#enfusion_generic
1 messages · Page 6 of 1
In the Resource Browser under Prefabs
I don’t own the game yet
I don't think you can then.
You can use all the assets for your own worlds that you see in vanilla. Trees, rocks, buildings, everything. So by watching youtube videos of Everon and Arland (the two official maps) you get a glimpse at all the nice things you can get creative with 🙂
hour and a half googling, and searching discord ----- how do u disable a meshobject at runtime , or remove the component at runtime? any one. ty
Setobject
Any pointers on how to no have markers deleted when the player who placed them disconnects
Kinda ruins long game master operations
Debug until you find where they're getting deleted. Then mod the class to keep them from being deleted.
Yeah I know that much. Just wondering if anyone has ever dabbled with the marker configs or scripts
But yeah after going through a lot of scripts I think I found it: OnPlayerDisconnected in SCR_MapMarkerManagerComponent
Anyone know the filepath, in-order to select mods as dependencies in the workshop? been away from mods for awhile and having been trying to find them.
What do you mean with filepath? You add dependencies via the mod GUIDs in your gproj file
More-so asking where that file is located.
In your Arma Reforger addons folder
In the core folder? that grpoj file?
What file are you looking for? The gproj files for each mod are in their respective downloaded add-ons folder. Or go in-game and get them from the Json view of your loaded mods
Alright, I downloaded some mods from Arma-Reforger, Now I'm trying to get them over into the reforger tools as dependencies for my mod.
I used to be able to come into the addons folder and see each mod that was downloaded into my system, To which then I was able to transfer these over to arma-reforger tools for usage for my mods. But that doesn't appear to be the case anymore. i'm assuming they changed something? Mind you i havent attempted to do anything workbench related for a few months now.
Nevermind disregard that, figured it out. When windows updated on my computer it changed it around abit.
but found it in the end.
Go into documents folder and then my games arma reforger. There you have all the downloaded addons
If I publish something unlisted why does it still appear in the Workshop? What's the secret sauce?
I have two questions about the future of Enfusion: Will it be VR native? What will be the licensing options?
I work part time for a small indie studio specializing in VR content, and we are looking to pivot away from Unity for future projects.
https://enfusionengine.com/for-creators
Will we be able to use Enfusion to make a completely new game? What are the license costs?
Technically speaking, developing a full, standalone game will be possible using Enfusion’s tools, but we currently do not plan to license the engine for standalone 3rd party projects.
So right now our engine is probably not an option for you if you are looking for an alternative to start using right now. Arma Reforger does not have VR support so you can not build a prototype in it as total conversion mod. However if you have a game pitch and would like to evaluate your options for BI helping in e.g. publishing do feel free to get in contact with our incubator program: https://incubator.bohemia.net. We have created a VR game before using Enfusion engine, it is called Project Lucie. You can read more about it here: https://incubator.bohemia.net/lucie
10 min ago i was working on my map all fine nothing broken and now my terrian is not loading in anymore wth??
WTF
lucky i got backups off almost everyday i work on it ...
Did you maybe accidentially trigger one of the diag keybinds to hide terrain? Happens to me every now and then. You could just re-launch workbench to reset that if needed
sadly not i restarted wb multiple times with no luck
once i replaced my terrain file it worked again
Hello to everyone! Can you please tell me where the global lighting config is?
Beginner question: how do you add a modded item to an arsenal box. Do you have to change up one of the arsenal files as well or is there something under the item that can ensure it gets picked up?
Thanks!
Question about adding mods. So I have mods added to my server and a game master has to spawn them in. Is there any way to make the mods spawnable at the vehicle depots or script it in to where some of them spawn in at the beginning of a game? I’m trying to eliminate having to use a game master constantly
Yes you make a mod that adds the vehicles to the spawns
Have this issue also.
Last patch fixed it for me
Oh? Huh.
Trying to verify integrity of files I have then
No. Still does not show up. Fairly certain this ought to do it.
a heads up, at RHS we found an issue with the engine where using very high enum values was causing RAM spikes that can lead to out of memory exceptions on clients and servers.
This was just specific to ECommonItemType enum and how it was used by the game
Not all enum have this issue. I hope only this one. It will be fixed for next update of 1.1 anyway
I guessed the fix might be in the experimental release, so I installed that but I get the following error on a vanilla installation.
so i made a bit of an oopsie and made my mod folder in the AR Tools folder in documents, how can i move it or do i need to remake the whole thing
Disregard, i just cut and pasted then located the new path
Hey guys, weird question:
I uploaded the wrong project. I basically uploaded a bundle of other mods by accident (I was trying to create a faction using some uniforms from a few mods and when I uploaded to test, I accidentally published with all the mods) and now I am unable to remove the mod from the workshop since I am not the author of all the mods in the bundle. How can I get these mods taken down? (I did this twice before I realized what I was doing)
If anyone else runs into this, I edited the addon.proj and deleted all but the first dependency. Then I was able to open it and remove from workshop.
how long do we have to wait to get your voice volume adjusted? is anybody know?
or we need to wait 4 years like in dayz? 0_0
pls add ability to rename script files in Script Editor 🙏
You can rename files in the main workbench window. The script editor is not a file manager, it will only edit the contents. You can navigate to the file or open in explorer to maniupulate them if needed.
yeah, I know, but it's kind of clumsy way (you need to switch to different window and find the script file there)
it just differs the experience from Visual Studio/Idea as they both have the solution explorer with the ability to manipulate the files behind the classes, so considering that left window in Script Editor is essentially current project solution explorer too, it would be good to have the ability to rename files without leaving this window, especially since we already have the ability to remove the files from there (so some file access is already there)
submit a feedback ticket if you think this is needed
Still struggling with the free roam building for my custom faction. Any tips would be welcome. Posting this here, as it has to do with several topics.
I was able to add buildings for the faction in the Compositions_FreeRoamBuilding.conf, but when accessing the build menu in editor, I get Virtual Machine Exception. By ignoring the error, I am able to do the freeroam building, but this works only in the editor.
Error message is as follows, and as shown in the video:
Class: 'SCR_CampaignBuildingStartUserAction'
Function: 'SetNewComparmentComponent'
Stack trace:
Scripts/Game/UserActions/SCR_CampaignBuildingStartUserAction.c:154 Function SetNewComparmentComponent
Scripts/Game/Player/SCR_PlayerController.c:86 Function OnControlledEntityChanged
Scripts/Game/Player/SCR_PlayerController.c:242 Function SetPossessedEntity
Scripts/Game/Editor/Components/Editor/SCR_PlayersManagerEditorComponent.c:308 Function StopPosessing
Scripts/Game/Editor/Entities/SCR_EditorManagerEntity.c:1548 Function ProcessEvent```
So I have made some signs for Arma and they have been put in server and for some reason AI will not listen to commands in GM
If this is the mod I know of then it is because you replaced ai waypoints with the signs instead of adding signs on top in the EditorModeEdit prefab
😳 I've somehow turned on big boi stuff, and I don't know how to turn it off
take a peek into the matrix
follow the crisp bacon?
Any reason why i cant access my map after a restart of the tools, stuck on arma reforger project even after loading up my own project and it wont let me switch to anything other than dev maps like arland or everon
What's the best way to regenerate navmesh in multiple areas with new objects? I'm quite confused as it seems there is no "regenerate navmesh in areas where new objects were placed" (it could be "rebuild changed titles", but it's always count: 0 and pressing it does nothing).
I'm aware of this https://community.bistudio.com/wiki/Arma_Reforger:Navmesh_Tutorial tutorial, but there is no clear instruction how to do partial regenerate in multiple areas at once unless it's suggestion to hop around the areas with camera to press that rebuild tile button or setting X:Y range (and I have no idea how to get coordinates of changed area except getting current camera coordinates and doing a guess about area size which is kind of clunky way).
So, I guess the current workflow is:
- Set GM_Arland.nmn in SCR_AIWorld_Arland object.
- Load this navmesh in navmesh tool.
- Rebuild all changed tiles by flying with the viewport camera and pressing "rebuild tile" button.
- Save generated navmesh by pressing Save Generated button.
- Set this new navmesh file in SCR_AIWorld_Arland.
Am I missing something? Tbh, it's kind of bruteforce'y and too manually to me (especially camera hopping part).
Random questions but I'm curious on people opions on the currect cheating epidemic in video games and related to arma 4 and reforger have you guys experienced any cheaters on reforger? And what is everyone's opinion on battle eye is it enough should a cornel level anti cheat be a musy for the new titles?
There is the ocasional cheater but it's pretty rare. I think just a few nerds make cheats for themselves not an organized thing with cheats being distributed or sold.
Surely if there were more players, there would be more cheaters
does anyone know if it's possible to change distance at which LODs are switch? (we're trying to extend draw distance for characters)
So, I pressed Generate button and specified tile range for regeneration, but it seems that the actual navmesh hasn't changed (no cover positions and mesh exclusion around newly placed sandbag and tent). What I am doing wrong?
as far as i remember you need to save and reload navmesh after this, each time
and i prefer to rebuild entire navmesh
but it's weight is too big, it's about 200MB for Arland
I want to patch GM_Arland navmesh as I changed only a couple areas
I'm using experimental branch though, and it seems that there's something fundamentaly broken there
you can regenerate only changed tiles and then save them as override
Yeah, I'm aware of that, but it seems that I don't getting something.
Here's what I'm trying to do:
- Launch world editor, load world. World already has SCR_AIWorld_Arland with GM_Arland.nmn as navmesh.
- Launch Navmesh tool.
- Press Generate, select Soldiers navmesh type, specify X-Z coordinates of specific area.
- After generation, press Save Generated, then save it into new file.
- Add this new navmesh into navmesh file overrides as patch for main navmesh.
And it seems that it's finally working almost fine, the only thing I noticed that there are no covers in navmesh patch at all (experimental branch bug?).
Also - how would I add more "patches" (areas) to this navmesh patch? Seems that pressing "Save Generated" will overwrite previous info in the same file.
No one with ideas regarding the freeform building?
I tried another approach, and was able to access the build menu in game, but the buildings do not become buildable as shown in the video.
I wonder why Entity Catalogs are not used for the buildable assets for each faction 🤔
so I am trying to add nav mesh, I am at the stage where I need to select my generated nav mesh, but I can only search in games folders and not my project folders, what should I do next?
im new to making maps in arma reforger how can i add a grass texture in stead of the ocean for my run off space at the end of the map ?
the yt tut im watching only shows for a ocean material
worst part about reforger modding is discord
Too many problems are solved here, but the knowledge is lost into the abyss.
Hopefully there will be some sort of open forum for enfusion in the future that is not restricted to this bad search + is readable without login






Not sure why the discord is bad. I find it incredibly easy to use the search functionality.
If you're having problems with Peer Tool, then search for peer tool and probably not peer plugin lol
How often are you on a device that isn't logged into discord?
It's not about me, it's about people in the future who are looking to mod reforger / arma4 😄
I think those people will join this very discord lol
There is bif forum but seems not that many people are using it nowadays
Doing stuff in arma 3, I could find 90% of what I needed with google or bi forum search.
