#enfusion_generic

1 messages · Page 6 of 1

raven forum
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Where do I view all the assets that you can use in arms reforger world editor

bright sable
raven forum
bright sable
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I don't think you can then.

remote bronze
autumn vale
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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

jade current
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Setobject

wintry anvil
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Any pointers on how to no have markers deleted when the player who placed them disconnects

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Kinda ruins long game master operations

jade current
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Debug until you find where they're getting deleted. Then mod the class to keep them from being deleted.

wintry anvil
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Yeah I know that much. Just wondering if anyone has ever dabbled with the marker configs or scripts

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But yeah after going through a lot of scripts I think I found it: OnPlayerDisconnected in SCR_MapMarkerManagerComponent

frosty schooner
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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.

remote bronze
frosty schooner
jade current
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In your Arma Reforger addons folder

frosty schooner
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In the core folder? that grpoj file?

remote bronze
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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

frosty schooner
# remote bronze What file are you looking for? The gproj files for each mod are in their respect...

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.

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Nevermind disregard that, figured it out. When windows updated on my computer it changed it around abit.

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but found it in the end.

remote bronze
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Go into documents folder and then my games arma reforger. There you have all the downloaded addons

woeful radish
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If I publish something unlisted why does it still appear in the Workshop? What's the secret sauce?

maiden chasm
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I have two questions about the future of Enfusion: Will it be VR native? What will be the licensing options?

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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.

remote bronze
# maiden chasm I work part time for a small indie studio specializing in VR content, and we are...

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

warm mirage
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10 min ago i was working on my map all fine nothing broken and now my terrian is not loading in anymore wth??

warm mirage
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lucky i got backups off almost everyday i work on it ...

remote bronze
# warm mirage WTF

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

warm mirage
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sadly not i restarted wb multiple times with no luck

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once i replaced my terrain file it worked again

fickle valve
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Hello to everyone! Can you please tell me where the global lighting config is?

dusty hamlet
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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?

young turret
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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

empty nexus
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Yes you make a mod that adds the vehicles to the spawns

prisma adder
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Have this issue also.

jade current
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Last patch fixed it for me

prisma adder
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Oh? Huh.

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Trying to verify integrity of files I have then

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No. Still does not show up. Fairly certain this ought to do it.

jade current
sterile shoal
bold bolt
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This was just specific to ECommonItemType enum and how it was used by the game

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Not all enum have this issue. I hope only this one. It will be fixed for next update of 1.1 anyway

prisma adder
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I guessed the fix might be in the experimental release, so I installed that but I get the following error on a vanilla installation.

short roost
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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

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Disregard, i just cut and pasted then located the new path

signal patrol
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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)

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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.

unborn tangle
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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

tacit stump
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pls add ability to rename script files in Script Editor 🙏

remote bronze
tacit stump
# remote bronze You can rename files in the main workbench window. The script editor is not a fi...

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)

remote bronze
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submit a feedback ticket if you think this is needed

tacit stump
mystic river
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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```
stray moat
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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

empty nexus
prisma adder
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😳 I've somehow turned on big boi stuff, and I don't know how to turn it off

empty nexus
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take a peek into the matrix

prisma adder
modern thicket
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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

tacit stump
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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:

  1. Set GM_Arland.nmn in SCR_AIWorld_Arland object.
  2. Load this navmesh in navmesh tool.
  3. Rebuild all changed tiles by flying with the viewport camera and pressing "rebuild tile" button.
  4. Save generated navmesh by pressing Save Generated button.
  5. 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).
calm granite
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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?

royal niche
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Surely if there were more players, there would be more cheaters

remote seal
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does anyone know if it's possible to change distance at which LODs are switch? (we're trying to extend draw distance for characters)

tacit stump
remote seal
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and i prefer to rebuild entire navmesh

tacit stump
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but it's weight is too big, it's about 200MB for Arland

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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

empty nexus
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you can regenerate only changed tiles and then save them as override

tacit stump
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Yeah, I'm aware of that, but it seems that I don't getting something.
Here's what I'm trying to do:

  1. Launch world editor, load world. World already has SCR_AIWorld_Arland with GM_Arland.nmn as navmesh.
  2. Launch Navmesh tool.
  3. Press Generate, select Soldiers navmesh type, specify X-Z coordinates of specific area.
  4. After generation, press Save Generated, then save it into new file.
  5. 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.

mystic river
clever escarp
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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?

tranquil sparrow
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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 ?

