#enfusion_generic

1 messages Β· Page 7 of 1

hushed coral
#

ahhh that makes sense, i guess i had attempted to do it all within one subworld. I am wondering how i get the "{A264B84F0298F73E}Missions/map.conf" identifier for my scenario?

bright sable
#

It should technically also work in one subworld, that just means you can't have multiple gamemodes for it.

hushed coral
#

and is that value only visible from the workshop page or is is generated in the editor as well like the GUID*?

bright sable
#

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.

hushed coral
#

gotcha ty i will continue working on this

wraith tiger
#

What type of collider should I choose for car?

next trail
#

because experimental has also its own Bohemia Account meow_wink
it has completely separate backend services which includes both Workshop and Bohemia Accounts

wraith tiger
barren forge
royal niche
#

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?

wraith tiger
#

why are my colliders not working??

hushed coral
#

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!

twilit barn
#

For one thing, the ambient ones there needs to be a player in range for them to spawn in.

odd fossil
#

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

hushed coral
#

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

sterile rover
#

@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.

olive tundra
#

That is understandable

#

I'd rather you release it when you think it's ready, than release it under baked

sterile rover
#

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.

olive tundra
#

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?

hushed coral
#

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

stark acorn
hushed coral
#

i filled in xs

stark acorn
#

it is missing though

hushed coral
#

the guid supplied in the actual message seemed normal format

stark acorn
#

it is most likely wrong or missing in project list

hushed coral
#

do i need to reimport that project maybe?

gloomy mountain
#

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?

remote bronze
gloomy mountain
remote bronze
#

Downloading server app on steam is unrelated, but as long as it works thats good πŸ™‚

gloomy mountain
#

hmmm oh well πŸ˜„

hushed coral
#

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

stark acorn
hushed coral
stark acorn
#

also, make sure that dependency of that dependency is also available

hushed coral
#

my ai issue also seems solved, i was loading something with a lot of ai already and think it was messing with it

wraith tiger
#

Why might the wheels not spin?

#

The car is moving, but the wheels are static

timber marsh
#

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 ?

jade current
#

WTF do you mean by the "create User Action from bones"?

remote bronze
flat canopy
#

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...

signal ember
#

can't edit base map

autumn kettle
#

Did yall change this]

#

Feel like my M16 doesnt do 421 damage

worn tangle
#

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 ...

β–Ά Play video
royal niche
inland lance
hollow rampart
#

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

vocal blaze
#

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

grave shoal
worn tangle
twilit barn
#

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.

grave shoal
#

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

twilit barn
#

tried hitting enter and spacebar once its true... Debug docs dont really help, Conflict menu isnt even listed there. πŸ€·β€β™‚οΈ

#

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?

grave shoal
twilit barn
#

well for me, right arrow just changes it between true and false, same as left arrow. actually does nothing

grave shoal
#

i have found the script that is applied to level and we are tryng to midfy ut

grave shoal
twilit barn
#

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

grave shoal
twilit barn
#

πŸ€·β€β™‚οΈ

grave shoal
#

can yo uscreen share it ?

#

i have send you a pm

twilit barn
#

just to wrap this up, i ended up having to reset my workbench profile to get this to work! Big thanks to @grave shoal

hushed coral
#

does anyone know how i could define the rank requirement in a match to spawn a specific vehicle from the station?

odd fossil
#

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

twilit barn
hushed coral
#

also if this is incorrect feel free to inform me πŸ˜„

twilit barn
#

I tried that exact method already

#

If you have the same issue, post on the ticket, maybe they'll test it faster!

hushed coral
#

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

kindred lotus
hushed coral
#

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?

hushed coral
#

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

flat canopy
#

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

worn tangle
#

spiderman?

twilit barn
flat canopy
#

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

twilit barn
#

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. πŸ€·β€β™‚οΈ

#

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?

hushed coral
#

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

hushed coral
#

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

stark acorn
hushed coral
#

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

hushed coral
#

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

strange pagoda
#

Hello ! Could someone explain to me how to use workshop content on my project?

hushed coral
strange pagoda
#

on the reforger tools ? or in game ?

flat canopy
#

on the tools you open your project and Workbench -> options

#

just add new entry and select the dependency

smoky sinew
#

One message removed from a suspended account.

round gorge
#

to glass. Add your favourite glass texture into the occupancy texture thing (maybe its named a bit different)

smoky sinew
#

One message removed from a suspended account.

