it an hour, while i take a break maybe it will come on workshop and can download it and try running it in a standalone standard game, ive looked for a config file or some where for the standalone, where to add the MOD ID so it would download without having to find it on the workshop -- cant find that config file/location, --- gunna give it a bit of time i geuss, -- for complete disclosure aswell, everytime i did a publish i changed the version number in my dedicated server config, so im not making that noob mistake. -- honestly donno where im wrong, appreciate any insight, ty!
Things I would check:
- Rightclick copy the resource name of the GSG.conf and see if it is still the same leading GUID - maybe the file was moved some time and is not properly updated
- Check that your mod guid is the correct one in case you published multiple mods. if you ever only published this one variant and then updated it, then that should be fine.
- Download and open your mod packed mod in workbench to see if the config is where it should be.
Thank you for your help, Always Appreciate it. 1. Just double checked the Mission GUID by right clicking and copy resource names in editor, its deffinitly a match.
2. This is my first published mod, so i dont see it getting mixed up, and based on me updating it, re-downloading it, and confirming things change on the packaged mod, i verify it is updating properly when i publish.
3. Re-Downloaded verified Version, opened packed mod in workbench, verified GSG.Conf, and its location, and Re-Copieied resource name and verified,
- Side Note: checked this morning still cant find my mod in public workshop ---
Just woke up so, ill tackle this issue in a couple hours. I do greatly appreciate the assistance everyone, thank you very much
maybe you published it under test and need to check that box on the workshop client ui?
ill give it a shot, i originally published it, unlisted, but changed it to public to give it a shot --- but deffinitly didnt publish as a test
May i please Ask.... --- Once a New Workshop Mod has been downloaded, (Assuming its a MP Senario of course) --- will it show up under -listscenarios on the dedicated server? -- there is no additional step to register the scenario or somthing? -- i Started this troubleshooting stating that my workshop scenario is not listed. -- this to me is a clear indicator that somthing in the mod is not correct? because its not scanning+listing the scenario --- does that train of thought make sense?
i feel ive exhausted everything and im creating a blank mod, verifying the scenario works, and transfering everything over as ive exhausted my alternatives
Ive been able to create a new mod, had it blank and up and running on dedicated server within an hour, im in the process of transfering everything in my mod, to the new one, and finding out where it breaks, -- i got a hunch its a dependancy or somthing --- i noticed the new mod, when published, was instant on the dashboard,
what is the actual issue? set your scenario resource name in the config, if it's in your mod it'll work
dedi wont load senario, log msgs are shit, somthing in mod is doing it, having to rebuild entire mod to find it
if you'd like some help consider posting server console.log and the GUID of the mod you are trying to use
all good man, im rebuilding a massive mod from scratch peice by peice... till be a couple days, but thanks
version 0.0.10 of that mod does not exist
i removed it this morning
ok, then consider posting up to date information
lol
Not sure what channel to put this in. I've been trying for a couple of days to replicate something like these map markers from A3 in Reforger. Am I missing something super super obvious? Like, really just missing it? I've been playing around with the 'LocationBase' settings but just can't get them to look right. Any help would be appreciated! Also attached my current best attempt. (Moving this from another channel)
Would anyone be interested in a mod jam perhaps? lol
what kind of modjam? any kind of mod?
if character art is included maybe on my part, havent touched reforger in a long time
If you aren’t aware of it, the base game has map markers built into it. They’re pretty extensive. Released right around 1.0
Yoo I have a question
Dang, you gonna leave us hanging like that? LOL
rephrase?
Dm me
no
Igh
I'm trying to pick up Enfusion to look and see what it would take to learn so I could make some mods, where the fuck do I download it from 😭
Steam Library under Tools
Arma Reforger Tools?
Yes
Bless you
dumb q, can you rebind exiting out of world editor? default is escape
Yes you can change it in the workbench settings if you go to the world editor tab 🙂
Ah thanks
Small feature request - add subscribers count to ScriptInvoker 🙃
Sorry didn't see this! I was playing around them a little with I think the right ones? The same ones that have say 'airport' in floating text in the editor right? But I couldn't get them to look like well anything, so kinda assumed I wasn't on the right track?
Don’t mind me. We’re talking about two very different things. lol. I was referring to the in game markers. Sounds like you’re trying to customize the map itself.
