#enfusion_generic
1 messages · Page 8 of 1
encode is the lingo BI uses. Injecting is something i got used to from A2/A3 days, because that is how it felt
well they're wrong and I'm right
that's fucking gold
Hi all, first time modder here. I followed a tutorial made nearly 2 years ago to make a map in reforger tools using the default assets and it's working great in singleplayer with the default loadout, but as soon as I try to add a subspace with a gamemode on some layers, I have two issues.
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While trying to add a custom win condition rule, the script used in the youtube video I was adapting is no longer working, and fails to build. I also can't work out how to preload an arsenal truck with supplies or find the attribute where this can be modified from the default of 0.
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Once I've saved any progress towards making this subspace, and adding the game logic etc. Reopening that subspace results in an error "File data structure of the world is obsolete and needs to be changed." and all of the changes I made to the subspace except for the layers is deleted.
Any help welcomed and appreciated, and if this is in the wrong place, please ping the correct channel and I'll repost.
get any help?
hey does anyone know where i can go to try and have someone comission a mod?
sorry i dont usually hop in here so im confused af
no
Currently doing this
stream for me?
Internet out on my phone but trying to figure it out maybe you could help
I’ll stream tomorrow add me
Doesn’t seem like I have a prefabs how do I get the ones I’m missing
Don’t have C&H neither do I have a respawnhandlercomponent
that is not allowed at all for reforger.
ah well now i know
question why do user names show up as %1 %3
is this a arma issue or a mod issue?
Also with the radio, it sometimes doesnt hightlight the name of the person talking as well as it showing someone talking locally despite it being over radio and sometimes not showing a name or even unknown player to someone talking on radio
is there any guides or information on how to go about sharing a project with colleagues so that we can all work on a project i know that you can claim tiles and such but where would i start
Setup version control via git (with large file support) or SVN. That way you can share the source. Then you can invite each other to be contributors on the mod so everyone in the team can publish updates if needed.
@remote bronze github? also thank you if i have any questions can i @ you
GitHub is one option, GitLab is another, or self hosted. Storing large files on github can cost a bit of money if you push and pull it a lot. so if you mod contains many large assets keep it in mind. But you can always move your repositories somewhere else later easily. I do not have the time to help setup each individual user. I gave you some keywords you need to know to look into this further. You can always ask on discord so everyone can give you answers, but doing a google search first will often lead you the right way.
@remote bronze thanks for the help
@bright rune thanks 😊
Guys I built 4 worlds, they are all not in my projects now, its like the profile is gone, i have all data, when i reimport it nothing in resource and world is empty im sad af can anyone help
and the gamer project is Arma Reforger in the options not my game world
I cant ad addons in unsorted or anything
to add dependencies @remote bronze think you could help pleeease?
anyone?
im desprate dont want to lose 200hrs of building and scripting
anyway to find past saves?
when i open project now it launches armareforger doesnt open my pjoejct
you have an empty dependency defined in your addon.gproj, remove it as empty dependency is not a valid mod ID
there are no dependency
world doesnt even open my project anymorewhen i open project it open "Arma Reforger"
line number 4 from your image disagrees
could you hop on a call?
and not sure why it says it cant be addedthats the actual project name im trying to open itsnot a dependecy
i removed a dependency in setting now the entie project is gone and i cant readd the ids in the setting antmore
have you removed the invalid dependency from your addon.gproj file? if yes and still occurs then post up to date logs
my wolrds or non of my files ar in my workbench resource browser for this project anymore
open addon.gproj in notepad and remove the invalid dependency
the only dependecy its stated is the arma reforger game
so if this is no longer the case, post up to date logs, as thats what your image says the problem is
That file "ArmaWarFareReimagined" is the "Project/world name" why is it a dependency? and its not there still gives same code
as you can see in your image you have an invalid empty dependency in the dependency array, empty strings are not valid mod IDs, you may want to add 58D0FB3206B6F859 in there
world was working perfect, went to setting to triple check before uploading and then say i had mods i didnt us so i removed them as dependencies now all my project are gone when i open the workbench
i had to reimport this one and it loads empty, ive added that and removed it as it was the only dependency there
if you've made changes and are still getting the problem, post up to date logs
im about to buy you a pizza 🫡
Saved me tears and 200hrs of wasted work, mod dropping tonight!
While your here yk how to get peertool working? thats why i broke my game in first place
this is my peertool config
the last addon would be the name of my project or name of my world?
as in loglevel spam
sorry I dont get the question
for the Params
what would be my final addon
nvm got it
is ther a way to only upload 1 specific scenario in a project?
How do I remove mod dependancies in the Reforger Tools? I have removed the troublesome mod in "Options -> Dependancies" but ingame it still wants to download the mod
Hello guy it's possible to change the clothes of the IA Fia patrol ?
If the map is say 4000km if the away to make it smaller
did you push a workshop update after removing the dependency?
Absolutely.
sometimes the workshop is a bit odd and requires you to push it twice, I would try uploading it once more just to double check, also open the addon.gproj with a text editor and make sure the dependency isnt still there besides the one for reforger itself
you know what i love so much about mapping in arma ... i been looking for a good hour why in the middle of my map it lags like hell if you look to it from a distance or close to it everything else all good . all the assets there used mostly basegame and a few own are also on other parts of the map 0 issues there ... i deleted section by section couldnt find why it lagged , to find out after an hour that it was the freaking plantpot beeing a milimeter in the ground and that bugged everything out because of thier destruction component ... GG love it
Can i publish a new mod from same project as another mod?
Why?
trying to publish a sub world or my world but with a different gamemode
i want to make different variants without changing map
No need to publish a completely different mod.. The sub-world will require people to download the original mod regardless.
I've got a question about an error I keep getting, where can I post it?
I wanna make custom poses for photography through the arma tools but I don’t know where to make them, can anyone help?
yes please
Ok, i am wanting to make a cinematic, the new experimental tools have some more interesting tracks that are accessible, most notable in my case the "Vehicle Track" how can i sync a vehicle prefab to the keyframes i set on this timeline?
Hey guys
Big help last time i asked for advise... maybe this time it'll be the same
How do i get an imported car to move " IN-GAME"????
there is a wiki page for it, unfortunately I dont have the link ready rn
Based on the word "portability", does this mean it is possible to port over mods from other arma games and DayZ into Arma Reforger? If it is possible, how difficult is it actually?
You can port over your own Arma 2/3 mods.
You'll need the original model files to convert them to Enfusion format, and have to re-do all your scripts/configs.
So models/textures you can port somewhat easily. Scripts and configs need to be rewritten.
The sentence in the screenshot, refers to the Enforce Engine. Not to RV->Enfusion.
Is it possible to port DayZ or Take on Helicopters vanilla content into Enfusion?
Same applies
ToH models I don't know.
DayZ models and textures are same format as in RV, you'll need to convert them.
And 90% of the scripts won't work either, you'll have to rewrite it
Depends on your definition of "port". If you are willing to remake 90% of the things, does it still count as a port?
You can definitely reuse some parts and convert them.
What would be causing a mod I have to throw an illegal read error
Yo how tf do I find modded assets in the arma reforger tools
Usually accessing some unmanaged memory that is no longer there. Could be caused by mod calling a native method which does not check for it. Feel free to share logs/crashdumps via the window that should appear and send me the GUID from the report so I can tell you more details
Adding them as existing mods into the launch window and setting up dependencies for your mod and or rightclick your own mod and do "open with"
is there a way that i can own asset not let rain through ? currently it rain straight through the roof ...
check occlude rain checkbox
idk to what extent it works though, might be bounding box
Sounds good I’ll get you a report
i turned both rain options of but it still shows
Not sure why it wasn't mentioned but, you cannot port vanilla DayZ standalone things to Reforger.
short version -> if the content is not released by BI as an APL data pack, you cannot (there are data packs available for A1, A2 and TOH). There aren't any for DayZ and A3
how to delete residual files after uninstalling arma reforger tools?
I need to install a clean ART
is it likely that having an access violation crash could be the result of a project being in a write protected folder?
Seems like something was changed with fog, I cannot get it to be really dense anymore, it's always on the horizon even on the highest settings. 
Tweaking the FogEntity in the weather variant used to work just fine
How do I do that?
Hey ya'll currently trying to upload my mod to test but i keep getting this error, any tips?
BACKEND (E): [RestApi] ID:[13] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:401 - Unauthorized, apiCode="Unauthorized", message="Unauthorized"
DEFAULT (E): Uploading failed! Reason: "Unauthorized"
RESOURCES (E): Publishing failed```
forgive me for asking, but what is the correct channel for prefab related stuff anyways?
Port of Theseus
Does anyone know if its possible to make a vehicle optic where the reticle texture changes with zoom level?
I know you can add multiple 2Doptics but then you have to change scopes with control right click instead of just zooming in
I think so just script it, change reticle when zoomed in in the UI layout maybe
can anyone help me with faction related stuff please?
ask the question to you need help with
Can someone please tell me how to use mods in the arma reforger tools please? I’m
Not making a mod I’m
Just looking for the ones I downloaded and trying to use them in the tools
use them how?
Like I can’t find them in the tools, I have them downloaded on the bear game but I can’t see them in the tools
Are there image files of the modded maps (ones that match the paper map) located in the mod folder?
Just curious if there is a better way to get an image than taking a screenshot so it's easier to plan conflict scenarios etc
Not in the mod folder, but in the pak file.
You can open the mod in the Workbench and inspect the image from there, but you won't be able to save it using the WB, only make a screenshot of the pure texture.
Hi people, I made a boo boo with my weather system in the editor and wondering if there is a quick way to set it back to default?
or just delete it and replace it sadly.
not working
the back button should reset it to default settings, if that doesn't work you will need to remove it and replace it and redo all the settings and you are talking about the TimeAndWeatherManger
nah like my weather settings.
preset files are gone and adding them back from the core aint doin it lol
I’ve been reading through a lot of this arma reforger stuff. Wondering for so many of these complex models are people just using ridged body geometry?
not sure what you mean by these complex models are people just using ridged body geometry
please rephrase the question. do you mean rigid body components or rigged body geometry?
best way to make colliders is to use simple shapes and follows the existing vanilla assets in terms of setup
Of course just wondering
Yea I’m looking over that now. Just know it’s fairly difficult for these kinda assets to be done in dayz where I’m coming from. Must be better modelers here. Thanks @unborn inlet
there is a mix of types of colliders for reforger. Larger assets are using quite a few of these, and some different, depending on their purpose
example
Ah collider tools plugin. Right on
Do you see much dip in performance with higher component colliders?
the fewer (and less vert count) the better, depends on their usage obviously
Thanks man making the switch def looks like a big change
not really unless it's a trimesh collider and not a simple shape, and in some cases depending on which buttons you press the game engine will crash to desktop when the collider is shot with a bullet
that is why this is important
https://community.bistudio.com/wiki/Arma_Reforger:FBX_Import#/media/File:armareforger-fbx-colliders-performance.png
how do i import an asset from sketfab or whatever?
do you know blender?
Thanks man
I have it, and i am planning to put an adrian helmet in
How can i hide the ankles of the character body?
Depends on what context you need to do it in.
Hey guys, is it allowed to use f.e. vehicles from arma 2 or 3 for a mod in arma reforger ? Ive just found a already published mod doing that
you cant import things from arma 3 apparently
arma 2 sure
good to know ! Thanks
there are apl packs that you can use, other than that, as far as I know and have seen, it is not allowed
I'll dm you.