#

One message removed from a suspended account.

strange pagoda
hushed coral
stark acorn
#

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

hushed coral
#

ahhhh gotcha

winged pecan
#

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?

haughty silo
#

dont know where to ask, but can i read the flow strength and direction of a river at a certain location?

wheat jay
#

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

twilit barn
#

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. 😞

hushed coral
#

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

earnest sundial
#

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

empty nexus
#

the actual round spawning/despawning is done via animation events, for example see the UGL reload animations

earnest sundial
#

right, but the vanilla UGL doesn't work properly either - the 40mm casing disappears after firing if I'm not mistaken

empty nexus
#

but does that work with a rocket? thonk

#

wait, really?

earnest sundial
#

yeah whole thing disappears just checked

empty nexus
#

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

earnest sundial
#

yeah I think that might have to be it πŸ€·β€β™‚οΈ

empty nexus
#

I am an expert in doing things in weird ways

earnest sundial
#

haha this is the way, cheers

empty nexus
#

omg you right the ugl shell disappears

hushed coral
#

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

jade current
hushed coral
hushed coral
#

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

tacit stump
#

What is the code for this x symbol?

old mason
#

hi is tehre a way to enable Destruction for all prefabs (to just try it in single player) ?

orchid tangle
#

ok i wanna test my model in game how do i go about doing that?

tidal shadow
#

How do I remove modded weapons from an arsenal?

stark acorn
smoky sinew
#

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.

https://youtu.be/418_MGwqNXA

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) ...

β–Ά Play video
orchid tangle
#

Anyone got a good test map? With like a gun range for weapon zeroing

smoky sinew
orchid tangle
#

Thanks

hushed coral
#

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

hushed coral
#

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

lofty void
#

@smoky sinew idk jack squat about that model that's why i wanted to ask more about it

#

@glossy anchor fight me hmmyes xD

frigid plinth
#

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...

visual blaze
#

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

lofty void
#

@coral gust Nothing yet, just showing off textures

coral gust
#

Cool blobcloseenjoy

jade current
twilit barn
#

its beyond frustrating

jade current
twilit barn
#

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.

frigid plinth
visual blaze
#

you should jsut be able to open up the terrain in the editor

frigid plinth
hushed coral
#

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

hushed coral
#

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

orchid tangle
#

why is my chracter on the ground? do i need to rotate something in the model?

kindred lotus
remote bronze
kindred lotus
#

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.

remote bronze
#

What do you mean with "mostly"?

empty vessel
empty vessel
winged pecan
#

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?

winged pecan
twilit barn
hushed coral
#

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 πŸ˜„

#

the box should be of its own inventory and not displaying arsenal or something like that

hushed coral
static anchor
#

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 😦

dull wind
#

did you make a sub scene of the world where you edit the prefab ?

static anchor
#

I just make an instance of the hangar and do the steps above

dull wind
#

Which stages?

static anchor
#

Sorry yes I did make a sub scene

#

but my prefab changes are disappearing on world editor restart :\

snow fable
dull wind
static anchor
#

the building stays

dull wind
#

can you do a screenshot of your prefab pls ?

hushed coral
#

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

jade current
hushed coral
#

If you release I will be using yours, but will likely see through the development of mine too just for the education

jade current
#

@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.

jade current
wheat jay
#

how to turn xob into spawnable gm entity?

jade current
#

That should help with creating new scripts easily

hushed coral
#

do you know where i would look if i wanted to query the player inventory?

jade current
#

if you already have a script file created use

hushed coral
#

nice tyvm

hushed coral
jade current
#

Look at the Predicates

hushed coral
#

ahhhh

SCR_ItemTypeSearchPredicate?

#

or inventorysearchpredicate

jade current
#

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

empty vessel
snow fable
hushed coral
snow fable
#

tought so thanks in advance for info

twilit barn
static anchor
#

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.

keen rune
round gorge
last mist
#

How does one go about learning to mod and make their own stuff to make their own server? I tried YouTube but can’t seem to find anything good

visual blaze
#

it wont be easy if you have zero prior experience with scripting/coding but it is worth the pain πŸ˜…

last mist
#

Yeah I have zero experience you just scared me

visual blaze
#

it would just revolve aroudn editing scripts versus creating them

pulsar halo
#

Hello everyone, does omoene know how can i move my weapon preview ?

visual blaze
last mist
#

It’s recently caught my attention a lot so idk trying to find anything to help me learn I’ll take a look at the wiki!

visual blaze
remote bronze
pulsar halo
pulsar halo
remote bronze
#

Restart worbench exTwitchPain

pulsar halo
remote bronze
#

Should not be, change it to something very noticeable and make sure to do it on the prefab and not entity instance

pulsar halo
spice phoenix
#

My own project has gone into read-only status. How can I fix it?

