#enfusion_generic
1 messages Β· Page 7 of 1
It should technically also work in one subworld, that just means you can't have multiple gamemodes for it.
and is that value only visible from the workshop page or is is generated in the editor as well like the GUID*?
As for the config, it is easiest to duplicate a similar scenario config and edit it. The resource name can be obtained by right clicking it in the Workbench, just like with other resources.
gotcha ty i will continue working on this
because experimental has also its own Bohemia Account 
it has completely separate backend services which includes both Workshop and Bohemia Accounts
fixed
What dose the disabled flag on entities do in the background?
Dose it not initiate the entity on world load or is it just setting it to inactive?
https://community.bistudio.com/wiki/Arma_Reforger:Entity_Activeness
Does this binarzed data clause apply only to data that comes with the game, or also to mods? For example, can I take an APL licensed Terrain and unlock it with workbench in the same manner myself and others did for Everon?
why are my colliders not working??
Hello again, I seem to be having an issue placing basic AI. When i place a "group_us_fireteam" the ai spawns, but when i use a ""ambientpatrolspawnpoint" i do not see any ai spawning from it. does anyone know what i may be missing? thanks!
For one thing, the ambient ones there needs to be a player in range for them to spawn in.
anyone with experience want to help me with a small project for my server? alot of the mods are available , im guessing i need to make a map or add things to the config file, things have changed alot since arma 2
i have loaded into the game through the editor and tried to run up to these spawns as friendly and enemy but they dont seem to spawn
also if anyone has good resources working with the current enfusion and arma reforger, a lot of the tutorials i find on this topic are not working out for some reason.
So far i can only spawn ai as static "group" objects
@olive tundra It was being held back because I didn't feel like rushing the modeler who offered his free time to make it for me. And yes, I'm holding onto a model for that because the original interior was crap.
That is understandable
I'd rather you release it when you think it's ready, than release it under baked
I'm not going to be a dick to someone that offered and keep bugging him.
And the comment about adam being unbothered just came off as a shot at him. As there have been multiple at different modders the past two weeks.
I've personally been excited for your BTR
I haven't been hounding you over it the past few months, have I?
I asked when you first revealed it's existence
It wasn't a shot at anybody, dude has more important things to worry about than a shitty videogameb
Instead of waiting patiently for Adam to take time out of his life to do something for us, why not let another modder join the fray and attempt to do it themselves?
does anyone have experience with a game project being either overwritten or deleted after a dependency is introduced post creation?
what I am seeing is that when i go to open my project, it nows opens with the active project being one of my dependencies, and my original project is unable to be found
This is my error log
INIT : Workbench startup
ENGINE (E): BackendDebug:: HttpClient Cleanup
INIT : Workbench Init Engine
ENGINE (E): Addon 'EveronMAP' dependency '5F26864xxxxxxx' can't be added-
with EveronMAP being the name of the now missing project
5F26864xxxxxxx that doesn't look like correct GUID and might be reason why its missing
i filled in xs
it is missing though
the guid supplied in the actual message seemed normal format
it is most likely wrong or missing in project list
do i need to reimport that project maybe?
hey guys im new here so this might be the wrong channel but i followed a tutorial yesterday on mapmaking and he said to hit the green play button but for me its greyed out. Any ideas?
It might be missing some of the necessary setup to be playable? #enfusion_terrain
its working now. I believe it was because i didnt have reforger server downloaded on steam. Thank you for pointing me in the right direction
Downloading server app on steam is unrelated, but as long as it works thats good π
hmmm oh well π
Hello again, ive been having an issue where when placing ambientpatrolspawnpoint, nothing spawns. I have made sure theres budget available, set respawns to 10 seconds. i see other base patrols spawning but not my ambient points
Ive tried to follow quite a few tutorials but cannot get anything to spawn myself, the only ai i can get to spawn are either added as a static group, or preexisting on the map edit
reimport? Double check for sure that GUID is correct and that is listed in Enfusion Workbench Launcher list of projects
i actually relaunched the editor a few times and the issue seemed to clear
also, make sure that dependency of that dependency is also available
my ai issue also seems solved, i was loading something with a lot of ai already and think it was messing with it
hi guys i have quite a huge problem : im creation a arma reforger version of brdm, and in the et editor im right now at adding Action Contexts, but when i do the "create User Action from bones" and i choose some bones click ok, none Actions are added? How do i fix that ?
WTF do you mean by the "create User Action from bones"?
The action context is the info of where the action will be. So in your case on the bone. You still need to add which actions should be shown for the context. It could be multiple.
Also please don't cross post the question π
i just want to edit eden and delete some buildings to start. whats the easiest way to even do this? everything is locked...
this locking stuff makes this so difficult for no reason...
can't edit base map
i have a big question, is this legal??? if so where do i sign up? https://www.youtube.com/watch?v=RdUimTK3grc
Today we explore the FALLOUT mod for Arma Reforger and have an epic adventure with Ted!
Fallout Wasteland server here : https://discord.gg/gV6gHUnr
Business Email : Hodgaming@outlook.com
Discord https://discord.gg/hod
Twitch https://www.twitch.tv/hod_tv
Music from https://www.epidemicsound.com/
Twitter https://twitter.com/HODGAMING1
Instagram ...
Obviously it's copyright infringement but BI are letting it slide for now.I guess bcs nobody complains
yes lol. there is just a damage value now
using Fallout name in such a poor representation is kinda meh. Bethesda would never allow that
Someone tried to ask for permission but so far seemed to have been shot down by Bethesda/MS
Bump
i just found out you can have two resource browser tabs, i love enfusion engine so much this means there is no need for me to navigate every 30 seconds between two folders
You better ask your question in the #enfusion_model
i thought this was the case, i will give the project a miss
asking again here as my question has been burried. How would I go about creating a game master setting to change a players rank in game? I really need this for testing rank locked things, I do not have the time to rank up to major just to test something out. Also please tell me if this feature is already included in a mod.
i think you can upgrade your level with the debug menu
but i dont knwo how to make it as a mod we are trying to do it for using it swith your conflict in order to have rank lock sync to a discrd grade
thanks! I found it in the menu, but when I change it to true nothing happens? How do I trigger it to happen?
tried hitting enter and spacebar once its true... Debug docs dont really help, Conflict menu isnt even listed there. π€·ββοΈ
yeah, IDK why but its not working for me. Isnt there some box i can tick so I can edit a players rank in GM instead?
you willl need to make right arrow in order to activate it
well for me, right arrow just changes it between true and false, same as left arrow. actually does nothing
i have found the script that is applied to level and we are tryng to midfy ut
you dont have the message promotion next to it when you make it ?
no, Im still a little private. No message at all. Ive been having to go to a cap point and kill all the AI and change the faction to US and back to USSR multiple times to get any progress toward ranking up, its so super annoying...
Im not doing that to get to major, that will take forever
when iam in your scenario and try it it works ?
π€·ββοΈ
just to wrap this up, i ended up having to reset my workbench profile to get this to work! Big thanks to @grave shoal
does anyone know how i could define the rank requirement in a match to spawn a specific vehicle from the station?
Yeah DM me π
having a hard time adding more than 2 mods to my arma server
does anyone have a template for the syntax? keep getting error i feel it was done correctly its driving me nuts
Have you figured that out for anything above sgt? If so, can you post how here so others can also learn?
a buddy of mine figured it out i think, im still having an issue adding a rank to some modded vehicles im pulling in but basically.
To add rank req to a vehicle, you must open inventory catalog, find the vehicle, and add "spawner data override" as an entity data list.
im not sure if it works for above sgt though
also if this is incorrect feel free to inform me π
Afaik it does not work above sgt. https://feedback.bistudio.com/T180461
I tried that exact method already
If you have the same issue, post on the ticket, maybe they'll test it faster!
im having issues with setting some things like the slot size and rank of a modded vehicle, for the t72 specifically keeps overriding my large slot and sgt rank requirement.
i am checking on the lt rank since it should be on my live version
wonder if theres some config defining the top rank or something with the sgt+ issue
not seeing this ah1 so will try dropping rank and see if it works with sgt or below
Happens as soon as i hit any key. any ideas on how to fix ?
I have tried adding the t72 tank mod a few times into my mod, just attempting to add it to ussr_vehicles.conf. I am seeing that in the default t72 mod folder, they have a config that defines the spawner data. Even though i am loading this vehicle via my local ussr_vehicles my spawnerdata is not overwriting what seems to be in the default app possibly. anyone have any ideas?
Is there a way to output the final version of a config file?
for example can i output the final us_vehicles.conf including inherited/dependencies to see what will be loaded on the server?
it seems like other us_vehicles.conf from mods are adding information not seen in my local us_vehicles.conf
anyone know why i add the m113 to my vehicles.conf and why i can't set my own rank and supply requirement?
try to add override and set to private and 500 supply but go back ingame and its still set as sergeant and 800 supply
but i dont see anywhere to modify these values
spiderman?