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the yt tut im watching only shows for a ocean material

keen path
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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
meowsweatsmeowsweatsmeowsweatsmeowsweatsmeowsweatsmeowsweats

jade current
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If you're having problems with Peer Tool, then search for peer tool and probably not peer plugin lol

keen path
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The login required to read is the issue 😄

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can't search in search results

jade current
keen path
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It's not about me, it's about people in the future who are looking to mod reforger / arma4 😄

jade current
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I think those people will join this very discord lol

stark acorn
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There is bif forum but seems not that many people are using it nowadays

keen path
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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)

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There are also some solutions to discord knowledge holes, perhaps worth consideration

royal niche
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I also miss the age of forums, but the reality is 95% of gamers are Discord users nowadays

keen path
bright sable
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I think the advantages of Discord far exceed the one caveat that you have to join to be able to search.

urban ledge
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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

summer flint
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There’s a salute button. It’s “LB + Up on D-pad” on console. The loiter option wouldn’t be bad though

urban ledge
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oh, didn't know that, thanks!

summer flint
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No worries

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If you’re okay with kids on a server, “Bon Action Animations” adds all sorts of “loiter” type emotes to the game

summer flint
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Mods*

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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?

empty nexus
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no its a commandline parameter -loadSessionSave or something like that

summer flint
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Ah, odd

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I’ll see if that works, appreciate it

worn tangle
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i will try mod in dirt over mines, and make a few other realisim based changes

empty nexus
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What about just making the mine sink into terrain a little bit when placed

fair elk
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one loading bar of shoveling to bury them

twilit barn
tranquil sparrow
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can i install the workshop as its own thing or do i have to access it from reforger

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im trying to install mods for map creation

summer flint
mint totem
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This is wild

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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

empty nexus
summer flint
empty nexus
summer flint
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My apologies, I’m new to all of the coding stuff

royal niche
limber path
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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!

empty nexus
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mesh object component

remote seal
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I try change everything in it, but I can only decrease distance, not increase

empty nexus
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if you want to prevent size culling increase pixel size scale

remote seal
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And it must be done for vanila's assets, not for myown

remote seal
empty nexus
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LOD factors for when the LOD change, pixel size scale for when the entire mesh is culled based on screen size

remote seal
empty nexus
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you said you are trying to extend draw distance for the character, not the uniform?

remote seal
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And also, in vanila uniform disappears much more before entire entity

empty nexus
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anyways you will probably need to do it for all mesh object components you need

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disappears = pixel size scale
changes lod = lod factor

remote seal
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Ok, will try again

empty nexus
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it should either work or its a bug

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yeah nvm any clothing doesnt seem to respect the mesh object pixel size scale when its slotted in a character

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it's another one of those many reforger modding things

nova delta
remote seal
# nova delta 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)

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before this some parts of human body also dissapers before entire unit dissapear

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examples what i want to fix (left and right screens differs only by few meter in position)

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while unit and uaz is big enough they disappears (and btr in same conditions - not)

grizzled copper
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Has anybody developed terrain from scratch on enfusion and what are your thoughts on using the tools available?

nova delta
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I will try to get some clarifications tomorrow

vocal gazelle
vocal gazelle
stuck tree
coarse goblet
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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?

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If anyone happens to have any clue :/

misty mirage
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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

empty nexus
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weight it to something that doesnt bend there

frail heart
#

Anybody is having a timeout error while trying to connect to workbench?

next trail
frail heart
#

thanks 🙂

misty mirage
quaint mural
#

Anyone know how I can import models ?

stark acorn
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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

quaint mural
stark acorn
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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

quaint mural
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👍

stark acorn
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you cannot import other people mods

quaint mural
short roost
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question, could cloth physics sort of be done by using the same components as a flag object or something?

empty nexus
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no

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I mean you could probably script them in if you are brave enough and aren't worried about frames

stable junco
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What channel would be best for questions about graphics mods?

calm granite
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Hell divers 2 mid would be sick in reforger

remote bronze
stable junco
lofty void
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no

short roost
empty nexus
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Probably

stable junco
summer flint
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There are mods that improve certain aspect of the game, muzzle flashes, sounds, tracers/explosions, etc. but full on graphics, no

summer flint
prisma adder
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Is it possible somehow to use norwegian letters (æ, ø, å) for my terrain and missions?

celest marten
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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?

tacit stump
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Is there any way to turn on the lights in buildings? It seems that these objects are just static props with no functionality.

umbral storm
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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

prisma adder
strong bay
summer flint
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Yeah, at some point later down the lion we’re getting an electrical system

rough hearth
# coarse goblet Hiya, ive run into an issue with my enfusion workbench where my variables dont s...