hushed coral
spice phoenix
hushed coral
spice phoenix
#

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. πŸ˜„

static anchor
#

My workbenched crashed, and now when I open my addon it's missing all my paths/files 😦

#

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

jade current
#

Delete it then reopen

static anchor
#

didn't work 😦

#

I have only 2 addons, mine and your loot spawner. When I open my project right now it loads your loot spanwer

jade current
#

I have never had any issues like that. That's odd. I assume that a new resource database was generated?

static anchor
#

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

jade current
#

What's the issue?

static anchor
#

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

snow fable
#

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

blazing patrol
#

The ping with servers is so bad (p.s. the servers are close from my location in brazil)

tacit crag
#

So I got a quick question, I’m 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 don’t know if it’s allowed, like you can find them on YouTube but I’m still not sure if it’s ok

tacit crag
#

You know where the audio rules are because I want to see what I can try to do

jade current
#

That's literally the same thing as stealing a song.

tacit crag
#

Well I know that but I’m wonder what makes some things allowed and not allowed or what will make it count as β€œpulled”

sterile shoal
# tacit crag Well I know that but I’m wonder what makes some things allowed and not allowed o...

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

tacit crag
#

Thx

tacit crag
#

I’m probably just gonna make Shanghai then stop there

#

Modding sucks

empty nexus
#

relatable

tacit crag
#

I just fear that nobody is interested in a map that’s a large city like Shanghai and I just wasted my time and money

jade current
# tacit crag Modding sucks

Modding is absolutely awesome. Not being able to steal other people's/company's intellectual property shouldn't stop you from modding.

jade current
tacit crag
empty nexus
#

Patience. Competence in fields like this is often a function of patience and motivation over time.

tacit crag
#

I’m get bursts of motivation every once in a while but I feel like I should focus on more simple things, that’s why I put other things to the side until I get more experience, that’s why I’m making a map first because it’s more simple in my head

jade current
tacit crag
#

deep, maybe I should just stick to learning blender even though it makes me want to eat bricks, it can’t be that hard in the long run

wheat grove
#

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

jade current
wheat grove
#

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

jade current
wheat grove
#

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

tough tulip
#

is there a way to change the graphics quality of the world editor viewport?

wheat grove
#

I never tried as it seems to be set in low already

#

Maybe where you can change your camera speed and that

frigid plinth
frigid plinth
#

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

visual blaze
frigid plinth
visual blaze
frigid plinth
#

Shouldn't say that bc he gave me plugin and all.. but still dick head for not wanting to help xD

visual blaze
frigid plinth
visual blaze
frigid plinth
#

But eventually while trying to figure this out.. I'm gonna be building my own war torn map

visual blaze
#

ask in the enfusion terrain channel

visual blaze
frigid plinth
#

Covered with trenches.. Arty impacts, wrecked houses, cars, trash in the streets, underground bunkers ALL OF IT

frigid plinth
visual blaze
#

🫑

visual blaze
# frigid plinth 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 πŸ˜…

frigid plinth
visual blaze
frigid plinth
#

Oh damn tressure hunt? xD

warm mirage
#

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

jade current
#

Look at line 178 in the SCR_MeleeComponent

warm mirage
#

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

idle laurel
#

why is my foliage so bright

idle laurel
#

fixed

static anchor
#

anyone know how to remove items from being persistent in Enfusion Persistence Framework?

#

figured it out I think, override on ItemGameEntity_base

#

nevermind πŸ™‚

round gorge
visual blaze
# idle laurel why is my foliage so bright

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 πŸ˜…

proven tiger
#

In world editor/workbench, is there a way to control Anti-aliasing ? didnt found something related to

jade current
visual blaze
proven tiger
visual blaze
proven tiger
#

Im on subscene , to check how made 3d assets reacts

static anchor
#

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?

proven tiger
#

but i noticed that the world editor is kind of without /light anti aliasing

visual blaze
static anchor
#

subscene

visual blaze
static anchor
#

a script spawns the vehicle

proven tiger
visual blaze
# static anchor subscene

i see, make sure in the terrain that under layers the terrain box is checked, if not vehicles wont interact with the ground

proven tiger
#

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 )

visual blaze
static anchor
visual blaze
static anchor
#

correct, it spawns slighly in the air

proven tiger
visual blaze
static anchor
#

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

visual blaze
static anchor
#

where do i tick it lol I can't seem to find what you mentioned

visual blaze
#

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

static anchor
#

yes but that's the issue haha I spawn the vehicle in code/script

visual blaze
#

oh

static anchor
#

so I can't access those layers through UI lol

visual blaze
#

im not sure then, im not a scripter notlikemeowcry

static anchor
#

okay well thanks anyways haha

visual blaze
proven tiger
#

thx for help btw

visual blaze
proven tiger
visual blaze
proven tiger
#

nice ! thx

timid dirge
#

How big a map can be created in the reforger?