I think for enfusion, to have all the knowledge locked in a discord, it would be a downside in the long run.
The knowledge, solutions to problems etc. It should all be open to view for anyone
And on topic of discord, what if a arma modder refuses the privacy policy of discord?
They cannot access the modding community for enfusion.
(It's fair to assume military personel may be playing arma and they may not be allowed to use discord for example)
There are also some solutions to discord knowledge holes, perhaps worth consideration
I question if this if effective because I've never seen a result from it show up in my Google searches.
I also miss the age of forums, but the reality is 95% of gamers are Discord users nowadays

I think the advantages of Discord far exceed the one caveat that you have to join to be able to search.
Hey i got a suiggestion, you should make a way to sit down/loiter (like the loiter option near a base) (like in arma3) anywere, and maybe salute option too like a3
There’s a salute button. It’s “LB + Up on D-pad” on console. The loiter option wouldn’t be bad though
oh, didn't know that, thanks!
No worries
If you’re okay with kids on a server, “Bon Action Animations” adds all sorts of “loiter” type emotes to the game
Mods*
I have a question, our server used to save anything GM placed on restarts, but it hasn’t for some time now, is there a setting or code in the JSON we need to configure so everytime we restart the server everything in terms of boxes, spawns, etc. stay?
no its a commandline parameter -loadSessionSave or something like that
i will try mod in dirt over mines, and make a few other realisim based changes
What about just making the mine sink into terrain a little bit when placed
one loading bar of shoveling to bury them
thats how i would do it, but if you do that would it still trigger?
can i install the workshop as its own thing or do i have to access it from reforger
im trying to install mods for map creation
I totally forgot to ask, but when coding my server is there anywhere I need to put this, like in the JSON or anywhere else?
This is wild
I have lots of questions
Why would this scammer wanna do things in reforger?
I wonder if it's just a glorified RP life server
I don't know what "coding" a server means but like I said it is a commandline parameter, also known as startup parameter
That is my mistake. I meant to say, is there anywhere in the JSON I would need to set this parameter?
Like I already said two times it is a STARTUP PARAMETER
My apologies, I’m new to all of the coding stuff
I'm also curious. Love me a good bit of drama.
Is anyone here willing to help me out with making an infantry heavy Halo mod? I am somewhat familiar with modding but could always use pointers! I am also trying to include Zelik’s characters and the NVG system which I have no background with.
I have some of the assets game ready pending rigging but I dont know how that works with Zel!
So, no options to solve this?
mesh object component
I try change everything in it, but I can only decrease distance, not increase
if you want to prevent size culling increase pixel size scale
And it must be done for vanila's assets, not for myown
It doesn't matter, because screen size is enough, not enough is distance at which lod is used
LOD factors for when the LOD change, pixel size scale for when the entire mesh is culled based on screen size
I tried (change lod factors in both direction) this for vanillas ussr uniform - nothing changed
you said you are trying to extend draw distance for the character, not the uniform?
And also, in vanila uniform disappears much more before entire entity
For both
anyways you will probably need to do it for all mesh object components you need
disappears = pixel size scale
changes lod = lod factor
Ok, will try again
it should either work or its a bug
yeah nvm any clothing doesnt seem to respect the mesh object pixel size scale when its slotted in a character
it's another one of those many reforger modding things
This is related to replication network bubble IIRC
i tests this in workbench and server with ~4-5 km network distance (-nds and -nwkResolution changed), it's not network related (i think), humans always dissapears at ~1.5-2.0 km with ultra settings and max zoom in armavision (lowering zoom, just decrease this distance)
before this some parts of human body also dissapers before entire unit dissapear
examples what i want to fix (left and right screens differs only by few meter in position)
while unit and uaz is big enough they disappears (and btr in same conditions - not)
Has anybody developed terrain from scratch on enfusion and what are your thoughts on using the tools available?
Those do not change that for items iirc
I will try to get some clarifications tomorrow
Did you end up figuring your issue out? I may be able to help.
Iirc the trigger is basically just the fuze collider, so as long as that is able to collide with the wheel colliders it should work.
Making the dirt mound non physical (?) might help.
Hiya, ive run into an issue with my enfusion workbench where my variables dont seem editable on the right hand side, have i misspressed a key or something disabling it?
If anyone happens to have any clue :/
Would anyone have any recommendations on what to do to keep my radio antenna from bending to the character like that and stay erected? I’ve tried adjusting the vertex’s but it just makes it worse. Any help would be appreciated
weight it to something that doesnt bend there
Anybody is having a timeout error while trying to connect to workbench?
thanks 🙂
Thank you kindly
Anyone know how I can import models ?
https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding there are some tutorials over there
if you didn't used workbench before I would definitely recommend to go through weapon modding which explains the basics. After that you should be able to go through one of the tutorials describing creation of new assets like weapons, character gear or car
Gotcha thanks dude I watched the Arma like enfusion trailer type thing and it said we can import stuff from past Armas is that true for Arma 3 modding and stuff?
If you made a P3D model for Arma 3 and have source for it, then you can import it with Enfusion Blender Tools into Blender and export it to Workbench. There will be still quite a lot of work to get all functions working
👍
you cannot import other people mods
Sounds good my freind made a Arma 3 mod a while back and wants to import it so was just checking thanks for the help
question, could cloth physics sort of be done by using the same components as a flag object or something?
no
I mean you could probably script them in if you are brave enough and aren't worried about frames
What channel would be best for questions about graphics mods?
Hell divers 2 mid would be sick in reforger
You can start here, depending on your question I'll let you know if there is some place to ask more specifics 🙂
So i got the game and i love it, though something about the graphics just feels off. Is their any mods that can fix it
no
i wonder if the engine could handle "bugs" and bots
Probably
Are there any mods that can improve graphics?
There are mods that improve certain aspect of the game, muzzle flashes, sounds, tracers/explosions, etc. but full on graphics, no
What about movement?
To my knowledge, there’s only a mod that adds infinite stamina
Is it possible somehow to use norwegian letters (æ, ø, å) for my terrain and missions?
hello guys, i have trouble that my mod not showing up in workshop for last few hours, its available on website, but ingame its just disappeared, what it could be?
nevermind
Is there any way to turn on the lights in buildings? It seems that these objects are just static props with no functionality.
anyone have the patience to talk a noob through making a simple 2 spawnpoint deathmatch. i look up tdm tutorials on yt and cant find anything
It is hard to recommend anything based on "something feels off." I love the graphics myself. Can you be more specific on what you want fixed?
I believe this is coming in an update soon… I don’t know when though
Yeah, at some point later down the lion we’re getting an electrical system
I had this same issue. The problem is the column width in that side panel, the first column width got stretched so you cannot see other columns to the right. The way I fixed it was by adjusting the width of the whole side panel, make it super wide and then the other columns should appear and you can then adjust their width. You can also detach that whole Object Properties panel to it's own window, then re-size it.
You ever figure this? Im having same issue 🤔
Yes, it works now. I believe my code was missing a semi colon at the end and/or a comma
Try the possible variations
/)_- You right lmao, Kinda disappointed i didnt notice, much appreciated x
... I was, too........ haha
So does it still run thru tools or a different source just got into and and would love to make some mods but I can't find where to do it at.
Interesting, Get this error, but theres no mention of Factions US in that location 🤔 Uhhhh, What do i do here 😂
Nvm, fixed it
Are there any must have / recommended mods for Arma 3 that anyone can recommend?
You are in Enfusion part. Maybe try in the Arma 3 Section
I didn’t see one unless a screwed up my channels accidentally
Try top left of this discord. Under the picture you have a Saloon and Roles section. And selection what you want there and the channel appear 😉
I’m not really sure what channel would be best. I don’t see just a arma 3 modding
how do you turn up workbench view distance, the fog is getting annoying
BI, please do video tutorial on your youtube channel on how to use Workbench's navmesh tool (especially "I added some objects on map and now I'll show you how to partially update your navmesh in multiple places" usecase). Despite it having just two tabs and three-four buttons on each tab, it's usage is somewhat convoluted, for example, rebuild tile button more often not works than it actually does something
camera submenu, top left of viewport
Hi i just created a faction all units and objects are placeable in game as well, but when i put a spawn point and select the faction i can't seem to select any loadout, how can i fix the issue?
I think you have to make some form of a “default loadout” to spawn in
ohh will try
So I have a billboard prop. But I can't seem to place anything on the face of it. I wanted to do a custom image instead of blank.
Create a new picture of the edds used by emat and change it in the config of your asset. That's it 😉
Thanks😁
multiple loadouts were made but still won't show up in deployment menu
Hm, that is extremely odd. I’d probably talk to any mod creators that have made new factions. Ex: RHS, Uppercut, Tactical Flava, etc.
ok i'll try that now thnx
No problem, sorry, I thought making loadouts would fix it
there seems to be some kind of loadout manager to edit but it's not explained in bohemia community tutorials🥲
Oh, great, that seems “fun”
Plugin context menu is no longer active when you run the game. It wasn't the case in the previous version. Could it be unlocked again (I have a plugin that should be launched after game run, so it's no longer accessible anymore)?
great, everything was fine when I updated my scenario in exp, but now that its pushed to stable, everything is messed up... I just hope I dont have to completely remake the scenario again
Without you telling us about any of the specific troubles you experience there is not much we can help you with. The vast majority of troubles reported today were from mods not yet being updated (as always on major release day). Could this also be the root cause for your issues?
no besides that, my scenario switched all USSR ai to FIA, and none of the additional AI ive placed with ambientpatrolspawnpoints are spawning in. so instead of 40 ussr ai in a town, there are now 5 FIA.
it was fine when i updated it in exp branch, i have no idea why it would seemingly remove stuff Ive done in stable branch
are ambientpatrolspawnpoints no longer using the _NotSpawned groups or something?
also, why is the US_Campaign.conf changes I made being reverted? I spent a lot of time adjusting stuff and now all my changes are just gone... ☠️
I cant figure it out, why are my AmbientPatrolSpawnpoints no longer spawning my USSR _NotSpawned groups with overrided FIA faction affiliation? Makes no sense to me why that broke and I see nothing documented in the changelogs.
its like half my work on this scenario got yeeted, I think im done for the day... 😭
My game mode lost a preview image for some reason (it was there before first scenario launch, then it disappeared for good). I used combat ops conf file as an example.
i see changes not in patch notes -.-
hey so i just uploaded a retexture mod and its on the workshop im subscribed to it and everything and its loaded but its not appearing in game any idea?
I think I finally made a breakthrough! Since the entities for AI are now spawned in across the whole map on mission start, that's increasing the AI count to include those AI that have not actually spawned in yet. Should only be counting active and spawned in AI only, no? I've maxed out the ai limits in AIWorld, but I've got so many, some of my AI are still not spawning in, including all my custom counter attacks, which I created most recently. Here's hoping the AI not spawning in will start spawning in as we kill off other already spawned in AI! Either way I think I need to totally rethink my scenario now. IMHO it was much better when only the AI within 1000m of players were spawned in (and counted as active).
@olive tundra I was looking but couldn’t seem to find it, odd. It might have been because I had the NSV mod, and the M240B mod installed it wasn’t showing up?