Anyone know how to use the new custom tracks in the experimental tools? im not sure how to attach the enetity to the track lol
Would anyone happen to have a link to a resource that shows how much exp is required for each rank in conflict?
I think that's either in the game mode or the faction manager component. Load up the vanilla scenario in workbench to see.
man i thought making a map was gonna take like a month or two
Has anyone experienced their duplicated prefab edits not saving when reopening the workbench?
did you left ALT drag the objects into the parent perfab?
Nope, in fact all I'm trying to do is delete unwanted parts
you have to duplicate the map/mission, then also duplicate the prefab your trying to edit and do it that way.
As far as I can tell, that's what I'm doing. Got a mod called BritProps which is currently a bunch of duplicated prefabs with retextures. Just wanting to make some blank shops but for whatever reason my changes aren't fully saving. Very odd.
might have something to do with trying to edit another dependency's perfab, if you get me
hey this is a long shot i know but im new to enfusion and would love a tutorial on how to use it ive looked online but none start from the beginning ad all are years old, thanks to anyone who considers this
I get what you mean, could be something like that, cheers
Is there a better wiki for functions? Than the wiki where I can read up on functions like tracemove?
wish the grass distance values weren't clamped at 150, would love to test further grass distance
it wont let me open my project, it just keeps opening another project and i cant access my stuff
it shows up in the first window but when i hit open on my project it just opens a diff mod and i cant see my project folder
Is it possible to use a controller for camera control inside workbench? Trying to record some stuff with smooth camera pans.
Turns out you can, you just need to set an override on the tools in Steam to use Steam input!
how do make an item rain proof so it wont let any rain through as a roof..
MeshObject component has a Rain Occluder checkbox
yea so i turned that off already ti still wont matter both on or off rain still goes through
Does your mesh have collisions?
if I want to check the damage and accuracy values of the weapons, where to find that?
which weapons? or how do you wanna do that? go through the configs of each bullet type?
afaik there is no way to export that info directly
To my knowledge, weapons dont have a flat rating like that. Depends on barrel length, ammo type and caliber. You'd have to probably calculate all the data per weapon unless such a thing is hidden in the tools somewhere.
https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Creation/Prefab_Configuration this page will give you everything you need concerning bullet properties
too bad ripping is not allowed
from the description of that issues post I feel like it's 95% a virus
ask that question then?
My bad my shit got deleted
I need help making a server I cannot figure it out
I bought a server and everything
Just can't figure out how to add mods it says it cannot configura everytime
your post was deleted for crossposting
hello, i want to test my mod IN GAME, and so with the game master (my mod is a placeable decoration)
so i did what was describe in this page : https://community.bistudio.com/wiki/Arma_Reforger:Asset_Browser_Mod_Integration
but when i launch the game beside my enfusion tools, i can't find a single clue of my mod once in game
do i need to place a file or something in my game files ? do i need to publish my mod to test it ?
im lost
do i need to go through this just to test my mod in game ? https://community.bistudio.com/wiki/Arma_Reforger:Mod_Localisation
if you want to load your WIP mod without publishing it to workshop, then you can use for example -addons CLI param ( https://community.bistudio.com/wiki/Arma_Reforger:Startup_Parameters#addons ) together with addonsDir ( https://community.bistudio.com/wiki/Arma_Reforger:Startup_Parameters#addonsDir )
addonsDir will tell the game where your addon is located (use folder, where your addon is located, not the project folder! so i.e. c:/projects/addons and not c:/projects/addons/myProject1 )
addons will tell game to load that specific addon. In past, addonsDir was enough to show your addon in workshop tab but I think this feature was removed due to being not reliable - you can try it though
I was wondering that, I noticed the rpk74 does more damage to a character than a ak74, which may be the longer barrel, or the game just assigning a higher damage value per weapon
it is longer barrel doing that
muzzle velocity is higher thus energy is also affected
is that calculated in the game code or written into a number?
muzzle velocity coef is in weapon muzzle
here you have a lot of data about that
ah, I see it was already linked so I guess you still haven't read that
i will have a look on it soon
im too tired to read documentation all day like im doing lol
my brain cant process information anymore lol
reading the wiki im stuck on a term :
what is the difference between "prefabeditable" and just "prefabs"
prefabeditable is a version of a prefab that is used by the Prefab Library
i understood that if i want to produce a decorative asset that people can place with the game master i need to have the same structures in my mod folder
prefab -> Props -> decorations
you can use the same structure or you can make your own, for simplicity just copy the game's structure
but what is the prefab library ? the windows where there is the button "edit prefab" ?
not sure it is documented on wiki but it is not related to game master placeable entities so feel free to ignore it
for placeable items you can follow https://community.bistudio.com/wiki/Arma_Reforger:Prop_Creation
man
reading all the documentation over and over in a language that is not my native language is so hard, im not bad at english, but when you have that much things to read, it's just mentally very hard to keep up lol
yeah im on this one
depending on what you are doing you might not need to read all of it
actually at Generating placeable entity chapter
but it's talking about editable prefab and i can't understand why creating an editable prefab if just an .et is working
I've never followed that myself but you probably should, at least for the first couple times
how did you managed to do a mod without reading the documentation lol
I just figured out how it works and did it in a way that worked
editable can mean a couple different things
if the wiki suggests to do an orange prefab for a prop then I guess do it this way
prefab editable is for game master prefabs. You are probably mistaken with PrefabsLibrary which are in... PrefabsLibrary folder
Oops yes spot on
Sorry about that
i can't achieve to use this Eden_AssetImages.ent
once i click play just after selecting SCR_EditorImageGeneratorEntity + my prefab
it show me this error
so i don't understand why it tells me that i didnt selected a prefab, because i did
huge newbie to enfusion but this reshade preset i found mentions static time and lighting and it looks really good but it's definitely not present in the normal game, so i'm just curious as to how static lighting can be enabled through the workbench to play around with
it is error in vanilla game which will be fixed in 1.2 release
so i got a little question till what extend is gore allowed ? like if i want to add some cut off limbs and torso with tons of blood aka idk for a horror map would that be okey ?
I see so we cant use the image editor yet
you can try experimental version of Reforger where it is working already
hello, quick question
is it possible in enfusion tools to somehow achieve to do a physical effect such as a hanging strap from an helmet or something like this ?
something that will move freely from a bone, colliding with the body or the suit
Hey Zelik, it seems like I've the same issue atm on the experimental branch of the game.
How did you manage (if you did) to fix your problem with the visual identity of the player not being randomized with the faction's Visual Identity Array values ?
I didn't have a problem with them being randomized. I wanted to change them via script.
I don't remember what causes them to apply randomly but, I do know the base loadout for each faction is set up to do so. So just look at one of them and you should be able to figure it out.
why is it that asoon as i add my ai to a group it changes the clothing to the base clothing and wont keep my own items the color i gave it works fine if they not in a group but asoon as i add it its fd
What is the difference between SCR_EditableEntityComponent and SCR_PlacingEditorComponent?
nope
Can someone PLEASE tell me is there a way to add a component to multiple entities at once instead of adding them individually to each one? Trying to make a composition
Make a composition and add slot components of each item
Does anyone else have the issue where the RHS arsenals have nothing in them?
or like is there a way to get ANY item through the bacon loadout editor
Add the component to the prefab you're using, then it should be added to all the ones you've already placed.
Hey there, I'm very new to modding. I was following the Weapon Modding tutorial and when i made a config file it crashed
whenever it loads the file it crashes again, no idea what i'm doing wrong. I'd love some help
Maybe post the file here
Will do, after further inspection it seems to be the magazine that's causing the issue
Never mind, I don't have perms to send files
hey yall, i have an issue and maybe somebody can help me...everytime i switch to gamemode ... the map is looks very dark ... even though it is clearly daytime in edit mode...
Hey guys, I am very new to arma reforger and the enfusion engine and I am currently trying to make a simple mission so that only me and my friends could play. However when i tried publishing the scenario, it got stuck on the arma reforger logo and nothing happened. I had to restart the game to get out of it and still could not load into the mission. Is there something I did wrong with the publishing?
Doesn't work, it just copies all the components and each of their settings into all entities I paste it in when each entity has slightly different component settings. I am trying to paste only one type of component into every entity all at once
I am trying to paste the hierarchy component into over 400 entities which are all supposed to be within a layered composition. Pasting them one by one seems to be the only way I can do it without messing anything up
Are the entities the same or different types? What prefab are you trying to add it to? Can you provide a pic maybe?
It is a composition with child entities varying of sandbag walls, bunkers, walkways, and dirt patches. Just needed to add the hierarchy component to every single entity to make them show up as editable when you enter the layer of the composition as Game Master. I did it one by one but would like to know if possible for future reference an easier way to add them.
anyone got any idea how to use the "CharacterTrack" in the experimental tools for making cinematics? I can't seem to figure out how to add a character prefab to the "CharacterTrack" to animate it.
probably
how is your wold called are there spaces in it or something ? feel free to dm me
do you use mission altering mods?
How can I edit the Serhiivka Conflict scenario to adjust certain settings? I have no clue how to set up the dependencies and edit the scenario.
thx man ...i found out the problem ... my " PPEFFECTS" werent layered labelled corectly
but i still cant see the clouds ... or a visible sun
That sounds so odd ngl, are you running any mods?
lol nH NO MODS
how do you enable mouse control on a heli that has it disabled?
im trying to copy over settings from another helicopter but cant find mouse control setting
Oh shit. All mods I did and or the dependencies are broken
so asbout the time trigger component change for ammo , what does it need to be replaced with now ?
why did the trigger event needed to be changed ... now my ammo doenst work no more ......
there is nothing in the change logs about it and the whole thing is now fd
do the mods just need "updated" to the new version?
some guns dont shoot no more , animations are changed on m16 and broke a lot of custom animations yeey love updates....
some yes some no, depends what the mods do.
yeah I see most modded maps are broken
many mods need some adittional work
I cri,rebuilding mod list for our server right now, adding each mod 1 by 1 to see if they work or not
but i heared that loads of people already trying to update their mods
rhs dont work rn which is a big kicker lol
but the workshop cant handle the load RHS got the same issue update is done but workshop is playing stupid again
and I lost the map we mainly run, Mogadishu
just have to sit and wait bud
all custom guns sound are removed aswel wth is been done that is not in the change logs....
mostly very easy fixes so far not sure what the fuss is about
k
I also need this
your logs will tell you whats wrong with the animations, assuming you are running into the same thing I did
step 0 is check logs, always
Nitrado?
logic
Idk then sorry
all good i posted in wrong chat anyway sorry
even taking the trigger off wont allow ammo to be shot anymore .... if you found the issue can you please share your info
I'm not going to try to help you until you post logs, waste of time
ENTITY : SpawnEntityPrefab @"{132A8EADD472D58B}Prefabs/Weapons/Ammo/ben birdshot.et"
ENTITY : Create entity @"ENTITY:4611686018427388038" ('Projectile') at <0.000000 0.000000 0.000000> @"{132A8EADD472D58B}Prefabs/Weapons/Ammo/ben birdshot.et"
INVENTORY (W): @"ENTITY:4611686018427388038" ('Projectile') at <0.000000 0.000000 0.000000> @"{132A8EADD472D58B}Prefabs/Weapons/Ammo/ben birdshot.et" "Parent Node From Parent Entity" property on RplComponent of the item is set to true. It should be set to false.
thats what i shows
turning that off does not work and still nothing comes out ...
add rpl to your ammo . some reason they force you now to use hat
and use the subammo effect
Roger that
What does subammo effect do
that for if you want to add like shotgun shot to it ,. thought thats why you asked lel
like spawn multiple shots with 1 round
why use rplcomponent on shells? vanilla bullets do not use it
also you didnt post full logs, only some random sample
there is no rplcomponent on vanilla bullets therefore I do not see any reason to use it on mine, they work just fine
it does not work an aks for an RPL if shot
i see why they have removed the inv stuff that used to be on bullets
removing that ytou dont need rpl
correct, I do not see any reason to put this on my bullets, you may have a reason to in which case go ahead
these are old round copyd from basegame they used to have a inv component on them but they removed that it seems . never had issues with the rounds till now so i removed it and testing it atm
use it if you want, I don't, that's all I'm saying
yea im removing it as i dont see the point for it ether
just saying it used to be on it but we talking about before 1.0
did thjey change something on the hitbox ?
also all the ammo settings are gone better just make them all new ...