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.

gaunt bronze
prisma adder
#

Try the possible variations

gaunt bronze
prisma adder
#

... I was, too........ haha

viscid coral
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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.

gaunt bronze
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Interesting, Get this error, but theres no mention of Factions US in that location 🤔 Uhhhh, What do i do here 😂

gaunt bronze
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Nvm, fixed it

stable junco
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Are there any must have / recommended mods for Arma 3 that anyone can recommend?

marsh peak
stable junco
marsh peak
stable junco
worn tangle
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how do you turn up workbench view distance, the fog is getting annoying

tacit stump
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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

empty nexus
real axle
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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?

summer flint
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I think you have to make some form of a “default loadout” to spawn in

viscid coral
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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.

marsh peak
real axle
summer flint
summer flint
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No problem, sorry, I thought making loadouts would fix it

real axle
summer flint
#

Oh, great, that seems “fun”

tacit stump
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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)?

twilit barn
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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

remote bronze
twilit barn
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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.

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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

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are ambientpatrolspawnpoints no longer using the _NotSpawned groups or something?

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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... ☠️

twilit barn
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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.

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its like half my work on this scenario got yeeted, I think im done for the day... 😭

tacit stump
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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.

limpid cloak
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i see changes not in patch notes -.-

quaint mural
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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?

twilit barn
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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).

summer flint
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@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?

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Apologies for the ping, the wait time in the showcase channel is like 10 minutes

summer flint
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Whatever you seemed to do, fixed it, appreciate it. The Tripod AGS is showing up

worldly relic
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idk how to disable it, but you can override the prefab you need to change and modify SCR_EditableEntityComponent to suit your needs

worldly relic
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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

worldly relic
#

np 🙂

delicate jungle
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Hello, can anyone give me any tips on where I can start learning how to create mods for reforger weapons?

fathom raven
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You can override the editor prefab and remove the building from the list too. Should be called EditorModeBuilding.et

delicate jungle
#

Hello, can anyone give me any tips on where I can start learning how to create mods for Arma Reforger

worldly relic
delicate jungle
real axle
#

most of the mods get this error how to fix this?

worldly relic
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remove the problematic mods until they're fixed by the owners

remote bronze
#

Indeed, mod author of CRX EAI will have to fix it

tacit stump
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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.

delicate jungle
#

Where is the modeling of uniforms and weapons for Arma Reforger done?

quaint mural
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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

unborn inlet
quaint mural
#

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

unborn inlet
delicate jungle
#

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?

summer flint
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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

delicate jungle
delicate jungle
empty nexus
#

marvelous designer and blender probs

summer flint
# delicate jungle but why are some mods dependencies?

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

delicate jungle
empty nexus
#

well police wont arrest you for it, marvelous designer might be easier to do it in though

delicate jungle
summer flint
empty nexus
delicate jungle
empty nexus
#

yes

delicate jungle
# empty nexus yes

so I can just create the static model and bring it to enfusion to add functions

empty nexus
#

well for clothing you'll need to rig it, so it moves with limbs and stuff

delicate jungle
#

Sorry for so many questions, I want to get into this area

empty nexus
#

cool, I dont use blender so maybe some blender users can send you some learning material for blender

unborn inlet
delicate jungle
nimble mica
#

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?

smoky sinew
#

Any reason why popup targets don’t go down beyond distances of about 200 meters when testing in engine?

rocky magnet
#

Is there any experienced mod makers that could help me out im a bit stuck on progress rn and confused

bright sable
#

What do you mean by "where to start putting all this stuff in a server"?

rocky magnet
#

Well for example im trying to get a PVE/Zeus experience like a co op server with for example this faction and another faction

bright sable
rocky magnet
#

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

bright sable
#

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

rocky magnet
#

yeah its hard to explain no worries ill tinker around and figure it out

bright sable
#

You should be able to just follow what it says sequentially

warm mirage
summer flint
warm mirage
#

what you mean xD

summer flint
#

Who turned the plane into an automobile

warm mirage
#

XD

#

havnt even seen the rest of the cars then hehehehe

warm mirage
#

its the new component doing it

stuck tree
#

is normal the ping?

warm mirage
#

so m16 now kills on respawning wth is this ?