How are folks collecting performance metrics of their servers for Arma? Are there tools for us to monitor reforger stats?
-
Trying to deduce if my dedicated server is lacking appropriate resources for hosting the game, or if it's a scenario/enfusion problem
-
GameMode is technically spawning loot in ~17k containers - so perhaps stress testing replication? Using the override approach where furniture and what not are containers.
-
We're able to achieve 60+ FPS as clients. Have only seen the server FPS error on the top right once as admin.
So.... having something to help deduce where bottlenecks are would be nice!
I can edit default base radio range, but how can I edit radio range increased with installed anthena?
I collect metrics from Server Admin Tools into Prometheus and display them in Grafana and my server admin panels
For hardware usage metrics like CPU, Memory, Network, Disk I collect them from Docker stats
May end up mimicking you then.
I'm pretty new to enfusion and let me know if I've missed an FAQ channel and this shouldn't be here (there's quite a bit going on within the discord server).
When I go to load in prefabs or worlds, I'm getting a black screen right off the bat. I've tried messing with some settings but nothings really coming out of it. Tutorials I've watched show the items and worlds should be displayed as is.
Is there something up with my particular install or is there something I need to do?
well that is certainly strange. Should definitely see "something" there. Have noticed weird things which require me to restart the workbench, but can't say I've seen this black screen on eden before.
There is a world that doesn't have lighting, where you can change the shading to see things.
It shows up as lit, I messed with that too. Not just the world. Here's an arsenal box:
I've tried uninstalling and reinstalling.
If this is definitely not normal I may scapel it out and try again.
yeah none of that seems normal. I assume you have a GPU? I tried on a laptop before without a GPU and it didn't work well.
(I just wanted to script remotely)
I mean I hope not, it's a 3060. I'll report back when I slice this thing out
geez, yeah that should work fine. I'm on 3080 right now. If you can PLAY the game on that machine it should freaking work lol.
Driver update?
That's a good call. something I always forget. I do show I have an update, let's find out
Would be weird if it fixes the problem, but I'm out of ideas lol
I mean, it probably won't, but it's good practice to always have the thing your running be up to date.
Ok so doing a full remove and install didn't do anything.
Digging a bit I see an error in the logs:
RENDER (E): Invalid shader vs engine version (shader version 80 != engine version 91), validation failed
Anyone know how I can update that?
you are using experimental tools with non experimental data
You, are a hero
https://community.bistudio.com/wiki/Arma_Reforger:Mod_Project_Setup#Adding_Arma_Reforger_Project follow this but add Arma Reforger Experimental gproj
Thanks! I was stumped!
that makes sense in hindsight with the error. Glad you got it figured out!
Hello what channel do i go to for asking help with a mod
Depends on your question 🤷
There are a lot of specialisations below this channel
Is it possible to make only a specific part of a reticle glow? So fqr i've managed to get the whole thing to glow but I only need one bit to glow?
Would anyone be able to help me or guide me in the direction of being able to export The Game Maps and putting them in a browser to use them on a 2nd monitor or a phone. Mainly for personal preplanning so on so forth like mapgenie.io Here is some of the work already done but it is in 4 different browsers instead of one https://steamcommunity.com/sharedfiles/filedetails/?id=2816709014.. It would be nice if you could just export the whole Map UI/Json file and upload it to a URL page. Please and Thank you in advance
I constantly encounter this error after pressing play in workbench since the new patch. 😦
138 line is if condition in AddSupportStation function
//~ Make sure it is added near the at priority in the array
if (supportStation.GetSupportStationPriority() >= supportStations[i].GetSupportStationPriority())
{
//~ Insert in list at the correct location
m_mSupportStations[supportStation.GetSupportStationType()].InsertAt(supportStation, i);
return;
}
Happens on at very least CTI_Campaign_Arland.ent world.
It's illegal to export the data from the game. You have to screenshot and stitch it together like that guy did. Or ya know, just use his images...
How is it illegal? Isn't this under the Consumer act one you buy something you can do with it what you like as long as you don't turn a profit on it
But I get it I guess I'll figure it out. Also Athena is a Mod that allows you to do that for Arma 3 and even gives updated in game info. I don't know why Reforger would be any different
but you don't buy a product, it is licensed to you.
If you want to question the legality of ripping assets from a game i'd suggest contacting a lawyer, go ahead and contact the B.I. legal department while you're at it.
