#enfusion_generic

1 messages · Page 8 of 1

weak grove
#

i mean unless you did it through your graphics card 😆

#

for research purpose

unborn inlet
#

encode is the lingo BI uses. Injecting is something i got used to from A2/A3 days, because that is how it felt

empty nexus
#

well they're wrong and I'm right

weak grove
#

that's fucking gold

jade frigate
#

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.

  1. 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.

  2. 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 Reopening that subspace results in an error "File data structure of the world is obsolete and needs to be changed."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.

charred wraith
#

get any help?

tiny zephyr
#

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

umbral storm
charred wraith
umbral storm
charred wraith
#

I’ll stream tomorrow add me

charred wraith
#

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

twilit barn
tiny zephyr
#

ah well now i know

wheat jay
#

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

eternal glade
#

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

remote bronze
eternal glade
#

@remote bronze github? also thank you if i have any questions can i @ you

remote bronze
#

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.

eternal glade
#

@remote bronze thanks for the help

eternal glade
#

@bright rune thanks 😊

charred wraith
#

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

charred wraith
#

anyway to find past saves?

#

when i open project now it launches armareforger doesnt open my pjoejct

empty nexus
# charred wraith

you have an empty dependency defined in your addon.gproj, remove it as empty dependency is not a valid mod ID

charred wraith
#

world doesnt even open my project anymorewhen i open project it open "Arma Reforger"

empty nexus
#

line number 4 from your image disagrees

charred wraith
#

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

empty nexus
#

have you removed the invalid dependency from your addon.gproj file? if yes and still occurs then post up to date logs

charred wraith
#

my wolrds or non of my files ar in my workbench resource browser for this project anymore

empty nexus
#

open addon.gproj in notepad and remove the invalid dependency

charred wraith
#

the only dependecy its stated is the arma reforger game

empty nexus
#

so if this is no longer the case, post up to date logs, as thats what your image says the problem is

charred wraith
empty nexus
#

you need to remove the invalid empty dependency from ArmaWarfareReimagined

charred wraith
#

That file "ArmaWarFareReimagined" is the "Project/world name" why is it a dependency? and its not there still gives same code

empty nexus
#

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

charred wraith
#

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

empty nexus
#

if you've made changes and are still getting the problem, post up to date logs

charred wraith
#

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

empty nexus
#

this is my peertool config

charred wraith
#

the last addon would be the name of my project or name of my world?

charred wraith
empty nexus
#

sorry I dont get the question

charred wraith
#

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?

gilded panther
#

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

bronze marlin
#

Hello guy it's possible to change the clothes of the IA Fia patrol ?

tranquil burrow
#

If the map is say 4000km if the away to make it smaller

hollow flame
gilded panther
#

Absolutely.

hollow flame
#

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

warm mirage
#

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

surreal lava
#

Any opinions?

charred wraith
#

Can i publish a new mod from same project as another mod?

charred wraith
#

trying to publish a sub world or my world but with a different gamemode

#

i want to make different variants without changing map

jade current
#

No need to publish a completely different mod.. The sub-world will require people to download the original mod regardless.

wide blade
jaunty current
#

I've got a question about an error I keep getting, where can I post it?

tacit crag
#

I wanna make custom poses for photography through the arma tools but I don’t know where to make them, can anyone help?

worn tangle
#

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?

vital burrow
#

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"????

round gorge
warm lotus
#

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?

pallid knot
#

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.

warm lotus
pallid knot
#

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.

icy sonnet
#

What would be causing a mod I have to throw an illegal read error

tacit crag
#

Yo how tf do I find modded assets in the arma reforger tools

remote bronze
remote bronze
warm mirage
#

is there a way that i can own asset not let rain through ? currently it rain straight through the roof ...

empty nexus
#

check occlude rain checkbox

#

idk to what extent it works though, might be bounding box

icy sonnet
warm mirage
empty nexus
#

maybe it needs a collider, could check vanilla assets

jade current
unborn inlet
#

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

uneven quartz
#

how to delete residual files after uninstalling arma reforger tools?

#

I need to install a clean ART

vocal blaze
#

is it likely that having an access violation crash could be the result of a project being in a write protected folder?

molten granite
#

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. meowhuh

#

Tweaking the FogEntity in the weather variant used to work just fine

hard stratus
#

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```
short roost
#

forgive me for asking, but what is the correct channel for prefab related stuff anyways?

inland lance
#

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

empty nexus
#

I think so just script it, change reticle when zoomed in in the UI layout maybe

crude mason
#

can anyone help me with faction related stuff please?

unborn inlet
tacit crag
#

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

tacit crag
#

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

signal rose
#

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

bright sable
#

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.

steel gulch
#

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?

weak grove
steel gulch
weak grove
#

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

steel gulch
#

nah like my weather settings.