glad saddle
#

Does anyone know where i can find Fuel: Fuel System & Fuel: Fuel Consumption?

last grail
#

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

summer flint
#

I could see .45 ACP if they added the M1911, but .22 LR is largely a useless caliber in a military combat scenario

opaque wing
#

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?

jade current
granite hamlet
#

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

spark vault
granite hamlet
spark vault
#

Idk why the workbench cant load the depedency mod right from the original folder. Its kinda annoying

hot tusk
#

anyone have a good video how to make uniforms from scratch in reforger? i got the mesh

nimble mica
#

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

rocky magnet
nimble mica
rocky magnet
#

Yeah his models are amazing thats why i use them

warm mirage
empty nexus
#

its not a vanilla bug so look into your scripts

strong bone
#

guys does anyone know how to tell bots to stop moving in arma reforger, something like garrison group in arma 3

summer flint
#

Set a defend order

summer flint
#

@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?

pallid fiber
#

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?

normal elbow
#

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.

normal elbow
#

Tyty

tacit crag
#

does anyone know where I can find the reforger character model for blender?

maiden parcel
tacit crag
#

Thanks man

mellow bone
#

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

obtuse totem
#

We need DayZ on this engine ASAP

jade current
obtuse totem
#

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.

knotty mist
#

yo yo

#

im looking to get into reforger modding and just wondering were a start is recomended

knotty mist
#

Thank you!

atomic geyser
#

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

worldly wedge
#

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?

royal niche
worldly wedge
worldly wedge
worldly wedge
#

This is my view regardless of what i change on the seat type

cunning ferry
#

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?

tacit stump
#

Is it possible to launch game in workbench viewport on different language (to test the localization)?

lavish kite
#

guys, what's the code to move to experimental/dev branch?

vestal sparrow
#

isnt that like another gamew

lavish kite
#

it is? din't remember, thx

pallid knot
#

In Arma 3 it was in the same steam app. In Reforger it's separate.

vestal sparrow
#

yeah, its better, so if I want to try experimental shit, I can instantly switch

lusty creek
#

Dose anyone know hiw to edit the terrain on everon?

stark acorn
empty nexus
lusty creek
#

Yeah, people have added islands

stark acorn
empty vessel
#

Has anyone seen any guides on making patch mods?

remote seal
#

Are there any plans for server only mods?

unborn inlet
empty nexus
#

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?

empty nexus
jade current
empty nexus
#

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

jade current
#

Yeah, they're no "real" server side mods unfortunately

remote seal
royal niche
keen path
#

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

empty nexus
#

I tagged super mario as well

keen path
#

🙏 pray for map modding 2024

digital sluice
#

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

stark acorn
lofty void
earnest sundial
#

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?

nova delta
# empty nexus I tagged super mario as well

@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.

nova delta
#

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

royal niche
nova delta
#

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 🙂

royal niche
lusty creek
#

How to i access the terrain tool?

earnest sundial
empty nexus
smoky sinew
#

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

icy sonnet
broken bronze
#

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

icy sonnet
#

I shall be digging into this 😏

icy sonnet
narrow musk
icy sonnet
smoky sinew
vapid skiff
#

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?

narrow musk
vapid skiff
#

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.

vapid skiff
loud pier
#

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

broken bronze
#

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.

autumn kettle
keen rune
# broken bronze Hello yall, Maybe you will know what I am about to ask about and if its possible...

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

vestal sparrow
#

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?

bright sable
#

Just use the mod as a dependency, override the config and add your stuff

bright sable
vestal sparrow
bright sable
#

Usually yes

#

I wouldn't overthink it, these terms don't have that much relevance anyway

earnest sundial
#

red = communist sphere of influence, blue = nato sphere of influence, ind/green = everyone else

#

UK = BLUFOR, Polish People's Republic = REDFOR, Switzerland = GREENFOR

vestal sparrow
#

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?

bright sable
#

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.

tacit stump
#

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?

tacit stump
#

seems that it's somehow tied to missing PID in uncertain circumstances

maiden parcel
atomic geyser
#

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 🙂

tacit stump
#

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

empty nexus
empty nexus
jade current
warm mirage
#

qeustion is there a way that i can trigger 2 barrels at the same time on a weapon ?

vestal sparrow
#

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)

bold bolt
# empty nexus any word on this? where is it

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

empty nexus
#

oki doki thanks for the info

royal niche
#

What's the use-case for a hole that you can't go through?

bold bolt
#

Purely visual for now, but soon it will be fixed 😉

rocky magnet
#

Is there a tutorial somewhere that shows how to add weapons to a heli pilot seat?

modest swallow
#

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?

maiden parcel
# modest swallow If two mods both override the same prefab i.e Character_Base but modify differen...