Apologies for the ping, the wait time in the showcase channel is like 10 minutes
It shows up fine for me
Very odd, let me load up my game again & look, maybe it was just a one time thing
Whatever you seemed to do, fixed it, appreciate it. The Tripod AGS is showing up
idk how to disable it, but you can override the prefab you need to change and modify SCR_EditableEntityComponent to suit your needs
sure, if you're looking to modify small living quarters, the prefab is
For US: {DB7F01C68EACBEC0}PrefabsEditable/Auto/Compositions/Slotted/SlotFlatSmall/E_LivingArea_S_US_01.et
For USSR: {BE3988DF6E3CD0B2}PrefabsEditable/Auto/Compositions/Slotted/SlotFlatSmall/E_LivingArea_S_USSR_01.et
np 🙂
Hello, can anyone give me any tips on where I can start learning how to create mods for reforger weapons?
You can override the editor prefab and remove the building from the list too. Should be called EditorModeBuilding.et
Hello, can anyone give me any tips on where I can start learning how to create mods for Arma Reforger
there is a bunch of guides on youtube and also on BI wiki, that's a good start
I found some article on YouTube but I found it very weak, I'll take a look at the documentation then
most of the mods get this error how to fix this?
remove the problematic mods until they're fixed by the owners
Indeed, mod author of CRX EAI will have to fix it
Is there any kind of environment variable that would allow to get the current mod version (similar how .env variables work in JS as they could be accessible in code)? I want to show current mod version in UI control, but it seems that I need to manually bump the version there before each release.
Where is the modeling of uniforms and weapons for Arma Reforger done?
?
https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding/Tutorials/Assets start with weapon modding if you don't have any experience whatsoever with Workbench
Hey so quick question me and my freind are working on a mod is there a cloud or something where we can both make a big pack of mods and then upload it to the workshop
define big pack of mods?
most people use git or svn for game / mod development (not really a cloud - there are plenty cloud solutions if you wanna choose that over a repository alternative)
So me and my freind want to make a vehicle pack for example but we are both working on separate pcs and enfusion is there anyway we can Combine all the mods at the end and upload it to the workshop
So say I have a hummvee mod and he has one of the new cars he changed the color on is there anyway we can put them together in one mod and upload it
i already answered that. Setup a git or svn repository. Or, alternatively use any commercial available cloud streaming solutions
Is there a way to take ready-made uniforms like RHS and edit them with different colors and symbols, and then use them as another mod?
It is possible, but only if the creator allows it. Along with whatever license their mod falls under. If you know there license isn’t a strict no, it’s always good to ask the creator
but why are some mods dependencies?
And what software can I use to create uniforms from scratch?
marvelous designer and blender probs
Well let’s say you wanted to edit RHS’ uniforms & give them an FIA camo, you’d have to use RHS as a dependency to do so, unless you found a way to “asset Rip”, which goes against TOS and is extremely prohibited
Can I do this with a blender?
well police wont arrest you for it, marvelous designer might be easier to do it in though
And the physics part and movement of the uniform is done in Enfusion, right?
define take
True, but I mean atleast in the workshop/discord. We should make a BI task force. Rip assets? They invade your home
enfusion has no cloth physics so no such thing
For example, I can just make the model in Blender, and bring it to Enfusion, right?
yes
so I can just create the static model and bring it to enfusion to add functions
well for clothing you'll need to rig it, so it moves with limbs and stuff
Sorry for so many questions, I want to get into this area
cool, I dont use blender so maybe some blender users can send you some learning material for blender
rigging can be done in blender, BI provides a plugin for blender for reforger
Thanks for the information, and how can I find this?
also relevant #enfusion_blender_tools
Why is it when you hit merge physics that it will stay in place sometimes and other times it will snap to 0,0,0?
Any reason why popup targets don’t go down beyond distances of about 200 meters when testing in engine?
Is there any experienced mod makers that could help me out im a bit stuck on progress rn and confused
There are many experienced mod makers here, but you'll have to ask your actual question if you want help.
What do you mean by "where to start putting all this stuff in a server"?
Well for example im trying to get a PVE/Zeus experience like a co op server with for example this faction and another faction
So you want to know how to add the faction to Game Master?
Yeah its a bit confusing im a little bit of a beginner to modding reforger i followed the wiki but that is confusing as hell for no reason
That should be explained on the Faction Creation page
If you already read that one and still don't understand something, you will have to get more precise with what the issue is
yeah its hard to explain no worries ill tinker around and figure it out
You should be able to just follow what it says sequentially
anyone has had anything with the m16/moddedguns on the m16 platform ? for some reason its bugging my stuff out and it knocks you out
I’m more concerned about everything else in this video 😂
what you mean xD
Who turned the plane into an automobile
its the new component doing it
is normal the ping?
so m16 now kills on respawning wth is this ?
Does anyone know where i can find Fuel: Fuel System & Fuel: Fuel Consumption?
I would love for BI to add a bunch of ammo in the game like .45 ACP, .22 LR, and other common ammos so that we can easily mod in new weapons
I could see .45 ACP if they added the M1911, but .22 LR is largely a useless caliber in a military combat scenario
is there any way we(or i xD) can get our hands on the protocol specs of the communications from the server to the clients and steam/bi servers?
for writing our own servers?
Open the script editor and search for fuel in the projects window, it will show you all scripts with fuel in the name.
i tried this, but have problems.. tried to add an A10 plane mod... so made a new dependency in workbench options, and chosed that addon from mygames folder (after i loaded my map)... but now when i restart the tool ,selecting project, and load workbench and want to load the map, its not there (?) i can select my map when i start the tool, but when worbench arrives, i cant find my map lol (sorry im supernoob) ,this happened after i selected the mod and put it in the dependency number two, and saved it all
You have to open the A10 mod in the workbench first and maybe you need to add the dependency the A10 needs and open them to once. After that the mod should be back. Maybe check for updates of the mod aswell in the workshop
when you say open in workbench, do you mean like this? (a10 mod added)
When you start the workbench there is a window where you select your mod. There you have to add it
Idk why the workbench cant load the depedency mod right from the original folder. Its kinda annoying
anyone have a good video how to make uniforms from scratch in reforger? i got the mesh
Did you make the assets?
When I added the normal UH1H animations onto the M60 for a door gunner, for the passenger position it can be move around on the X,Z cords, however its stuck to 0 on the Y, what is causing this issue
Negative. the models are made by a talented 3d modeler name OKFellow but i got perm to use them and give him full credit
Just had to check, they look to accurate which is a good thing but a bad thing at the same time
Yeah his models are amazing thats why i use them
So this keeps happening since the 1.1 update any ideas as im lost ...
its not a vanilla bug so look into your scripts
guys does anyone know how to tell bots to stop moving in arma reforger, something like garrison group in arma 3
Set a defend order
@olive tundra I hope it’s okay if I pinged you. I wanted to let you know that your mod that adds the NSV to the TIGR seems to have created two gunner sights, along with the storage in the vehicle not being overrides to carry NSV boxes, instead still have the 7 PK boxes. Apologies for the ping, but I thought I’d bring it to your attention. Hope this helps!
They also seem to be causing duplication’s in the menu. But besides all that I’m loving the small additions & changes. Is there anyway to fix this or?
so my map when loaded in is green, like everything besides the skybox.. but when I hit the play button the green disappears.
anyone know why it does this?
Anyone have an idea where I would start to learn how to reskin weapons in reforger, I did some modding in arma 3 but I have no clue how to use enfusion. I’m trying to turn the rpg-7 into the pslr-2.
Tyty
does anyone know where I can find the reforger character model for blender?
I think blender samples are including on the github samples page:
https://github.com/BohemiaInteractive/Arma-Reforger-Samples
Thanks man
Has anyone made a boat besides the RHIB? The unit I’m in has a seal team and I was wondering how hard it would be to make a SWCC River boat. Thanks in advance
We need DayZ on this engine ASAP
DayZ2 is a thing, don't know if it's currently in the works or not but, a leak or something confirmed it.
Probably be out after Arma 4, DayZ is at the point unless they want to make a sequel, they are going to have to keep it on the current engine or do an entire rework on the game with the new engine which will probably result in the game being remade from scratch.
yo yo
im looking to get into reforger modding and just wondering were a start is recomended
Thank you!
hey guys i search a video tutorial how to bring a car mod into arma reforger i didnt find anything is there a easy tutorial for beginners ? i have some 3d models that i want to bring in arma reforger
the guideline with the sample car i cant understand completly
Hey guys seeking here for possible help. I am attempting to add a medical variant Blackhawk in to my pack utilizing the Humv Medical slotted item and swapping out the mesh to my Blackhawks medical gurney. Upon setting up the proper seating setup for a patient they sit straight up as if they were riding in the backseat of a normal vehicle instead of laying down as they should. Im confused as every animation graph is the same as the HUMV one that there laying down in. Has anyone experienced this or understand what im doing wrong?
There is an int variable on compartment for seat type or sth; I don't remember exactly but the number changes between different animations e.g. sitting/lying down
Hmm I’ll give it a go and see if it works
So i did change the seat type and it doesnt seem to actually change the way you sit.
This is my view regardless of what i change on the seat type
is saving character.ET's in a new project/mod folder how I'm supposed to make custom loadouts for my spawn in characters on a server mission?
Is it possible to launch game in workbench viewport on different language (to test the localization)?
guys, what's the code to move to experimental/dev branch?
it is? din't remember, thx
In Arma 3 it was in the same steam app. In Reforger it's separate.
yeah, its better, so if I want to try experimental shit, I can instantly switch
Dose anyone know hiw to edit the terrain on everon?
You cannot do it
as in not allowed to do it? since technically it is possible as plenty of people have done it already
Yeah, people have added islands
as terrain editing or changing objects on map?
Both
Has anyone seen any guides on making patch mods?
Are there any plans for server only mods?
no
what about dynamically loading script modules? only the server could load the script module at runtime?
would that trip the crc checks and kick people off?
is this not serverside mods? #enfusion_scripting message
I'd say since Mario said to use server script modules then, no.
to be fair you still need to load the mod that loads the scripts on the client to let them play, but once that's done you can load serverside stuff no problem
Yeah, they're no "real" server side mods unfortunately
This is enough
I just uploaded this on workshop. It puts Arland inside Everon's terrain. It would be nice to know if it's in violation before the community starts making game-modes for it.
Having the tools that allow easily reshaping the terrain,
moving buildings around, building new tunnels, set-pieces etc.
And not being allowed to use them to create unique and specific scenarios....
😔
pain and wasted potential at our very fingertips
No answer yet...
I tagged super mario as well
🙏 pray for map modding 2024
I feel that as long as it can’t and doesn’t leave the workbench, modding should have little to no restrictions on what you can do. Maybe I’m just ignorant to how it all works in legality, but I’ve been modding BI games for over 5 years now and it’s just the opinion I’ve developed lol
I will ask around for clarification about terrains.
That is really cool
Its about damn time someone did this, thanks a bunch man 🍻
Since I've been out of the loop for a while and might've missed it - are there any plans for ground cutting props? So I could make a dug out/trench that then can be below the ground line?