#

preset files are gone and adding them back from the core aint doin it lol

chilly yacht
#

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?

unborn inlet
chilly yacht
#

Like all these planes and vehicles

#

They all have interiors ect I’m seeing

unborn inlet
chilly yacht
#

Geo

#

Collider

unborn inlet
#

best way to make colliders is to use simple shapes and follows the existing vanilla assets in terms of setup

chilly yacht
#

Of course just wondering

chilly yacht
#

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

unborn inlet
#

example

chilly yacht
#

Ah collider tools plugin. Right on

#

Do you see much dip in performance with higher component colliders?

unborn inlet
chilly yacht
#

Thanks man making the switch def looks like a big change

empty nexus
smoky sinew
#

how do i import an asset from sketfab or whatever?

empty nexus
#

do you know blender?

smoky sinew
vapid glade
#

How can i hide the ankles of the character body?

jade current
split sierra
#

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

smoky sinew
split sierra
round gorge
vapid glade
steel gulch
#

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

polar steppe
#

Would anyone happen to have a link to a resource that shows how much exp is required for each rank in conflict?

twilit barn
vital burrow
#

man i thought making a map was gonna take like a month or two

willow osprey
#

Has anyone experienced their duplicated prefab edits not saving when reopening the workbench?

weak grove
willow osprey
weak grove
willow osprey
weak grove
supple pike
#

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

willow osprey
tame solstice
#

Is there a better wiki for functions? Than the wiki where I can read up on functions like tracemove?

worn tangle
#

wish the grass distance values weren't clamped at 150, would love to test further grass distance

normal elbow
#

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

fiery trellis
#

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!

warm mirage
#

how do make an item rain proof so it wont let any rain through as a roof..

bright sable
warm mirage
#

yea so i turned that off already ti still wont matter both on or off rain still goes through

bright sable
#

Does your mesh have collisions?

warm mirage
#

yup

#

nevr mind its fixt after reimportant it

mystic crater
#

if I want to check the damage and accuracy values of the weapons, where to find that?

unborn inlet
#

afaik there is no way to export that info directly

fiery trellis
empty nexus
#

too bad ripping is not allowed

#

from the description of that issues post I feel like it's 95% a virus

kind cave
#

yo

#

i got a question

unborn inlet
kind cave
#

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

unborn inlet
neon thistle
#

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

stark acorn
#

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

mystic crater
stark acorn
#

it is longer barrel doing that

#

muzzle velocity is higher thus energy is also affected

mystic crater
stark acorn
#

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

neon thistle
neon thistle
#

reading the wiki im stuck on a term :
what is the difference between "prefabeditable" and just "prefabs"

empty nexus
#

prefabeditable is a version of a prefab that is used by the Prefab Library

neon thistle
#

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

empty nexus
#

you can use the same structure or you can make your own, for simplicity just copy the game's structure

neon thistle
empty nexus
#

not sure it is documented on wiki but it is not related to game master placeable entities so feel free to ignore it

neon thistle
#

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

empty nexus
#

depending on what you are doing you might not need to read all of it

neon thistle
#

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

empty nexus
#

I've never followed that myself but you probably should, at least for the first couple times

neon thistle
#

how did you managed to do a mod without reading the documentation lol

empty nexus
#

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

stark acorn
empty nexus
#

Sorry about that

neon thistle
#

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

tawdry frigate
#

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

stark acorn
warm mirage
#

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 ?

neon thistle
stark acorn
#

you can try experimental version of Reforger where it is working already

neon thistle
#

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

fathom raven
#

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 ?

jade current
#

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.

warm mirage
#

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

warm lotus
#

What is the difference between SCR_EditableEntityComponent and SCR_PlacingEditorComponent?

warm lotus
#

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

wheat grove
#

Make a composition and add slot components of each item

daring grotto
#

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

twilit barn
amber sierra
inner nymph
#

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

bright sable
#

Maybe post the file here

inner nymph
#

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

vital burrow
#

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...

timber raven
#

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?

warm lotus
#

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

twilit barn
#

Are the entities the same or different types? What prefab are you trying to add it to? Can you provide a pic maybe?

warm lotus
steel gulch
#

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.