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

vestal sparrow
#

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

lavish kite
#

question guys, is reforger detecting HOTAS? i can't map anything in controllers

lavish kite
#

thx

queen hazel
#

Guys

#

Ace is back

nova delta
# empty nexus any word on this? where is it

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.

empty nexus
#

cool!

earnest sundial
#

Nice! Thanks for clarifying 😄

queen vigil
#

Hi guys, what the right section for ask about Faction Creation?

deep yoke
#

Nice, this is what i wating

narrow musk
lavish kite
drifting mortar
#

How can I change the size of my assault rifle? She's just so huge at the moment

jade current
#

Scale in blender, apply the scale and reimport.

drifting mortar
warm mirage
#

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

red island
bright rune
# red island 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

jade current
#

Well, models are basically 1:1

drifting mortar
#

Hopefully I did it right

warm mirage
#

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

drifting mortar
#

i have it

warm mirage
#

now you need to pull it to that 0 point aka the point where red and green crosses

drifting mortar
warm mirage
#

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

sour flax
#

🙌

Is it possible to copy all the contents of a Combat Ops Everon mission and remove some?

proven tiger
#

@bohemia.net

I Was wondering how much Texel Density you try to reach on buildings texture in arma reforger ?

royal niche
proven tiger
#

@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

sly oak
#

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:

  1. Duplicate Garage_E_02.et

  2. Edit Prefab and remove some boxes and shelves.

  3. Save prefab, force save just to be sure.

  4. Close tools and reopen.

  5. Look at the prefab I just edited.

  6. 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?

stuck tree
#

🇲🇽

tacit stump
# sly oak Please don't reee at me for not searching, I looked first and couldn't find any ...

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.

sly oak
#

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?

tacit stump
#

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.

sly oak
#

That's huge though I really appreciate the answer I just resorted to working around stuff, but this changes a lot

ebon hound
#

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?

vestal sparrow
lusty creek
#

Is there a way to edit ground textures on everon?

jade current
#

override the materials

#

but if you're meaning repaint them, then no.

lusty creek
lusty creek
#

Thanks

tall dew
#

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

jade current
#

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

tall dew
#

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

atomic geyser
#

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

sterile shoal
empty nexus
#

this comes up a lot, people setup their projects in the wrong place

#

workbench should warn them not to do it in that folder

vestal sparrow
#

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

jade current
#

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.

tall dew
tall dew
tall dew
jade current
#

There are known issues when opening mods that exist in a one drive folder.

empty nexus
#

oh if the tools crashed during saving data then they might have saved corrupted data

tall dew
vestal sparrow
tall dew
#

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

drifting mortar
#

I've deleted the M16 handguard so many times, it just won't go away

warm mirage
#

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

drifting mortar
#

which checkmark do I need to add or remove to make it work properly red dot or holo visor?

#

and silencers

warm mirage
#

if you make is ris compatible all sights people make will fit

smoky sinew
#

One message removed from a suspended account.

earnest sundial
#

Model for when the character is wearing an armoured vest

tacit stump
#

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.

sour flax
#

Hi guys 🖐️

How can I make the player always spawn with random equipment?

craggy haven
#

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.

remote bronze
craggy haven
brittle lynx
#

Can anyone direct me to any open source GitHub material?

bright sable
#

Do you want to look at other peoples mods for reference? Particate in their development? Learn how GitHub works?

brittle lynx
#

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

bright sable
#

^

#

You can also open up any downloaded mod in the Workbench, you just can't edit it

brittle lynx
#

Oh ok

bright sable
#

I know RHS made such a GUI for their vehicles, otherwise I don't know

brittle lynx
#

Lol how do you even research how to do something like that

remote bronze
#

"rendertarget" is the keyword for UI/textures drawn in 3d onto objects ingame

vestal sparrow
#

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

jade current
#

And how did you find this hard limit of 93?

vestal sparrow
jade current
#

Are you saying the Faction Manager only accepts 93 Factions in its array of factions?

vestal sparrow
#

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

jade current
#

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

lavish kite
#

guys: ``` "#/game/admins/0" has an incorrect type. Expected "string", but the value is "integer"