@royal niche If you have to do it through a hacky method, and Workbench does not provide you the tooling for it and it comes from binarized data then technically you are not allowed.
I am working with other bohemians on reshaping what is allowed to do and what not, making some things that were not allowed to be allowed and to provide detailed information on these. I will take into account these cases.
Do you mean actual holes in terrain?. That was introduced recently (It's on stable)
Also @royal niche, next time ask first before you get in trouble for uploading something on the workshop 😅
If it feels like it is not allowed then it probably is and inquire about it first
My thinking was the other way around. Upload it first, if it stays up, great, if not, so be it.
Always feel free to tag me, even multiple times if I happen to not reply or come back to it. Too many things to do and reminders are not an annoyance 🙂
Yeah do not do that
You sure about that? I don't see any button or tab on Terrain Tool for making holes.
How to i access the terrain tool?
Yes! Super cool, do you know where Id find documentation on it? Been doing my best to scan patch notes to find anything about it but drawing a blank
I brought this up before in discord months ago and got no response, there's a bunch of mods that do this already out on the workshop, what changed?
Hey people anybody know why I'm not able to switch to game mode while making a terrain in enfusion? the play button is grayed out and F5 doesn't work either, haven't been able to find any info on this issue
Wait so we can make legit fox holes build able!?!
Yes
To be honest such a thing has been possible since the launch of reforger, there was a mod with a mission that was Exsperimentl that allowed you to press F to dig way the terrain, It also tested out Generative Terrain useing a similar model as Minecraft, just smaller chunks were used
I shall be digging into this 😏
Did ya set your camera to player I think and then save and reopen
I already made a few foxhole with doors and sandbags, in the ground. kO_trenches
Yea I like yours a lot but I’m talking about a true hold f while looking down in a clearing to make a hole for on the spot logistics
I am brand new to this following a tutorial to just try and get to the actual map making process so uhhh I don't really know what you're talking about
hello, i have made a mod that adds civilian units to GM, but whenever the mod is enabled, you are unable to give ai any waypoints whatsoever as GM. can someone help me with this please?
navmesh, wiki, thats what I would estimate. check it out.
i should specify that clicking on the waypoint buttons does nothing, and even the hotkeys dont work. the soldiers will still move and shoot, but u just cant access waypoints as GM.
looking at the wiki, it looks like navmesh is more for buidlings/worlds you have created, but i haven't edited/created any of that in my mod. its more of a 'unable to access ai waypoints' problem
can you elaborate?
Do anyone know how to create in game map? I followed the wiki tutorial exporting topo and edds files but in game when I press m button there is no map just animation
Hello yall, Maybe you will know what I am about to ask about and if its possible. Within garrys mod there has been two staple frameworks used for years in regards to Rp.
-
DarkRp ( More Fantisy and fun )
-
Nutscript ( Normally Used to Seriouse Rp)
I was wondering if within the engine, through yalls works if it would appear to be possible within the engine. Along with this if there is a way to have streaming integration within the engine. If this is possible then I know I have something to work towards, I know Elan has made strides in there frame work as well, but I also know there framework is more kept to themselves preventing the ability for others communitys to spring from it.
Both would be useful for Rp, and here's a more in-depth explanation of what I mean:
-
Nutscript: In garrys there is a framework created that allows players to create character that are registered on a number system. This assigned number per character is called a Character ID. This is saved and the character can be Pked by having there access to that character locked, being forever saved in the servers Logs
-
HTML / External Support: The ability to be able to open and view links to google documents, youtube and such within the game. Not sure how garrys mod had done it but it would be cool for linking online radios and such in game.
🤫🧏♂️
All that and I dont even know what youre asking
There is no embedded web browser in enfusion for viewing websites in game. There is Everon Life framework (https://github.com/EveronLife/EveronLife) that is slowly being worked on, and from that there is a persistence framework developed by Arkensor for saving and loading data between sessions. (https://github.com/Arkensor/EnfusionPersistenceFramework) The best way to get something done is to do it yourself, so if you've come to ask if there are any direct replacements of DarkRP and Nutscript in Reforger the answer is no. ELAN has spent thousands of hours developing their code and probably won't ever release it for general use, so best to do it yourself. If you want to learn more checkout the wiki (https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding) to learn how to use reforger systems
Can stuff be added to a faction if a faction already exists? And can you move existing units? So for example dude 1 creates a french faction, can existing stuff be added to that french factions by dude 2, and can dude 3 create new stuff for french faction?
On another note what logic should one use to determine whether a faction is blufor, redfor or indfor? should I just use nations = both red and blue (depending on who the good guys are) and indedependentist movements / another kind of movements be added to indfor?
Yes
Just use the mod as a dependency, override the config and add your stuff
Reforger doesn't have much of a focus on BLUFOR / REDFOR / INDFOR. You'd generally just use the faction names.
Here is more the general consensus, like what do people asign, maybe is blufor nato / nato-aligned countries and redfor warsaw pact / csto and aligned countries? and i guess greenfor independent and similar movements
Usually yes
I wouldn't overthink it, these terms don't have that much relevance anyway
red = communist sphere of influence, blue = nato sphere of influence, ind/green = everyone else
UK = BLUFOR, Polish People's Republic = REDFOR, Switzerland = GREENFOR
another question, does reforger have a date system like arma 3 had in maps, and if so, does it support countries changing flags? or do I have to do a nation per flag? so for example, US at the start of the 50s had one flag, in 1959 to 1960, another one, and from there, another one, would that be 3 different US for reforger?
It does have dates, but you can't have multiple flags per faction.
You'd have to make another version of that faction with a different flag.
Factions are selected in the FactionManager, you could also just replace the flag there for a specific scenario.
I'm trying to test my mod on dedicated server, but can't obtain admin rights for some reason. I'm using both client and server diag executables
CLIENT
"...\Arma Reforger\ArmaReforgerSteamDiag.exe" -addonsDir "D:\repos\AR-Escapists" -addons Escapists -profile ./tempprofile -client 127.0.0.1
#login 123
SERVER
ArmaReforgerServerDiag.exe -config ".\configs\config.json" -addonsDir "D:\repos\AR-Escapists" -maxFPS 60 -addons Escapists -server "worlds/MP/Escapists_Arland.ent"
"passwordAdmin": "123"
What am I missing there?
seems that it's somehow tied to missing PID in uncertain circumstances
Do you have a chat entity? I think its called scriptedchat something, its a manager you place with things like the factionmanager and loadoutmanager.
hey guys i have a problem with the collision i can walktrough i made a collider with the blender tool
the colliders i download as a preset . is there any way to fix it ? im new to the modding and dont know about all 🙂
Yeah, I have one (otherwise I wouldn't be able to try to login at all)
seems that due to missing PID (for some reason) you're not able to get admin access even on a live non-diag server hosted on same machine
any word on this? where is it

My question exactly.
qeustion is there a way that i can trigger 2 barrels at the same time on a weapon ?
So one question, would you divide the US into all the armed forces? given how the game has a "US Army" faction, instead of any combination of the 4 ones that make sense (as coast guard and space force doesn't make sense in this context)
It should be in terrain edition, you should be able to hide tiles. But not sure if it is already in public build. And even if it is, currently you can't go through it with character or vehicle
oki doki thanks for the info
What's the use-case for a hole that you can't go through?
Purely visual for now, but soon it will be fixed 😉
Is there a tutorial somewhere that shows how to add weapons to a heli pilot seat?
If two mods both override the same prefab i.e Character_Base but modify different components or different settings of the same component, will this cause conflicts? Or will both be loaded with the different component settings applied? Or is it based entirely on load order?
Seems to be based on load order from testing in the World Editor and seeing inherited values, though I'm not sure if addons loaded with your projects in workbench are loaded before or after, I assume after?
Load order matters. The quote below is from the script section but it may apply to other stuff. I'm still a noob at enfusion.
If multiple addons are trying to replace same file, then the last one in the loading chain will be used.
from the data modding basics wiki page:
https://community.bistudio.com/wiki/Arma_Reforger:Data_Modding_Basics?useskin=darkvector#Replacing_script
Can all identity of a nation be changed via scripting? So for example I add spain and the date was the 60s, the flag will be the franco one, but if its the 80s, itll be the current one
question guys, is reforger detecting HOTAS? i can't map anything in controllers
nope
thx
Oof, missed the "not", i meant "not on stable". It will be coming, it will be where you have the selection for layers for the surfaces where you would be able to paint areas of the terrain to behave like passthrough holes.
cool!
Nice! Thanks for clarifying 😄
Hi guys, what the right section for ask about Faction Creation?
Nice, this is what i wating
reforger_samples . There you can checkout the reforger sample for creating a faction and ask about these.
Thx!
where 👀
How can I change the size of my assault rifle? She's just so huge at the moment
Scale in blender, apply the scale and reimport.
I did, but the arrows that indicate the orientation are too far down, so the weapon in the game is over my player. (This is an example picture of another model. The main focus is on the arrows
then you have not put it in the correct position in blender
for small parts you could use the offset in the important tab , but i recommand to line it up in blender
around there
Ayy fire🔥🔥🔥
I guess usually your best bet is to find the size and handling counterpart of your weapon from bohemia and at least put the root in the same position
But Shadows is a better guy to talk about that - he is more versed in creating guns
Well, models are basically 1:1
Hopefully I did it right
so do you see the red and green line crossing ?
the middle point of that is your center point you want to line that up with what i showed in the above pic
as you can see here
i have it
now you need to pull it to that 0 point aka the point where red and green crosses
if you press numpad 3 then g and z you can move it up and down and line it up like this
G then Z is up and down on Z axes (blue) , G then X is moving it on the X axes (Red) and G then Y is moving it on Y axes (green) if you do it that you wont move it on the other axes so it wouldnt randomly move left or righti f you jsut want o up or lower it
🙌
Is it possible to copy all the contents of a Combat Ops Everon mission and remove some?
@bohemia.net
I Was wondering how much Texel Density you try to reach on buildings texture in arma reforger ?
Look at the materials yourself on the building objects in workbench. The PBRMulti material uses masks so texel density is not a huge concern; you can get away with some blank space in your UVs.
@royal niche do you have some ressources/tutorial about a clear workflow about it ? i checked a bit the multiPBR and its not really clear for me about how to work everything, i saw the VFX masks and some other R-G-B mask, textures looks to be compressed at 1024x1024 , im a bit lost about this workflow
Please don't reee at me for not searching, I looked first and couldn't find any solid answers. Does ANYONE know what I could be doing wrong here. I'm trying to modify the interior (remove most of the boxes and shelves in the small room) of Garage_E_02, I've duplicated it, and just now tried inheriting to see if there was a different outcome, there was not.
Steps to reproduce:
-
Duplicate Garage_E_02.et
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Edit Prefab and remove some boxes and shelves.
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Save prefab, force save just to be sure.
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Close tools and reopen.
-
Look at the prefab I just edited.
-
Everything is the same as original and none of my edits stuck.
I have no problems adding anything to a duplicated prefab like this, but can't seem to remove anything. Is this just an engine limitation or am I doing something wrong?