Word
I need it for A. Trench Gun and B. Cannon Grapeshot
does anyone know the code of this x symbol?
I think it's Unicode Character “×” (U+00D7)
anyone know why i can select a category since the new update when i go to publish?
Any idea on RHS update time?
Anyone know how to make the collision trigger work for a thrown grenade?
I have it on a custom grenade I made, and it doesn't detonate on impact
Wait, when I throw the grenade on single safety it doesn't explode either
Turns out it may be a bug
There a way to fill a magazine inside a gun with individual bullets?
Trying to make a Mosin Nagant but afaik i’d have to make “magazines” instead of single loading the gun
not possible to my knowledge. Indeed you’ll need a workaround for now
maybe i can just use stripperclips
Hey, every time i try to open My Project it shows only the dependecies, anybody know what going on here?
Check the errors and warnings. that might be why your addon does not load
How can i fix it? i already updated the mods
The only relevant bit is this. Is that your mod? low battery coop mission? Send me your gproj file it has please
DM
^ For others who run into the same issue, there was a "" blank dependency at the end of the list which caused it to not load. it can be manually removed via editing gproj in notepad
I'm having the same problem with my edits on everon I'm doing and every time I try to publish it says I have dependency when all the stuff I added are vanilla
IF anyone can help me that would be much apperciate
Hey everyone! I'm pretty new to modding and I've been working on texturing a female head for reforger (part of DarkGru's GI Jane 2.0 basically). So after several days of trial and error (plus trying to understand what I read) I managed to get this done on Blender 3.6.
It is based on the sample character head which I sculpted, retextured, added some things here and there, and of course, there's the hair which is made with meshes rather than Blender's hair tools. So in essence, all is textured based on image textures with alpha channels and what not. So far so good.
My problem is exporting it to Enfusion and for it to basically keep as much info as possible... So far I've only managed to do it manually, as in, exporting the FBX from blender's menu according to the export settings mentioned in the basic weapon/asset tutorial.
For the life of me I can't seem to get it to work with the Enfusion Tools context menu.
After re importing the textures I've managed something like this, all the while manually applying the textures to the materials and having to play again with all the different settings (of course, I haven't done the hair this time, but I've managed before to make it look like the blender pic above).
So I have two questions:
- I'm clearly missing something, but, how can I export directly from blender 3.6 to enfusion?
- Is there a way of exporting the FBX so all settings are already applied and not having to do them manually?
- Is there a way of exporting the FBX so all settings are already applied and not having to do them manually?
no, you need to do materials configuration in Enfusion first
So materials don't come from the fbx itself?
I had the same issue with my German shepherd fur so I'd like to know how those turns out
@crude wasp how did you get your hair in?
Well its basicly a Helmet and a Simple BCR NMO with a Bought Hair model that was adjusted to the Reforger heads.
Did you do the NMO in substance painter?
@fleet fjord idk if that helps
I took a screenshot of the base texture and edited on photoshop
No idea how what you are saying works lol
you can convert them manually. What I do is import the model and the textures into Substance and then export with the Arma Preset.
I'll look into that
enfusioneye right?
I'm completely illiterate on enfusion.. it's only now that I'm certain I have everything in blender 3.6 that I'm venturing into enfusion
All good, it's all learnable. Just be patient like you probably were with blender and results will come
Haha thanks for the encouragement
oh I thought this was part of enfusion or a free addon...definitely can't afford it lol. Rip
Found this software called quixel mixer... I hope it does what I need
everything is finally in enfusion.... but I am going crazy with the top hair part...
I know there are limitations in terms of what enfusion can do... but holy shit it's THAT hair texture that really makes me want to break something lol. Also... the most likely cause is because the mesh is damaged after merging by distance, which is a necessary step if I want the hair to stick to the armature. I just don't know how else to do it besides doing the hair from scratch
(also... I have no idea which section would be most appropriate for this)
@crude wasp weren't you just playing with hair? got any suggestions for this?
I used a hair prefab which I tweaked... but now I am learning to actually model hair cause I'm not liking the results lol
I will not let this stupid thing beat me
Out of pure curiosity as someone with limited game dev, coding and, CAD/3d modeling experience, but has never used enfusion. How feasible would it be to make a motorcycle, in terms of is it physically possible within the confines/capabilities of the engine.
I would suggest using a alpha-masked shader rather than alpha-blend for the majority of the hair.
I suggest this as you're running into issues with the draw order of the triangles in a few of the screenshots.
It may be possible to lightly use alpha-blended materials for the bangs and whispy parts.
I do character art for another gig and the majority of the hair setup is
Mesh 1) Base bald character
Mesh 2) Scalp shell mesh with base hair color, using alpha-mask for the edges.
Mesh 3) Majority of the hair shape using hair cards with alpha-masking for the strands.
Mesh 4) Eyebrows
I definitely think what you're trying is do-able. It'll just require some material tweaking and probably some separation of some of the hair cards.
you are currently working with Haircards which is the correct aproach for GameArt. I would just use a Standard Material and not a Fur Shader since they are WIP.
https://www.youtube.com/watch?v=YEtX_Z7zZSY I still struggle with this in games, Please BI make a really nice TAA for Pc, I still get shimmering without taxing the fps, Is there anyway to make a good anti aliasing method which produces visual clarity I play on 2K and for some reason reforger hurts my eyes after awhile with the shimmering pixelation of foliage textures, models ect
Part 2 (Solutions): https://youtu.be/LiUvA3cTdhg
Developer Resource: https://www.reddit.com/r/MotionClarity/s/OfvFvnK0Ia
Join r/MotionClarity to discuss this issue & to find workarounds: https://www.reddit.com/r/MotionClarity/
UE4/5 TAA Fix: https://www.reddit.com/r/Engineini/s/RCIDgckbtL (this assumes the game doesn't block Engine.ini comm...
Does it actually work or is it just a 4 wheel vehicle masquerading as a motorbike.
Thanks a lot for the suggestion! I'll definitely look into that since I may do the hair again from scratch.
can anyone please direct me of where to locate and how to duplicate the US arsenal so I can create a second custom one? I'm having trouble finding it in the directory
thank you 🙏
Can anyone help me at all with this please I don’t understand what I’m doing wrong
Read the error messages carefully, each of them tells you exactly what is wrong. Some errors are in the base game itself. So you generally only care about paths mentioned that look like its your data
So the ones that’s are base game errors I don’t have to worry about it when I publish it
anyone got any guidance for making vehichles? struggling with my current one
You want visual clarity and are asking for TAA? MSAA x2 incurs about %10 of performance and takes care of most of the shimmering at 1440p
Could there be an approach I'm missing though? Like... I don't think I would have this problem if it weren't for this:
So here's the hair in it's current form which looks good in blender, and an older iteration of this project in enfusion, proving that the hair can look good as it is.
Now... when parenting the top part of the hair to the armature using automatic weights, basically half the hair is left unaffected
Do you know about how vertex groups work with regards to skinning? That's where I'd look first.
So in order to fixed that, the only thing I've found that works is merging by distance, which ends up in a huge loss of detail
no idea 🥹
Ah that'll be it then
I need to step out for a few hours. But if you want to start a thread or DM me I can help you solve it.
In short - you need to select all of the vertices and add a 'Head' vertex group to them. This will bind the skinning to the bone named 'Head'
That'll get you past this first hurdle.
Later you should look into weight painting so the hair doesn't sit completely solid when the body is animated.
Wow just check and bohemia haven't even updated there own mods
Do I need to create a custom game scrip to do this?
Door -> Player Opens Door -> SmokeParticlesSpawn on Door that causes damage
Basically a standard Interactiontrigger
with specific Interaction Condition such as if players interacts with "Open" then SmokeParticles Spawn else nothing/default
Try ReShade with Clarity.fx, LumaSharpen.fx and AdaptiveSharpen.fx.
I use it all the time with every game.
Even after switching to a 1440p monitor the difference is still very noticable.
Also disable all the in-game anti-aliasing and other image enhancement filters.
ReShade On/Off comparison:
https://img.youtube.com/vi/1XqH0Kackwo/maxresdefault.jpg
@mystic thicket
Did the new update remove siteslots?
reforger seems pretty blurry indeed, I run no AA, render the game in 4300x1800 on 3440x1440 screen and everything beyond around 50m is smeared quite a bit.
I have applied the CampaignBuildingProviderComponent to this truck and applied the CampaignBuildingManagerComponent to my gamemode entity. On the manager, I set up the Prefabs To Build Resource as well. Once the menu is open, there's no options to build any prefabs, just, these black boxes. Anyone know what I'm missing?
I'm trying to figure out the "House Number" on SCR_FiringRangeTarget if thats a UID either to the firing range controller or firing range line area?
is there something listening for the "House Number" on the targets so each firing range controller knows what to listen for or vice versa?
I was trying to make a mod to auto load your enabled mods into the host server screen, where I got it working I found you have to use -addons startup parameters to enable menu mods but, if you enable any mods on the menu, when you host a server it will always host with no mods enabled no matter what you enable in the server setting. Anyone know how to fix this?
Question I'm in the process of creating ELS how do I get it to alternate to each side, I have them split set up to one action but don't know how to get them flash between red and blue
has anyone taken a stab at a wasteland scenario yet? only question i have is will the engine allow you to have predesignated vehicle spawns with a random list of loot inside
Now... when parenting the top part of
heyo, is there a list of these User strings anywhere by any chance? I did some searching and didn't find anything
if I can just drag and drop these sound files in to that field then that works too
anyone got a radio sorted for the civ faction yet?
That's the spirit
Hello everyone, i'm currently trying to create a new faction for the gamemode conflict and i'm lacking one thing: The building compositions, i actually create inherited (and tried also with simple duplicated versions) of the campaign buildings, added them to the editor with the config, changed correctly the faction affiliations everywhere in each prefab, but i yet still can't get them to appear neither in the editor and ingame, is there something i'm missing ?