#

what's wrong?

empty nexus
#

I mean it looks like a string

lavish kite
#

i mean, i'm looking in the right place? the log is not saying another thing

empty nexus
#

this works for me

lavish kite
#

maybe is not working with multiples atm? will try

empty nexus
#

works, is your admins in the right place?

lavish kite
#

under game

empty nexus
#

should be fine, any chance your editor or server provider is removing quotes once you save?

lavish kite
#

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 👍

vestal sparrow
#

I think you cant actually have them playable at the same time

smoky sinew
#

One message removed from a suspended account.

narrow musk
smoky sinew
warm mirage
#

youll need to override the config

#

you can add them in there and they will be in the standard arsenals

smoky sinew
#

One message removed from a suspended account.

#

One message removed from a suspended account.

smoky sinew
warm mirage
#

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

narrow musk
#

you create a new prefab from an arsenal. "Duplicate in your mod"

merry granite
#

I've heard few people say reforger editor is better than arma 3 editor. Is this true, and if so, how is it better?

bright sable
merry granite
#

So I guess you can do way more with it?

bright sable
patent saffron
#

Hey I am completely new to arma modding and currently binge watching and ready every resource I can find. I have two question

  1. are there any great modding resources for learning besides the wiki.

  2. 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

empty nexus
#
  1. wiki is the best/primary resource
  2. yes
patent saffron
#

Awesome thanks for the information 😀👍🏻

empty nexus
#

you can do a lot by just figuring things out and asking in the enfusion_ channels

sour flax
#

How can I transfer objects from the test world to the normal one?

smoky sinew
patent saffron
# smoky sinew One message removed from a suspended account.

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

smoky sinew
patent saffron
#

Thank you 👍🏻

remote bronze
smoky sinew
#

One message removed from a suspended account.

vestal sparrow
#

what

sour flax
remote bronze
sour flax
smoky sinew
opaque elk
#

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.

patent saffron
#

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

sour flax
mint totem
hearty dome
#

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

digital sluice
#

Like, edit it outside of Workbench?

undone notch
#

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

sly oak
#

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

hearty dome
digital sluice
# hearty dome 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

hearty dome
#

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)

jade current
hearty dome
#

o, great! thanks, didn't see that one

worthy torrent
#

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

worthy torrent
ebon hound
#

Does WhereAmI work lol? I can't seem to get it to work in MP

#

or at all really think_turtle

vestal sparrow
#

just learn how to read a map brother

ebon hound
#

fair lol

crude mason
#

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?

livid ravine
#

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?

crude mason
#

Should look like this

grand latch
#

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.

empty nexus
#

my komrad-12 does buckshot

grand latch
livid ravine
#

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.

neat ember
#

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

mellow echo
#

👆 This is great

bright sable
#

Then duplicate / inherit the prefab?

digital sluice
#

You can override materials via a prefab component, it’s how it’s supposed to be done

#

I recommend reading the wiki for retexturing

burnt pagoda
#

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?

digital sluice
#

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

neat ember
rose patio
#

hey, is it possible to have light entities that are always on instead of coming on at night?

burnt pagoda
#

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

wicked lagoon
#

If you lose your source addon to a drive failure, is there a way to recover with a workshop downloaded copy?

empty nexus
#

yah open it with pak explorer, a lot of stuff is recoverable

jade current
wicked lagoon
# jade current 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

smoky sinew
#

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.

remote bronze
#

I have 3 accounts (BI and Steam) for work, for private and for a team project as an example.

smoky sinew
#

ok thanks, just double checking

crude mason
#

Does anyone know how to make aircraft and can give me some info?

digital sluice
#

If I recall, you don't

keen path
keen flower
#

Hey, guys, quick question: What is the difference between duplicate and inherit? Is there even a difference?

empty nexus
#

it's literal in the meaning of the word

#

it is also explained in the link that is above your message

keen flower
digital sluice
#

So it inherits everything that the parent has, and then add what is needed in the child

keen flower
#

if i change the parent, does it also change the child?

digital sluice
#

Yes

keen flower
#

ok, thanks man!

wind egret
#

@autumn sleet

autumn sleet
#

wtf do you want

lusty creek
#

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?

analog gust
#

hello im just starting in modding i have enfusion work bench and would loved help learning

silk orbit
#

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
#

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? thomp

remote bronze
# silk orbit In A3 we had unit mod with multiple components/addons in a single mod. I can't h...