🇲🇽
Unfortunately, Enfusion at this moment is not very good in this department - if you look inside your duplicated file you will find out that it's mostly empty, so it seems that it can't hold info about which items were removed.
The only way to bypass this is too place basic prefab of your building (garage with no furniture) and fill it/add furniture into entity's hierarchy, modify it and then drag that entity (garage) into resource viewer, name it and voila - you have entirelty new prefab with all needed info to add or subtract other prefabs/entities from it.
Unforutantely, prefab duplication isn't copying entire entity information into new prefab so this is the only way.
I don't know why I didn't think to try that, I guess I was just being lazy really. Do you know if I can do what you described, but copy/paste the furniture from the regular prefab into my new basic one?
Yeah, that would work too.
Make sure that your garage prefab is in the top of it's hierarch (you could use vanilla prefab as an example), entities outside it would be not saved.
That's huge though I really appreciate the answer I just resorted to working around stuff, but this changes a lot
hmm so im messing with the starting faction in combat ops everon but am unable to get the spawns to work when using a custom faction (a basic faction ive made myself to test 1) making a faction 2) custom factions in combat ops), even with setting what I believe to be the proper values. How would I go about this?
did you duplicate, override or inherit?
Is there a way to edit ground textures on everon?
Can you elaborate more on that?
Thanks
Idk so I've created a map but I'm unsure how to create a GM Logic for it anyone able to help me or direct me to someone who knows how to I prefer a video VC or screen shots
Create a subscene of your world,
Drag and drop in the following prefabs
{DA3986AF1B5032B7}Prefabs/MP/Modes/Editor/GameMode_Editor_Full.et
{0EDA3D48791120DD}Prefabs/MP/HitRegManager.et
{028DAEAD63E056BE}Prefabs/World/Game/PerceptionManager.et
{B54D08AEA74A5354}Prefabs/MP/Managers/Loadouts/LoadoutManager_Editor.et
Then you will need to create a SCR_AIWorld specifically for your map
I assume the SCR_MapLocator is optional
So my file deleted itself and the file is completely wiped from existance
Like my shit is GONE from my arma workbench
Bro wtf happened to it
Its no longer there it was but when I go to it when it was published into Arma Reforger its there but I cannot add anything to it
I was savign it then my whole PC crashed
and now the only known source is that its only a Addon in arma reforger but not in my workbench and Idk what the fuck to do I'm lost and now fucking Pissed
hey guys hope its the right channel
is it possible to make a flashing light material ? i only find out how to made a material lighting.
maybe there is a tutorial how it works
use version control next time
this comes up a lot, people setup their projects in the wrong place
workbench should warn them not to do it in that folder
is having all current (+ some older) nations with names, skins, flags and shit useful to any of you? Im going to embark on this big ass project but if no one gonna use it then i might not bother
Skins as in the faces
Not sure what you did but there's no way that creating a subscene of your world and adding prefabs to it should have deleted the entire mod.
If you'd like to describe what you did exactly, I'd like to reproduce the same outcome. If you did what I said and your entire mod is now gone then that's a big bug that needs to be added to the feedback tracker.
Yeah I sent my problem up to Bohemia
So should I not use armareforgerworkebench add on folder
Yeah so I was using the subscene then started adding the logic, game hard crashed my pc had to restart it then when the pc re opened my file was gone no way of recovering it couldn’t find it anywhere had to go find my back up file via one drive
There are known issues when opening mods that exist in a one drive folder.
oh if the tools crashed during saving data then they might have saved corrupted data
Thats what I'm thinking
Yeah I know about this im still gonna give it a try
may i have sum feedback before i invest too much time?
Yeah My file got corrupted
and doesn't help that One Drive doesn't work well so I'm going to remake it and store all this stuff on something else cause
under attachment just turn off the whole component
all the way on the bottom of the attachmentslotcomponent there is a enable box unvink that , and it will be gone
which checkmark do I need to add or remove to make it work properly red dot or holo visor?
and silencers
if you make is ris compatible all sights people make will fit
One message removed from a suspended account.
Model for when the character is wearing an armoured vest
Are the any comprehensive guide about CI/CD in Arma Reforger? I want to automate my release process a bit so it would bump version, update changelog and publish new version into workshop.
Hi guys 🖐️
How can I make the player always spawn with random equipment?
Hey guys, I want to make a cinematic advertisement (sort of) for a milsim I'm in, but I got no idea how to do anything in the Enfusion engine, all I know is how to spawn in Everon, move the camera, and that's it. I want to make scenes where a pair of helicopters are flying, some scout teams walking through a forest, and convoys going through the landscape, but I got not idea how to start at all. Would anyone provide any forums or tutorials on how to do some basic stuff? The official tutorial and the ones I saw on YT haven't been exactly helpful.
https://reforger.armaplatform.com/news/cinematic-tutorial That is the basics, it also explains vehicle movement basics for scripted scenes. Also the community has made some more videos on this subject e.g.: https://www.youtube.com/watch?v=sh_CAyrc1YA
Thank you, highly appreciate it!
Can anyone direct me to any open source GitHub material?
What do you mean, exactly?
Do you want to look at other peoples mods for reference? Particate in their development? Learn how GitHub works?
I wanted to look at references
But I'm trying to find anything pretaining to in game screens or making a GUI on a monitor in game
@bright sable
Oh ok
I know RHS made such a GUI for their vehicles, otherwise I don't know
Lol how do you even research how to do something like that
"rendertarget" is the keyword for UI/textures drawn in 3d onto objects ingame
today ive learned that the max ammount of nations the game allows to select is 93
can i request to raise this limit lmao
it wont allow every nation on earth to be on the game
At least use the correct terminology. I assume you mean Factions.
And how did you find this hard limit of 93?
by adding 207 factions
Are you saying the Faction Manager only accepts 93 Factions in its array of factions?
yes
unless you are doing the UN congress meeting i dont know why would you need that many
but the project im doing require that many, although i may clear nations without army, so for example, having andorra doesnt make any fucking sense as you could have spain and france, since they defend the country
That's still a weird number to cap at lol
But I've done some testing regarding max "things" and there are some weird limits
guys: ``` "#/game/admins/0" has an incorrect type. Expected "string", but the value is "integer"
what's wrong?
log
I mean it looks like a string
i mean, i'm looking in the right place? the log is not saying another thing
this works for me
maybe is not working with multiples atm? will try
works, is your admins in the right place?
under game
should be fine, any chance your editor or server provider is removing quotes once you save?
idk, i'm using gportal, no idea, will try with single input
ah yes, they are removing the quotes, just notice in the file editor
well, that was the problem, when you paste the config they remove these quotes but no others 🤔 weirdo, anyway, thx for your time 👍
actually, it gives this error, but the whole list of factions is printed
I think you cant actually have them playable at the same time
One message removed from a suspended account.
What?
One message removed from a suspended account.
youll need to override the config
you can add them in there and they will be in the standard arsenals
One message removed from a suspended account.
One message removed from a suspended account.
One message removed from a suspended account.
i have lkways added them to the existing once , but i am sure you can just make a new config and add it to an arsenal that you add in gm to spawns
you create a new prefab from an arsenal. "Duplicate in your mod"
I've heard few people say reforger editor is better than arma 3 editor. Is this true, and if so, how is it better?
Reforger does not have an ingame mission editor, only Game Master and the Workbench.
The Workbench is much more powerful than the Arma 3 Editor since it's more than a mission editor, it's a full modding tool.
So I guess you can do way more with it?
Yeah, it's a modding tool
Hey I am completely new to arma modding and currently binge watching and ready every resource I can find. I have two question
-
are there any great modding resources for learning besides the wiki.
-
Are the Arma Reforger modding tools in a state yet that would make it possible to create custom entities with a complete custom model, rigging and animation for example animals like dogs and stuff like that ?
Thanks in advance
- wiki is the best/primary resource
- yes
Awesome thanks for the information 😀👍🏻
you can do a lot by just figuring things out and asking in the enfusion_ channels
How can I transfer objects from the test world to the normal one?
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I will. Gear is not my main focus for now I am looking to implement monster / zombie like entities since I am a big fan of the original Arma 2 DayZ mod and I see great potential in this engine 😀👍🏻 I am also interested in scripting my own AI behavior tree for this type of entities
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Thank you 👍🏻
What do you mean test world to normal one? Generally you can copy paste as normal, but you can also take the layers from one world and put them into the other (assuming coordinates are matching more or less)
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what
Are you asking for this? https://community.bistudio.com/wiki/Arma_Reforger:Mod_Localisation
If I build a base(main managers) for a mission and try to adapt to a different map what do I need to do?
I can't copy paste 😦
if you want to re-use your setup across multiple worlds then perhaps making them into one prefab you place down is the best option?
I'll try to do that tonight, thanks for the answer ☺️
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Hello everyone, please tell me, has anyone already tried to make an autonomous turiel like in the screenshot? I added her inventory, loaded cartridges there, but the machine gun itself does not see this ammunition and writes that there are 0 machine gun belts left.
Sorry for the flood, I forgot to add a screenshot.
When I download the Arma Reforger Dev Tools. Do I download the normal ones or the Experimental ones to get started with modding ?
Asking because after buying steam is downloading "Arma Reforger Experimental" as the base game
And how to do it?
I would like to combine these elements in order to transfer them between worlds
If I try to create it, it tells me this
normal
Not sure how to fix but pretty cool idea!
hey, got a question about licensing:
let's say I want to make sound for some custom vehicle. can I take sound from already existing vehicle (made by Bohemia), edit it and put it in my mod with appropriate information that I used asset made by Bohemia?
there's definitely option in Enfusion to duplicate any asset to my project and edit it, but I just want to be sure
Like, edit it outside of Workbench?
I don't know where to ask this but how would i go about changing reforger's lut or colorgrading? With a mod, no reshade.
I replaced the lut texture in common/postprocess/lut/ but it didn't change anything
Does anyone know if it's possible to add a regular optic onto something like the M2HB? I've tried the way you would normally do that with guns, but I can't manage to switch sights. I'm doing something wrong, but I don't know how to do it right
Just to clarify I mean adding an RHS optic of some sort, the NSV_SPP tripod is the only example I have and the way it handles the optic is not normal
yup
I could be wrong, but I don't think Bohemia assets are allowed to leave Workbench to be edited, believe it goes against ToS
hmm, but if I duplicate one of their asset to my project I see it's definitely unlocked and looks like I should be able to do whatever I want with it (but only for ARMA purpose)
Yeah, I'm pretty sure that's not how that works. I'd ask in https://discord.com/channels/105462288051380224/105792634995388416 if I were you.
o, great! thanks, didn't see that one
Looking to create a new team for a long-term project, so any experience with map design, 3D modeling, textures, or general Enfusion Engine experience is a plus.
Please DM if interested
Thank you!
just learn how to read a map brother
fair lol
got my mod semi working, but the plate carrieris too far to one side even though its perfect in blender, it has no collisons and there is 241 bones instead of 163... anyone know whats up?
So i got my mod posted... But i cant find it in arsenal or nothing but when i was going through the config on the engine i found nowhere to put the info to put it in the blufor Arsenal. Am i missing a step here? Can someone tell me what i need to do to get a item in the Blufor Arsenal?