old viper
old viper
craggy stone
#

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.

vital burrow
#

but i still cant see the clouds ... or a visible sun

old viper
#

That sounds so odd ngl, are you running any mods?

vital burrow
#

lol nH NO MODS

hexed oriole
#

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

old viper
#

Oh shit. All mods I did and or the dependencies are broken

warm mirage
#

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

wheat jay
warm mirage
#

some guns dont shoot no more , animations are changed on m16 and broke a lot of custom animations yeey love updates....

old viper
wheat jay
#

yeah I see most modded maps are broken

old viper
#

many mods need some adittional work

wheat jay
#

I cri,rebuilding mod list for our server right now, adding each mod 1 by 1 to see if they work or not

old viper
#

but i heared that loads of people already trying to update their mods

wheat jay
#

rhs dont work rn which is a big kicker lol

old viper
#

but the workshop cant handle the load RHS got the same issue update is done but workshop is playing stupid again

wheat jay
#

and I lost the map we mainly run, Mogadishu

old viper
#

just have to sit and wait bud

warm mirage
#

all custom guns sound are removed aswel wth is been done that is not in the change logs....

empty nexus
#

mostly very easy fixes so far not sure what the fuss is about

warm mirage
#

k

empty nexus
#

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

lofty void
#

Nitrado?

crude mason
#

logic

lofty void
#

Idk then sorry

crude mason
#

all good i posted in wrong chat anyway sorry

warm mirage
empty nexus
#

I'm not going to try to help you until you post logs, waste of time

warm mirage
#

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 ...

warm mirage
#

and use the subammo effect

lofty void
lofty void
warm mirage
#

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

empty nexus
#

why use rplcomponent on shells? vanilla bullets do not use it

also you didnt post full logs, only some random sample

warm mirage
#

nope you are now forced to

#

it wont work without

empty nexus
#

there is no rplcomponent on vanilla bullets therefore I do not see any reason to use it on mine, they work just fine

warm mirage
#

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

empty nexus
#

correct, I do not see any reason to put this on my bullets, you may have a reason to in which case go ahead

warm mirage
#

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

empty nexus
#

use it if you want, I don't, that's all I'm saying

warm mirage
#

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 ...

lofty void
#

I need it for A. Trench Gun and B. Cannon Grapeshot

tacit stump
#

does anyone know the code of this x symbol?

earnest sundial
#

I think it's Unicode Character “×” (U+00D7)

crude mason
#

anyone know why i can select a category since the new update when i go to publish?

severe cypress
#

Any idea on RHS update time?

wise dawn
#

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

wise dawn
#

Turns out it may be a bug

severe kite
#

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

unborn inlet
#

not possible to my knowledge. Indeed you’ll need a workaround for now

severe kite
#

maybe i can just use stripperclips

old viper
#

Hey, every time i try to open My Project it shows only the dependecies, anybody know what going on here?

remote bronze
#

Check the errors and warnings. that might be why your addon does not load

old viper
#

How can i fix it? i already updated the mods

remote bronze
#

The only relevant bit is this. Is that your mod? low battery coop mission? Send me your gproj file it has please

old viper
#

DM

remote bronze
#

^ 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

limpid topaz
#

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

fleet fjord
#

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:

  1. I'm clearly missing something, but, how can I export directly from blender 3.6 to enfusion?
  2. Is there a way of exporting the FBX so all settings are already applied and not having to do them manually?
stark acorn
#
  1. 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
fleet fjord
#

So materials don't come from the fbx itself?

lofty void
#

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?

crude wasp
lofty void
#

@fleet fjord idk if that helps

fleet fjord
#

I took a screenshot of the base texture and edited on photoshop

#

No idea how what you are saying works lol

crude wasp
fleet fjord
#

I'll look into that

lofty void
#

enfusioneye right?

fleet fjord
#

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

lofty void
fleet fjord
#

Haha thanks for the encouragement

fleet fjord
#

Found this software called quixel mixer... I hope it does what I need

fleet fjord
#

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)

keen rune
fleet fjord
#

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

raw swift
#

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.

vivid thunder
# fleet fjord I will not let this stupid thing beat me

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.

crude wasp
mystic thicket
#

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...