unborn inlet
empty nexus
#

theoretically at least 4096 but practically 1024 km2

solemn valve
#

Arent you just limited by +32k, -32k map bounds?

empty nexus
#

no, once the camera crosses a position somewhere around 30k x,z rendering starts to break

solemn valve
#

yeah thats what I mean

empty nexus
#

so it might just be a bug in render or occlusion culling, not actual engine limitation

solemn valve
#

theoretically you could set it so the bottom left of your map is at -32,000

empty nexus
#

negative coordinates dont work well due to other bugs, game master view doesnt go to negative coords for example

solemn valve
#

not that id advise it of course

empty nexus
#

otherwise negative 32k to positive 32k would actually be advisable to reduce floating point errors

solemn valve
visual blaze
solemn valve
#

Just sometimes you want a giant low quality map to fly around

visual blaze
earnest sundial
#

If you're using blender, did you apply transforms on your meshes before export?

heady patio
#

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

visual blaze
#

this should be somewhat obvious......

heady patio
#

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

visual blaze
#

notlikemeowcry , 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

heady patio
#

if u can spread the word to minimize the damage to ur work

visual blaze
#

100%, but most people have back ups etc and arent too bothered unless its like 5 hours down the drain πŸ˜…

heady patio
#

to give some perspective heres what would happen if i would save just a turret of RHS 2S1 before and after

visual blaze
#

😳

heady patio
#

this case is tied to doors rework but its possible that other prefabs that arent vehicles/turrets might have other issues

visual blaze
#

im not a scripter, more a terrain/asset guy. But i feel your pain

heady patio
#

it doesnt affect us as we have backups and we know about this but this is a warning is for others

pallid knot
#

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

heady patio
#

@unborn inlet maybe pin this

unborn inlet
heady patio
#

ik, but thank you brother

unborn inlet
#

@grave prairie / @nova delta can you help the modding brothers out before prefabs gets nuked

empty nexus
#

skill issue

kindred lotus
#

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 ?

prisma heath
#

Question who can direct me in the right way how to import new 3d models and uniforms/headgear/webgear etc

grave prairie
heady patio
grave prairie
#

Thanks for the heads up.

proven tiger
#

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

wheat grove
#

An Arma 3 tower πŸ˜›

remote bronze
prime wyvern
#

Hey guys how difficult would it be make 'non lethal ar rounds' bit like rubber slugs for for an ar

visual blaze
prime wyvern
#

None at all

visual blaze
# prime wyvern 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?

prime wyvern
#

Blender I'm familiar with

visual blaze
#

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

prime wyvern
#

Sound nice one

jade current
visual blaze
jade current
visual blaze
#

true, but if he wants one that looks customised etc, i get your point though

earnest sundial
visual blaze
#

i did not know that document existed, i might actually get into weapon?vehicle creation instead of just making maps πŸ˜…

split sierra
#

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 ?

bleak spear
#

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

split sierra
long copper
#

Where would I add my vehicle entity catalog to the vehicle depot?

molten granite
halcyon trout
#

Anyone doing commissions/willing to be paid to dev for a Milsim server?

twilit barn
#

No, it's illegal for this game.

halcyon trout
#

No fucking way

gleaming horizon
unborn inlet
drifting bridge
#

Completely new to modding and figured I’d start cause it’s something that interests me. After looking through YouTube for some basic starter tutorials, I’ve come up short on finding things that lead you in the right direction on starting. I’m 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?

drifting bridge
#

Thank you

proven tiger
remote bronze
# proven tiger Thanks for the answer, Im noticing some game asset use the SlotManager Component...

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

proven tiger
proven tiger
remote bronze
#

oh well maybe sheds don't. normal houses will do.

warm mirage
#

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

proven tiger
# remote bronze oh well maybe sheds don't. normal houses will do.