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.

silk orbit
remote bronze
#

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.

silk orbit
#

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 💀

remote bronze
#

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

silk orbit
#

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.

primal tide
#

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

remote bronze
jade current
silk orbit
#

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.

pallid knot
#

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

jade current
pallid knot
#

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

empty nexus
#

sounds like something to put in a settings window tbh

jade current
#

I was gonna say in a server config

merry fog
#

Yeah, it's realy about separation of responsibilites rather than having a super prefab that does everything, which is far less maintainable.

empty nexus
#

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

bold bolt
#

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 😄

jade current
merry fog
#

I'm waiting for MarioE to jump in about overusing components 😅

empty nexus
#

Those components are already there

jade current
empty nexus
#

But 90% of their behavior cannot be changed via script

merry fog
#

Yeah, take for instance all the damage manager component attributes like hit zone thresholds and such.

jade current
#

If the purpose is just organizational, i'd just release 20 3kb mods, then have a core mod that uses them as a dependency.

pallid knot
#

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

jade current
nova delta
#

@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)

silk orbit
#

Wonderful, waiting for explaination. Thanks

nova delta
#

It works for configs, prefabs, component templates, layouts, etc

nova delta
#

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

silk orbit
#

So far from what I've seen in the codebase the components in AR seem to have quite a bit of logic

nova delta
#

Don't use component to "run a script" as well

silk orbit
#

When I learned about ECS everywhere they say these should be data only thomp

nova delta
#

Our scripts are not always the best examples

silk orbit
#

Yeah what you're saying here is contradictory with what I've seen in codebase

nova delta
#

We moved these manager components and entities to systems as well

silk orbit
#

stuff like gadget component runs quite a bit of logic.

nova delta
#

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

silk orbit
nova delta
#

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

silk orbit
#

tl;dr use proper ECS

nova delta
#

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

silk orbit
#

sure but as software developer I would like to write good code :3

jade current
jade current
jade current
#

Odd, I tried to do multiple overrides in the same mod to see if i could help vet29 out, Are they being modified externally?

nova delta
jade current
#

Okay, I hadn't done testing with external modification yet, I assumed it would be possible that way.

stark acorn
dense shard
#

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

stark acorn
#

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

dense shard
#

Thank you very much! I will try this out

dense shard
golden surge
#

Not sure where to ask but has anyone gotten the admin message mod to work?

proven tiger
#

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 ?

bleak spear
#

they are both using the same UV ?

#

you didn't make some changes

bleak spear
#

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?

stark acorn
bleak spear
#
  1. make sure the naming convention is correct. if they are incorrect it wont work.
  2. Uv matches the model, you cant use Texture A on Model B.
stark acorn
#

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

stark acorn
#

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)

smoky sinew
#

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

merry fog
# nova delta Do a system instead

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.

remote bronze
# merry fog The systems framework is nice, but one disadvantage is that it seems you can onl...

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.

digital sluice
#

odd question, where’d you get that model?

#

or I guess if I read context, it’s not from your mod. Carryon!

jade current
#

Remove/disable the CharacterIdentityComponent iirc

autumn mason
#

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?

silk swan
#

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.

bleak spear
#

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.

proven tiger
#

is there a way to add entities in a prefab while editing things in Map ? things I add stay Red

empty nexus
warm mirage
#

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

fervent cypress
#

Are client side mods possible in reforger or are you locked to whatever the server has?

autumn mason
#

@bleak spear @silk swan Interesting, thanks for the info I was just curious.

acoustic junco
#

why doesnt the the rifle go on the hands when i apply an animation?

lusty creek
#

Any know how to add location markers to a map?

proven tiger
#

everything seems to be aplying in the 'prefab-world' environnement

empty nexus
proven tiger
#

(not a problem, just for my own knowledge )

empty nexus
#

It depends what you want to do.

proven tiger
#

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

warm mirage
#

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)

bright sable
#

user script is probably the quickest way

#

IIRC the official cinematics YT tutorial explained how to do something like that for a BTR

stable anchor
#

What can i do to start of modding

unborn inlet
shell sphinx
#

Does anyone know how to make a death count? A table that will count the number of killed enemies

bright sable
warm mirage
#

how can i let basegame ai respawn after a x amount of time , on a location i tell them to be ?

bright sable
warm mirage
#

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

bright sable
#

Then read his scripts

silk orbit
#

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?

remote bronze
silk orbit
#

thomp 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

silk orbit
#

without loading a mission.