It's now set in the prefab itself in the editable entity component instead of the config file. And for anything above sgt, it's broken and there is a ticket for it here: #enfusion_generic message
Thanks man, is there anyway to modify ambient spawnpoints skill/difficulty level somehow? ive tried a few things but im not able to have them spawn with modified skill
i prefer the ambient spawnpoints because i can't really spawn pre-spawned fireteams etc... because i cant figure out how to get them to respawn
Not that I know of, but it probably wouldnt be too hard to add it to that component once you find out where that variable is in the scripts. π€·ββοΈ
Im having trouble overriding a prefab with an action class already on it. I keep trying to either change the class or move it to the bottom of the list with a higher # priority (because I can't delete it). However, every time I restart workbench it ends up back at the top of the list with my settings changed like its trying to change back to its original action class. What am I doing wrong?
could anyone help me out with adding weapons/equip to entitycatalog?
i keep seeing entries i didnt enter so im assuming some of the config im seeing like us_inventoryitems is a final config with the configs from the lines from the dependencies in my project? Is there a way to select and merge all these us_inventoryitems.conf? im also seeing entries in my list which seem valid but do not appear in game
an example of something enabled but not able to be found in game
top level
im mainly having an issue adding the majority of RHS content, the inventoryitems supplied with this mod is for usmc not US, so im not sure how beyond manually adding each item i can get the bulk of RHS content onto the US side, instead of USMC
Add rhs entity catalog, like whole config, to us list
that list definition just caught my eye tyvm
hmm maybe i misunderstood, i thought i saw an option to add an existing list as a multi list within my inventoryitems.conf?
how would i add it to the config? ive tried copy past but it seems like the identifiers mess up
when copying the files over as text files
think i figured it out
nvm i copied the rhs catalog usmc, renamed to us and put in the correct folder, still do not see these items
Hello ! Could someone explain to me how to use workshop content on my project?
can start by adding it as a dependency in the top left menu options
on the reforger tools ? or in game ?
on the tools you open your project and Workbench -> options
just add new entry and select the dependency
One message removed from a suspended account.
you can set the material class on the top, inside the material
to glass. Add your favourite glass texture into the occupancy texture thing (maybe its named a bit different)
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Thanks its work π
just drag and drop config on the list
thanks vm seems like i took the hard route, got it figured out but very good to know the right way. thanks for the doc link
well, you can still update it
this way you don't have to worry about updating your duplicated config, since you are linking original RHS one
ahhhh gotcha
I have a weird issue, despite adding an item I created to the inventoryitem.conf, its not showing up in Arsenal at all, am I missing something by any chance?
dont know where to ask, but can i read the flow strength and direction of a river at a certain location?
I dont know who to ask, im new to this but trying to create a sign with a custom image for my server, how do I do that, for Arma Reforger ofc
Still trying to figure out what's wrong with the vehicle lock by rank system for anything above sgt... Anyone?
Sure would be nice if we got a modders blog that explains how to change our mods to the new method of spawning vehicles. I feel like it's been a month now since these changes and nothing but radio silence on the topic from the devs. π
anyone know what config file or script i should look to in order to setthe default loadouts players initially spawn with in campaign gamemode?
right now they spawn with either last saved or the default base game gear, which i have removed from my arsenals which stops players from saving loadout unless they full drop the starting kit
just makes for a confusing experience im trying to clear up
Hey friends, trying to figure out the best way to configure my recoilless rifle to have the behaviour I want. This covers a few different areas, so doesn't really fit into a single channel.
Ideally I'd like to make it so the weapon can be reloaded properly, i.e. round is loaded, round is fired, spent casing is unloaded, new round is inserted. However the launchers in game currently use the muzzleinmag component, which removes the entire round when fired.
If I try to change it over to a regular muzzle component and make the round a magazine, the projectile inside the magazine has to use the shellMove component - which in turn means that the RocketTraceEffectComponent doesn't work, so I can't give it a trail like how a PH7 would. If I change it to MissileMove, it crashes the tools on firing. How would I go about adding a trail/tracer in the base of my projectile?
Additionally I'd like to hide the round & pressure disc at the back of the casing when fired - I tried using the AnimatedMagazine component and its 'hide when empty' array, however this systems seems to be set up to remove the round when it is loaded into the chamber rather than when fired. Not sure how best to proceed here. Is it possible to animate scale? In that case I could just make an animation on fire that hides the projectile/pressure disc?
In general, am I taking the right approach with this, or missing something obvious? At the very least I can just lump with treating it like the vanilla rocket launchers and live with magically disappearing casing
the actual round spawning/despawning is done via animation events, for example see the UGL reload animations
right, but the vanilla UGL doesn't work properly either - the 40mm casing disappears after firing if I'm not mistaken
yeah whole thing disappears just checked
I don't have a good solution for you, but if you want a horrible one you can have a hidden (flapping between 0.01 and 1.0 scale) round in your mesh that is controlled by the reload animation
yeah I think that might have to be it π€·ββοΈ
I am an expert in doing things in weird ways
haha this is the way, cheers
omg you right the ugl shell disappears
anyone have any experience with the enfusion persistence framework? im trying to persist characters on logout and only hit the respawn screen/lose gear and items on death
Yeah, and that's exactly what that mod does. If you don't have those results then you're doing something wrong.
well at least i know i understand the mod properly then lol, seems like my issue might be tying it into the respawn system, i have reviewed the docs and given it a few tries already. giving it another shot fresh so we will see
would anyone know why my AI would stop spawning when swapping the gamemode from campaign to plain? ive used USxUSSR faction and loadout managers, and have tried to spawn a USSR patrol
What is the code for this x symbol?
hi is tehre a way to enable Destruction for all prefabs (to just try it in single player) ?
ok i wanna test my model in game how do i go about doing that?
How do I remove modded weapons from an arsenal?
overwrite inventory config containing that weapon and then disable that weapon
I'm able to see the rock rotate with the modded radar when I'm close to it , but moving further away it snaps back to the position I set it to under the base slot component entity. Curious if that will matter when I later figure out how to attach a volume entity that will illuminate a light when that volume entity overlaps with an enemy helicopter. Here's video of what I'm experiencing, the rock is jsut a placeholder, but curious if there's anything I should read over more carefully in the wiki. Thanks ahead of time.
Ideally will be trying to figure out an entity I can attach like an invisible volume and when that volume overlaps with an enemy heli.
Current problem:
Rock for testing, it appears attached only when 1 meter away but going further away the object appears detached.
Cosmetically I don't really care as long as the volume (later to figure out) ...
( I will be using https://community.bistudio.com/wiki/Arma_Reforger:Create_an_Entity) later but I just want to make sure this could work as long as a player is standing nearby to "use" it.
Anyone got a good test map? With like a gun range for weapon zeroing
Smithton, USA, but better channel might be #reforger_questions
Thanks
Would anyone know why when swapping from a campaign gamemode to a more generic one, why does my ai stop spawning? i see that vehicles are also not spawning, makes me think theres something up with the factions but they are all here and playable/active for testing
another update, while it seemed unlikely from the documentation, enfusion persistence can work with the campaign game mode. at the moment i only have this working by selecting a factioned prefab for the character to spawn as, located in scr_gamemodecampaign, EPF_basicrespawnsystemcomponent
if anyone has thoughts on how to integrate EPF with a side selection on first join, and 2 persistent characters each of their own faction, im all open
or even 1 persistent character and 1 prefab spawn in
@smoky sinew idk jack squat about that model that's why i wanted to ask more about it
@glossy anchor fight me
xD
which model bro?
I need help if someone may know how to help... So on Arma Reforger World Editor.. I'm trying to edit Eastern European map Serhiivka.. But everything is locked... The map owner gave me a plugin and said I would be able to edit as I please.. But didn't explain what I should be doing...
more than likely he had the belief you would make a subscene with the world editor and not actually edit the physical map/terrain assets
therefore you can not edit the actual terrain and that plugin is intended to allow you to create a subscene on top of that map
without any restriction
@coral gust Nothing yet, just showing off textures
Cool 
Don't use a slot component. Add your "light" as a child of the satellite.
bump again! Why is this vehicle spawn rank lock issue being completely ignored?
its beyond frustrating
What exactly is the issue? Which vehicle and which acton?
someone just sent me a mod made to fix the issue. The issue was: any vehicle locked to any rank above sgt was available to anyone to spawn in, even privates. So my helis I had locked to major rank would be available to privates. Im testing out this new mod now.
I was trying to override the sign that contains the Request Vehicle action in an attempt to roll back to the older method of spawning vehicles off the sign instead of in building mode.
Damn gotcha... Is there a way to edit terrain in the base maps? like Everon?
i believe so i've never tried it out though
you should jsut be able to open up the terrain in the editor
Copy I'll try again, but everon entities are also locked
has anyone else had a similar issue with shop system?:
ive tried to recreate the working example the mod comes with, but in my own world i am having an issue completing the transaction, ui loads and seems functional, but the actual purchase function is not working
Figured this out, apparently i was using a modified player controller prefab that i was not aware of, added the required component to it and now everything is working
I am also wondering if anyone has seen anything to do with persistent storage boxes per player? i believe most of the capability is there with the persistence system, just wondering if theres any working examples i could check out
good work soldier π«‘
why is my chracter on the ground? do i need to rotate something in the model?
Need Help please. Vehicle keeps top speed even after fully stopping.
Can you provide some details about your implementation?
- Is this SP or MP?
- Are you using water volumes to make the boat float (like our BTR does) or is this custom?
1.Tried on both SP and MP
2.Using Water volumes
Used mostly SCR_VehicleBuoyancyComponent and VehicleWheeledSimulation Components
vehicle drives completely fine on the water just seems to hit a brick wall every time you stop moving forward and than acts like you never lost momentum only way to get it to act normal again is to shut down the engine.
seems the game is like if the vehicle is accelerating and hits water stop momentum. which is to be expected with no true watercraft components.
What do you mean with "mostly"?
Would be interested to hear if that mod fixes the issue.
If you figure this out, I would be interested to know. I have tried, but can't figure it out.
I am trying to add a custom patch into the game, I've tried two things, duplicating and inheriting 2 different inventory configs of the dependency mod (RHS) in both, I have edited the inventory and added my custom patch but for some reason I can't still see it in Arsenal at all, any ideas?
Hmm, if I override RHS's specific config, it seems to be working, but I am not sure if it'll work with other mods easily as well? Can I somehow just make it so it "adds" to the arsenal as opposed to overriding another mods data?