▶ Play video
raw swift
fleet fjord
regal canyon
#

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 🙏

limpid topaz
#

Can anyone help me at all with this please I don’t understand what I’m doing wrong

remote bronze
#

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

limpid topaz
prime wyvern
#

anyone got any guidance for making vehichles? struggling with my current one

hollow basin
fleet fjord
#

Now... when parenting the top part of the hair to the armature using automatic weights, basically half the hair is left unaffected

vivid thunder
#

Do you know about how vertex groups work with regards to skinning? That's where I'd look first.

fleet fjord
#

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

vivid thunder
#

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.

fleet fjord
#

no worries, I have no rush. I really appreciate it!

#

(I forget we have threads here)

vivid thunder
#

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.

prime wyvern
#

Wow just check and bohemia haven't even updated there own mods

charred wraith
#

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

gloomy vapor
#

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

tame solstice
#

Did the new update remove siteslots?

silk orbit
#

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.

arctic crystal
#

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?

smoky sinew
#

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?

coral vale
#

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?

prime wyvern
#

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

smoky sinew
#

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

fleet fjord
#

Now... when parenting the top part of

hoary drum
#

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

prime wyvern
#

anyone got a radio sorted for the civ faction yet?

knotty portal
long cobalt
#

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:

empty nexus
#

where terrain holes

remote bronze
empty nexus
#

how far can I take talking back without being muted

remote bronze
#

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)

empty nexus
#

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

remote bronze
#

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

empty nexus
#

oh yeah I'm not serious

#

would love to see some video of terrain holes though just to get hyped up

silk orbit
#

Personally I feel like it would benefit from a week or two in an oven and community response would be way better then.

remote bronze
#

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

royal niche
polar steppe
#

Hello, which tutorial covers how to create preset loadouts that are available in the spawn screen?

Similar to the default loadout

pseudo crest
#

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:

twin finch
#

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

pseudo crest
#

🤦‍♂️ im dumb, for some reason I thought it was some error, not a breakpoint. Must have clicked there by accident at some point

long cobalt
#

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:

steel gulch
unborn niche
#

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.

empty nexus
#

sounds like a bug, but not sure if it will be fixed seeing as its not supported

hollow slate
#

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?

visual blaze
# hollow slate I guess what I mean is there a toolset that will let me make a mission for refor...

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.

rough hearth
#

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

topaz mist
#

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😔

naive lotus
#

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.

twin finch
#

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

naive lotus
#

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!

twin finch
#

no problem

topaz mist
topaz mist
stark acorn
#

from the pic I assume you didn't changed Item Model and just changed Mesh Object materials

topaz mist
stark acorn
topaz mist
topaz mist
# stark acorn

I create 2 new prefab from xob and change material then apply to main prefab but nothing change( But thx for help anyway

stark acorn
#

alternatively, take a look at samples and try to compare for differences

topaz mist
tropic flame
#

Is there any good place to lern reforger modding?

tropic flame
#

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

bright sable
tropic flame
bright sable
#

You don't have to copy or modify them, but you can look into how they work. You can learn a lot that way.

zenith hinge
#

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?

visual blaze
# tropic flame f.e there are only tutorials for armor and vehicles. But i want to add a new ite...

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 ☺️

visual blaze
unborn inlet
visual blaze
#

im against ripping of assets, thats by far the scummiest thing some people do

#

🫡

empty nexus
#

I can think of worse things

burnt thunder
#

anyone knows how to currently make a MOB in conflict game mode?

tacit stump
#

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?

tacit stump
#

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?

viscid marlin
#

is there a way to combine two inventoryitems.conf together instead of manually adding 1 by 1 to the multilist?

earnest sundial
#

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

viscid marlin
#

i tried opening one of the inventoryitems and this is all i see

#

it has entries on the tools

stark acorn
#

unless it is inheriting from somewhere

viscid marlin
#

ok im way too new to these tools ig, what is the difference between inheriting and duplicating?

stark acorn
#

there is inheritance, overwrite & duplication

viscid marlin
#

thank you for that

viscid marlin
#

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?

stark acorn
#

overriding

viscid marlin
#

thankyou

viscid marlin
#

does anyone know where all the base building options went? im trying to follow the wiki on it

warm lotus
#

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 )

keen perch
#

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

hexed oriole
#

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

glad drum
#

is it technically possible to add frame generation function mod in enfusion engine?

viscid marlin
hexed oriole
#

loadout manager lets you set multiple kits?

viscid marlin
#

yeah

viscid marlin
#

also does anyone know how to add base building prefabs to SCR_CampaignFaction?

wraith tiger
#

Somewhere you can find all the bones on the car, in order to simply rearrange them under your car?