Athena is a second screen app where you can watch game information. Its not a texture ripping tool??
Maybe you missunderstood what he meant by "export". Sending data from the game to other applications is not the same as ripping/extracting game assets out of it
Also Arma 3 offers official tools to unpack game files and get textures. Enfusion does not.
Is there a way to use 2 different reticals in 1 sight ? Like once zoom it changes ?
swap the texture with zoom from script
At what point does it become illegal?
If I take a screenshot of the game, it has the texture in it.
If I take a screenshot of the game and put it in photoshop and make it into a texture, it still has the texture in it.
If I don't unpack the texture illegalyly, I can use the texture as I please?
no
depends what is allowed in the TOS/EULA of the game
usually any kind of reverse engineering is forbidden
even in Arma 3
in A3 the textures are however unpackable and with BIs own tools and for main game content they have silently allowed use of vanilla textures in context of Arma mods. (not taking them out and using elsewhere)
in reforger the textures in mods are not unpackable like that and what you may or may not do with them depends on the license of a mod (or the game itself)
How does this work when a mod is licensed using APL which allows remixing and you unpack the textures to publish in your own mod? You need to use third party tools to unpack (though for textures it only gets you the .edds, not the source file)
Does the license permit using the texture for a picture, such as uploading the screenshot to the steam community content page?
This means the texture is on a vehicle which is in-game on the picture.
It only restricts using the texture as a texture?
Not allowed to use the texture to derive a texture no matter what the means?
If I see the texture with my eyes, process it with my mind and then draw it from memory,
then create it into a texture to use in a unity game that I wish to sell on steam, it is illegal?
ask BI
ok 
youre uploading picture of the thing on another thing. screenshot of the game is not the same thing as taking the originl file
yes if its a copy
is your questions intended to find some sort of loophole or out of genuine usecase?
MarioE is likely the right contact point for such questions
Wondering if retextures are illegal 😆
Because by the sounds of it, any mods and textures must manually opt-in for allowing re-textures
Which is horrible for moddability and moddability of mods.
Waste of time and resources, space when every modder will be forced to create the same model and texture from scratch
I'm honestly wondering if I should make mods for reforger/enfusion.
So that's my geniuine usecase
I unironically assumed that all mods by default are meant to be upgraded and retextures are supported
it depends on license the mod maker puts on their work.
however the means to do some things may not properly exist yet
like retexturing
it is rather difficult
at least if you need the original texture
one can of course paint a texture without ever seeing the original
I've retextured abunch of vanilla stuff just by making it in a photo editing software and trying stuff.
Trial and error reverse engineering, illegal
Mods default to APL-ND; forbidden to retexture or publish other derivatives
Ahh, I had the complete opposite first impression.
I thought that's what the removal obsfucation and stuff was about
obfuscation is not a vanilla thing at all
Arma tools themselves have never done such
Like open modding scene, so it's not that by default.
Technically modders have to redistribute the source files manually for retextures and stuff
Makes sense now
Anything published without specifiying a license can be considered "all rights reserved", it's not limited to mods. i.e. the default is no.
in case someone wants retexturing to be done it does make sense to also have the files to do that somewhere available
Ahh, I see. That's kind of a bummer in the sense that I can see a mod on the workshop.
Notice a issue in the texture and unable to publish a fix on the workshop as it would be illegal.
I'll have to look into loading mods without the workshop as once was discussed in #enfusion_workshop
in such cases the author should be notified
what would that accomplish? What is the relevance from a legal POV?
you kind of confuse what reverse engineering is in this particular case. It surely isn't that
Legal POV is that workshop is responsibility of BI now fully.
If I want to play with ~5 people in a coop with custom mods, I am unable to use star wars mods or a retexture of a mod from the workshop without permission.
Players have been doing that in arma 3 for example.
Since the mods are not distributed on steam workshop and on bohemia servers,
both steam and BI are not responsible for them
I would NEVER illegaly use a star wars mod in arma, by the way just saying
With regards to mods the default license is APL which means copy paste anything you want, with attribution.
huh
I think this is an improtant topic in terms of future of modding, so I appreciate the info
Thanks
If you were to use a mod outside of its legal binding EULA, no matter of the means of distribution, you would still be breaching that EULA (any ND license for instance)
Yes, but such would not be responsibility of BI 🙂
Yes this is selected by default and I think you cannot upload without a license (sans selecting custom and not filling in any info)
There is no place i know where you can upload something without actually owning the content you are uploading (talking about gdrive, mega, dropbox etc)
you cannot upload without a license anymore
Right, I didn't publish anything for a while; there was no license selection box originally.
what is the relevance?