It does fix it
anyone have any experience creating storage boxes? to start out im just looking to create a box that players are able to place items into/take from. If anyone knows of a good prefab or method lmk please π
the box should be of its own inventory and not displaying arsenal or something like that
I was able to find a non persistent"lockers" mod to reference on workshop, adding the EPF_persistencecomponent with a component of BaseInventoryStorageComponent together with the UniversalInventoryStorageComponent/SCR_UniversalInventoryStorageComponent (and action manager as seen in the locker mod) created a persistent player storage box
Hello everyone, new to enfusion. I'm having issue. I'm trying to add a prefab to all hangars on the map, so I edit the hangar, add my prefab then apply changes to the arma reforger prefab (hangar). My prefab shows in all the hangars on the map, however when I restart the world editor my changes are gone π¦
did you make a sub scene of the world where you edit the prefab ?
I just make an instance of the hangar and do the steps above
Which stages?
Sorry yes I did make a sub scene
but my prefab changes are disappearing on world editor restart :\
im kinda interrested in this are you willing to share ?
strange, try to place an building in your sub scene and see if this building stays
the building stays
can you do a screenshot of your prefab pls ?
of course, i loaded in the prefab from the lockers mod, then edited it so that it would use a different prefab as the item in world. then added the persistence component from EPF
changed the actionsmanager entry for it as well since interaction seemed difficult to find or misplaced when i imported the mod
I am working on scripting to lock/unlock doors to start, but might expand it to the lockers if it seems simple enough
You don't need to tbh. I can release that functionality if need be.
Id definitely appreciate a reference to work from π
this is my first time trying to add custom scripts as components
If you release I will be using yours, but will likely see through the development of mine too just for the education
@hushed coral How about you fiddle around and make yours for the experience. Once you're done we can hop in vc and i can give you pointers on things.
awesome thanks π
how to turn xob into spawnable gm entity?
That should help with creating new scripts easily
ahhh i see its like a wizard, i was just creating the .c file
do you know where i would look if i wanted to query the player inventory?
if you already have a script file created use
nice tyvm
ahh alright i was just looking at the scr_characterinventorystoragecomponent.c
Look at the Predicates
depends on what you're actually trying to do
For your usage use SCR_BandagePredicate as an example, instead of SCR_ConsumableItemComponent use your custom component. You'll have to alter the functionality of the IsMatch() to work for your needs.@hushed coral
Any chance you could let me know what mod it is?
this works pretty awesome lol haha .
just one question do you know this way is the locker locked to one player or can anybody of the faction see the content ?
in that basic implementation its just an open storage box with persistence, anyone can take from or put into it
tought so thanks in advance for info
Called something like all vehicles lockable
finally got home and its actually: https://reforger.armaplatform.com/workshop/614F73C7E71E1480-Allrankslockable
Thanks π
Is it possible to edit scripts in a pre existing addon someone else has created? I have added it as a dependency but want to rework some things.
use the modded keyword.
modded class <name of script>
then you can override functions
make sure the dependency ur using allows it (license)
How does one go about learning to mod and make their own stuff to make their own server? I tried YouTube but canβt seem to find anything good
best advice is to look for guides on the bohemia wiki, try to read through some of their documents, then for the coding and scripting, you will have to somewhat be semi-fluent in the enforce script, to do that look at bohemia interactives github page, it has sample scripts for sample mods that you can try out
it wont be easy if you have zero prior experience with scripting/coding but it is worth the pain π
Yeah I have zero experience you just scared me
oh okay, you can still do a lot
it would just revolve aroudn editing scripts versus creating them
Hello everyone, does omoene know how can i move my weapon preview ?
#enfusion_animation might have the people you are looking for
Itβs recently caught my attention a lot so idk trying to find anything to help me learn Iβll take a look at the wiki!
nice, i wish you the best, also if you see any scripts that you like you can always copy and paste them into the notepad to look at them/save them for future reference 
inventory item component, there are properties to adjust hand position.
I tried to move some parameters, but i didn't do anything. Do you know where i can find these parameters ? Is it a custom attribute ?
I moved this parameters but nothing happend
Restart worbench 
It's the same ... π’
Should not be, change it to something very noticeable and make sure to do it on the prefab and not entity instance
I made this on the component, restart Workbench, and nothing happend, when i test
My own project has gone into read-only status. How can I fix it?
could have loaded the wrong version? it seems to me like you will have 2 versions of your mod locally, one read/write, and one which is published/packaged and read only
Can I still edit a project after publishing it?
yes you need to edit the read/write version, you should see the diff versions if you search for the project in the launch menu
Since I was using git, I went back to an old commit and it was unlocked, when I moved to the main branch, it remained unlocked.
I have no idea why it was locked and why it was unlocked. π
My workbenched crashed, and now when I open my addon it's missing all my paths/files π¦
they all exist locally in the addon but workbench is not showing any of them
I'm opening my addon, but workbench opens a different addon
It's like my resourceDatabase.rdb is corrupt
Delete it then reopen
didn't work π¦
I have only 2 addons, mine and your loot spawner. When I open my project right now it loads your loot spanwer
I have never had any issues like that. That's odd. I assume that a new resource database was generated?
it was not
workbench crashed as I was saving a loot config and then this started happening
I found the issue, not too sure how to fix it yet
What's the issue?
I got it fixed
I added a second dependency that also had dependencies that I didn't have
so the error was in the logs. Thank you though
is it possible to create objective / tasks local to a player instead of team wide ?
in my case i am using scenario framework and want a task to spawn and be finished by every single player
The ping with servers is so bad (p.s. the servers are close from my location in brazil)
So I got a quick question, Iβm about to buy arma reforger, again. And I want to make a mod that adds like a extreme amount of battlefield 4 voice lines but I donβt know if itβs allowed, like you can find them on YouTube but Iβm still not sure if itβs ok
its not ok
You know where the audio rules are because I want to see what I can try to do
You can't steal voice lines from another game and use them.
That's literally the same thing as stealing a song.
Well I know that but Iβm wonder what makes some things allowed and not allowed or what will make it count as βpulledβ
its quite simple. If you didn't make it, the only way you can use something is that somewhere the person that did make it states very clearly and without any question that you can use it in the way you want. That is it. This is typically done in a license that is there with whatever files are distributed. If its vague, or unspecific then its always assumed to be RESTRICTIVE. i.e., you cannot use it in any way.
since you are specifically talking about BF4 i can tell you with all certainty you dont even have the license to see these files, let alone to port them to another game. Usually when you buy a game like BF4 it comes with a license that you are granted the right to play the game (you dont even own it typically) and usually extractig things like in-game files (anything, not just audio) is a breach of the license
Thx
relatable
I just fear that nobody is interested in a map thatβs a large city like Shanghai and I just wasted my time and money
Modding is absolutely awesome. Not being able to steal other people's/company's intellectual property shouldn't stop you from modding.
Also, if you're not modding for yourself then you're doing it for the wrong reason
Itβs not that itβs just that some things are hard to understand, especially blender
Patience. Competence in fields like this is often a function of patience and motivation over time.
Iβm get bursts of motivation every once in a while but I feel like I should focus on more simple things, thatβs why I put other things to the side until I get more experience, thatβs why Iβm making a map first because itβs more simple in my head
Myself and a few others have literally been doing this for 2 years as of tomorrow. If you don't have the motivation then you'll never succeed in what you're wanting to accomplish. 2 years and I haven't accomplished what I intend on accomplishing but I'm still at it everyday.
deep, maybe I should just stick to learning blender even though it makes me want to eat bricks, it canβt be that hard in the long run
I'm really bad at the blender side as well it is new to me but I have fun writing scripts
The Enfusion tools make things a lot easier as I learnt how on DayZ and there really isn't any decent tools to help
The blender side of things isn't even interesting to me. It takes too long to get good at and I already have a career and go to school after work.. hard to devote that time when you only have a few hours on the weekends
- there really isn't any decent tools to help. Help what?
In DayZ with modding. Writing scripts or anything. It's a lot easier in Reforger because you can write script components and just attach them to the prefabs where in DayZ you have to script all that too
It's just a lot more convenient and easier in Reforger
Map making tools suck, I like using object builder better than blender though it sucks lmao, it's just easier to use
Oh yeah. I liked scripting in DayZ though it is easier in Reforger. Making maps for all prior games sucked. Object Builder is complete trash. Everything I made for DayZ I made in Blender, even exported to p3d, only needed to open in OB and save to have the correct p3d version.
Yea I did all the Geo's and weights and stuff in OB. It definitely is complete trash but it having a million less features made it simpler and easier to use. Blender has so mu h going on and even just the basic controls are horrible and not intuitive at all. I liked scripting in DayZ also, it was fun, just a lot easier in Reforger. Although I understand DayZ's code and systems more because they offered more
is there a way to change the graphics quality of the world editor viewport?
I never tried as it seems to be set in low already
Maybe where you can change your camera speed and that
I find this false sense someone else has editted the map.. removing a trench system.. meaning he editted the terrain
Currently still talking with the dude that did edit the map... Even tho he was not owner of map.. Just a lot of people here dunno what they talking about it seems.. I could be wrong.. But the guy for sure editted terrain
the only thing I can think of that may work that I was told... Was when I use this plugin the map owner gave me... to go into his folders.. find everything I'm trying to edit, extract it or something.. Then import the extracted files into my world... I just need this guy to help me a little more... He will! just needs some free time
Not to sound like dick or anything btw.. just I believe I can if somneone else has indeed editted the terrain
My knowledge with plugins is limited ill admit that. It seems either there is an issue with how you installed the plugin, or the guy may have just given you a wrong version of the plugin. Those are the most likely explanations.