Override a blufor_inventoryitems into your mod, open it and find the relative option for your mod, add new entry to entities and assign your prefab, add new scr_arsenal item to entry data list, change type in arsenal data to a relative option to your mod,
Should look like this
Anyone got any experience with creating submunitions when a weapon fires (like a shotgun firing buckshot, for example). I'm trying to create a 7.62 duplex round, but can't quite figure it out.
I've managed to get the additional round to spawn when the first round hits the ground, but i can't figure out how to make the same thing happen as soon as the first round is created.
my komrad-12 does buckshot
Awesome, cheers for that, took a look at your shotgun and got it sorted straight away - thanks!
Well its not the best thing ever but i gave it my try and will continue to tweak as i go the Blouse has the Marine Corps Emblem and the 8 Point Cover does as well both are now on the workshop.
Hello there, I'm trying to create a map (I'm fairly new to this), my viewport has really low renderrange and it makes it quite difficult working with larger maps. Is there a way to increase the effective viewrange?
I have tried looking for resources via google, but haven't had any luck
👆 This is great
Then duplicate / inherit the prefab?
You can override materials via a prefab component, it’s how it’s supposed to be done
I recommend reading the wiki for retexturing
hey quick question, ii managed to get my map, or rather its early stage ready for testing, however, placing things via the building board at the spawn camp seems to place things in the sky, at least it does for ai. they just fall to their deaths the poor things. also while the building objects appear, it seems that the point where it triess to place things like vehicle tents is also in the sky, any ideas?
did you override or duplicate?
then thats why
can inherit from the base prefab of that clothing item and then change materials, OR duplicate the clothing prefab and then change the materials
Overriding does what it sounds like: overrides the original clothing
Much appreciated, this is a great ressource
hey, is it possible to have light entities that are always on instead of coming on at night?
Alright managed to dix my issues except 3, 1. when in editor and playing, placing entities using gamemaster still spawns them in the sky. 2. one of the objectives is visible but not capable, seizing component is enabled, faction fia (non playable), 3. only one of the the four bases of FIA spawns enemies.
if anyone has any tips on that, please let me know
If you lose your source addon to a drive failure, is there a way to recover with a workshop downloaded copy?
yah open it with pak explorer, a lot of stuff is recoverable
All source is unrecoverable, for good reason too.
The actual addon part is more of what we care about since we shared the source models and textures amongst our team. Pak explorer is exactly what we needed so we don't have to recreate the mod from scratch or have to spend the time copy pasting and editing all the prefabs and such
When publishing are there any rules about how many BI accounts I can have?
because I usually sign in through steam but the reforger tools requires an email address.
Your workshop upload is tied to to your steam account indirectly as the BI account you are login in with at the time of publishing will be linked to that steam account. So realistically there is no use for multiple steam or BI accounts when you talk about a single workshop item. And apart from that they have no meaning
I have 3 accounts (BI and Steam) for work, for private and for a team project as an example.
ok thanks, just double checking
Does anyone know how to make aircraft and can give me some info?
If I recall, you don't
Depends on what the conflict is and what they are overwriting
https://community.bistudio.com/wiki/Arma_Reforger:Data_Modding_Basics
Hey, guys, quick question: What is the difference between duplicate and inherit? Is there even a difference?
it's literal in the meaning of the word
it is also explained in the link that is above your message
not really, no. duplicate i get, but i dont understand inherit
You inherit from the original thing, making a “child” of it, and the original thing the “parent”
So it inherits everything that the parent has, and then add what is needed in the child
if i change the parent, does it also change the child?
Yes
ok, thanks man!
@autumn sleet
So, I have a problem where when I place a bunker grass tends to stretch from up to down at the entrance. Dose anyone know how to fix this?
hello im just starting in modding i have enfusion work bench and would loved help learning
Can I have multiple overrides of same prefab in single addon?
In A3 we had unit mod with multiple components/addons in a single mod. I can't have this in AR without clogging the workshop with dozens of uploads.
Is having something like this ok?:
core/
addon.gproj
component1/SomeBaseGamePrefab.et
component2/SomeBaseGamePrefab.et
eg. of what we had in A3:
https://github.com/ArmaForces/Mods/tree/master/addons
Not sure if it even makes sense, so far all prefabs overrides I did were done via workbench right click so they had same path as original. Is it path based or ID? 
Not possible as far as I tested. Take {29EA7C7ADF66D388}Prefabs/Rocks/Granite/Granite_BeachCluster_02.et as an example. When you override the Granite_BeachCluster_02.et.meta will have the same name as the original, letting the game know its to be merged. For prefabs this is possible, other file types will be patched entirely (like scripts). If there are multiple possible overrides it just takes the very first one.
└───Prefabs
├───vet29
│ Granite_BeachCluster_02.et
│ Granite_BeachCluster_02.et.meta
│
└───vet30
Granite_BeachCluster_02.et
Granite_BeachCluster_02.et.meta
Prefabs are a combination of multiple individual fatures, so making multiple prefabs to merge them together is kind of defeating the point of prefabs. I know the project structure angle you are coming from and how it makes sense for different features maintained by different people to be "seperate", but unless those are individual addons I do not see a way to avoid doing this merge inside your mod already. Luckily prefabs are text files so version control can work and auto merging changes to them is generally possible.
damn, seeing they had the ID in them I hoped it would work.
https://community.bistudio.com/wiki/Arma_Reforger:Data_Modding_Basics#Can_Be_Modified
This only mentions the ID too.
You can however use multiple modded classes inside your scripts to have multiple things subscribe to an event etc. That is something I do personally also to keep my modules clean.
Yeah I know about the classes, wish the prefabs worked the same way. Otherwise I might need/want to have 20+ addons in workshop at some poinit to have my stuff organized 💀
I mean you could request having the engine auto merge multiple prefabs found within the same addon, via feedback tracker.
You might need to re-consider how you organize the project then. AR is opinionated when it comes to this
I will make an ticket, just gotta make an example addon to be clear what I need.
In ACE it was not a problem as we want modularity. But for my group mod it's either mix of unrelated stuff in same addon or have multiple addons in WS ;/
With you guys kinda merged the concept of addon/mod as they're the same thing now.
While in RV mod was built of multiple addons if needed.
Anyways, thanks for extensive explanation.
How does color grading work in Enfusion? I'm adding LUT to HDR emat and nothing changes
Material affects map, so it should be right one?
As always found solution right after asking question eh
For future reference: you have to enable "Volume Texture" in import settings
Some features might be toggable via script and config options, so they exist but do nothing. But if an optional feature contains a large amount of data to download and only few people want it, then tbh you need to put it into a seperate addon for sure
I'm curious as to your use case as well. If you don't mind explaining.
I already did, I do not want to spam workshop with 20 mods
but I also would like keep my changes to prefabs separated per component. Don't have a perfect use case for it right now. But I might want to add actions to player prefab in two separate components/folders if they're related to different features. It's organizational.
ACE3 does that for example.
ACE Advanced Throwing will add torque properties to grenades
ACE Frag will add fragmentation properties
ACE Grenades adds a pin pulling sound property
The same Base grenade "prefab" edited 3 times, by 3 different modules that are all part of the same mod.
It doesn't make sense for advanced throwing to be adding fragmentation properties. Because the mod is modularized and each module does its thing.
Maybe better example would be
ACE Cargo adds cargo space and size for objects that can be loaded into vehicles (like fuel canisters)
ACE dragging adds carrying/dragging to objects (like fuel canisters)
ACE Interaction adds an interaction menu to objects (like fuel canisters)
ACE refuel adds fuel space to objects (like fuel canisters)
ACE refuel makes objects repairable (like.. fuel canisters, theoretically)
ACE sitting lets you sit on objects (like.. fuel canisters.. I guess)
You can of course mush it all into one and loose your organization. Or you can create a dozen or more mods and then afterwards bundle them back together https://reforger.armaplatform.com/workshop/60C4E0B49618CC62
I assume we'll just end up with having to spam a dozen or more workshop mods, for things that are really just supposed to be one mod
So there is never an instance where the base grenade has all 3 features?
There is
They all have all features. But each module adds its own feature to the same thing. Each module is responsible for its feature
sounds like something to put in a settings window tbh
I was gonna say in a server config
Yeah, it's realy about separation of responsibilites rather than having a super prefab that does everything, which is far less maintainable.
settings window is better UX than separate mods of any sort
of course this does not apply here since the settings mentioned above cannot be set from script
Personally, I consider it working well for A3, but for Enfusion, I don't see why you can't make this separation via component. That is the whole point of the component system 😄
Yes all inherited from a base grenade. Having a component for each "feature "
I'm waiting for MarioE to jump in about overusing components 😅
Those components are already there
You can't use a entity/component system and then tell people not to use components. Kinda defeats the purpose of using the system to begin with.
But 90% of their behavior cannot be changed via script
Yeah, take for instance all the damage manager component attributes like hit zone thresholds and such.
If the purpose is just organizational, i'd just release 20 3kb mods, then have a core mod that uses them as a dependency.
Components are not the issue. Of course you'd use components.
But where do you put your modded prefab.
Why would the "refuel" feature part of your mod, add a "carrying" component (which is actually a different part of your mod).
Which you have to do because you cannot edit the same prefab multiple times
i'd just release 20 3kb mods
Yeah thats the current state. Its a bit annoiyng to make 20 mods for one thing though
This is exactly what i'm doing. I started "Survival Framework" like a year ago, and decided to release it in separate mods to keep it more organized. My character mod being one of those mods, i'll keep certain things separate and independent on the others, allowing users to pick and choose the features they want. But will eventually create a mod using them all as a dependency.
@silk orbit @remote bronze @pallid knot You can totally do that separation within the same addon. For example what I did here
I will explain the logic to this tomorrow morning, heading to bed right now
Vanilla adds this
2nd component added through this
Another one added through this
Under same addon
Separated in folders (In can be in the same one)
Wonderful, waiting for explaination. Thanks
It works for configs, prefabs, component templates, layouts, etc
It's entity, component and game systems
Use components as data containers, and perhaps some specialization purposes but do logic on game systems.
Better for performance and manageability.
Don't create Manager components
Do a system instead
So far from what I've seen in the codebase the components in AR seem to have quite a bit of logic
Don't use component to "run a script" as well
When I learned about ECS everywhere they say these should be data only 
Yeah, but we introduced systems for these manager like components
Our scripts are not always the best examples
Yeah what you're saying here is contradictory with what I've seen in codebase
We moved these manager components and entities to systems as well
stuff like gadget component runs quite a bit of logic.
Our scripts are not always the best examples
They were done before we introduced proper game systems
There was a problem with performance because of that, so game systems are there for this purpose
So ignore like half of codebase? :D
In general at worst, just avoid doing engine events on components and use game systems for that
So avoid EOnFrame, EOnFixedFrame, etc on components.