Yeah now there is a license box
- Workshop is bi responsbility
- based on workshop license workshop content can be modified/dervied/improved
- cannot retexture models from ANY mods, even if the texture is made from memory (creating a fitting texture is illegal)
- mods that allow it in the license and/or manuallly distribute source files outside of workshop can be retextured
- clearly copyrighted stuff liek star wars is clearly not allowed on workshop
I know the 5th one, but was wondering about how the modding is in terms of content created specfiically for reforger.
It makes sense
Since vanilla does not license the textures, even creating them from memory or trial and error is not allowed ont he workshop
So if I want a snow colored humvee, I have to create my own humvee
(exception of changing the .emat)
But I can't have a new texture.
- yes, i see no relevance
- that is up to each individual creator. Even if such license exists, the current reforger tool does NOT allow extraction of content (example textures like A3 tools allowed), and any other means = reverse engineering (screenshots excluded of course)
- why? what/who is stopping you?
- yes, templates can be distributed is the creator deems necessary - it has been happening for A3 as well, hell, even BI did that
- not allowed for reforger, workshop independent
3:
If a mod adds a new car, I can add a texture that fits that?
Because to fit a texture to a certain model, it would require either using the original texture or reverse engineering the fit
depends on the license associated with the said car
I can only do that to the mods that ALLOW it in ttheir license. Yes 👌
and you can either screenshot said texture and/or use the one provided by the original creator and/or ask for such texture from said creator
question - how does anything at all change if a mod is hosted someplace else - so not on BI's workshop
there are 2 separate license files (actually 3). One for the workshop, another for the workbench
both are relevant
I will host my mod outside of earth in a country where there are no copyright laws.
I can even host star wars mods there
It makes sense all in all.
I was wodnering because of the obsfucation, there were some discussions about mods that people want to limit to their community or such.
It's fair to say enfusion modding is where a modders personal decisiosn and rights are respected, as well as open nature.
Obsfucated code can be dangerous or malicious.
But if the license/choices of the creators are enforced, it is not required.
Actually, the EULA of Reforger itself has this clause:
User-created Content
If You create any content ("content") using the game or make it available through the game, You may do so, but there are rules.
- This content must not infringe anyone's copyrights or author rights, it must not be offensive to people or illegal in any other way.
So even if you manage to host it somewhere, and being able to make it available through the game, it's still breaking the EULA (and therefore your license for the game can be revoked)
No 3rd party software is required to export content from mods.
Hmm Workbench doesnt let me export most content out of a downloaded mod
Actually maybe not most, but definitely a good bunch
anyone knows how i can fix the issue of this when prone
it happends with scopes since that change they did where your character hold the m16 2 miles above the ground
omg I just started loving the enfusion prefab system, adding a simple gun to the uaz only takes like 10 clicks
muh guntruck
Yeah that's the great thing, anybody can make a simple mod with just a few clicks. 👍
So I am trying to rebind the console controls for the Helicopters weapons, I have the fire button Rebound to RB however I cant find where the Bind for switching the weapons are at, currently its RB but I want it to Y, How can I Rebind this?
Are we allowed to use assets purchased from CG Trader?
You're allowed to buy models etc, you arent allowed to pay someone to import them into arme though
Not sure about CG Trader specifically
cool. thanks!
Is there any way to completely disable automatic garbage collection? Only thing I have found so far is to increase the timer
the patch notes said they reverted to the old system and yea
Yeah right, but it probably only works for now until they change it again.
Oh well, lets see how the new system plays out then.
Right now you can deactivate the garbage manager entity on your map, then nothing will be collected. The new garbage system is already finished so I can tell you how it will work there. Configuration will be via the systems config file (changelog will mention where to find it) where you can deactivate it if needed. You can also make a lot finer and easier adjustments now to the rules as they include prefabs now. There have also been some tweaks in how the effect of players on entities lifetime is handled and you can now pause the timer or reset it to a % of the inserted lifetime. So vehicles disappearing right as you wanted to go back and grab a wrench will be a thing of the past.