I followed the following tutorials:
- https://community.bistudio.com/wiki/Arma_Reforger:Game_Master:_Composition_Configuration_Tutorial
- https://community.bistudio.com/wiki/Arma_Reforger:Faction_Creation#Integration_with_Conflict_game_mode (This one being, seems like, outdated btw)
Also everything works fine for the vehicles and units
Thanks in advance
where terrain holes
The same place your grid went ->
/s
how far can I take talking back without being muted
With me personally you are always free to fire back. I am a 100% troll and I can handle the response. For others please keep it civil. Not every green name has lost their sanity by modding (yet)
I was going to say something like "ah, same place you got the 1.2 update from" but I think it may be a bit too far
Yeah no I do not think that is true. It is not perfect, we know that, but even with some flaws it is still a large improvment for the game overall. hotfix this week shoul hopefully start adressing some of the issues and we continue to work on more minor patches the whole time
oh yeah I'm not serious
would love to see some video of terrain holes though just to get hyped up
Personally I feel like it would benefit from a week or two in an oven and community response would be way better then.
As I said before in some channel here, we had good results and feedback from exp and stable not performing to our expecations was not planned like this ...
Maybe next time we will make "shoot a dev, win free bug fix" event on exp to fill up servers for stress testing better
I think BI should run a 128 player server on exp from a box in your office. You can't fill up a server you don't have.
Hello, which tutorial covers how to create preset loadouts that are available in the spawn screen?
Similar to the default loadout
Bit of a noobie question, but how would I overwrite just parts of a "normal" class, rather than a component, which you'd use the modded keyword with?
Want to do something like this:
the same way
if you're confused by the invalid breakpoint, put it on an actionable function (not a brace, or class definition), e.g., line 9. then build and compile and it'll be valid
🤦♂️ im dumb, for some reason I thought it was some error, not a breakpoint. Must have clicked there by accident at some point
Hello everyone, i'm currently trying to create a new faction for the gamemode conflict and i'm lacking one thing: The building compositions, i actually create inherited (and tried also with simple duplicated versions) of the campaign buildings, added them to the editor with the config, changed correctly the faction affiliations everywhere in each prefab, but i yet still can't get them to appear neither in the editor and ingame, is there something i'm missing ?
I followed the following tutorials:
- https://community.bistudio.com/wiki/Arma_Reforger:Game_Master:_Composition_Configuration_Tutorial
- https://community.bistudio.com/wiki/Arma_Reforger:Faction_Creation#Integration_with_Conflict_game_mode (This one being, seems like, outdated btw)
Also everything works fine for the vehicles and units
Thanks in advance
Anyone found out yet >< #enfusion_generic message
Don't know if this is the right channel to ask, but does anybody know why I can't use AA when running Reforger on Linux with Proton? Whenever I use any AA I can't open the map.
sounds like a bug, but not sure if it will be fixed seeing as its not supported
Sorry for the noob questions but does the enfusion engine allow me to make a mission like I do in arma 3?
I guess what I mean is there a toolset that will let me make a mission for reforger and I could import it in to arma 4 when it comes out?
in terms of importing to arma 4, they will both use enforce script so there should be no issue with bringing a mission from arma reforger to arma 4, on the question of making a mission like arma 3 there is no eden editor in reforger, the missions have to be made in the world editor as a subscene, and the world editor is way more crude than eden. again reforger is arma 3.5 and its a test bed for new features so making missions in arma 4 will be a lot easier than it is in reforger currently.
is there any way to prevent players having to respawn in Conflict mode if they disconnect via crash to desktop? I know there is the slot reservation for when players disconnect to main menu, but when they crash to desktop it seems to make them respawn every time they reconnect, even within 60sec
Hi guys. I make some simple retextured mod and find that new gear use standart camo in arsenal/inventory. Anyone know how change that? PS When i makes helmet he no problem with that. Problem with pants😔
Hello people, does anyone know what specifically allows the M923a1 Engineer truck to perform Free Roam Building? I would like to extend that functionality to other vehicles, but none of its components seem to relate to building. I can't figure out what makes this one vehicle different from all the others.
Unsure myself, but i'd take a look at the SlotManagerComponent
It & the the ammo/arsenal trucks will have a new slot item. But i'm unsure how it relates to the building ability. Probably want to checkout the actionmanagercomp as well
its def not the actionmanager, ive been looking through it for an hour lol
but ill look at the slots, thanks
oh yeah, the prefab for the box on the back of the truck is what has the buildingprovidercomponent. Thanks so much for the help!
no problem
add screenshot. idk why pants icon have stock texture😐 Helmet auto change icon.
is Item Model retextured too?
yes
and is it assigned correctly?
https://community.bistudio.com/wiki/Arma_Reforger:Faction_Creation#Creating_retextures_using_prefabs here you have Item Model mentioned
from the pic I assume you didn't changed Item Model and just changed Mesh Object materials
Not sure..
Oh, thanks, man. I think I understand
I create 2 new prefab from xob and change material then apply to main prefab but nothing change( But thx for help anyway
hm, one more thing. Can you try taking off vest in game?
alternatively, take a look at samples and try to compare for differences
I found what the problem was xd here default assign stock model xob) All works fine. Ty for help
Is there any good place to lern reforger modding?
ye i know this page, but i dont like it. The explanations are really short
f.e there are only tutorials for armor and vehicles. But i want to add a new item like a geiger counter
There isn't a tutorial for every single kind of thing, that would be too much work.
I recommend examining what your plan requires, then looking into how similar existing things achieve this.
For example in terms of interface, a Geiger counter might be a bit similar to a compass or radio.
So basically my only option is to copy and modify reforger assets. Surely the wiki cant have everything, but i think that things like this are somewhat basic
You don't have to copy or modify them, but you can look into how they work. You can learn a lot that way.
So, i was trying out the Gamemode prefab on the world editor, and during the entity generation I got this error
Is this something I should be worried about?
if you want to make a geiger counter, the steps i would give you are 1. learn how to either model in blender, or take models from sketch fab (with an atribution license / non-comercial you cant use for modding) and edit them in blender, 2. How to import those fbx's into enfusion, 3. How to texture using either Quixel mixer or substance painter, and then 4. a degree of scripting and adding in components to make the geiger counter function, and 5. doing the animations for using the geiger counter. If you like i jointly run an enfusion modding discord server and we have lots of tutorials on all the above stuff and i can invite you ☺️
i have run into a similar error with the time and weather manager entity in the world editor, double check you are using the right prefab, also is this saved as a world or subscene?
sketch fab (with fair use)
there is no such thing as fair use when it comes to game assets. I think you mean with proper license
yes, my bad with a proper license
im against ripping of assets, thats by far the scummiest thing some people do
🫡
I can think of worse things
Subscene
ye invite me
anyone knows how to currently make a MOB in conflict game mode?
for some reason my mission strings (title, description and author) can't be localized in scenarios menu, it shows just localization keys. Is it some issue on my side?
log has these, but the game loads just fine
10:40:50.636 INIT : GameProject load project data @"C:/Users/igork/Documents/My Games/ArmaReforger/addons/EscapistsDev_60FD2467B664E0F8/addon.gproj"
10:40:50.636 RESOURCES (E): Wrong GUID/name for resource @"{E4B228D6F0DE455F}Language/Escapists_localization.st" in property "StringTableSource"
10:52:03.091 GUI (W): Missing string ID = Escapists-Eden_Name
10:52:03.091 GUI (W): Missing string ID = Escapists-Author
10:52:03.091 GUI (W): Missing string ID = Escapists-Description
10:52:03.379 GUI (W): Missing string ID = Escapists-Eden_Name
10:52:03.379 GUI (W): Missing string ID = Escapists-Author
10:52:03.379 GUI (W): Missing string ID = Escapists-Description
but the rest of the game (loading screen and gameplay things strings are localized just fine), so it eventually reloads them in the right way
Is there any other place where localization file should be attached?
is there a way to combine two inventoryitems.conf together instead of manually adding 1 by 1 to the multilist?
Most of the game’s files can be opened in notepad/text editor of choice, just save and then right click > reimport in the tools
Good for doing bulk actions and simple find and replace stuff
i tried opening one of the inventoryitems and this is all i see
it has entries on the tools
it seems to be overwritten file, not duplicated one
unless it is inheriting from somewhere
ok im way too new to these tools ig, what is the difference between inheriting and duplicating?
https://community.bistudio.com/wiki/Arma_Reforger:Prefabs_Basics#Duplicating_prefab take a look at that page
there is inheritance, overwrite & duplication
https://community.bistudio.com/wiki/Arma_Reforger:Data_Modding_Basics also here you have some more info
thank you for that
ive noticed other addons using just the inventoryitems to add their guns to the faction and some guns from other addons are already in the inventoryitems is this done by inheriting?
overriding
thankyou
does anyone know where all the base building options went? im trying to follow the wiki on it
I added more guns to the heli and I get this error in the log, also player's game crashes upon entering the new guns. I cannot figure this out for the life of me
anim controller initialization data is invalid (graph , node MasterControl, instance )
Hello. Did the new update mess up cameras? When i go to build in the scenario it places the camera in the middle of the world. I thought it was the scenario so i made a new one and still the same result. So it has to be tied to my terrain. Any ideas would be greatly appreciated
what component/feature do i gotta get to add this into my own server?
being able to set multiple preset kits would be amazing now that saving through rounds is broken
is it technically possible to add frame generation function mod in enfusion engine?
loadoutmanager i believe
loadout manager lets you set multiple kits?
also does anyone know how to add base building prefabs to SCR_CampaignFaction?
Somewhere you can find all the bones on the car, in order to simply rearrange them under your car?
is anyone else having an issue where you retexture something and its not working in game? only happening since the new update
hello, anyone knows how to make this icon spawn in the map?
Can someone help me understand how to read this?
I want to understand how to take an AI ballistic table and turn it into a readable range card with range and mrad hold-overs. Does anyone know how to use the info in these tables or is there an easier way to go about this?
hello again, anyone knows how to make supply remnants generate replenish themselves?
Is there any place I can find DayZ assets that aren't currently in enfusion engine, or are they in there and I just don't know where to look?
anyone know how to reduce the impact a antenna being built in conflict has on radio range?
what does slot type mean?
How do I add a dependency to an already in progress project?
open the gproj. There may be another way but this is how I do it
iirc when you want to open your project there is an option when you right click on it but make sure that the mods are in workbench addons folder
never tried it, but yeah there is an option. It'll provide a list of the addons you've previously added to the tools and you can tick one
I need someone to briefly tell me what I need to do to add pilot controlled guns to a helicopter. I already know how to add guns to a vehicle but not pilot controlled ones
That only opens with other addons. It doesn't add them as a dependency.
Did not know, thank you
Iirc it's independent of the mod you're opening, so every mod that you open will open with any mod "checked" in the open with addons list until you uncheck them.
Nobody knows how to make pilot controlled guns for a heli or have a resource I can follow?
liek this?
1. Add WeaponSlotComponent component to helicopter (configure Weapon and set slot to an InventoryStorageSlot, position it)
2. In BaseWeaponManagerComponent configure default slot to 0 (slot of the newly added gun, optional?)
3. Override Configs/System/chimeraInputCommon.conf
- under HelicopterContext/Action Refs add VehicleFire
thats all i did, I dont remember if I had to press V to cycle weapons or not to be able to fire it
I figured it out, but how do I set it to default to no weapon selected like a safety?
idk
What if I have 3 machines guns, and two rocket pods. How do I set it two where you can cycle between either rockets or machine guns like they are grouped together by type?
Open your project then click the workbench drop down at the top and select options. In the window that opens you can add dependencies.
Does adding weapons like this work if you did it on a ground vic like the jeep?
isnt this the default behavior?