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

remote bronze
#

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

proven tiger
#

Hierarchy present on every Prefab entities + parent

#

Tried to relaunch enfusion an re-test too, am I facing a bug ?

proven tiger
remote bronze
#

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

proven tiger
#

using bones just for the hatches, but I can do it for the doors too

proven tiger
remote bronze
#

you can reposition them using offsets again also. its really easy.

molten granite
#

Vehicles show how SlotManager works pretty nicely

proven tiger
hushed coral
#

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?

hushed coral
#

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

hushed coral
#

had to restart editor after editing prefabs possible, re opening project completely

split sierra
#

Hey guys, is this comfortable enough ?

turbid arch
#

Very nice what this for it looks good

remote bronze
#

Unrealistic has too much space to putt stuff. Even tall people could fit in there. Make it all 30% smaller PES_EvilRondo

turbid arch
#

I’d say 50%

stray moat
#

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?

proven tiger
#

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 πŸ˜… )

smoky sinew
#

is there a quick way to count all objects (meshes etc)\ placed into a world?

spice bear
#

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

remote bronze
smoky sinew
heady patio
craggy vortex
#

@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?

remote bronze
proven tiger
#

How do you make a Land Contact for a mesh in blender ?

round gorge
#

fbx import on the wiki

proven tiger
round gorge
proven tiger
#

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

empty vessel
#

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?

long copper
wheat jay
#

Any clue what causes the log to spam this non stop?

nova delta
keen path
#

having links to these in the damage system files would be cool too πŸ˜„

hollow flame
empty nexus
#

thats interesting, sometimes when GMing I see AI at 0 coords

long copper
#

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?

empty nexus
#

if github cant merge it automatically then you'll get to do the thing every developer loves which is solving merge conflicts

silk swan
#

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)

craggy vortex
# nova delta Some systems are being added. But not every single system will be there and spec...

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.

nova delta
long copper
wheat jay
long copper
round gorge
#

is this known? thatΒ΄s a base game character. Wonder how this can slip

#

or is it a local problem I didnt think of

earnest sundial
#

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

round gorge
stark acorn
#

is that from inventory menu?

round gorge
stark acorn
#

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

timid island
#

Can anyone help with changing factions name and flag to custom name and flag jpg?

long copper
#

Are you wanting to make a custom faction or, are you wanting to change the name of a pre-existing faction?

timid island
#

i would like to have a custom faction name and flag. probably also a default loadout. more specifically middle east factions

long copper
timid island
#

TY will do

visual blaze
#

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 thonk

timid island
#

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

split sierra
#

Hey guys, How do i make a cloth obejcts on a Vehicle Move (Straps, or Flag) ?

#

Like fly in wind when speeding

empty nexus
#

you'll need to get yourself hired on the engine team and develop some form of dynamic cloth simulation

empty nexus
#

not that I know of

jade current
worn tangle
severe kite
#

quick question

#

nvm, LOL

stark acorn
#

But it shouldn't be 24mm of rha afair even now. Metal maybe yes

severe kite
#

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?

empty nexus
severe kite
#

is there a way i can copy the content of a particle effect without changing the GUID?

severe kite
#

i love development tools!

#

huh, it happens when i try to add color to a particle and is repeatable

#

weird

empty nexus
#

welcome to reforger modding

severe kite
#

chat

#

im going insane

smoky sinew
severe kite
#

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

empty nexus
#

idk when I shot a rifle at a grassy field it didn't make tiny mushroom clouds

severe kite
#

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

empty nexus
#

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"

severe kite
#

(i literally just made the cloud smaller

#

i just think this looks better than the invisible effect (it gets hidden behind blades of grass

empty nexus
severe kite
#

what ammo is that

empty nexus
#

7.62

smoky sinew
#

But which 7.62

severe kite
#

7.62x25 tokarev

empty nexus
#

does it matter? I dont see any smoke

#

yours are cooler to look at

smoky sinew
severe kite
empty nexus
#

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. You’ll often hear this sound before the actual sound of the β€œboom” since bullets travel faster than the speed of sound.

β–Ά Play video
severe kite
empty nexus
#

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

severe kite
#

truly

#

grrr the individual grains of sand arent colliding with the ground what is this trash grrr

empty nexus
#

to be fair you can add physics to the debris but I would recommend not to for performance reasons

severe kite
#

what do you think squads effects are like? just curious

empty nexus
#

I dont play squad, maybe you could give me some videos

severe kite
#

im honestly struggling to find a video lol

empty nexus
#

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

severe kite
#

it also has green maps!!! its not just limited to sandy desert lol

empty nexus
#

yeah like I said I don't play Squad, only vaguely remember it

severe kite
#

thats okay

rain phoenix
#

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

minor flower
#

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

severe kite
#

just released my half baked mod

vivid thunder
#

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.

hollow flame
#

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

jade current
#

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?

unborn inlet
#

Mods prior to 1.0 reforger patch are no longer supported. It is up to individual authors to update their mods…if that was the question you were looking for

timid island
#

Yall know why would WASD keys sometimes don't work on the map editor?

smoky sinew
#

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

severe kite
#

im doing more progress awesome

long whale
#

Anyone know of any good resources for learning how to set up ground based vehicles?

hollow flame
#

whats wrong with the 1911 mods on the workshop already?