Most importantly you have two new powerful script callbacks where you can manipulate the lifetime on insertion and choose to kick out the item there. And you can handle deletion of the entity as well and ignore it to destruct it manually later or just use the garbage system as tracking even if you never intended to remove that entity 🙂
And we added a scripted backlist so items that shall never be inserted can be toggled on or off once during a component init for example and then you never need to worry about it after. Based on needs and feedback we have some more improvement ideas but first we want to see that the updated system does its job as it should and then we can talk about adding more things to it here and there 🙂
hope it can get released quickly as the garbage manager does not cleanup anything when I set the lifetime to 1 in all fields for me
The vanilla garbage manager works as intended with the default configs shipped, I checked that last week after a feedback ticket about it rolled in. Not sure if there is some case where too short of a lifetime will break it.
The new system is part of the next major update
also on a side note hopefully you can fix the helmets not being garbaged as well
you're right I must have fudged something in my override, it does work (except the helmets)
You cannot unpack the texture because BI doesn't let you do that.
BI however doesn't prevent you from taking a screenshot. You can take a screenshot of the texture if you want.
But how you can use that screenshot afterwards, depends on the license of the content you took the screenshot of.
If I don't unpack the texture illegalyly, I can use the texture as I please?
No.
Metaphor:
Saying "You're not allowed to break into a car and steal it" doesn't mean that you can steal a car if the door was already open.
based on workshop license workshop content can be modified/dervied/improved
Quoting the workshop terms
Any User who downloads the Content may use the Content only in compliance with these Terms of Use and in compliance with the license terms under which the Content was uploaded to this ARMA REFORGER Workshop.
BI however doesn't prevent you from taking a screenshot. You can take a screenshot of the texture if you want.
This is what I meant about bi stuff.
It's not unpacking the texuture illegally.
But either taking a screenshot in-game or in-editor or reverse enegineering the texture to fit is necessary
As it's the way to make retextures to avoid having to create a humvee from scratch just to add our own texture
Thanks for the explanations 🙂
If I recall correctly when I removed the garbage manager entity, the game master clear entities button stops working.
This is an ok tradeoff as I run game master scenarios for a small group but I would like the game master to be in control of all garbage collection.
That button also still works as it should, I tested both on 1.0.0.95
Oh well this was a while back. Let me go test it right away
In that case, the screenshot of the texture. Is like you recording a movie at the cinema, or copying a DVD you bought.
You can certainly do that, and for purely personal use it miiiight not be illegal. But once you share it, it usually becomes a problem if you don't actually have permission to do that.
Yea, so I can add a custom texture in arma reforger and upload it to the arma reforger workshop.
As long as I don't reverse engineer it and test if it fits on the humvee
The texture made 100% from scratch
yeah sure
But as soon as I make 5 versions of my 100% custom made texture to test which one fits on the humvee.
It's illegal to uplaod to the arma reforger wrokshop
does unpack here mean export out of a mod (or the game) or does it mean uncompress (I think edds is one way compression isnt it?)?
You can also screenshot the existing one, and use it as a guide of where parts are when drawing your own
So we are allowed reverse engineering like that for arma reforger assets?
That's good. That's what we want 😆
Thats not reverse engineering
It's not? I was unde the impresssion it was 😖
taking a photo of a street sign is not the same as taking the street sign
The design of the street sign is technicalyl copyrighted.
That's why I was wondering where's the line 😄
IF we screenshot the texture and make a unreal engine asset with it, then sell it for $4.99.
It would be illegal
IP rights are not concerned if you use the original texture bytes from the file or a photo taken with your shaky hands via phone. You either created the texture or not. You can produce a UV mapping compatible texture without any ip right violations by not including anything from the original one
But I think BI has to give explicit permission to allow textures to be used as a base for custom textures
That gets into complicated territory.
A painting someone makes, is their copyright.
You taking a picture of that painting... gets complicated.
But if you only take that picture, so you can measure the size of the paintings frame.