No I have to cycle between each individual gun
ah gotcha I misread, you cycle between weapon slot components basically so you'd have to create a weapon that has 2 barrels or whatever
what do i need to change on my old ai to work with 1,.2 again as they are walking around like morons not following orders anymore , they just do what they want or standing still all my custom orders dont seem to react anymoire
So, when Enfusion will be available, would devs be able to create standalone games, which don't require purchase of Arma or such?
Thanks, @keen rune
So I loaded up my mod and one of my rocket pods doesnt stay attached to the heli even though its the same settings as the other
Not sure if either of these have anything to do with it
no idea where to post this so im gonna post it here
anyone have experience with custom turrets and vehicles?
Original cannons were causing an illegal read error so i made new ones but with a m151A2 turret prefab rather than the btr turret as a starting prefab. main difference is that the procedural animations work on this one for aiming. but now as soon as i load in my ship sinks. i tried adding it to the m151a2 for shiggles and it flies away
plz help
any way to remove stuff from parent without it all flying up into the air and being impossible to replace correctly
Hey so I just started using enfusion for Arma Reforger. How do I add custom mods to the world editor? E.x I'm trying to add a oil rig.
maybe you need to disable physics interaction in the slot
Anyone know any good scenarios for singleplayer that has recruitable AI of some sort?
12:23:07.339 WORLD : UpdateEntities
12:23:07.339 WORLD : PostFrame
12:23:07.339 GUI : Creating menu 'Inventory20Menu'
12:23:07.339 SCRIPT (W): Slot_VON Has no Content!
12:23:07.339 SCRIPT (W): Slot_GameVersion Has no Content!
12:23:07.462 GUI (E): OverlayWidget Frame0 has invalid slot GridWidgetSlot for slot manipulation function used, expected: LayoutSlot
12:23:07.462 GUI (E): OverlayWidget Frame0 has invalid slot GridWidgetSlot for slot manipulation function used, expected: LayoutSlot
12:23:07.513 WORLD : UpdateEntities
12:23:07.513 WORLD : Frame
12:23:07.513 ENGINE (F): Crashed
12:23:08.210 WORLD : UpdateEntities
12:23:08.210 WORLD : Frame
Does anyone know what that slot_VON is ? every crash i get it end with the above
Why is it not showing the dependency ID?
Because you likely have one empty in your gproj list
I just started yesterday what is gproj
Go to the folder where you created your mod and you will see one file with that extension
is there issues with publishing atm ? been stuck on publishing for 10 min now ?
yes, check #enfusion_workshop
how does recoil work? like how can i change the recoil of a gun
wanna kinda test around with it
Can anyone please tell me if it is at all possible to make Driver controlled weapons? I know how to do it for pilot controlled weapons but what about Driver controlled? I am trying to make the most cursed ground vehicle possible by adding rocket pods to a jeep that the driver can fire.
that worked, thanks
Is it possible to setup peertool settings per project? Everytime I swap projects I have to redefine my peertool -addons. Or is it just enabling/disabling different windows?
but -addons is added automatically
🤔 If I don't set addons manually peertool fails to connect due to rpl mismatch. Maybe I am doing something wrong
any one found found a way of hiding or removing prefabs from the Eden map? everything just seems locked. any help would be apreciated 🙂
Yes, but you will be copying the >1,000,000 entities
big download for MP then im guessing?
Open emptyeden, make a subscene. save. Open eden right click the default layer, select all. Walk away. come back, then select the copy icon. Now walk away for a minute or two because afaik there is no user feedback for if copying was done. Now open your previously saved scene & his the paste icon
pic
The first time I tried it it didn't seem to work, thats why I suggest stepping back & letting it think for a moment. Everythings gonna be slow while you've got all those items selected because its drawing outlines & whatnot around them
Now you can do whatever you want like accidentally selecting a tree instead of tower entre to illustrate your point
same like you
same
hello y'all. new here so bare with me if this isn't quite the exact spot i should pose the question. but i've seen a few examples on how to make a mod with a new scenario. but how would make a mod that is 'scenario independant' a mod of which could potentially be loaded on any scenario? does anyone have a resource they can point to that would explain how to do this?
also is there any othe resources out there that go over project structure and best practices? just curious.
Please rephrase you question, do you want peertools to work with any project you have open, or do you want peertools to have different peer config settings for each project
@keen rune
- Choose the Diag executable for the peer tool config located in your game files.
C:\Program Files (x86)\Steam\steamapps\common\Arma Reforger\ArmaReforgerSteamDiag.exe - Params config for peertools
-addonsDir "C:\Users\USERNAME\Documents\My Games\ArmaReforgerWorkbench\addons,C:\Users\USERNAME\Documents\My Games\ArmaReforger\addons" -scriptAuthorizeAll
*Note: make the nessecery changes to fit your dir's target both addons folders in ArmaReforgerWorkbench and ArmaReforger in your documents folder, change e.g USERNAME,Drive * - Also copy
corefolder located inC:\Program Files (x86)\Steam\steamapps\common\Arma Reforger\addonsand paste it inC:\Users\USERNAME\Documents\My Games\ArmaReforgerWorkbench\addons
Note: you have to repeat this step everytime with every game update, and grab the latest core folder
This setup will allow your peer tools to automatically load both the unpacked project mod currently opened in WB for your peer clients from the first path in -addonsDir, and the packed dependencies from the second path in -addonsDir, in this case you don't need -addons, you only need to use that -addons ProjectGameId if your addon is not in the default dir ...ArmaReforgerWorkbench\addons
anyone else having issues when a inv / arsenal needs to load a bit of items that it starts to lag the inventory screen out ?
before 1.2 i could have easy 10 pages full of items and nothing happen but now after 3 pages it starts to lag
the items have more graphix now so not surprising, perhaps they could load one per frame
maybe you could override the inventory item component settings in a base item prefab to use less graphix
oh you get a frame drop even after items are loaded, thats weird, not what I was talking about
before 1.2 we could have 10+ pages and it wouldnt even mind . fun that graphic update but kinda useless in inventory tbh
those items arent rendered every frame I dont think
By any chance is anyone working on/adding the AgustaWestland AW101 aka merlin helicopter into reforger?
your best bet is asking the guys making the british forces pack
as discussed. #reforger_multiplayer message
yeah, there's been people that disconnect from servers from bad stash inventory performance. i lag out, but if i dont touch it, it's usually fine. iirc bacon mentioned something funky about seralization, probably related to the network somehow.
Hi all, just wondering what the best free terrain maker is for enfusion?
I'd like to know if there are plans to include Arabic/Persian localizations in Arma Reforger or Arma 4.
"I prefer using these languages for tasks and descriptions."
wdym by terrain maker?, your best option is making a map from scratch using QGIS and the GTT tools to get a heightmap + satmap, and then importing them into the world editor and going from there, I jointly run a modding server that specialises in terrain making. I can send you an invite if you want to learn more, as we have a lot of tutorials on terrain creation.
is it possible to port dayz mods to reforger?
Yes please 🙏
yeah would love an invite. turbo noob here
if they are your own mods, i dont see why not, if it is someone elses you gotta ask them first.
Anyone know how to fix ( RESOURCES (E): Failed to load metafile of image: UI/Textures/MainMenu/scenarios/scenarios-cold-2x_UI.edds ) error?
would anyone know why I cant seem to load my scenario anymore after reinstalling all mods on my server?
BACKEND : Loading dedicated server config.
RESOURCES : GetResourceObject @"{6DD58790690E9D29}Missions/ConflictPVERemixedVanilla2_US.conf"
RESOURCES (E): Failed to open
RESOURCES (E): MissionHeader::ReadMissionHeader cannot load the resource 'Missions/ConflictPVERemixedVanilla2_US.conf'!
ENGINE (E): Unable to initialize the game
Turned out to be some issue with mod BGONE
SCRIPT : Compiling Game scripts
SCRIPT (E): @"Scripts/Game/Components/AI/BGONE_VehicleAutoMove.c,10": Unknown type 'SCR_CarControllerComponent_SA'
SCRIPT (E): @"Scripts/Game/Components/AI/BGONE_VehicleAutoMove.c,10": Unknown type 'SCR_CarControllerComponent_SA'
SCRIPT (E): @"Scripts/Game/Components/AI/BGONE_VehicleAutoMove.c,10": Error in parameters
SCRIPT (E): @"Scripts/Game/Components/AI/BGONE_VehicleAutoMove.c,11": Unknown type 'VehicleWheeledSimulation_SA'
SCRIPT (E): @"Scripts/Game/Components/AI/BGONE_VehicleAutoMove.c,11": Unknown type 'VehicleWheeledSimulation_SA'
SCRIPT (E): @"Scripts/Game/Components/AI/BGONE_VehicleAutoMove.c,11": Error in parameters
SCRIPT (E): @"Scripts/Game/Components/AI/BGONE_VehicleAutoMove.c,12": Can't find variable 'sim'
SCRIPT (E): @"Scripts/Game/Components/AI/BGONE_VehicleAutoMove.c,17": Can't find variable 'sim'
SCRIPT (E): @"Scripts/Game/Components/AI/BGONE_VehicleAutoMove.c,18": Can't find variable 'sim'
SCRIPT (E): @"Scripts/Game/Components/AI/BGONE_VehicleAutoMove.c,19": Can't find variable 'sim'
SCRIPT (E): @"Scripts/Game/Components/AI/BGONE_VehicleAutoMove.c,20": Can't find variable 'sim'
SCRIPT (E): @"Scripts/Game/Components/AI/BGONE_VehicleAutoMove.c,21": Can't find variable 'sim'
SCRIPT (E): @"Scripts/Game/Components/AI/BGONE_VehicleAutoMove.c,23": Can't find variable 'sim'
SCRIPT (W): @"Scripts/Game/Admin/Menus/SATSRM_GenericListMenu.c,58": 'NeedScan' is obsolete: use WorkshopApi.NeedAddonsScan or WorkshopApi.NeedSavesScan
SCRIPT (E): Can't compile "Game" script module!