#

there were at least three added to the workshop this month alone

severe kite
#

huh

prime wyvern
#

can anyone give me a hand trying to increase speed on a model i have what settings do i need to mess with?

stark acorn
coarse bluff
#

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.

empty nexus
#

I had the same question a while back but did not get an answer

prime wyvern
#

No I meant speed of vehichles

pallid knot
coarse bluff
mortal forge
#

will there be AI flying in arma Reforger?

strange wigeon
coarse bluff
#

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.

neon thistle
#

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

bleak spear
fallen hinge
#

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.

remote bronze
coarse bluff
remote bronze
#

I misunderstood. Not sure how exactly VRAM might be related to sat-map import

coarse bluff
#

This is the crash report - and I'm assuming that its related to the GPU based on the m_iHighestSrvGpuDescUsed error infor.

prime wyvern
#

Anyone know how to increase the speed of vehichles in the workbench?

prime wyvern
#

Doesn't work tried it

stark acorn
#

I guess you could explain what have you tried

#

since it is working

split sierra
#

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 ?

coarse bluff
smoky sinew
wicked lagoon
#

Is there a signal I can use for weapon firing in a procedural animation?

twilit barn
#

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.

twilit barn
#

I can only seem to add new prefabs in the text file of the layer. πŸ€·β€β™‚οΈ 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).

bleak spear
#

does anyone run the enfusion tools / made mods on linux?

dreamy pagoda
#

Does anyone have a guide about making gear for the game?

stark acorn
dreamy pagoda
#

Awesome, thank you guys!

smoky sinew
#

are you is real vsauce

dreamy pagoda
smoky sinew
#

Kaiser wilhelm

quasi edge
#

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

dreamy pagoda
smoky sinew
#

kaiser wilhelm the second was the guy who lead the germans in world war 1

twilit barn
neon thistle
keen rune
# neon thistle 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 β€œbest way” 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

neon thistle
#

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

neon thistle
twilit barn
#

it is still possible, you just have to jump through a couple hoops first.

unborn inlet
neon thistle
#

i will try that then, if it still works thanks in advance

unborn inlet
neon thistle
twilit barn
jade current
#

And paste everything from the non-empty world, deleting anything you don't want. ^^

jade current
#

There's a distinct order of operations for you to be able to do it though.

severe kite
#

am i weird for constantly checking the amount of downloads my mod gets 😭

split sierra
#

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

unborn inlet
split sierra
empty nexus
#

he means the preview image for his editable entity, I think

split sierra
empty nexus
#

I dont use the editable entities plugin stuff and any size image works for me

split sierra
#

Are u also using a sub-world of the Map from the tutorial (AssetImageGeneration.ent)

empty nexus
#

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

split sierra
empty nexus
#

basically lmao

twilit barn
unique crest
#

Does reforger have support for ultrawide im getting 49inch screen soon so id like to know

keen rune
#

No official licensing for independent use, but on their website I believe it says you can contact them for more info

lofty void
twilit barn
#

Will the experimental world editor be fixed next week?

bright sable
#

You can't really expect something to "be fixed next week" if you don't even properly report the problem.

twilit barn
frigid plinth
#

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

unique crest
#

Heck yea thank you

#

Should 3060 trio 12gbvram be enought for it?

unborn inlet
# unique crest Should 3060 trio 12gbvram be enought for it?

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.

unique crest
#

Pretty beaffy pc you have, i hace r7 5800x 64gb ram and that 3060

empty nexus
#

if you want to play modded youll need at least rtx 4080 for that resolution

unique crest
#

Well yeah i guess, for now woth this i have around 80-100 on fullhd on modded servers

unborn inlet
unique crest
#

You that guy from meme that cleans his tears with money πŸ˜‚

#

When im able to get something better i will but for now just this monitor

unborn inlet
tacit stump
#

How to change LODs for mesh object with altered material (I'm using MatPBRCamo to change color of the cap)?

empty nexus
#

uhhh maybe its using a different material for the distant lod

tacit stump
#

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)

jade current
#

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.

tacit stump
#

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

empty nexus
#

maybe its vertex painting

static anchor
#

Is it possible to see which entity types etc are most resource expensive?