Yeah It's gotta be something I'm doing wrong... The whole extracting the folders thing to whatever is where I'm stuck
im not really a plugin expert, but if you ask that guy to maybe explain you the process of how he got the plugin to work, or ask on #enfusion_terrain
Yeah that's the thing.. the map owner, after a small conversation of me asking for help.. he just stopped responding like a dick head xD
Shouldn't say that bc he gave me plugin and all.. but still dick head for not wanting to help xD
that happened to me with a project because i asked a guy too many questions π π
Lmfao sad thing is too I only asked like 3-5 questions.. Small ones too xD
yeah some people have very little patience
But eventually while trying to figure this out.. I'm gonna be building my own war torn map
ask in the enfusion terrain channel
i would be happy to help, as terrain building is my main thing
Covered with trenches.. Arty impacts, wrecked houses, cars, trash in the streets, underground bunkers ALL OF IT
Add me up.. we can try to start working tmr or something
im part of a server that is planning on building some custom maps (we each have our own projects but are planning on some community stuff), ill add you there
π«‘
Sounds good my man!
also the current map im working on is a swedish map which will have most of the above, when it gets published in its first version sometime late summer, i can give you early access if you like π
Can I have a sneak peek? Bc I plan on adding trenches like EVERYWHERE!!! lol same with everything else.. But will be heavier in some places... The main thing I really wanna focus on tho first is the Trenches.. Wanna make them as realistic as possible.. Bunkers.. Dugouts, Hiding holes, ETC
its early days, there is a teaser photo on the enfusion showroom
Oh damn tressure hunt? xD
why does a xob with just a collision and a animation crash a server if it gets hit with melee?
its the collision .... wtf
05:57:15.972 SCRIPT (E): -- Stack trace --
05:57:15.972 SCRIPT (E): HandleMeleeSound() scripts/Game/Character/Melee/SCR_MeleeComponent.c : 178
05:57:15.972 SCRIPT (E): ProcessMeleeAttack() scripts/Game/Character/Melee/SCR_MeleeComponent.c : 268
05:57:15.972 SCRIPT (E): Update() scripts/Game/Character/Melee/SCR_MeleeComponent.c : 399
05:57:15.972 SCRIPT (E): HandleMelee() scripts/Game/Character/SCR_CharacterCommandHandler.c : 20
05:57:15.972 SCRIPT (E): -----------------
05:57:16.116 ENGINE (E): Application crashed! Generated memory dump
Look at line 178 in the SCR_MeleeComponent
once i took the collision away it works fine , it was a base game xob with just flesh mat on it , nothing strange
but i cheesed it by adding a fake layer over it that counts as a collider that works perfect
why is my foliage so bright
fixed
anyone know how to remove items from being persistent in Enfusion Persistence Framework?
figured it out I think, override on ItemGameEntity_base
nevermind π
remove the component of the item π€·ββοΈ
you dont have an atmosphere.emat in your world by the looks of it, might need to add a time and weather entity just to allow you to change the daylight to make it easier to work on π
In world editor/workbench, is there a way to control Anti-aliasing ? didnt found something related to
Why use the framework if you don't want persistence?
you would have to change the properties of the PPE effects and go from there, im not sure exactly for anti-aliasing though
ah ok ! because i didnt found any settings unless FPS limit for now
are you building a terrain or just making a subscene?
Im on subscene , to check how made 3d assets reacts
spawning a vehicle but it spawns with no physics, thus when I get into it, it won't move lol any ideas on how I can fix this?
but i noticed that the world editor is kind of without /light anti aliasing
is this on a terrain or subscene?
subscene
gotcha do you also do blender or just testing it out?
a script spawns the vehicle
yeah also blender
i see, make sure in the terrain that under layers the terrain box is checked, if not vehicles wont interact with the ground
but blender is anti-aliased and you have control about that, so thats not the same ( and since im using game textures, cant import them into blender )
it will be with the PPE effects not sure which one, potentially in the camera section you can adjust it
Not sure I know what you mean by this. I spawn the vehicle .2 units in the air and I expect it to drop to the ground, but instead it just floats there. Once I hop into it, it still floats
so the entity is not placed on the ground?
correct, it spawns slighly in the air
will try to check, but my arland subscene is completely locked, so, dont know if its possible
you will either have to enable the snap to ground/ place with physics. Or as i said make sure the terrain box under the layers section of the terrain entity is ticked
I did attempt to snap to ground, but still the vehicle would not drive. It just sits there and as I try to drive it breaks the engine etc
it has to be that the box for terrain is not ticked
where do i tick it lol I can't seem to find what you mentioned
ive had exactly the same issue and that was the workaround
it is under the layers, ill send a screenshot
go terrain entity -> unsorted -> layers -> terrain box and tick it
yes but that's the issue haha I spawn the vehicle in code/script
oh
so I can't access those layers through UI lol
im not sure then, im not a scripter 
okay well thanks anyways haha
there is a way, not sure how, alternatively create your own map π³
yeah π , not an existencial issue for now, but, just wanted if somebody knows something about this
thx for help btw
me and some buddies have a server where we are in the process of potentially developing a custom map, and custom assets, i can invite you there are people on there who could help you π«‘
every knowledge is good to take for me π
cool ill invite you π
nice ! thx
How big a map can be created in the reforger?
in theory? i think 256km^2, but better ask in #enfusion_terrain edit - 1024 (32x32)
theoretically at least 4096 but practically 1024 km2
Arent you just limited by +32k, -32k map bounds?
no, once the camera crosses a position somewhere around 30k x,z rendering starts to break
yeah thats what I mean
so it might just be a bug in render or occlusion culling, not actual engine limitation
theoretically you could set it so the bottom left of your map is at -32,000
negative coordinates dont work well due to other bugs, game master view doesnt go to negative coords for example
not that id advise it of course
otherwise negative 32k to positive 32k would actually be advisable to reduce floating point errors
I thought thered be some sort of catch π
the main catch is it will take like 2 years to map a good looking map with the size of 32 by 32 
Oh of course, I am the biggest advocator for start small haha
Just sometimes you want a giant low quality map to fly around
same π , me and some people are planning on working on a map together and even for the 6 of us it'll only be 20 by 20
agreed
If you're using blender, did you apply transforms on your meshes before export?
DEAR FELLOW MODDERS PLEASE DONT SAVE UR SCENE IN EXPERIMENTAL VERSION!!! this will potentially nuke ur prefabs!!!
there were reworks which break how prefabs are loaded until u manualy remove problematic attributes
this should be somewhat obvious......
but it isnt and thats the efin problem... workbench craps the bed when something like this happens and if u dont have some form of a backup then u might loose SHIT LOAD of work
, its a good habit to take it easy with the experimental version, as there are many bugs that might only appear when you start tweaking your prefabs, etc i agree more people need to be aware of that
if u can spread the word to minimize the damage to ur work
100%, but most people have back ups etc and arent too bothered unless its like 5 hours down the drain π
to give some perspective heres what would happen if i would save just a turret of RHS 2S1 before and after
π³
this case is tied to doors rework but its possible that other prefabs that arent vehicles/turrets might have other issues
im not a scripter, more a terrain/asset guy. But i feel your pain
it doesnt affect us as we have backups and we know about this but this is a warning is for others
This already happened a couple times in the past.
There was one time where some terrain makers didn't have backups and lost all their work
The most important thing is that everyone knows they should make backups
i did, but pretty sure +60% never looked over pins anyways
ik, but thank you brother
@grave prairie / @nova delta can you help the modding brothers out before prefabs gets nuked
skill issue
Server Question
16.05 2024 15:06:24
Unhandled exception
Program: C:\server\armareforgerserver\ArmaReforgerServer.exe
Reason: Access violation. Illegal read by 0x7ff72346cf74 at 0x420000000010
SymGetSymFromAddr:487, addr:0x7ff72346cf74
SymGetSymFromAddr:487, addr:0x7ff72346d683
SymGetSymFromAddr:487, addr:0x7ff7234547a1
SymGetSymFromAddr:487, addr:0x7ff722a5c561
SymGetSymFromAddr:487, addr:0x7ff7228b793a
SymGetSymFromAddr:487, addr:0x7ff7228b874b
SymGetSymFromAddr:487, addr:0x7ff7228d74c6
[BaseThreadInitThunk]: ??? addr:0x7ff811c74cb0
[RtlUserThreadStart]: ??? addr:0x7ff81367e8ab
[RtlUserThreadStart]: ??? addr:0x7ff81367e8ab
Any Fixes ?
Question who can direct me in the right way how to import new 3d models and uniforms/headgear/webgear etc
this link is broken http://notepad++/
Oops. Iβll fix in a bit.
Thanks for the heads up.
Im adding a prefab to GameMaster ( a military towers with doors, hatches, and windows ) , everything works well until i try to change the prefab position as a user would do, doors, hatches and windows are not following the parent , every of this entities that are not following have a socket point, does somebody have an idea about what i missed ? thx
An Arma 3 tower π
Well they do not seem to be part of the prefab. They should be added via the slot manager on the main tower entity or all put into the same mesh and only animated through procedual anim setup
Hey guys how difficult would it be make 'non lethal ar rounds' bit like rubber slugs for for an ar
do you have any experience modding weapons is my first question
None at all
right to start of with, you "might" be able to borrow someone's ar model if you ask for their permission and they give it, what you are asking is to create a custom projectile, i'am primarily a terrain maker and sometimes tinker with models, my best advice is looking at tutorials on making models with the enfusion plugin for blender 3.6 i think it is, and look at the forums, most people on here wont teach you things step by step, most of that will have to be done by yourself. It will be a long.... process so its not somethign to be done in a day.
do you have any experience with the enfusion tools and blender/ some other modelling software?
Blender I'm familiar with
right, you either have to make your own custom model or find someone willing to allow you to use theirs, and then for the projectile part i have no clue, but i assume there are guides on it somewhere
best of luck π«‘ might be worth to ask in #enfusion_model
Sound nice one
You don't need a custom model for a weapon to shoot non lethal ammo
it was more he wanted an AR type non lethal gun, just if he cant find a model to use he might need to make one π₯²
There's already 2 AR type guns in the vanilla game.
true, but if he wants one that looks customised etc, i get your point though
Great starter project, you could recolour the in-game M4 too
Following this tutorial first will show you basically everything you need: https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Modding
i did not know that document existed, i might actually get into weapon?vehicle creation instead of just making maps π
Hey Guys, do you think its possible to have 2 driver seat variant at once: eitcher you can look outside (like the pic) or be inside the tank. is that possible ?