That's the perfect example
You were correct, the button does work for everything else except for helmets that are dropped on the ground 😄
Not a big issue though but a funny thing I noticed.
yea helmets have a damage manager and I guess it doesnt collect them because its not destroyed or something
Oh so they are like vehicles in garbage collectors mind
Its like these
https://mp1st.com/wp-content/uploads/2023/02/the-day-before-the-division.png
https://mp1st.com/wp-content/uploads/2023/02/the-day-before-snowrunner.png
Its not a copy, copyright wise thats okey. But its the same "measurements" so to say.
not exactly and I dont know if thats actually the case, just a guess as I patched this out weeks ago with a mod
🤔
Fun easter eggs and salute to the culture
or
Lazy copy
Yeah lol disabling SCR_ArmorDamageManagerComponent makes it work 😄
thats what my mod did, at the expense of helmets not having armor I guess
I have never looked into this but now I noticed vests don't have that component so they have no added armor value or its done somehwere else?
Oh its definitely done somewhere else
It's a physical plate with a game mat
Open the vest .xob file
Some vests have those.
Undewr the hitboxes in .xob file you can see the armor plates.
You will have to overrirde the gamemat file
Oh thats how its done, thanks!
Is it possible to open a Game Session Save file in Enfusion, add some objects, and export it to a new save file to load on the server?
In theory yes, practically it will require deep understanding of the system and file format, so realistically no
I had a plugin that loads the stuff into your world but I lost it it seems nvm the plugin was for session saves not gm saves
Is there some way between enfusion and game master to modify the mission? Game Master dosn´t save everything and is too basic, and enfusion is to complicated
sorry , it is a session file im talking about
like a session save from a server?
when saving in game master mode, it saves the file in the session folder... right?
no idea
yes, server or local server... its the file in the session folder i want to modify
so if you still have the plugin, im willing to try it
it was an import to the open scene in workbench, it will not help you if you don't know workbench
i have started to learn workbench, so this could be a good addon to learn more
qeustion , for some reason 1 of my items spawns as the basegame items once i relog on my server , i broke the prefab to test that and it still happends . i tryd 5 diffrent versions of it all going back to the basegame item once i relog
In the US at least, street signs are in the public domain
I have a general question, where can I download the EnfusionEngine and create my own game with it? (with my team)
anyone got a working start.bat for a local reforger server i can peek at
This is for my linux server, but im pretty sure it's the same, just add a .exe
start.sh
./ArmaReforgerServer -config "/path/to/config.json" -profile ArmaReforgerServer -maxFPS 60
config.json
{
"bindAddress": "0.0.0.0",
"bindPort": 2001,
"publicAddress": "my public ip",
"publicPort": 2001,
"a2s": {
"address": "my public ip",
"port": 17777
},
"rcon": {
"address": "my public ip",
"port": 19999,
"password": "prob just disable this",
"permission": "monitor"
},
"game": {
"name": "Rugg's Gun Game",
"scenarioId": "{843F1D5DEFA6A7C3}Missions/GungameMinimal.conf",
"password": "",
"passwordAdmin": "456",
"admins": [],
"maxPlayers": 32,
"visible": true,
"crossPlatform": false,
"supportedPlatforms": ["PLATFORM_PC", "PLATFORM_XBL"],
"gameProperties": {
"serverMaxViewDistance": 2500,
"serverMinGrassDistance": 50,
"networkViewDistance": 1000,
"disableThirdPerson": true,
"fastValidation": true,
"battlEye": true,
"VONDisableUI": true,
"VONDisableDirectSpeechUI": true,
"missionHeader": {
"m_iPlayerCount": 40,
"m_eEditableGameFlags": 6,
"m_eDefaultGameFlags": 6,
"other": "values"
}
},
"mods": [
{
"modId": "604C30B1720985A9",
"name": "Gun Game - Base"
},
{
"modId": "604E5A887DC76562",
"name": "Gun Game - Minimal Scenario"
}
]
},
"operating": {
"lobbyPlayerSynchronise": true
}
}
What to do with this kind of error (Assertion failed, cannot be execute outside the main thread)?
I rolled back my commits that could cause that but the message is still there
Its probably an engine bug.
If you press abort or repeat, it might crash and send a crash report?
nothing unusual happens after pressing repeat/abort
also, for some reason it started to appear in other projects too
seems that removing profile folder in Documents/ArmaReforgerWorkbench fixed the problem 
I got reported something similar a few days ago, are you using any of my mods? EDF or EPF?
I have them in workbench addons folder (both persistence and database), but I'm not using them in the current project where error occured
Ok interesting, good to know thx