Scripts/Game/Components/AI/BGONE_VehicleAutoMove.c(10): Unknown type 'SCR_CarControllerComponent_SA'
SCRIPT (W): Failed to load
ENGINE (E): Cannot create game!
anyone got an idea what the issue might be , every so often opening a box or object that has items inside it crashes and gives the following, its always with another item never the same item that is in the object
:39:27.598 RPL : rpl::Pip::ProcessNetToGame
21:39:27.598 PHYSICS (E): Trying to split physics of '@"ENTITY:4611686018427389452" ('GenericEntity','Assets/Props/Crates/BoxWooden_01.xob') at <1943.398315 40.803341 2643.364990> @"{2B1D0128ED660BE9}Prefabs/Props/Crates/BoxWooden_01.et"' from non-dynamic physics object '@"ENTITY:4611686018427389447" ('GenericEntity','Assets/Props/Industrial/BarrelMetal_01/BarrelMetal_01.xob') at <1943.397949 40.480000 2643.333984> @"{B3C2996B2F02B630}Prefabs/Compositions/Misc/SubCompositions/green barrel loot.et"'
21:39:27.598 PHYSICS (E): Trying to split physics of '@"ENTITY:4611686018427389458" ('GenericEntity','Assets/Props/Crates/BoxWooden_01.xob') at <1927.386353 40.883339 2645.375000> @"{2B1D0128ED660BE9}Prefabs/Props/Crates/BoxWooden_01.et"' from non-dynamic physics object '@"ENTITY:4611686018427389453" ('GenericEntity','Assets/Props/Industrial/BarrelMetal_01/BarrelMetal_01.xob') at <1927.385986 40.559998 2645.343994> @"{E0277CF30A40A87A}Prefabs/Compositions/Misc/SubCompositions/yellow barrel loot.et"'
21:39:27.598 PHYSICS (E): Trying to split physics of '@"ENTITY:4611686018427389464" ('GenericEntity','Assets/Props/Crates/BoxWooden_01.xob') at <1935.114380 40.923340 2666.708984> @"{2B1D0128ED660BE9}Prefabs/Props/Crates/BoxWooden_01.et"' from non-dynamic physics object '@"ENTITY:4611686018427389459" ('GenericEntity','Assets/Props/Industrial/BarrelMetal_01/BarrelMetal_01.xob') at <1935.114014 40.599998 2666.677979> @"{6F5648751F3D7C46}Prefabs/Compositions/Misc/SubCompositions/Red barrel loot.et"'
21:39:27.598 PHYSICS (E): Trying to split physics of '@"ENTITY:4611686018427389470" ('GenericEntity','Assets/Props/Crates/BoxWooden_01.xob') at <1964.256348 40.923340 2665.910889> @"{2B1D0128ED660BE9}Prefabs/Props/Crates/BoxWooden_01.et"' from non-dynamic physics object '@"ENTITY:4611686018427389465" ('GenericEntity','Assets/Props/Industrial/BarrelMetal_01/BarrelMetal_01.xob') at <1964.255981 40.599998 2665.879883> @"{E190E85FA9E5B991}Prefabs/Compositions/Misc/SubCompositions/white barrel loot.et"'
21:39:32.091 WORLD : UpdateEntities
21:39:32.091 WORLD : PostFrame
21:39:32.091 GUI : Creating menu 'Inventory20Menu'
21:39:32.092 SCRIPT (W): Slot_VON Has no Content!
21:39:32.092 SCRIPT (W): Slot_GameVersion Has no Content!
21:39:32.170 RESOURCES (E): Failed to load 'xps3_reticle_1d_BCR.edds'
21:39:32.194 WORLD : UpdateEntities
21:39:32.194 WORLD : Frame
21:39:32.194 ENGINE (F): Crashed
21:39:32.278 WORLD : UpdateEntities
21:39:32.278 WORLD : Frame
21:39:32.278 RENDER : ---------------------
how tough is it to make a new faction? im on the struggle bus over here lol
Is there an easy way to convert/update a prefab to the new game engine format? I got a prefab with the ContextName Errors all over it
Does the RHS mod team ever help anyone in this discord with modding?
yes
Ah I just was wondering since I never see any of them in the Enfusion chats
weird question tbh. i am pretty present across this entire discord server, especially on the reforger's modding part, so are some of the others (puddy for all things animations for instance). the team is made out of individual members, as such individual time and involvement varies
also irrelevant /offtopic for this particular channel
Ah well I don't mess with animations at all. I am still lost on if anyone found an easy way to update their prefabs that were made pre-1.2 still. Like my prefab has the ContextName issue and I don't know what I will lose if I just delete the entire lines that ContextName is involved in.
posting in the correct channels might help
#enfusion_configuration in your particular case
UMMM.. I wanted to be a medic. but once equipped the medkit suitcase and tried to crouch this happenedd....
Hey, we’re having the same issue on our server as well. “Inventory20Menu” being used right before the game crashes. Do you know now what Inventory20Menu is tied to? Or does it apply to any storage object.
hi i am still having trouble with this issue is anyone around to help me figure it out?
Havnt found out yet sadly
anyone know what this is about? my server randomly restarted and is now giving me this when I attempt to join
also gave
WORLD : UpdateEntities
RPL : rpl::Pip::ProcessNetToGame
NETWORK (E): RplConnection::ValidationError remote script source code checksum does not match! local=0xD1B1112B40D988D6 remote=0x2FF4101A80B01379
ig we restarted it via the console and its up now, any ideas why that might have happened?
delete your mods and join fresh
force redownloading
would that also crash the server?
hmm we actually just had all 5 of our games crash at the same time
unknown if server crashed
server did not crash, just players
afaik SCRIPT_MISMATCH is not relevant to the server crash, but the client joining a server with corrupt || not the same mods version as the server
I fix it by closing the game, deleting my mods in C:\Users\USER\Documents\My Games\ArmaReforger\addons , and attempt join the server forcing a download for all mods.
mm dunno if thats the case for me then, because without restarting my game it just took a couple restarts of the server to resolve the issue
this means either the client or server has different content, if this is still occurring, you can try reinstalling mods on both the server and the clients
Why is this happening?
You mean very high hills?
No the whiteness
Imported a satellite map yet?
No, how?
That's what the materials transition to eventually.
You can find the option in your Terrain tool tab.
Where do I find a satellite map?
And will it mess up my current terrain?
Depends. Is your terrain based on a real place?
And no, it won't mess up anything.
It's roughly based on a real place
I edited the terrain a bit
Then you can export a satellite image of that real place (e. g. using GTT) and import that
What's the point?
Far away from the camera, the materials are no longer rendered, instead the satmap is displayed.
If you don't import one, it'll just be white.
Do you have a site that I can get one?
You can use the QGIS game terrain tools (https://gitlab.com/Adanteh/qgis-game-terrains)
Or just QGIS. Even something like Google Earth Pro if you wanted to.
Does anyone know how waypoints are selected in AIWaypointCycle:GetWaypoints()? It seems like its getting a random waypoint and i want it to set them in a specific order. Do I need to use the priority to do that instead of scripting?
Hey is anyone able to help me with importing .P3D files using Enusion Blender Tools??
I am looking on the wiki and I just don't seem to understand how to set it up or how to enable workbench with net API
They should be added to the array in the order you placed them and you should be able to select them by using the array index.
So: cycleWaypointsArray[0] = 1. waypoint
cycleWaypointsArray[3] = 2. waypoint
B.t.w. GetWaypoints() should return the array containing all waypoints.
Anyone know what this means?
which particular P3D?
So is there any info how we can fix this inventory20menu no slot VON issue that been happening since 1.2 it legit makes it unplayable with all the crashes
I am not fully informed on it, but if you see the error messages it would mean you did not crash. So its proably just logging stuff, but it can be ignored? Where do you see the relation with the slot?
Every single crash happen with opening and using an inventory and keep throwing that same error im not the only one as early stated by some others aswel with that same issue
I tryd to get you a report id but as soon as it crashes i cant even click on report ..
There is no link to an item as it happened with any inventory opening aka boxes stash Arsenal made sure to check if it happened with the same style items but its random happened on modded and base game items
You open inventory you crash you get back in and you can open that same inventory you crashed kn and see the items without issues .and ,5 min later same.hapoends again over and over again
That might be related to issues we have fixes for that are waiting for the updates to roll out. If you hard crash without crash reporter operning thats rather strange
I really hope man im gonna be straight here and say i never had this many crashes with any updates other then 1.2
Having those 100 of misloading mods with 1.0 update wasnt even as frustrating then 1.2
And sadly a lot of people that i know wont even play or touch arma atm as of all the issues
Is there any idea when that update might happen ?
Thanks
Where is the "Import Settings tab"
Thx
Hey, idk where to ask. So I added a music radio to a vanilla car and everything works, however as soon as I get into the driver's seat I can't access the prompt anymore to turn it on or off ?
Do I need to add the action somewhere to the driver's seat to be accessible ?
Found it NVM
sorry if im just stupid and this is a simple fix but I cant figure out what is doing this to the red dot sights could anyone help me with this issue
horror vision sights
How do I make and use lightentities and would that be the best way to make a spinning police light? I tried it a bit earlier as a test by making an inherited flashlight which seemed like it would be a decent way of doing it at least to start with but it wasn't ideal. Can the light entity be rotated around with an animation?
I didn't know which channel would be best for these questions
Hello all, I'm a software developer taking my first step into enfusion modding - is there any sites other then the hobo wiki that provides information I should be reading/that you would recommend? I'm particularly interested in learning about the code/scripting side of things - as it seems the most complex from the outset.
hobo wiki????? 
That wiki has seen better days. It needs a content manager to come in and clean it up and plug the gaps 🙂
I disagree but I just thought it was funny
All good, so aside from the wiki, any recommendations?
do stuff
if you have experience with statically typed languages you should be fine with whats on the wiki once you figure out how the entities and components work
Yea thats the plan. "do by learning" - I have 5 years of CPP exp, so its not terribly hard, but it would be nice to have a structured overview, flow, etc.
My wiki poking has been fairly low quality returns, but perhaps I'm just not finding the right pages.
Don't expect stuff given to you on a plate, experiment, look into BI code, embrace the suck.
Any value in looking at ARMA3 tutorials and porting them?
no, different engine, different paradigms in scripting language. Almost nothing translates from RV4 to Enfusion.
rgr. Yea, I'm not here like the milions others to ask for someone to code for me 😛 - I can take care of myself. Just wondering if there was a "Better website" or somthing from the vets.
you have it easy now
Not really/yet/we're still learning/BI shakes things a lot
Oh yea, Enfusion is so much better then ARMA3 tools.
in terms of there was no wiki 2 years ago when I started, I have now become the most unhinged scripter (ask arkensor and mario)
Where do you document your knowledge - I am assuming your bacon of bacon loadout editor fame?
nowhere since all the mods can be opened to see how they work
a lot of us weirdos are still stuck in RV4 😜
If you're looking for mainly a sensibly strucured script focused mods ACE Anvil is open source.
@tardy depot feel free to ask me for any in depth scripting question, or obscure topics
I'm decent freinds with a guy who mods A3 and he have 1000's of hours into it, no interest to move forward yet. Old man stuck in his ways 😛
Thanks MarioE, just starting my learning journey.
I'm still feeling more comfortable in SQF, assets etc is great in Enfusion, but for pure gameplay features I can iterate like 10 times fater in A3. Althourgh I've been doing SQF commercialy for like 3-4 years so I might be bit biased 
Yea I been reading ACE source code for structure/style learning. Since they know what they are doing.
Hint, we don't. 
Shhhh. Keep the lie alive 🙂
my code probably trips obfuscation detection algorithms, just waiting for something to get banned
|| so does BI at times it feels
||
PoV bacon slams random code
https://tenor.com/Ox5a.gif
idk how I made the parachute, I havent updated it for a while because I dont know how the code works
Sounds like my life programming for corporate 🙂 - If it hasn't blown up, don't kick the XO code.
Is Enfusion scripting C or CPP, off hand?
So its "scripting language via BIS"?
One other thing not mentioned is dive into and understand the replication system. Super useful to know how that works when you find yourself hitting a brick wall debugging things working in the tools versus dedicated environment. Checkout the replication base classes in the tools and youll find tons of documentation
rgr. Good info. Replication is the server sending the updates to all players engine?
Yeah. Replication syncs all the important information to “replicate” states from authority to others in the session for all entities. the server is the authority, though there are a few instances where clients gain ownership over entities and then the server/owner will compare results. If the difference is negligible the server accepts the owners states, otherwise overrides them (vehicles and characters, not sure if the owner concept is applied elsewhere)
Biki has a good overview of all the terminology for that
Brings me back to the ol' game dev days in school :). Client side for fast moving stuff, or the server will blow up, then check for h4xs 🙂
Hi guys, probably a really dumb question but I'm new to Enfusion - my viewport seems to be limited to 3000m x/y/z, why is that?