I dont see why not, you can do a lot with the engine if you know to script and in this case make some animations
i cant script really, thats my problem
Where would I add my vehicle entity catalog to the vehicle depot?
I think maybe SpaceStriders or RHS's vehicles might have this, maybe you could ask them
ok thx, ill see
Anyone doing commissions/willing to be paid to dev for a Milsim server?
No, it's illegal for this game.
No fucking way
against TOS
yes way. You cannot take money for making mods.
Completely new to modding and figured Iβd start cause itβs something that interests me. After looking through YouTube for some basic starter tutorials, Iβve come up short on finding things that lead you in the right direction on starting. Iβm mainly looking to do cosmetic mods, like patches, uniforms, headgear, etc. anyone have any suggestions on good YouTubers to follow or forums to look at?
Thank you
Thanks for the answer, Im noticing some game asset use the SlotManager Component (but what about Pivot Point/ door component animation + Bone pivot ID ? ) , so the hierarchy on the second image ( Metal Tower ) is enough for working /mapping in enfusion, but not enough for GameMaster ? Is the prop creation tutorial on bohema wiki pertinent for what im trying to do ?
You should be using slot manager. the pivot is for when you want to assemble it with bones. otherwise you can manually place them as well. child slot entities are independent more or less, so you can animate those prefabs etc. Yes it is enough for mapping because there you move the assortment of objects in the prefab. at runtime this does not matter, there it matters what is linked in hierarchy and what is not. slot manager does that for you. alternatively hierarchy component on parent and child entities of the prefab, but its not ideal.
Have a look at existing building prefabs like a little garden shed etc. those have doors. there you see the proper setup and how easy it is
Thanks a lot for that infos, will try to deal with it
Sorry, but not finding any Shed asset that use the SlotManagerComponent, they have all the same setup as my Arma tower does, do you ave any name reference of one of those asset ?
oh well maybe sheds don't. normal houses will do.
is there backend issues again ?
having htis for the last 5 min now
BACKEND (E): Http Error (TIMEOUT)
BACKEND (E): [RestApi] ID:[15] TYPE:[EBREQ_WORKSHOP_CreateAssetUpload] Timeout
DEFAULT (E): Uploading failed! Reason: "TIMEOUT"
RESOURCES (E): Publishing failed
Sorry again , but didnt find any houses that use the SlotManager Component, or maybe we are not talking about the same thing , might misunderstand the concept, finally found the Green House that you talked about at first, it is present in the gamemaster, working nicely in it, and have the exact same setup as my tower
doors arent staying static on that greenhouse, they follow the prefab parent nicely when you replace it on the gamemaster mode
here is the same doorcomponent i placed on the tower
Both can work, what you are likely missing is the hierarchy component
but i would recommend using slots regardless for things like destruction later on
put the hierachy component on the parent and all child entitiy prefabs
Hierarchy present on every Prefab entities + parent
Tried to relaunch enfusion an re-test too, am I facing a bug ?
will learn how to do this for sure in the future, if I find some documentation
just add a slot manager onto the main tower. and add your things there. if you are already using bones the conversion takes you a few minutes
the rest should have worked in my mind, but maybe i am missing something. not a prefab maker
using bones just for the hatches, but I can do it for the doors too
got you, I will dig more into it, thanks
you can reposition them using offsets again also. its really easy.
Vehicles show how SlotManager works pretty nicely
good to know !
Hello, i am attempting to create a new faction using prefabs from packs like RHS. The issue im having is that not every variant of clothing styles is available. For example i may be able to put on a black shirt but not its green variant. I am wondering if this has to do with the fact that i havent created entity catalogs or inventories for this faction yet?
i noticed that this camo pattern is the same as the base prefab for the pants, maybe i need to select the base and then select a variant?
hmm when launching the in editor game they appear correct
eh still having this issue with certain items for some reason
had to restart editor after editing prefabs possible, re opening project completely
Hey guys, is this comfortable enough ?
Very nice what this for it looks good
Unrealistic has too much space to putt stuff. Even tall people could fit in there. Make it all 30% smaller 
Iβd say 50%
Hey so I restarted my PC and forgot to back up something I was working on in the workshop, Is there anyway to get this file back?
When youre editing a prefab, and you break prefab instance, is to possible to "Remake" the prefab instance ? to avoid saving it again on a new name, delete the old, and rename the new one with the old name ? ( I hope im understandable π )
is there a quick way to count all objects (meshes etc)\ placed into a world?
Is it possible to show always specific polyline and splines when not using the vector tool? Maybe I am just blind, but would help me a lot
Just to make sure, that was sarcasm. Looks good π
Its great!!!
iirc u need to do retextures differently - instead of inheriting from a prefab and just swapping the material u need to spawn the xob in the world and change it the material then save that as a prefab and use that prefab as a worn model we do that in rhs for some stuff f.e. PVS31
@remote bronze are they going to improve the documentation at all? Cause its really sparse and lacking and leaves a lot to guessing and trial and error?
For what specifically? We can not document everything in the same level of detail. So knowing what is not understood by inline docs and what is availbe on the wiki helps us to prioritze what to document next
How do you make a Land Contact for a mesh in blender ?
Land Contacts
defined as dummy/null object, with prefix LC_
used for snapping object to the ground and at least 2 Land Contact points must be created for this to work
object will be snapped and skewed following the ground slope under the object
fbx import on the wiki
Thx Ben π π
cant recommend for your tower tho, if the land is not straight the tower will also be tilted
It was for another little mesh that is a part of the Tower, enfusion tend to put your aerial meshes on the floor when importing
just wanted to make some tests with that
I am just starting to look into creating my own mods by purchasing a model off a website (eg csgtrader). For example lets say I was to purchase this Alien Mutant Creature (I chose this model because it had a large list of features that it came with)(https://www.cgtrader.com/3d-models/character/fantasy-character/mutant-alien-creature) which comes with 3D Modeling, Low-poly Modeling, Lighting, Rendering, Rigging, Skinning, UV Mapping, Texturing, Shaders and Animations with 3D Model formats in Blender. What else would I need before I look at importing into Reforger.
Is there a list of requirements for what a mod needs before it will work in Reforger? I understand it will depend on the mod. And I know there is so much more to modding, but you have to start somewhere. Would you recommend a certain mod to start with? Maybe a weapon, vehicle etc?
Donβt have a clue about anything to do with models but from other aspects, I learned quite a good bit from the Bohemia docs so might be worth checking them out if you havenβt already.
Any clue what causes the log to spam this non stop?
Some systems are being added. But not every single system will be there and specially not things that can be explained in doxygen docs within the script files.
Like these brand new articles
https://community.bistudio.com/wiki/Arma_Reforger:Damage_Effects
https://community.bistudio.com/wiki/Arma_Reforger:Damage_System
The flowchart is really helpful!
Thanks, good work!
The respawn system update could also use one of these flowcharts, it gets a bit spaghetti
having links to these in the damage system files would be cool too π
you have an AI spawner outside of the map bounds
thats interesting, sometimes when GMing I see AI at 0 coords
Hoping someone here might have some experience with this.
Currently, we're using GitHub for general housekeeping of our mod and so forth. What would happen if myself and another person were making changes, committed them and then merged?
Would the mod go corrupt or, as long as we are editing different things, it wouldn't matter so much?
if github cant merge it automatically then you'll get to do the thing every developer loves which is solving merge conflicts
The push/merge fails and you'll have to resolve the conflict before it can be committed again.
But even when there's no merge conflict, it's still not a guarantee that it doesn't break stuff.
So I suggest to use gitflow (or similar)
A request for you -> As an example if I wanted to get an idea of how to dynamically spawn a object in a given radius of something, there was a fairly basic guide for it or example. In reforger there's significantly more steps involved and just general knowledge not really in the know. The logical thing is to pick apart what has already been done in the past which in a given example would be directly from them but when you go to look at how they do it, it just seems like nonsense.
This possible to get?
I think basic core systems needs more documentation like the spawning system, the ai creation system and the ability to spawn items dynamically.
Systems documentation has priority at the moment, like the ones I linked
Understood, I will implement gitflow, thank you.
Ah I see thank you
Where is the best place to give feedback on the documentation?
is this known? thatΒ΄s a base game character. Wonder how this can slip
or is it a local problem I didnt think of
body and head models are separate meshes and clearly there's some small seam where skeleton deformation means the parts move apart slightly -if they weren't separate meshes you wouldn't see the seam
the majority of gameplay does not happen zooming in on topless dudes so I don't think this has been a pressing issue
I get that but you can easily see this even without zooming. I was just wondering ^^
is that from inventory menu?
yes
I think some internal fix is on way - some months ago inventory started to use LOD1 instead of LOD0 so that issue became more obvious with naked characters
good to hear, appreciate it
Can anyone help with changing factions name and flag to custom name and flag jpg?
So, I may be wrong here but I think it only supports using a png?
Are you wanting to make a custom faction or, are you wanting to change the name of a pre-existing faction?
i would like to have a custom faction name and flag. probably also a default loadout. more specifically middle east factions
I would highly recommend reading over the faction tutorial from Bohemia, it honestly is probably one of their best tutorials and helped me a lot getting my factions set up and, if you need any help, you can always ask around as many people here can.
https://community.bohemia.net/wiki/Arma_Reforger:Faction_Creation
TY will do
Can someone help me with an error/bug the editor keeps throwing up, for some reason on one of my terrains every time i try to play it the engine crashes immediately and throws up errors regarding the Zlib, i'm extremely confused, the only thing i can find about it on the BI forums is switching between DX11 and DX12 for my drivers, but that doesn't work. Im curious if anyone has had a similar issue and found a work around.
it works fine on my other terrains but one of them has this error 
Anyone knows how to disable the initial vics that spawn in when a conflict game starts?