#

in terms of cpu/ram usage

jade current
tacit stump
jade current
rain phoenix
tacit stump
rain phoenix
#

Neither did I, but it worked meowtrash

#

If it fails to import this 64x64 image as .png, try a .jpg, that ended up working

tacit stump
rain phoenix
#

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!

jade current
#

Yeah, you could have looked to see which material was used for that lod and overwrote it like bacon and I both suggested. Lol

dense kayak
#

Guys, a quick question: I accidentally locked the map layer and can't unlock it. Does anyone know how to unlock it?

twilit barn
#

If you're the author, rt click on default layer, unlock. Profit!

jade current
#

but he's not, I am

#

Oh wait, Bohimia Interactive made Eden....

twilit barn
#

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.

jade current
#

You've explained how to make a "version" of their maps from what i've seen. Not actually unlock theirs, correct?

twilit barn
#

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.

dense kayak
charred wraith
#

anyon can help me with spawn setup really quick? having issues

dense kayak
twilit barn
#

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.

dense kayak
misty glade
#

hello does anyone know a ww2 server for arma reforger??

charred wraith
#

Building one now

smoky sinew
#

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.

rustic solar
#

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

hollow gyro
#

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 πŸ₯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)

hollow gyro
#

@remote bronze if I dare ?

bright sable
#

Several people have asked about this topic before, I think it would be helpful if we could get some info from BI here.

frigid plinth
#

Would anyone be interested in helping me or teaching me how to make custom patches on ARMA Reforger tools?

nova delta
empty nexus
#

Theres only one spline tool

hollow gyro
#

svg file :

#

It's ok, but not if there are "default" tangents

hollow gyro
#

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 !)

hollow gyro
#

Found the first bug : the InTangent and OutTangent were inverted

nova delta
#

That is why I asked

#

SplineShapeEntity

#

And some Math3D class stuff

hollow gyro
# nova delta There are scripted spline 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 πŸ˜‰. I can try to guess it, but it will be a painful process.

nova delta
hollow gyro
#

Yes, sure ! Don't think I'm suffisant. My Enfusion knowledge keeps growing, but I'm still a sort of beginner πŸ˜‰

#

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.

nova delta
hollow gyro
#

As far as I know, only for polylines. Correct me if I'm wrong

nova delta
#

Seems to be for everything

#

SCR_GeoSVGExporter

hollow gyro
#

Oh ! Is it a scripted feature ?

nova delta
#

Yes

hollow gyro
#

Great news ! I have to learn how to use it, then.

#

I don't know ES at all πŸ˜‰

#

However, it seems a promising start. Thank you, @nova delta

proven tiger
#

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

proven tiger
#

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

frigid plinth
#

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

dense kayak
#

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?

charred wraith
#

anyone know how to create damage radius? in that zone you get damaged

charred wraith
#

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.

limpid cloak
#

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

bright sable
limpid cloak
#

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

bright sable
#

Nevermind, I misread the CPU thing

limpid cloak
#

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

charred wraith
#

what does file data obsolete mean?

charred wraith
#

anyone?

#

nvm got it

vital burrow
#

Hey guys

#

New to the discord..just here looking for advie

unborn inlet
vital burrow
#

sorry...advice

#

im looking for advise

unborn inlet
#

....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

severe kite
#

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

severe kite
#

no

unborn inlet
severe kite
#

thought this means im allowed to though...

unborn inlet
#

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 people’s files directly

weak grove
#

Why are the locked dependency's not encrypted or at least hashed? or should i not start this

severe kite
#

i just need it fixed so i can take a video, i have no plans to publically release it

weak grove
bright sable
severe kite
#

i was asking how to make a dependency/derivative mod 😭

bright sable
#

Add it as a dependency and use overrides

severe kite
#

im asking how 😭

severe kite
#

Alright thank you a bunch

#

wait

bright sable
#

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.

severe kite
#

what would I do if it has script comp errors?

#

copy entire mod over to my addon > win (joke)

bright sable
#

Compilation error means you can't even start the game with it

weak grove
bright sable
#

So not a regular script error, to be clear

severe kite
#

nope it wont compile game script module so ya ur rightey

bright sable
#

To my knowledge that's not fixable without editing the existing mod, since it's fundamentally broken

severe kite
#

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?

bright sable
#

Ask the author if they can either fix the compilation error or if you are allowed to reupload their files

severe kite
#

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

paper lichen
#

can have some help πŸ™‚

bright sable
severe kite
bright sable
#

But since it's APL-SA you might be allowed to reupload, ask the author

severe kite
#

ok first of all. How. i dont know them and i cant really contact them

empty nexus
# severe kite thought this means im allowed to though...