No, I'm wrong it's only on the x & z axies
Reforger Modding FAQ This document answers some of the most common Workbench related questions. If you see someone ask a question covered in here, just send them the link. Content: Why does my grass look weird? 2 How can I add dependencies? 3 Why do vehicles not drive smoothly on my terrain? ...
Thank you for your reply - I knew about this option, and have set it appropriately - I can see the whole map, however I can't move beyond 3000 X 3000
Reforger Modding FAQ This document answers some of the most common Workbench related questions. If you see someone ask a question covered in here, just send them the link. Content: Why does my grass look weird? 2 How can I add dependencies? 3 Why do vehicles not drive smoothly on my terrain? ...
How do I get it off
Just let go of the buttons that bring that up?
Win Ctrl
Did you ever fix this? I'm having the same issue
Keep reading. It sounds like he did.
Keep reading what lol even base game turrets are giving the error when I open them
Yeah it has to do with the animation graph used for the vehicle
I'm using a vanilla graph for it, are the vanilla graphs busted?
Actually this error I forgot didn't show up when I loaded my mod on a server but it shows in workbench oddly
What are you trying to do that involves this error?
For me it shows up in workbench, but works fine, and then I put it on my server and I crash the second I enter a seat
A PBR boat using BTR anim graphs
It's happening specifically on the turrets
There's 3 turrets total on one of the variants and they all have the anim controller initialization data is invalid (graph , node MasterControl, instance ) error
I've tried swtiching out graphs, and it keeps persisting no matter what I try with them
There might be an animation graph needed for either the turret or the gun itself
The thing that's stumping me, is that I duplicated the BTR parts and worked off of them, so I can't figure out how this could be happening, even if I open up the original vanilla BTR I get the errors from it. So it seems like no matter what I try here I'm going to recieve the errors lol
Is it possible to port an Arma 3 model into enfusion?
Not if you didn't create the A3 model.
If it's from your own mod then sure. If it's from someone else's or from B.I. then no.
What if its from arma 3's vanilla assets
Then it's made by B.I. and you can't port it.
Is it a licensing issue?
Licensing issue and you can't import binarised p3d too.
Even if its still only used in another arma game?
Is there no way to keep it binarised?
No, you can't port BI models from A3 to Enfusion.
Hi everyone, I need some information to avoid risking any type of ban.
I would like to have only one type of camouflage from a mod that contains many of them and therefore forces me to depend on a very large mod in terms of GB. is it allowed to take only one xob object from a mod via an external program (like pak explorer), so that the dependency is not created and the whole mod is not needed? We are talking about an XOB object that cannot be modified in any way with Blender or similar. I hope I explained myself..
you are not
At this very moment it isn't. The workbench allows you to use .p3d files that are in mlod (non binarized) format only. There are plans BI has to release (parts) of A3 as a datapack, similar to how they did with A1 and A2 some 10 years ago.
maybe a noob issue. The conflict main base is not set, and getMainBase() returns null. How can i address it?
when you put down the military base prefab and click on it you should be able to tick is hq, that’s how i setup my mobs
not that case. selectHQ() is working, and I can respawn from HQ. So it's weird the getmainbase() returns null. 
the issue just fix itself after rebooting system 
What does it mean when a model has rigged geometry in relation to what that means for the enfusion game engine?
rephrase.
I was looking at models online like cgtrader and in the model information there's something called "Rigged Geometry " and if the model has that or not.
I'm asking what that is and is it important to have to for use within the enfusion game engine?
you need to learn 3d modeling to a level sufficient to answer those questions, even before you do any model importing for the game
but I would say no unless it's rigged specifically for reforger, but in that case it cannot be sold
Well im asking these questions to learn more. Trying to make something that other modders don't seem to want to make
yes but you dont know what rigging is yet, so once you have some experience with it you will be able to easily answer this question
actually it can be fine if it's rigged for purposes other than to mimic things already in the game like characters
So if a model is rigged, there's a chance it can't be used in arma? Is it possible to edit the geometry to make it usable?
it means that the meshes are rigged to bones / there is a setup for animating the parts.
not necesary
once you figure out 3d modeling basics those questions will be easy to answer for you, and those 3d modeling basics are not really reforger specific
I'm trying to implement an MH-6 little bird which is a big project that I'm using but learning as I go with it
I'm mainly asking if enfusion requires the model to have anything specific to fully import the bones and colliders.
yes, in order to import bones the model needs to have bones, and in order to import colliders the model has to have colliders
And what if it does but in enfusion it shows no bones or colliders?
then you did not select import bones or whatever it was called in the import settings, for colliders I'm guessing not setup correctly
so there is this neat tool called blender you can use to manipulate the bones, create colliders in the 3d model
you will need to learn it (to some level) to be even remotely competent at putting assets in the game
it doesnt have to be blender, but it's the recommended tool
Import settings in enfusion?
yes the wiki has pages that cover fbx import
option is called Export skinning
example https://community.bistudio.com/wiki/Arma_Reforger:Character_Gear_Creation/Vest/Asset_Preparation#Importing_model
https://community.bistudio.com/wiki/Arma_Reforger:FBX_Import#Import_Process_in_the_Workbench
also same page has information about colliders
Is it still true that we should be using blender 3.6 instead of anything newer?
no idea, I don't use blender
Would you know?
wiki says 3.6 LTS
Yes but based off of the images on wiki, seems like some things changed making me think the page is outdated
Ill just follow whats on there anyways
wiki says to NOT disable fastValidation on a public server, why is this? is it going to crash the server or something?
quick question, could configs for say an arsenal or motorpool having entrys for mods we dont have installed cause issues with the server?
17:19:47.461 SCRIPT : GetResourceName 'scripts/Game/Components/Arsenal/SCR_ArsenalItem.c,130'
17:19:47.461 RESOURCES (E): Wrong GUID/name for resource @"{B6ABA160DF16A403}Prefabs/L96_Mag.et" in property "<missing-def>"
17:19:47.461 RESOURCES : GetResourceObject @"{B6ABA160DF16A403}Prefabs/L96_Mag.et"
17:19:47.461 RESOURCES (E): Failed to open
another question, any idea why we get game crashes with this in the log?
17.07 2024 17:20:02
Virtual Machine Exception
Reason: NULL pointer to instance
Class: 'SCR_HUDManagerLayoutHandler'
Function: 'StartMainLayout'
Stack trace:
scripts/Game/UI/HUD/Handlers/HudManager/SCR_HUDManagerLayoutHandler.c:325 Function StartMainLayout
scripts/Game/UI/HUD/Handlers/HudManager/SCR_HUDManagerLayoutHandler.c:341 Function OnUpdate
scripts/Game/UI/HUD/SCR_HUDManagerComponent.c:150 Function OnUpdate
Runtime mode
487 means invalid memory addr. The upcoming hotfix is to solve this kind of issues.
awesome, happy to hear we dont have to endure it much longer
really a long period, dude
Does anyone know how to attach things to equipment on a playable prefab?
For exampl: I want to attach NVG and Strobes to helmets, or Scopes or lasers to a rifle
Hey all. Trying to make the rear seat in the UAZ usable and I keep getting the seat is "obstructed". I suspect it has something to do with cage for the PKM blocking the seat? Has anyone encountered this before?
Afaik yes that is correct, that seat is obstructed because that is where the gunner will stand if he gets in
how can i make it that my bipod can be deployed and mounted to the ground like m60 ?
and where do i need to add this as it doenst tell me under what comp
found it ....
SCR_WeaponAttachmentsStorageComponent contains deployment related parameters in AimingModifierAttributes class which is part of Custom Attributes. Over there it is possible to define Deployment Points for both weapon body (f.e. when resting rifle on front section of the weapon without any bipod attached whatsoever ) and for integrated bipod. Since Sample Weapon doesn't have integrated weapon, PKM setup will be used to explain this part.
got it done was a bit of a b xD
anyone give me a hand with how you assign sounds to switches and horns?
How far out do people think we are to dynamic terrain deformation / being able to have proper trenchwork?
Arma 4, i say that as there are way more important things the devs are working on. And dynamic terrain deformation is likely at the very bottom of that list. Also it depends what we view as dynamic, if i place down say a bunker in game master and it cuts a certain sized chunk out of the terrain to make space for it sure. But if we are talking about a tank with engineering attachments making a larger dent in a dirt hill than a group of infantry with shovels; Then i doubt anytime soon.
Yeah, I don't think we're going to get volumetric terrain. Computers are strong enough now but, If we want to have 200-person servers which is a key selling point of ARMA It's not going to happen.
I was thinking more like, players putting down buildings or trenches and then the server going "poof". So they're not standing underground.
Do we have a time frame for Arma 4 - 2/3 years?
oh yeah, that would definitely work fine, if it was an attached property of the object when it gets placed down in game maste. Only thing is making the terrain file editable during use
and for arma 4 my money is that the early access will be 2026
Yeah I could see something like a dynamic height map being the easy proxy.
as in basic, basic and then the actually fleshed out game 2028
Jeepers. I'm going to be so old before Arma 4 comes out.
yeah, just would need to make sure game master doesnt go crazy with bunkers 😂
thats just my prediction im not a dev 🥲
Yeah I'm just trying to figure out the basics of scripting, but I'd be interested to see how much assets I can put in the game and still have it not blow up with 200 players.
the good old trial and error is what i present to you
Exactly that's the goal. The devs already set to the limits on the game master mode so they must have some knowledge as to when the engine starts to lag.
But considering how much view distance this game has. The amount of things that can be on the screen is quite excessively high.
So I think with good despawn/ zone occlusion, You could probably get the assets into the thousands.
also depends on the quality of the assets
and how well they are optimised, also i definitely see a simple update yeeting a dynamic heightmap out the window and back to stage 0
Such is life I guess. I don't have a lot of experience with modding, I do have a lot of experience with working with other devs. And feature creep/ other people destroying your work is extremely common 😁
yeah sadly, im trying to learn C# and im slowly starting to realise/understand why mods mush themselves after updates 😂
C# is easy peezy. If you got programming questions just ask. Old C, now that will give you some chest hair 😛
C# is the start point for me, as i really need to learn python as well at some point. But i figured i would start with C# to get my head around how code works and try my hand at enfusion scripting along the way
I wonder if python is closer to C# or C/C++.
i also wonder that as well. might need to research
Either way. Learning time for you.
Python to me feels like Hobo C++. thats to say its just a reduced, made faster version that focuses mostly on "higher level" libs - but that's kinda how everything is these days. No one is writing core code anymore, not unless your doing some hardware/software integrations (or a game engine).
agreed, i will finish the current book im using for C# and then checkout C++ probably, only time will tell with my learning speed 
C# is managed/reduced C++ - so much nicer to work with but takes away a lot of the power.
never realised that part, so im basically using the watered down version
then that begs the question why isn't enforce more closely related to C++ or why didnt they stick to SQL
Sorta. Basically C++ claim to fame is that you can get right down to the CPU instructions with memory control - meaning nothing stands in your way while programming, but it also means you have to create tons and tons of "infrastructure" to build up from that level, to a useful easy level.
C# starts that the useful easy level, so you can get to building the "feature" and not the supports that let you get there. Sorta like not having to building the game engine (C++ starting point), but just adding the feature (C# starting point). That and you don't need to keep track of your memory useage (persay) as the garbage collector handles that - so "no" mem access errors and 1337 h4x and exploits.
C++ would give them much more power, as well it is familar (to the developers) and closely resembles the backend (c++) - so the "scripting" access being C++-ish, is a natrual and smart choice.