And how to force faction to a MOB? i see that default behavior of conflict is to rotate between the faction's MOBS
Hey guys, How do i make a cloth obejcts on a Vehicle Move (Straps, or Flag) ?
Like fly in wind when speeding
you'll need to get yourself hired on the engine team and develop some form of dynamic cloth simulation
so there is none ?
not that I know of
No, not dynamically. There is no cloth simulation.
your telling me we have been seeing low definition half-naked dudes in our inventories this whole time?
It was changed in 1.1 so before inventory was using lod0 which longer loading times
But it shouldn't be 24mm of rha afair even now. Metal maybe yes
so i made a particle effect, is it fine to post it here or do i have to limit myself to the #enfusion_particles channel?
is there a way i can copy the content of a particle effect without changing the GUID?
i love development tools!
huh, it happens when i try to add color to a particle and is repeatable
weird
welcome to reforger modding
i mean i think this looks good all things considered
arma reforgers stock particle hit effects are all so underwhelming, it looks as if you are shooting toy guns
idk when I shot a rifle at a grassy field it didn't make tiny mushroom clouds
shut up i took a bit of creative liberty :p
i just think it looks cooler and like.. actually cool instead of the tiniest puff
I guess the art direction wants realism, there are a bunch of mods out already that make the game more michael bay
there are even mods out that make the realism more "realistic"
ok but.. in real life there arent tiny puffs lol?
i guess this is better i took a bit of your mushroom cloud feedback thing
(i literally just made the cloud smaller
i just think this looks better than the invisible effect (it gets hidden behind blades of grass
Get the smoke asset pack for free: https://www.ianletarte.com/smoke
I was looking all over YouTube for bullet impacts in dirt... couldn't quite find what I was looking for, so today I went out and shot it myself. Hope you find it helpful :)
what ammo is that
7.62
But which 7.62
7.62x25 tokarev
i made it a bit less large tho, i want like a good middle ground where its a bit larger than real life but also not gigantic
I'm a realism guy so I am not the right person for exaggerated effects but it feels a bit slow and there is some white/gray smoke in there that looks a little out of place? that grey smoke puff would be perfect on dirt surfaces as seen here https://youtu.be/TntTkJWIhek?t=6
The infamous popping sounds. Youβll often hear this sound before the actual sound of the βboomβ since bullets travel faster than the speed of sound.
okay thank you, ill get rid of the white puff
there are terrain surfaces like "beach grass" that could use some of the puffs as well, I wonder if there is a separate physics surface for wet materials, otherwise shooting wet dirt will blow smoke lol
immersion would be very ruined
truly
grrr the individual grains of sand arent colliding with the ground what is this trash grrr
to be fair you can add physics to the debris but I would recommend not to for performance reasons
what do you think squads effects are like? just curious
I dont play squad, maybe you could give me some videos
im honestly struggling to find a video lol
if I remember correctly Squad had maps in the middle eastern climate? smokey bullet hits would make sense there as the landscape is drier and dustier
on Everon not so much
it also has green maps!!! its not just limited to sandy desert lol
yeah like I said I don't play Squad, only vaguely remember it
thats okay
Is it possible to have AI drive somewhere through cinematic timeline in experimental tools ? I see a new Vehicle track was added, but I don't think this lets them actually drive to a waypoint
Really wish i could get into contact with Boris, dudes Edits and stuff are top knotch and id love to see if hed be willing to make a CADPAT edit for TF Mattock or something lol.
We needs canadian stuffs
just released my half baked mod
Thanks so much for making the Reforger tools so user friendly. Also for the samples and blender addon tools. I was able to throw this together after only a few hours of tinkering.
is there something wrong with the Eden_AssetImage generator for helicopters? no matter which vehicle I try, including default vanilla ones they dont appear in the image. This is the base game UH1H for example.
I guess this is the issue? the camera is directly on top of the vehicle spawner
Is it a known issue that when a BaseGameTriggerEntity has its activation type set to First Change it actually triggers on the first and second change?
Mods prior to 1.0 reforger patch are no longer supported. It is up to individual authors to update their modsβ¦if that was the question you were looking for
Yall know why would WASD keys sometimes don't work on the map editor?
I miss the mod where it had all the humvees and trucks with scrap metal on them
There was a humvee with a searchlight on the turret it was so COOL
the turret was armoured with scrap metal too it would be perfect for dead everon or fallout 2281 i think its called
Anyone know of any good resources for learning how to set up ground based vehicles?
Lots of car stuff on the wiki
whats wrong with the 1911 mods on the workshop already?
there were at least three added to the workshop this month alone
huh
Thanks Matt!
can anyone give me a hand trying to increase speed on a model i have what settings do i need to mess with?
try to reducing polycount - it will be converted faster
How do I increase my allocation limit to the workbench? I get an error saying the Requested > Allocation Limit even though I have 128gigs of memory.
I had the same question a while back but did not get an answer
No I meant speed of vehichles
Its probably not an issue that the allocation limit can solve
Usually these are bugs where something tries to allocate for example 500 gigabytes of memory due to an error misscalculating the size of something
So when I try to import heightmap of 32.512kmx x 32.512km it always throws this error (though I can ignore it)
will there be AI flying in arma Reforger?
stop crossposting #reforger_discussion message
Has the BI team ever stated that they will be making the world editor / workbench use the available processing power to import satmaps on very large terrain by a moderately powerful pc? Whenever I try to import a satmap, it just crashes the application (if I am lucky) or the whole PC (which is common). I have only 16 gigs of VRAM and it seems that the engine needs more for satmap. I hope this will be addressed.
hello there, im quite new and i have a question that i never achieved to gather any actual info :
how can i unlock the eden.ent ? i know i can't edit the base file, i watched videos from 2 years ago showing a trick of "saving as" but it doesnt work anymore...
is this still possible to do it ?
i wanted to delete some assets to do some mapping, but it looks like i can only "hide" it like on arma 3
32 x 32 is the size limit. really you should be going for no bigger than 30 with the game.
Ok so I don't know anything about modding on this game. How hard would it be to mod in individual volume settings for the radio channels, and set them to be left or right mono? My thoughts are to have one set of comms in my left ear and another in my right ear and also be able to lower volume on lower priority channels. For context I play as a CCT, I run no less than 4 radio channels and sometimes as high as 6 or 7 depending on mission. I'd like a way to put all asset channels in one ear cup and all ground channels in another and then adjust their volume so my more pressing channels would be louder.
I can tell you that for game dev 16gb is not enough anymore. I have to regulary close all other applications on my pc to run workbench + heavy debugging. 32 GB minimum if you make a new system. I'll be upgrading as soon as well.
I've got 128 gigs of memory, I'm specifically talking about graphics ram (VRAM) of 16 gigs from 4080 and the satmap import still crashes to desktop. I'll try to find the absolute maximum size of a terrain and satmap import I can do with this config. But yea these days 32 gigs are seeming to be the required norm 
I misunderstood. Not sure how exactly VRAM might be related to sat-map import
This is the crash report - and I'm assuming that its related to the GPU based on the m_iHighestSrvGpuDescUsed error infor.
Hello.
Please make a report with reproduction steps here https://feedback.bistudio.com/project/view/68/
Anyone know how to increase the speed of vehichles in the workbench?
https://community.bistudio.com/wiki/Arma_Reforger:Car_Modding#Changing_driving_behaviour here you have also some basics
Doesn't work tried it
Hey guys, is there a way to make decals for arma vehicles (in my case for S105, S1203) and i dont mean retextring them or using the existing decals. Because they are not fitting for my intend. Is there a way ?
Ok so (apart from raising a ticket) I managed to successfully import the satmap even with this crash - Took me 15 minutes of clicking 'retry' 
Wellll, i guess you could model and texture a decal and attach it to a modified version of the car... but retexturing would probably be more straightforward.
Is there a signal I can use for weapon firing in a procedural animation?
Is there an experimental world editor bug that wont let you add prefabs to an existing layer? I can only add children to existing prefabs it seems? I did not have this issue yesterday before the 1.2.0.38 update.
I can only seem to add new prefabs in the text file of the layer. π€·ββοΈ Am I trippin or is there a legit bug here?
I can copy/paste a prefab, but I can not drag a prefab from the resource browser to a layer in the world (active or not).
does anyone run the enfusion tools / made mods on linux?
Does anyone have a guide about making gear for the game?
https://community.bistudio.com/wiki/Arma_Reforger:Character_Gear_Creation this would be more fitting since you can find both tutorials - for headgear and vest
Awesome, thank you guys!
are you is real vsauce
Who wants to know
Kaiser wilhelm
if anyone could point me in the right direction, so i have a custom conflict mode i made, and all i want to do is after the player capture a point, it triggers more ai to spawn and move onto the base that was just captured, anyone have a clue or maybe a page i could read that go shoot me in the right direction
Who is
kaiser wilhelm the second was the guy who lead the germans in world war 1
Has nobody else run into this world editor problem in experimental?
so no one has an answer to something that simple ?
If it were simple you would have gotten an answer. It is not simple, you can not unlock the base game files or mods which you dont have the source to. One way would be to write a script that deletes the entity from a given position, or you may be able to copy everything into a new world and modify it there. There isnt really a βbest wayβ I think there have been quite a few different ways. If you load up a few servers some of them have custom modified versions of the base worlds, you may be able to gain insight from them
why bohemia removed the ability to delete vanilla props ?
it was possible at the release
making a script just to modify the map is a bit too much
i mean why blocking people to do it while most of arma 3 community game mode wouldnt have existed if it wasnt possible
i tried copying it to a new world like i saw in some videos from 2 years ago
it is not possible anymore
Idk make a feedback ticket
it is still possible, you just have to jump through a couple hoops first.
delete vanilla props from what? vanilla maps?
yeah, like just a building or two to map something else on the spot
i will try that then, if it still works thanks in advance
afaik you cannot modify vanilla terrains (and to my knowledge you are not allowed to do that anyways). You can modify the scenarious files IRC
i don't want to modify the terrain, only the props and various assets on the vanilla map, just to map something else like a military camp where there is a forest for example
I believe in your case (removing/editing buildings), you would need to create a sub-scene of the empty world.