Do it on game systems where you can controll better how often these get updated, and what gets updated
It will also be easier for the game to process them
The engine has to do a bit of processing in order to define what events to fire for every ent and component that wants to be ticked
Having a single event be called on a game system alleviates this
tl;dr use proper ECS
The tip of not overusing components is not because of a "better" pattern
It's for performance reasons, as a modder you can use any pattern that you want
sure but as software developer I would like to write good code :3
Is there an example of the systems or should i just look at vanilla stuff?
It's quite simple (Needs update).
https://community.bistudio.com/wiki/Arma_Reforger:Systems
You can also look in
Also are these all overrides of the vanilla CharacterBasebody or just inherited from it?
Overrides
Odd, I tried to do multiple overrides in the same mod to see if i could help vet29 out, Are they being modified externally?
Yeah It can't be done in workbench as of right now, otherwise I would have given instructions directly
Okay, I hadn't done testing with external modification yet, I assumed it would be possible that way.
as far as I know those components will be added to single file so its just illusion of adding component to two separate prefabs?
I duplicated the flag from reforger, everything is working, but when I change the Name in SCR_EditableEntityComponent it stops to apper in the game master spawn tab
its not disappearing - I assume you didn't create localization for your string and didn't spotted note about non translated string and searching in game master 😉
In short, only localized string are searchable in asset browser
if you would scroll through asset browser, then you would probably find your asset somewhere
to solve it, add localization as per instructions here https://community.bistudio.com/wiki/Arma_Reforger:Mod_Localisation
Thank you very much! I will try this out
So I followed along, now it is showing but the name is just Entity XD I guess I missed something?
Not sure where to ask but has anyone gotten the admin message mod to work?
Hello ! this is a window shutter, I try to use a Door component to make it openable with SCR_DoorUserAction, but the component seems to be axis locked, i would like to change the axis, is there any workarround ? Or ProcAnim is the only solution ?
well something happened because your uv islands are not matching up with the model . that typically means that they are not the same in some way. in blender if you unwrapped after you made the UV its going to change the islands around.
these 2 maps that you are using are made for that mesh?
probably you haven't regenerated runtime stringtables?
- make sure the naming convention is correct. if they are incorrect it wont work.
- Uv matches the model, you cant use Texture A on Model B.
name is not relevant - if they have same GUID, then they are treated as single resource
check if both resources have indeed different GUID by clicking on them with right mouse button and selecting copy guid option from context menu
https://community.bistudio.com/wiki/Arma_Reforger:Resource_Manager#Generate_GUID you can use this generate new GUID
keep in mind that you will have to relink that emat in all appropriate places, since it is a new resource (name is not relevant for engine once GUID is created)
What is the easiest way to add objects on everon map and then share the map with friends?
Saving your objects i Game Master mode does not work
The systems framework is nice, but one disadvantage is that it seems you can only configure them globally and an individual game mode can't disable or reconfigure them. The garbage system is a good example where the ideal parameters can very much depend on the particular game mode.
That is something we are aware of and will work on. Right now you might want to load the configuration for your system from properties put onto an entity or component in your world (e.g game mode, or other dummy holders). You can either put the attributes there or a path to a config file to load back. This is of course only needed if a user might want to change settings of the system per world. There are many others that work the same no matter the game mode / map.
I will update the garbage system to offer the per world options again in the near future.
odd question, where’d you get that model?
or I guess if I read context, it’s not from your mod. Carryon!
Remove/disable the CharacterIdentityComponent iirc
I know Enfusion is currently being tested with Arma Reforger, is the goal one day to release it as a competitive engine on the market similar to Unreal and Godot or will it only be used for Bohemia projects like the Arma series?
At this time there has been no information about a potential release; although the engine already allows you to build anything you want (with AR/A4 as a base), and may potentially be more open in the future.
If you have an idea to use the engine on a custom game you could try to contact BI through their Incubation program, but I don't think the engine is ready for that at this time.
IMO ryan I think the game engine will be like treated like those engines when its more mature. I don't think it will stay an internal engine. BI has been pushing to become more like epic and valve with their actions the past few years. you wont get a yes or no answer from them anyway.
is there a way to add entities in a prefab while editing things in Map ? things I add stay Red
Yes. There is a wiki article called prefabs basics that explains prefabs. I will give you a link later when I'm home of you don't find kt by then.
is there a way to make a heli spin its blade and sound while beeing a non useable heli that is standing on a static spot ? without turning on the engine by hand
so on map a placed heli that is always on
Are client side mods possible in reforger or are you locked to whatever the server has?
No client side mods
@bleak spear @silk swan Interesting, thanks for the info I was just curious.
why doesnt the the rifle go on the hands when i apply an animation?
Any know how to add location markers to a map?
i checked that article, but I didnt figured out how to apply some entities in a "world edit" ( arland for exemple )
everything seems to be aplying in the 'prefab-world' environnement
You kinda dont. You can make a subscene but it will not let you edit the world the subscene is from.
you mean i have to remake all of my entities + component config in the prefab world ?
(not a problem, just for my own knowledge )
It depends what you want to do.
I just wand to add things to my prefab ( who is mod dependant )
btw bacon , big respect for your work on the community 🙏 , i checked your MultiPBR substance project file, and wondered if you had an exporter file ready to use too
is there a way that i can make a heli blade move on a static heli on a map without starting engine by hand ? (should always be turning on loading the map)
I guess you could script it to turn on the engine
user script is probably the quickest way
IIRC the official cinematics YT tutorial explained how to do something like that for a BTR
What can i do to start of modding
install the tools on pc
Follow the tutorials on https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding/Tutorials/Assets
Does anyone know how to make a death count? A table that will count the number of killed enemies
Either subscribe to some player death event or override a method
how can i let basegame ai respawn after a x amount of time , on a location i tell them to be ?
IIRC, AI doesn't directly support respawning, but you could "listen" for an AI characters death (there's probably some event) and spawn a new one somewhere in script
currently i use zeliks spawner for them to respawn but for some reason they dont care and spawn whenever they want with it sometime 5 min sometimes 30 min and sometimes 1 min after death XD
Then read his scripts
Is there's no way to view changelog/version history in in-game workshop?
Also, there's no way to have mod load in main menu without using the -addons param right?
There is no way to have mods active in the main menu in general
I recall some mod that improved workshop UI pre 1.0
I guess it was changed?
-addons takes a list of mod IDs (specified in their gproj files, without brackets) to be loaded on game start, separated by a comma
-addons 60C4CE4888FF4621,5DBD560C5148E1DA
without loading a mission.
It does what the description states, on PC you can mod main menu and only loaded like that
On console, not possible and it wont be
Also with -addons you can do a full total conversion
👍 I hoped to add UI element when player "enables" the mod. But there's no way, but I understand why
For example if you want to go crazy and make your own game as mod like that
Then you can
btw
ª
Forgot
just realised it's a weekend, I can remind you on monday :3
My loot spawners are for loot, not AI. I never tested with AI because they're LOOT SPAWNERS lol
i know thats why i was looking for other ways XD
@steady crane in relation to #enf_showroom message
Would probably need to make the integrated optic a whole separate prefab that you have permanently attached to the Aug (can’t be removed, no user actions, not visible in inventory, etc). So two different prefabs, one for optic and one for the actual gun, since they inherit from different parent prefabs in order to work.
If I’m not wrong, I think the sample new weapon does something like this..?
If I’m not wrong, I think the sample new weapon does something like this..?
sample weapon is doing something like that since that is a design of weapon. I think you can still have PIP sight on weapon itself
Oh
Essentially just look at the sample weapon then 😄
Decals on models: I don't know if it's a bug or if I'm not doing things right ? the prefab needs to be loaded twice to appear, which generates an issue in Custom GameMode King Of the Hill, because people have to play two games in a row before seeing the decal.
I tried different things without success
I played on a server where the vanilla M60 was modded to have an rail on top for an optic. But it wasn't animated properly so it clipped through during the reload animation.
Since BI binarizes the vanilla content, how did they manage to add a RIS rail to the vanilla m60?
You don't have to modify the model in order to add new objects to the prefab
I understand from Arma 3 like if it already had for example a optic slot, you could update it to support new optics. but if it didn't have one, you couldn't add it because its in the model.
But this was adding new geometry as well, like a RIS rail bar to the m60.
Its adding a prefab on a prefab. Not adding extra geometry to a mesh. This isn't Arma 3, they don't work the same way.
And the prefab is what contains the geometry? Interesting.
Arma Reforger uses an Entity/Component setup, Entities are saved as prefabs. Entities can have meshes. Entities can also be children of other entities.
They were really progressive this time around with how they set this up.
most of the commercial game engines work this way
#enfusion_model message
Need help why meshes arent seperate, and or giving me multiple material instances.
It is but scuffed 
I could describe it as an EC System instead of an ECS System
does that make sense
but with the creation of Systems it seems to be moving in this direction, though there is still a lot of functionality inside components
Hi, I'd appreciate some help. I recently comissioned someone to create patches of a logo for a milsim I run with, and they provided the necessary images, but they haven't actually made the mod and asked me to contact someone who can turn them into a mod.
As I am a little stupid and have no idea how to work the Enfusion workbench, does anyone know how to?
I need them to fit on the clothes of gear of the following mods:
RHS helmets
Zeliks clothing mod
Vergys
If anyone is willing to help, it would be very much appreciated.
I can help with RHS, never done any forZeliks or Vergys
Alright that would be appreciated, thank you!
Can I DM you?
yes
So then my next question, and thanks for being patient with me. But if I wanted to make an AR9, that used a mag adapter, I would only need to model a mag-adapter but could set it up as a component for the in-game m4 (not like anyone is going to check for barrel size)
If that's what you want to do then sure.
does anyone know if there is an option to enable players to switch factions? I cant seem to find it. This stuff is very different from Arma2 OA 😆 but it was time to upgrade haha.
Hey guys! I need help. I found BGONE, it added fancy components for target tracking, but I didn’t understand how to download it and use it in Arma tools.
This is actually my first time encountering such a problem and I don’t understand
Add the mod as a dependency
https://docs.google.com/document/d/19VrUpAId4UGjykBw1rTP375Q9l2udNIEHPhTzqEgrSc#heading=h.u3a7stwn0sc5
Could someone from bohemia check this ?
I created a mod for changing the value of a conflict scenario and its been working well. However when I created and entry in the entity catalogue for a helo, it seemed to have broken my mod (can't load into the server when I added it). I try to delete the entry, however the delete option is greyed out as seen below. Any ideas how I can delete my entry?