nova delta
#

On console, not possible and it wont be

#

Also with -addons you can do a full total conversion

silk orbit
#

👍 I hoped to add UI element when player "enables" the mod. But there's no way, but I understand why

nova delta
#

For example if you want to go crazy and make your own game as mod like that

#

Then you can

silk orbit
#

just realised it's a weekend, I can remind you on monday :3

jade current
warm mirage
#

i know thats why i was looking for other ways XD

digital sluice
#

@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..?

stark acorn
#

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

digital sluice
#

Oh hmm Essentially just look at the sample weapon then 😄

proven tiger
#

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

fervent cypress
#

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?

jade current
#

You don't have to modify the model in order to add new objects to the prefab

fervent cypress
#

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.

jade current
#

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.

fervent cypress
#

And the prefab is what contains the geometry? Interesting.

jade current
#

Arma Reforger uses an Entity/Component setup, Entities are saved as prefabs. Entities can have meshes. Entities can also be children of other entities.

fervent cypress
#

They were really progressive this time around with how they set this up.

silk orbit
#

most of the commercial game engines work this way

waxen kiln
empty nexus
#

Yeah ECS is only like 2 decades old

#

But reforger is not ECS

silk orbit
#

It is but scuffed pepe_laugh

empty nexus
#

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

craggy haven
#

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.

spiral vortex
craggy haven
#

Can I DM you?

spiral vortex
#

yes

fervent cypress
jade current
unborn inlet
swift wigeon
#

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.

wraith tiger
#

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

wraith tiger
#

OOOO

#

Thank you so much 🙏

proven tiger
empty vessel
#

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?

inland lance
empty vessel
pliant crescent
#

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

pliant crescent
stark acorn
#

You need to have this checked in import settings

#

vehicle itself doesn't have to be skinned at this stage

pliant crescent
#

Ill give it a shot 👍

pliant crescent
bleak otter
pliant crescent
#

Its very much wip tho. 😄 Had it laying around in my drawer and wanted to give it a new purpose so to say 😄

bleak otter
#

pretty sweet model if you are telling the truth

pliant crescent
#

Thanks 😄
Its coming together nicely in Reforger as well

bleak otter
#

I mean this is how my models look in comparison

pliant crescent
#

its an old merc rigt

bleak otter
#

I can't model well enough for reforger (I would totally tho as I loved making my one vehicle mod)

pliant crescent
bleak otter
#

I did give it a go for fun and the proportions just make me want to kill myself

pliant crescent
#

Lets move into a thread)

warm mirage
#

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

empty nexus
#

peertool might give you more info in logs

warm mirage
#

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.

empty nexus
#

setup peertool correctly, I guess

warm mirage
#

i followed the guide that was given when i asked about peer tool

empty nexus
#

works for me

warm mirage
#

tryd with workbench addons path aswel

#

and tryd with the path to the addons and the one to the project

empty nexus
#

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

warm mirage
#

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

warm mirage
#

any idea?

warm mirage
#

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

warm mirage
#

it was a heli .... that fd the rpl

pliant crescent
#

heyo, would anyone know why i cant remove slots on duplicate prefabs?

remote bronze
loud river
#

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)

warm mirage
#

any ideas why the ai is not reaction or even showing ?

#

they just ignore everything

twilit barn
#

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!

loud river
smoky sinew
#

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.

snow fable
smoky sinew
snow fable
smoky sinew
warm mirage
timber marsh
#

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 ?

hushed coral
#

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!

hushed coral
# nova delta 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?

nova delta
hushed coral
nova delta
#

what is your account name?

hushed coral
#

whet i think

nova delta
hushed coral
#

yes should be ill check though

nova delta
#

I can't find that as well

hushed coral
#

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

nova delta
#

And make sure to check all inboxes (In case you have categories) and spam

hushed coral
#

Greatly appreciated ill give that a shot

nova delta
#

then log out of workbench and log back in, and upload the mod

hushed coral
nova delta
hushed coral
hushed coral
#

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

nova delta
hushed coral
#

yeah thinking i may have an account issue

nova delta
#

Did you register manually from email or through Steam, Google, etc?

hushed coral
#

just through email, but also in that email to me, it lists my email as expected

nova delta
hushed coral
hushed coral
#

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

nova delta
hushed coral
nova delta
# hushed coral 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

hushed coral
#

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!

hushed coral
#

i have a question, ive modified some aspects of a base game map, how can i create a scenario from this with the editor?

bright sable