Giving us raw engine access (being able to write core C++ and inject it into the engine) would be best, but as intellectual property owners, they probally dont want us stealing the engine and making $$$ selling bootleg ARMA5
that makes sense, especially from the bootleg perspective, you know some dodgy milsim group would just make their own arma 4.5 😂 . I guess its the difference between a low end and high end language
Canadian Army has been doing that for at least 10 years 😛
👀 , i mean you guys did pioneer war crimes so i dont think Arma 4.5 is a stretch for you guys
Well its more like ARMA 3.5 + Crimes of War 🙂
the Crimes make it arma 4. something
Booby trapping food is time honored tradition.
cant forget those refugee camps in dresden cicrca 1944 ( past tense needed)
i just hope people dont actually make missions of stuff like that in arma 4
from what ive seen the BI moderation on mods as a whole when it relates to sensitive stuff (Middle east, Ukraine) has been more enforced for reforger than Arma 3, which is good. But i just hope they dont over do it
Well Suicide bombing and the like is Operation Flashpoint onwards. Everyone loves blowing up bases.
true, time honored tradition
As middle Europe devs, I can see not wanting to screw with the eastern players and the large RU base - more then a NA dev would care.
yeah exactly, surprisingly large Russian player base. Which makes for some interesting servers and missions 👀 , from my understanding there is a more hands off approach to Ukraine maps than towards Gaza maps which instantly get taken down, and people threatened with bans, also i havent seen a Taiwan or Formosa map, i wonder why 
I wonder where BIS stands on China. CSAT was a taste of (what will likely be the case in 20 years)
Tencent has a share in them for y-lander, now idk if there is a degree of control that carries over to arma reforger and arma 4 
i would hope not
ah yes. Intresting.
Well, we will find out in time I guess. Until then. I'm reading thousands and thousands of lines of scripts - and I wish to expire :). I keep telling myself, I will eventually get to the fun parts. Filthy lies 🙂
that is coding in a nutshell 99% reading stuff 1% writing stuff
i wish you luck with that 🫡
Once you get good, its mostly writing, then rewriting 😛
and thanks. I'm sure it will "click" eventually.
after this most recent patch i no longer have a HUD for custom vehicles... -.-
oh actually
vanilla vehicles have no HUD either
on a fresh project, fresh vanilla world. no HUD
@remote bronze no vehicles have HUD's
yup hud was nuked, a dev said its already patched for the next update
ah ok ty
makes driving in manual a bit interesting
Has anyone been experiencing problems with FileIO since 1.2?
Specifically opening a file in append mode with FileIO.OpenFile(m_sLogPath, FileMode.APPEND); that is confirmed to exist by FileIO.FileExists?
What exactly is your problem with it? what is the log path?
I'll get you the code momentarily once at the PC. Tldr, just logging server data to a file when players connect, kills, etc...
stubbed
class CRF_Logging: SCR_BaseGameModeComponent
{
string m_sLogPath = "$profile:COAServerLog.txt";
override void OnWorldPostProcess(World world)
{
super.OnWorldPostProcess(world);
if (!Replication.IsServer())
return;
if (FileIO.FileExists(m_sLogPath))
m_handle = FileIO.OpenFile(m_sLogPath, FileMode.APPEND);
else
m_handle = FileIO.OpenFile(m_sLogPath, FileMode.WRITE);
PrintFormat("CRF Handle: %1",m_handle);
m_sMissionName = GetGame().GetMissionName();
m_handle.WriteLine("mission,beginning," + m_sMissionName);
}
}
Prints added for debugging post 1.2. Nothing changed except m_handle now returns a NULL instead of a 0 if it doesn't open file
TLDR; handle is null, so null pointer instance issue.
you can always use append even if the file does not exists it would create it. Not sure why it would not open the handle. Is this windows or linux?
Windows
I would say closer to C# more so because both C# and Python are high level and compile to bytecode (afaik)
well python is not statically typed, so like, a pretty different experience
Thats true
No way it can?
maybe not, dont remember
Did you find out what Slot_VON Has no Content! was?
nope
still gettig it with every rash but got told it didnt had anything to do with the crashes
Anyone have any really good tutorials for animating models and getting them into arma reforger?
Any word on this?
Does this work in workbench but not on dedicated server or where are you having the issues?
strange. it should not return that in workbench of all places. try the example code that is documented in the file io api to write a hello world
very new to map making and watched videos on it all week but theres no videos on map design/enfusion that arent from over 2 years ago
having trouble with the map height png being rendered in out of the bounds that enfusion has set
Feel free to DM if so
What the best way to create points on terrain in world editor? I need a possibility to set random points in world editor, these points will be used in script.
For example in Arma 3 i can to set a lot of LocationArea_F object on the terrain and then get all entities of this type and them go on processing in SQF. Now i trying to implement something like this in AR.
Hey, two short questions.
First: Is DayZ Standalone using the same state of Enfusion Engine that Arma Reforger is Using?
Second: Is there a dedicated modding server / modding community like this for DayZ Standalone ?
Thanks in advance
nope for both
Somebody know who I could contact for A question related to key frame animations?
I'd say you'll find more info there about modding DayZ than anywhere else on the internet.
Thank you 🙂
is it possible to modify the talking system?
enfusion modders but its actually dayz modding
We (Jacob Mango and I) had that discord setup at a time where this one here was solely focussed on A3 and no interest in AR existed. By now for AR this discord is much more relevant and the only one AR devs are actively reading. 
yeah you got all them "enfusion_" channels but what happens in them is actually reforger stuff
I don't know if this is on this channel, but does anyone know why my nitrate server with 4 people is going wrong?
sodium nitrite what I use to make a fake smoke rings on my oven brisket
So I have my other map that has lots of stuff in it with everything setup and I want to edit it. But I also don't want to change the original file and project. How do I essentially copy and paste this project into another?
use github
so you can make multiple branches and if oyu happy with it and i works you can merge them togheter
Enfusion modders was great as a resource for DayZ, this discord seems to be much better though for AR and you get more help and less pretentiousness as well that I experienced there..
However if I still did stuff for DayZ(which I might if movement speed could ever be edited) EM is a better resource for that game
did anyone else (those who are working on missions etc in the world editor) have all of their characters in the world editor dissapear?
the group still exists and it's fine in game, but in the world editor they are entirely absent lol
Yes, it either broke or got removed
Bug.
Has been introduced in latest .92 patch with weather bug.
Is the weather bug, The fact that it keeps going back to overcast?
Correct.
Ah good. I figured out a workaround, but I thought it was just because I sucked at following tutorial instructions. Good to know it wasn't me 😂
Yeah not sure how testing in this game is done...
Can't get any more obvious than this and took me 5 sec. to find out.
Can't tell how much time i've already waisted by trying to fix something in my mod where it turned out to be a bug in vanilla. 🤪
Can someone from BI Please get rid of these Monkey ass save files in the workshop they are spamming so baad
Does Enfusion have the key-frame system for animation-ing ?
can anyone help me with model importation i.e questions
ask your questions
how do u change the position of the hands in regards to the weapon model
poin is that weapon clips through hands
zamn, hoping this patch fixes it :)

Yeah well it's nothing game breaking at all still not how it should be.
Anyone having trouble joining a squad in the arland campaign when running peer tool?
scratch that, restarting fixed whatever it was freaking out about
Hey, is there any API to get the server list for Reforger?
yes but not public and only some sites like battlemetrics have tokens
where can access be requested?
idk
i see the endpoint the client uses but i don't think it would be very fun to login to steam everytime to get a jwt 😭
yes it would technically be reverse engineering
oh ur the only other person who asked my question huh 😭
During the day the sky is normal, but at night the sky is looking like this, I changed something and now I don't know what it is...
the clouds are extremely bright
nvm i found the problem, inside EnvProbe i need change to global place
about 1 in 3 times I launch the arland campaign in WB I am able to join a team but not a squad
Happens when I just load in SP, or when I load in localhost with peertool
After, when I stop & play it again I am hit with VMEs for AddSupportStation
This happened across different projects for me yesterday and has happened more than a few times today
Only changes in this project are two overriden prefabs, basegamemode & defaultplayercontroller. Changes are minimal and shouldn't effect anything but OnPlayerKilled
meant to post in #reforger_workbench , but is what it is
gonna post on the tracker. If you have the GameMode_Base prefab open in the workbench, not world editor, while also loading a mission in the world editor it will cause this
I have had that issue too
I just switch between gm and player couple times and it gets fixed
See the ticket, close all prefabs in the workbench. Open/Close WorldEditor or restart workbench
Unsure what prefabs it effects, I doubt it matters if you've got cars open, but I wouldn't have the gamemode prefab open or other similar prefabs when you open the worlde ditor
@fickle stag Do you know if Shrapnel for Reforger is no longer working? I have tested for quite a while and do not see any new effects, decals, or anything to indicate that any fragments are being cast from any explosive device
I can tell you that you still get injured radius by grenades. Whether or not they're actually spawning fragmentation, I don't know if the code goes that far.
Hey so I have a scope for my M3 MAAWS, I've been doing the ranging by hand (please kill me) and it has various different rounds.
Is there a way to calculate ballistics for scopes? It attaches to the maaws along a rail.
I've manually "processed" HEAT 551 and HEDP 502, but plan on implementing smoke and HE 448/441 which both have different ballistic charateristics. Anyone know a way of doing that?
And I guess second question, because my SightRangeInfo list is looking really long lol, but is there any way to make it so the sight changes with the round inserted? Doubt there is a solution for this one given most weapons have one round
forgive me if this is the wrong place, but I'm not sure where to put this question for scope component ranging/ballistics
So I don't know where it is, but ammunition has a really cool ballistic slope chart. The system is actually pretty awesome in reforger for ammo and ammo subtypes.
Give it a Google of some sort and see if you can get it to show up.
Oh and I totally misread what you said. You're not looking to change the ballistics, but have them affect the scope. You could probably do that in script. It would be a lot of work though.
haha script haha
I'm screwed
Eh I'm going to be lazy and make the HE and Smoke round have the same ballistics, rounds look the same
Sue me
In reality though, optics generally have multiple markings for different ammo types. The rpg7 modern optics
Yes the RPG7 is wonderful for that
Could you make fake optics, for your m3? Or how is it done in reality
M3 MAAWS ranging is done on the PFCD, the scope looks like this.
Is there a switch in reality? That lowers the arcs?
the way it works is you pop the bottom left thing out according to theround you got, then dial the rangefrom there
PFCD kinda cool
So yeah you could do that in scripting. When it detects the ammo type, swap the optic or swap the aiming to xyz. I don't know too much about the second.
But yeah I'd just be lazy make it all the same. If somebody calls you out on it then fix it. Realistically people would expect all the ammunition to fire the same. And technically, You could just pretend that it's really fast adjusting for each ammo 😜
Shrapnel doesnot work. I have plan to remade it
@fickle stag is it in the game code? I vaugly recall reading some source code that spawns real shap - or was I dreaming?
Thank you, I look forward to it
You can use the zeroing generator but it’s not 100% accurate close range
Yea and you need a scope for each round atm . Doesn’t seem like changing zeroing data for round loaded is possible atm . At least not with vannila functionality
I'm not sure how to use rhe generator
And my work around I'd past 1000 it resets to 100 for HEDP at rhe moment
How do I export my materials and textures I have in blender to the workbench?
I don't see the reforger_server channel