Open the text file in your modding folder and delete it with notepad/editor
Yeah I tried that and it left it as a no prefab entity. The issue ended up coming from anothe mod that had the entity there. Thanks for your reply though 🙂
Heyo, Got a question about slots/snap points. Im putting together a car and my dummies/empties are not exporting. Does the mesh need root bone/be skinned in order to recognize the empties? Thanks
Thats what im trying rn
Ah so i take it as yes, thank you 😄
You need to have this checked in import settings
vehicle itself doesn't have to be skinned at this stage
Ill give it a shot 👍
Thank you, it works 😄
🔥
Btw just a random question, is this your model or did you buy it?
its mine 😄
Its very much wip tho. 😄 Had it laying around in my drawer and wanted to give it a new purpose so to say 😄
Thanks 😄
Its coming together nicely in Reforger as well
I mean this is how my models look in comparison
its an old merc rigt
I'm jealous
I can't model well enough for reforger (I would totally tho as I loved making my one vehicle mod)
It looks like youre on the right path tho ^^
Eh maybe. I just can't figure out this high poly stuff tho
I did give it a go for fun and the proportions just make me want to kill myself
Lets move into a thread)
i keep getting a SYSTEM_FAILURE error on my test server , and the logs show 0 info about what causes it , any ideas where i should look , as the server starts and lets you in but 1 sec after loading it kicks you out
peertool might give you more info in logs
my peer tool wont load up :/ having this issue for a while where it says it cant load a addons guid but that addon isnt even in the project
16:28:11.122 ENGINE (E): Addon 'ArmaReforger' dependency '5614BBCCBB55ED1C' can't be added
16:28:11.122 ENGINE (E): Cannot initialize game project settings!
16:28:11.122 ENGINE (E): Unable to initialize Enfusion
16:28:12.489 ENGINE : Game destroyed.
setup peertool correctly, I guess
i followed the guide that was given when i asked about peer tool
works for me
tryd with workbench addons path aswel
and tryd with the path to the addons and the one to the project
strange its not finding the core addon, maybe itd work if you added another addons dir that is pointed at the addons dir in steam apps
ill try
s oi added all -dir to all the mod parts and it does load a bit more now
15:57:05.112 PROFILING : Compiling Game scripts took: 1834.216400 ms
15:57:05.113 INIT : Creating game instance(ArmaReforgerScripted), version 1.1.0.42 built 2024-03-20 3:01:23 UTC.
15:57:05.198 ENGINE : Game successfully created.
15:57:05.198 PLATFORM : Save data from container 'settings' have been loaded
15:57:05.297 PLATFORM : Save data from container 'sessions' have been loaded
15:57:05.797 PLATFORM (E): Steamworks: RequestCurrentStats failed
15:57:05.797 DEFAULT (W): Achievements failed to load. Consecutive calls to Achievements API may fail.
15:57:05.797 PLATFORM : GameProject user settings load from profile @"ReforgerGameSettings.conf"
15:57:05.797 ENGINE : Game user settings config loaded
15:57:05.798 PLATFORM : InputManager user settings load from profile @"InputUserSettings.conf"
15:57:05.798 DEFAULT (W): Loading input settings from legacy file, which will be soon unsupported
15:57:05.798 NETWORK : Starting multiplayer client using command line args.
15:57:05.896 NETWORK : Starting RPL client, connecting to address 127.0.0.1:2001
15:57:05.897 RPL : Starting client
15:57:05.996 RPL : ClientImpl event: connected (identity=0x00000000)
15:57:06.096 RPL : ClientImpl event: disconnected (identity=0x00000000), group=4, reason=1
15:57:06.096 NETWORK : Player disconnected: connectionID=0
15:57:06.096 NETWORK : Total number of players: 0
15:57:06.096 RPL : Pip::Terminate
15:57:06.096 RPL : IReplication:: Terminating
15:57:06.195 RPL : Pip::Destroy
but that what i get
any idea?
this with spam log
Creating game instance(ArmaReforgerScripted), version 1.1.0.42 built 2024-03-20 3:01:23 UTC.
18:50:23.884 NETWORK (V): RplSession::Constructed
18:50:23.972 ENGINE : Game successfully created.
18:50:24.023 PLATFORM : Save data from container 'settings' have been loaded
18:50:24.123 PLATFORM : Save data from container 'sessions' have been loaded
18:50:24.225 PLATFORM (D): Event: User was signed in as SRGshadows_TTV.
18:50:24.621 PLATFORM (E): Steamworks: RequestCurrentStats failed
18:50:24.621 DEFAULT (W): Achievements failed to load. Consecutive calls to Achievements API may fail.
18:50:24.622 DEFAULT (D): Steamworks: Loading save data file '$profile:.save/app1874910_user76561198146690279/settings/ReforgerEngineSettings.conf'
18:50:24.622 DEFAULT (D): Steamworks: Loading save data file '$profile:.save/app1874910_user76561198146690279/settings/ReforgerGameSettings.conf'
18:50:24.622 PLATFORM : GameProject user settings load from profile @"ReforgerGameSettings.conf"
18:50:24.622 ENGINE : Game user settings config loaded
18:50:24.622 PLATFORM : InputManager user settings load from profile @"InputUserSettings.conf"
18:50:24.622 DEFAULT (W): Loading input settings from legacy file, which will be soon unsupported
18:50:24.622 NETWORK : Starting multiplayer client using command line args.
18:50:24.721 NETWORK : Starting RPL client, connecting to address 127.0.0.1:2001
18:50:24.721 RPL : Starting client
18:50:24.823 RPL : ClientImpl event: connected (identity=0x00000000)
18:50:24.823 NETWORK (V): RplSession::RplStartupEvent: Started
18:50:24.834 RPL : rpl::Pip::ProcessGameToNet
18:50:24.834 NETWORK (V): RplConnection::Rpc_Validation_S sent
18:50:24.922 RPL : ClientImpl event: disconnected (identity=0x00000000), group=4, reason=1
18:50:24.922 NETWORK (V): RplSession::RplRuntimeEvent: Error
18:50:24.922 NETWORK (V): RplSession::RplRuntimeEvent: Disconnect
18:50:24.922 NETWORK : Player disconnected: connectionID=0
18:50:24.922 NETWORK : Total number of players: 0
18:50:24.922 NETWORK (V): RplSession::Terminate
18:50:24.922 RPL : Pip::Terminate
18:50:24.922 RPL : IReplication:: Terminating
18:50:25.021 RPL : Pip::Destroy
18:50:25.022 NETWORK (E): Unable to connect as client to ''
18:50:25.123 PLATFORM (D): Steamworks: SteamAPI_Shutdown()
18:50:25.220 ENGINE (E): Unable to initialize the game
18:50:26.664 ENGINE (E): BackendDebug:: HttpClient Cleanup
18:50:26.666 NETWORK (V): RplSession::Deleted
18:50:26.684 ENGINE : Game destroyed.
18:50:26.684 DEFAULT (D): HttpClient::Cleanup() HR = 0
18:50:26.699 RPL : Pip::Destroy
18:50:26.715 AUDIO (D): Audio loop exit
it was a heli .... that fd the rpl
heyo, would anyone know why i cant remove slots on duplicate prefabs?
You are editing the entity instance not the prefab, select it in the dropdown
PVE Server issue:
do you know why AI stops spawning after a while? points get empty and only repopulate after a respawn
Details:
Conflict Everon PVE (gramps remix)
sounds pretty strange to me! Maybe you can share a mod list in https://discord.com/channels/105462288051380224/1113877580714614944
Where would I go to add a function to GM to change a players rank? Im so tired of trying to rank up to test rank locked things in workbench, it's taking so much more time than it should!
just sent you a DM, thank you!
Hey guys. Trying my hand with Arma Reforger servers. We have to mods on the server, have picked the secnario we want to use, however, when we laucnh the server it gets destroyed at some point. Can anyone help out? We cant seem to find the issue. Server runs fine with vanilla scenarios.
check the logs it will tell you what went wrong when starting
I have looked at them but don't notice anything. Would you be willing to look at it?
at the bottom it will tell why it closes send me a dm with the log mate i can check quick
Just sent you the console log
Any idea ?
Hi guys no one responded in scripting so i try here
i have a scripting problem rn, testing out the Scriptevents.c for Cinematic, saving it and trying the preview it tells me always "Cant compile "Entities Script module", how do i fix that ?
but you did get a reply? #enfusion_scripting message
Hello, i have attempted to develop my first mod which would add items to the arsenal boxes. I am able to link my account to the editor, and confirm upload and update of this mod to workshop, but it does not appear and is not downloadable by guid. any idea what could cause this? i may have had an issue regarding steam account linking but not sure that would have anything to do with it.
Thanks!
What is the name of the mod?
mybox2 or my_box_2 lol. i have tried pulling it down using guid to my server and it is not found. wondering if its just because it was only a single modified config file?
You did not upload it, as I can't even find it internally.
interesting, the enfusion editor gave me successful upload/update messages each time
what is your account name?
whet i think
just whet?
yes should be ill check though
I can't find that as well
Im wondering if theres an issue with accounts? i attempted to reset my pw after having issues logging in (in app, website login worked fine) but never received the email
and now it seems like i cannot login to the website
So oddly enough, ive just been able to login and link via enfusion workbench, but i cannot log into the website using the same credentials
reset the password through here
https://accounts.bistudio.com/auth/password/reminder
And make sure to check all inboxes (In case you have categories) and spam
Greatly appreciated ill give that a shot
then log out of workbench and log back in, and upload the mod
I still have not received the email, i know it can take a bit sometimes but seems similar to yesterday when i tried but received no response
Are you sure that you created a Bohemia Account?
yeah i am still able to login through the editor and it says my username is taken when i attempt to create a new account
How did you create it?
i believe just by email, i have the email still from yesterday when i created it
Thanks for joining Bohemia Accounts. We have listed your sign in details below.
Make sure to keep this information safe.
Your nickname: whet
weird. I get the email instantly when I do it to my account.
yeah thinking i may have an account issue
If your email is wrong, you will not get anything.
Did you register manually from email or through Steam, Google, etc?
just through email, but also in that email to me, it lists my email as expected
I ask as this will be shown even if the email account does not exist. It's a generic message that will be always shown
What would be the best or fastest way to get ahold of support to resolve this issue? I think ive done all i can from what i have available
Some recent logs from my editor as well
RESOURCES : Creating bundle successful
DEFAULT : Validating bundle...
DEFAULT : Validating bundle successful
DEFAULT : Publishing bundle to Workshop...
DEFAULT : Validating bundle...
DEFAULT : Validating bundle successful
DEFAULT : Uploading status: 55%
DEFAULT : Uploading status: 70%
DEFAULT : Uploading status: 85%
DEFAULT : Uploading status: 100%
DEFAULT : Uploading finished
DEFAULT : Project uploaded successfully
DEFAULT : Checking addon processing status...
DEFAULT : Addon processing successful
RESOURCES : Publishing successful
Seems like this should be uploaded with GUID 613C9DAE225B2E0E
Are you using experimental tools?
yes
There are two workshops. The stable workshop, and the experimental workshop
Stable game and servers can only see stable
Exp game and servers can only see exp
Exp workbench will only publish to exp workshop
Stable workbench will only publish to stable workshop
oh interesting i didnt know there was another tool
and there it is
DEFAULT (E): Login failed. Error code: 8 (400)
BACKEND (E): [RestApi] ID:[7] TYPE:[EBREQ_USER_DirectLogin] Error Code:400 - Bad Request, apiCode="userService.notFound", message="User not found"
but now im not sure why thats happening since i was able to login to experimental?
got logged in and its working thanks!
still have some account weirdness but can finally test!
i have a question, ive modified some aspects of a base game map, how can i create a scenario from this with the editor?
I assume by "modified", you mean you created a subworld? In that case you create another subworld of the subworld, add gamemode entities and finally create a scenario config for that world.