And paste everything from the non-empty world, deleting anything you don't want. ^^
this ^
There's a distinct order of operations for you to be able to do it though.
am i weird for constantly checking the amount of downloads my mod gets π
Hey guys, im trying to make a Preview image of my vehicle. but even though i have the right resolution, it still gives me the error of wrong resolution
for the workshop? 640x480px one?
no wait
he means the preview image for his editable entity, I think
yeah i mean that
I dont use the editable entities plugin stuff and any size image works for me
Are u also using a sub-world of the Map from the tutorial (AssetImageGeneration.ent)
no I dont use any of that, you probably should though, when I was learning all this we had none of those wiki articles haha
alr so whats ur way ? just snipping tool in Viewport or what ?
basically lmao
I take it I'm the only one with this problem? Anyone know of a fix?
Does reforger have support for ultrawide im getting 49inch screen soon so id like to know
No official licensing for independent use, but on their website I believe it says you can contact them for more info
You're awesome, thanks for this link
Will the experimental world editor be fixed next week?
I assume you are talking about the World Editor problem nobody else seemed to have?
If that's the case, find out how to reproduce it and put it on the feedback tracker.
You can't really expect something to "be fixed next week" if you don't even properly report the problem.
yeah I guess I can consider this confirmation that Im the only one having the problem... Thanks for responding to my post!
Small tutorial video will be going up within the next 2-3 days on how to edit maps with locked entities... Whether this is supposed to be a future or not, should be explained and posted anyway so that no issues are created in the future.. Please do stay in touch, Or DM me if your needing to know how to do this ASAP
This is on Arma Reforger Tools by the way
yes, i play on 49 inch
i am on ryzen 9 5950x, nvme ssd, 128gb ram + rtx3080, and reforger runs at about 60 on high - ultra on native resolution 5120x1440. it runs about 100fps on my secondary 2560x1440 monitor, so the 3060 might work on lower quality at native resolution. There are no supersampling like dlss on newer fsr, so there is that.
Yeah i was thinking to not use full supported resolution but lower one to run it smoothly
Pretty beaffy pc you have, i hace r7 5800x 64gb ram and that 3060
if you want to play modded youll need at least rtx 4080 for that resolution
Well yeah i guess, for now woth this i have around 80-100 on fullhd on modded servers
i plan building a new one once the rtx 5080/90 and new 9950x gets released later this year
You that guy from meme that cleans his tears with money π
When im able to get something better i will but for now just this monitor
i use it for work in 90% of the time, where time = money, and i kind of build a new one every 3 years on my companyβs expense
anyways, we continue it on #hardware_vs_arma
How to change LODs for mesh object with altered material (I'm using MatPBRCamo to change color of the cap)?
uhhh maybe its using a different material for the distant lod
yeah, it's the same .xob for both original and new item
but it seems to be working for modded weapon from official sample just fine (they both use the same .xob but different materials just like I'm doing it)
Change whichever material is being used for that lod....
If that does nothing then that lod may use vertex painting. Which means there's nothing you can do to change it.
yeah, seems that LODs are baked into .xob (object?) file thus it comes with the model and it couldn't be really overriden
but as I stated before, AK-74 from official weapon sample mod has the same material config and yet it's LOD is affected by camo material, so maybe it' s a bug/oversight on this particular object
maybe its vertex painting
Is it possible to see which entity types etc are most resource expensive?
in terms of cpu/ram usage
No one is telling you to override a lod. Of course they're baked into the xob, that's how lods work... We've both either directly told you or hinted at the fact that you should override the MATERIAL used by that lod. Not sure if this is a language barrier or you're just confused as to what a lod is.
It was the first thing I did (how otherwise I would change the cap part of morphine injector?), I just wanted to know if there's any way to change LODs too, and I got the answer that it's essentially baked into source model, that's it
Oh, I misunderstood. You can't override lods, only their materials. Each lod can have its own materials if that's how the model was created. It was a shot in the dark weather or not that lod had a separate material. But if you overwrote it and it didn't change then they're are colors baked into that lod via vertex painting.
It does work. It picks from this color palette .emat, and if you make a custom one with 64x64 pixels and the correct colors where the UV islands sit and then replace it in the prefab it will actually turn yellow at a distance as well.
oh, didn't know that!
thank you for solution!
Neither did I, but it worked 
If it fails to import this 64x64 image as .png, try a .jpg, that ended up working
it worked for me too, thank you again!
I guess two color pallet is big so I don't need to specify specific color tile π
Yeah normally you would have to place the colors wherever the UV islands sit, you can find this out in if you dive deeper into the meshes tab in .xob files. This works though.
No problem!
Yeah, you could have looked to see which material was used for that lod and overwrote it like bacon and I both suggested. Lol
Guys, a quick question: I accidentally locked the map layer and can't unlock it. Does anyone know how to unlock it?
If you're the author, rt click on default layer, unlock. Profit!
RIP
But for real, there is a way to unlock the default scenarios if you search the discord. I know I've explained it many times.
You've explained how to make a "version" of their maps from what i've seen. Not actually unlock theirs, correct?
Well to be a bit more clear, you can't unlock the empty Everon terrain, but you can create a sub scene of the empty Everon. Then copy over layers from the Everon with buildings, or the Everon with conflict mode, or the Everon with GM mode, or the Everon with CombatOps. Or for example my Everon scenario, and copy all the layers from that and make whatever changes you want to for your own version.
Thats what I did with the vanilla conflict Everon to make my own version which was approved by Geez as a valid method of doing so.
I got real worried when the update came out that locked layers of the vanilla scenarios so I submitted a private ticket to make sure what I was doing was legit.
Back to the pic posted above, I have no idea which version of Everon he's working with, could be one of a few possibilities. But probably not his own, seems like a vanilla one to me. If it is his own, I don't think he's doing it the right way. Any sub-scene you create will contain the base Everon and a default layer he's showing above, which can not be unlocked, you can only make edits and save in your own subscene below the base default layer.
The version I was using was the experimental tool. I switched to the experimental version because I couldn't make changes with the vanilla version, but it didn't make any difference.
anyon can help me with spawn setup really quick? having issues
Or maybe I'm just really dumb and it's the easiest thing to do. Hahaha
no its not really easy TBH, but here is a basic rundown no how to do it for Arland for example: #enfusion_generic message
I need to make a quick video on how to do this but I have so much other stuff going on its hard to find the time.
I think I kind of understand how to do it, but anyway, thank you very much for the help. I will give it a try.
hello does anyone know a ww2 server for arma reforger??
Building one now
Not quite sure where to put this: Ive duplicated the vanilla S105 and played around with the stats a bit, increased power, added a fifth gear and all that jazz...
When I spawn or delete it in game master, it eats up wildly inconsistent chunks of the percentage pool displayed on the bottom right. Vanilla vehicles all make up 2% each, with my modded vehicle its different everytime i hover my mouse over it. Even better: When I delete the modded s105, the freed up percentage is often way higher than what the spawn percentage was, getting the % into the minus.
I'm using default weather and lighting, can someone explain why the heck it looks fine during world editing but once I hit play it looks like this https://i.imgur.com/oPP24SC.png (really dark instead of normal bright)
Ah I had to set HDR brightness settings, nvm
Hi guys
Enfusion seems to use Hermite cubic splines for its splines.
When the user doesn't modifiy the tangents, there are hidden default values (hidden because tangents data are empty in the layer).
Does anybody have an idea of what are these default values (I'm a noob in mathematics π₯Ή)
PS : last info needed before I'm able to finish a python script that convert Enfusion Splines to svg (with Hermite cubic splines to BΓ©zier curve conversion)
@remote bronze if I dare ?
Several people have asked about this topic before, I think it would be helpful if we could get some info from BI here.
Would anyone be interested in helping me or teaching me how to make custom patches on ARMA Reforger tools?
Which splines are you talking about?
Theres only one spline tool
As @empty nexus says...
svg file :
It's ok, but not if there are "default" tangents
And it needs more testing because the script seems to have problems when the tangent is parallel (so overlap) with the segment
(oh, I forgot to multiply the anchor points coordinates with the surface map resolution !)
Found the first bug : the InTangent and OutTangent were inverted
There are scripted spline stuff
That is why I asked
SplineShapeEntity
And some Math3D class stuff
Thank you for your answer. But it doesn't tell me what default values are used for the in and out tangents when the user doesn't modify them π. I can try to guess it, but it will be a painful process.
I was asking for me to know what you were referring to as you did not even say beforehand, just mentioned splines
Yes, sure ! Don't think I'm suffisant. My Enfusion knowledge keeps growing, but I'm still a sort of beginner π
As you can see, I'm close to having full functionality to export splines to svg (and vice versa). It's a shame not to have this latest information. Exporting splines to an external format like svg and importing from svg is a very important feature for many use cases.
We have a SVG exporter in world editor
As far as I know, only for polylines. Correct me if I'm wrong
Oh ! Is it a scripted feature ?
Yes
Great news ! I have to learn how to use it, then.
I don't know ES at all π
However, it seems a promising start. Thank you, @nova delta
I need help with a strange Issue, i made a building mod, placeable in GameMaster, but now AI cant no more move, is this a known problem maybe ?