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

severe kite
#

its purely scripts though

bright sable
#

Then I guess you can just duplicate them without much manual work

empty nexus
#

with APL-SA you can copy pasta the scripts you need, just remember to attribute it (and release your content under the same license)

severe kite
#

if it would actually transfer the actual FILES instead of just create folders i would mybe evne be done

weak grove
bright sable
#

Open it as a dependency, duplicate all the files, remove dependency

empty nexus
#

best to wait for the upcoming clarification post then

weak grove
severe kite
#

theres like 17 scripts and it would be massively tedious

empty nexus
#

we've been waiting for the clarification post for like 2 years now though hope it's out soon

severe kite
bright sable
weak grove
severe kite
#

i mean why would I even listen when this exists.. like??? it literally tells me FREE TO ADAPT (MODIFY REWORK OR UPDATE) a mod

weak grove
#

@severe kite Read "Attribution" again

severe kite
#

read it again what about it

weak grove
#

(but not in any way that suggets that they endorse you or your use of the material)

severe kite
#

"Original Mod by armazing - This mod is not endorsed by the original creator"
put that in description and done?
whats your point

unborn inlet
#

short version = you can modify / rework or update the files within the boundaries of the tools

unborn inlet
empty nexus
#

we will have one interpretation to follow once it's out, hopefully signed by a legal team or person

empty nexus
weak grove
unborn inlet
severe kite
empty nexus
#

some files yes

severe kite
#

doesnt unpack meshes or something, yes

weak grove
severe kite
unborn inlet
severe kite
#

oh well but like i said the mod is purely scripts based so :/ time to copy!

empty nexus
#

everything in a mod is packed

#

mods have two states: packed (lock icon?) and unpacked

severe kite
#

now this is fun

weak grove
unborn inlet
#

semantics i guess. are textures are packed? the .dds file format does that, so does the .xob as well

severe kite
unborn inlet
empty nexus
#

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

severe kite
#

im still confused, why are some files (.conf) not able to be copied over to "my" mod?

empty nexus
#

but it also does not allow copying those formats, you can copy/duplicate a text format like emat, conf, et or whatever

empty nexus
#

but actually you cant copy a layer file from locked mod can you? so the rules are random

empty nexus
severe kite
#

override, inherit, duplicate
i just deleted my whole project and starting from scratch

empty nexus
#

I can duplicate conf files just fine, not sure whats going on in your project

severe kite
#

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

empty nexus
severe kite
#

what the fuck? 😭

unborn inlet
severe kite
empty nexus
#

no sorry

severe kite
#

it

weak grove
#

does bro understand you actually have to select a folder?

#

simple stuff my guy

empty nexus
#

when duplicating you dont

weak grove
#

hmm unless it's his onedrive

severe kite
#

i dont have a onedrive
it works on the main branch of the tools

#

its a exp tools issue

weak grove
unborn inlet
#

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

severe kite
#

you cant

#

because i just tried that...

empty nexus
#

works for me in exp tools

weak grove
#

skill issue

#

i was hoping it was actually broken but nope.

severe kite
#

huh

#

wtf... thats mad weird i tried it in 3 different projects and it didnt work, but it works on stable?

lone plaza
#

Anyone know how to fix the issue where the game isnt being detected by the workbench

smoky sinew
silk orbit
#

Bump

stark acorn
#

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

silk orbit
#

But that was the intention, modify the same prefab in two different files in same addon.

stark acorn
#

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

silk orbit
#

ah, well Sadeg

frigid plinth
#

Damn the modding community sucks ass when it comes to asking for advice/help jesus fuck πŸ˜‚

smoky sinew
#

Yea it really does

empty nexus
#

name checks out

smoky sinew
#

wha huh

frigid plinth
#

Lmfao don't be mad, you prolly one of them fellas πŸ˜‚

#

Honestly thought this place was for modders to come together and help each other out, give feedback and such thonk .. God forbid asking for help, as no one wants to πŸ€¦πŸΎβ€β™‚οΈ

unborn inlet
frigid plinth
weak grove
#

no one's out to hunt you? lol

frigid plinth
#

What? xD

unborn inlet
frigid plinth
weak grove
empty nexus
#

there's more than 1 sentence in the message you are replying to tho

unborn inlet
#
  • 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 me sort 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

frigid plinth
#

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

empty nexus
#

inject / encode kekw

unborn inlet
weak grove
empty nexus