Everything worked fine until i added the mod on gamemaster
SCRIPT (W): Cannot initiate placing of prefab @"{FFF9518F73279473}PrefabsEditable/Auto/AI/Waypoints/E_AIWaypoint_Move.et", it's not registered in placeable entities!
looks like i have something missing
HEY GUYS PRETTY NEW TO MODDING AND WAS WONDERING HOW I COULD MAKE CUSTOM PATCHES FOR HELMETS AND SUCH... ALSO SOME CUSTOM HELMETS, CLOTHINGS, AND MORE.... IF ANYONE COULD PLEASE GIVE SOME ADIVICE OR EVEN TECH ME A BIT THAT WOULD BE MUCH APPRECIATED
Hey guys, how's it going? Does anyone have any idea how to use these custom tracks from the experimental Enfusion version, specifically the attach to slot and vehicle?
anyone know how to create damage radius? in that zone you get damaged
hello I am currently making a mpa and need a small team to help. I will be paying, but my budget isnt huge. Looking for some guys, just msg me.
when i run reforger server on my fresh win11 machine with brand new parts the server uses 30% of cpu at idle with no players. i run the server on my current workstation machine and the same exact setup uses only 5% cpu
a week ago it was running on the exact same machine, but a different windows install. and only used 6% cpu at most
#creators_recruiting
You're not allowed to pay people for Workbench work though, it's only for noncommercial usage.
heres a timeline of events,
install win11 on server box, install reforger server. runs perfect and uses 6% of cpu,
i wanted to be able to use pterdactyl for managing the server so i installed linux.
i couldnt manage to get linux to work properly so i reinstall windows 11
now reforger server uses 30% cpu instead
Nevermind, I misread the CPU thing
i can run the server box side by side with my workstation here, same exact server files
server box uses 30% cpu, workstation uses 5%
server box has amd 7900x 64gb
workstation has amd 5800x 32gb
what does file data obsolete mean?
who is advie?
....ok.
generally speaking if you are looking for advice you should also type what sort of advice you are looking for, and what it is in regards to
yo! how would I open up a addon in read/write mode? can only load addons in read-only mode so am kinda bummed
i want to fix a mouse driving mod thats giving issues on experimental
is it your own addon?
no
then you donβt
irrelevant. You can make a dependency (derivative in this context) mod if you so please, but you do not edit the original files. That mean inheriting from mod A in your own mod B
all mods you do not own are locked = you cannot edit other peopleβs files directly
Why are the locked dependency's not encrypted or at least hashed? or should i not start this
how
i just need it fixed so i can take a video, i have no plans to publically release it
meaning don't copy it over to your own mod/dependency
You can't safely encrypt it and also expect it to be decryptable for usage
i didnt ask about any meaning
i was asking how to make a dependency/derivative mod π
Add it as a dependency and use overrides
im asking how π
If the broken mod has a script compilation error or something like that, overrides will not be enough. For most other things, it should be.
Ahem AHEMm...
what would I do if it has script comp errors?
copy entire mod over to my addon > win (joke)
Compilation error means you can't even start the game with it
ahhh ask me tomorrow lmao hahahahhaha
So not a regular script error, to be clear
To my knowledge that's not fixable without editing the existing mod, since it's fundamentally broken
sooooo, what do?
does it really matter what i do with the mod? as im not going to upload it, could I just basically redo the entire mod by copying everything over?
Ask the author if they can either fix the compilation error or if you are allowed to reupload their files
im saying i am not going/planning to reupload the mod
i just want a private fix for it i do not want to be putting this on the workshop
can have some help π
What you do on your own PC without publishing anything is in practice your own thing
yea thats what im talking about
But since it's APL-SA you might be allowed to reupload, ask the author
ok first of all. How. i dont know them and i cant really contact them
even though the license allows redistributing remixed content, the editor does not have a way for you to copy a bunch of things like meshes
the right click -> transfer to function will not work here as well, the only way to create a copy of the asset would be to unpack it which is frowned upon
its purely scripts though
Then I guess you can just duplicate them without much manual work
with APL-SA you can copy pasta the scripts you need, just remember to attribute it (and release your content under the same license)
if it would actually transfer the actual FILES instead of just create folders i would mybe evne be done
i thought the same but @unborn inlet just said otherwise ?
Open it as a dependency, duplicate all the files, remove dependency
best to wait for the upcoming clarification post then
im trying but
i posted the licence the other night and all hell broke lose lmao
theres like 17 scripts and it would be massively tedious
we've been waiting for the clarification post for like 2 years now though hope it's out soon
yea im also confused as the license literally states that i can modify it
That takes maybe a minute or two
yep, that's why i didn't reply on the other post....
i mean why would I even listen when this exists.. like??? it literally tells me FREE TO ADAPT (MODIFY REWORK OR UPDATE) a mod
@severe kite Read "Attribution" again
read it again what about it
(but not in any way that suggets that they endorse you or your use of the material)
"Original Mod by armazing - This mod is not endorsed by the original creator"
put that in description and done?
whats your point
- the tools do not provide the necesarry means to unpack the files. And no matter of the license, reverse engineering is prohibited
- while SA license provides the license to modify / rework / adapt the files, that does not mean the original author should also provide the working files.
short version = you can modify / rework or update the files within the boundaries of the tools
also this ^
we will have one interpretation to follow once it's out, hopefully signed by a legal team or person
null
relatable

if it is just scripts, you can freely copy paste the scripts in a new project as long as you provide attribution
how do the tools not provide the means to unpack the files? yes it does? see scripts and other text based things
some files yes
doesnt unpack meshes or something, yes
well i saw talks on lawyers and stuff so i hope this is the actual case
so... yea???
mainly because the scripts are not directly packed...
sadly....
oh well but like i said the mod is purely scripts based so :/ time to copy!
everything in a mod is packed
mods have two states: packed (lock icon?) and unpacked
now this is fun
take it to scripting
semantics i guess. are textures are packed? the .dds file format does that, so does the .xob as well
this isnt really scripting though, its the workbench failing to copy a file...
considering the license, for now anyways, yes. if you furthermore do not wanna publish it, even safer
inside the pak there are just files in various formats, some are text some are binary, workbench does not allow converting from those binary formats to the source formats they came from
im still confused, why are some files (.conf) not able to be copied over to "my" mod?
but it also does not allow copying those formats, you can copy/duplicate a text format like emat, conf, et or whatever
yeah anything, base game
but actually you cant copy a layer file from locked mod can you? so the rules are random
right click -> duplicate should work
tried all
override, inherit, duplicate
i just deleted my whole project and starting from scratch
I can duplicate conf files just fine, not sure whats going on in your project
peak development tools.. doesnt even let you copy a file
time to copy via windows and hope it works nvm you cant open a packed mod
what the fuck? π
you can definitely copy paste the text (view>text) of conf file
are you using experimental tools?
no sorry
it
when duplicating you dont
i'm sure i had to set a path, but this might just be me
hmm unless it's his onedrive
i dont have a onedrive
it works on the main branch of the tools
its a exp tools issue
ok so they broke it lol
in the EXP, the only moment you cannot duplicate is when you don't have your own project file open = you opened someone elses mod. If you do have your own project file set with dependency (or open with addons), you can
works for me in exp tools
huh
wtf... thats mad weird i tried it in 3 different projects and it didnt work, but it works on stable?
Anyone know how to fix the issue where the game isnt being detected by the workbench
Did you add the base game as a project yet or does it not detect anything in that path?
https://community.bistudio.com/wiki/Arma_Reforger:Mod_Project_Setup#Adding_Arma_Reforger_Project simply add it to the list
Bump
I still think it was false perception - it looks fine when you do those changes at first but it will show true state after Workbench reload #enfusion_generic message
But that was the intention, modify the same prefab in two different files in same addon.
what I mean, it will look like you are modifying same prefab in two files in same addon once you are doing that while workbench is working but then, after restart, it will correctly reject prefabs with same GUID in same addon
ah, well 
Damn the modding community sucks ass when it comes to asking for advice/help jesus fuck π
Yea it really does
name checks out
wha huh
Lmfao don't be mad, you prolly one of them fellas π
Honestly thought this place was for modders to come together and help each other out, give feedback and such
.. God forbid asking for help, as no one wants to π€¦πΎββοΈ
quite the contrary. but that particular attitude of yours won't make you any friends
At this point I don't think I don't think that was a possibility from the beginning as anytime I've asked.. Nicely mind you, got pushed aside
huh
no one's out to hunt you? lol
What? xD
you mean this all caps message of yours?
#enfusion_generic message
that has nothing to do with #enfusion_engine channel, with an emphasis on engine?
So what the fact it was all caps automatically means I was being rude or disrespectful? please do read the message for me.. The reason it was caps was bc I was being ignored
π
and that's gonna make anyone wanna reply?
there's more than 1 sentence in the message you are replying to tho
if you need help with making models try #enfusion_model
patches - https://docs.rhsmods.org/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/for-developers/patches
modelling related questions - depends on software used, your current skills etc. Your message is sooo generic
- if you want to learn how to model from scratch, a different discord server for modelling question would be better
- if you want to import/ encode models you have purchased, the biki is the place too have a look over
- same for
clothes and more
ask specific questions next time instead of
i don't know how to model or make mods, someone please hold my hand and guide mesort of deal
@frigid plinth ^^ also the fact you get no answer might mean several things
- you posted in the wrong section
- your message was too generic for anyone to take you seriously
none of the above means your can post in all caps out of frustration, created by your own inability to express on point what you need help with. no one here has the time to hold your hand and have an apprentice of sorts
modding is a hobby you invest time and energy in, if you seem serious about it, you will get a serious answer. otherwise things will repeat
Thought I pretty much explained I was looking for help for making patches, clothing, helmets, etc in previous messages.. So sorry that my requests for helkp seem generic... Either way thanks for the help listed
inject / encode 
would you prefer the arma's community word of choice port instead?
least you didn't say ripping
in all seriousness I would say import and use, since you are not manually doing any injections and encodings