crude mason
#

is anyone else having an issue where you retexture something and its not working in game? only happening since the new update

burnt thunder
#

hello, anyone knows how to make this icon spawn in the map?

signal patrol
#

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?

burnt thunder
#

hello again, anyone knows how to make supply remnants generate replenish themselves?

tribal forge
#

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?

viscid marlin
#

anyone know how to reduce the impact a antenna being built in conflict has on radio range?

tropic flame
#

what does slot type mean?

warm lotus
#

How do I add a dependency to an already in progress project?

twin finch
#

open the gproj. There may be another way but this is how I do it

uneven quartz
twin finch
#

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

warm lotus
#

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

jade current
twin finch
#

Did not know, thank you

jade current
# twin finch 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.

warm lotus
#

Nobody knows how to make pilot controlled guns for a heli or have a resource I can follow?

empty nexus
#
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

warm lotus
empty nexus
#

idk

warm lotus
signal patrol
warm lotus
# empty nexus idk

Does adding weapons like this work if you did it on a ground vic like the jeep?

empty nexus
warm lotus
empty nexus
warm mirage
#

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

sour willow
#

So, when Enfusion will be available, would devs be able to create standalone games, which don't require purchase of Arma or such?

keen rune
sour willow
#

Thanks, @keen rune

warm lotus
#

Not sure if either of these have anything to do with it

lofty void
#

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

obtuse yew
#

any way to remove stuff from parent without it all flying up into the air and being impossible to replace correctly

glad oriole
#

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.

empty nexus
rapid halo
#

Anyone know any good scenarios for singleplayer that has recruitable AI of some sort?

warm mirage
#

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

glad oriole
#

Why is it not showing the dependency ID?

remote bronze
glad oriole
remote bronze
#

Go to the folder where you created your mod and you will see one file with that extension

warm mirage
#

is there issues with publishing atm ? been stuck on publishing for 10 min now ?

severe kite
#

how does recoil work? like how can i change the recoil of a gun

#

wanna kinda test around with it

warm lotus
#

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.

lofty void
keen rune
#

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?

empty nexus
#

but -addons is added automatically

keen rune
solar field
#

any one found found a way of hiding or removing prefabs from the Eden map? everything just seems locked. any help would be apreciated 🙂

twin finch
#

Yes, but you will be copying the >1,000,000 entities

solar field
#

big download for MP then im guessing?

twin finch
#

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

#

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

opaque dew
autumn nebula
#

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.

ionic surge
#

@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 core folder located in C:\Program Files (x86)\Steam\steamapps\common\Arma Reforger\addons and paste it in C:\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

warm mirage
#

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

empty nexus
#

the items have more graphix now so not surprising, perhaps they could load one per frame

warm mirage
#

uff any way how we can fix that way of loading ?

empty nexus
#

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

warm mirage
#

before 1.2 we could have 10+ pages and it wouldnt even mind . fun that graphic update but kinda useless in inventory tbh

empty nexus
#

those items arent rendered every frame I dont think

languid cipher
#

By any chance is anyone working on/adding the AgustaWestland AW101 aka merlin helicopter into reforger?

visual blaze
tired spruce
timber jasper
#

Hi all, just wondering what the best free terrain maker is for enfusion?

smoky sinew
#

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."

visual blaze
# timber jasper Hi all, just wondering what the best *free* terrain maker is for enfusion?

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.

magic wagon
#

is it possible to port dayz mods to reforger?

magic wagon
visual blaze
twin finch
lusty creek
#

Anyone know how to fix ( RESOURCES (E): Failed to load metafile of image: UI/Textures/MainMenu/scenarios/scenarios-cold-2x_UI.edds ) error?

wary gyro
#

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!
warm mirage
#

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       : ---------------------
noble talon
#

how tough is it to make a new faction? im on the struggle bus over here lol

warm lotus
#

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

warm lotus
#

Does the RHS mod team ever help anyone in this discord with modding?

empty nexus
#

yes

warm lotus
#

Ah I just was wondering since I never see any of them in the Enfusion chats

unborn inlet
#

also irrelevant /offtopic for this particular channel

warm lotus
unborn inlet
stray grove
strong bay
viscid marlin
#

hi i am still having trouble with this issue is anyone around to help me figure it out?

wary gyro
#

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?

ionic surge
#

force redownloading

wary gyro
#

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

ionic surge
#

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.

wary gyro
ionic surge
glad oriole
#

Why is this happening?

bright sable
glad oriole
bright sable
#

Imported a satellite map yet?

glad oriole
#

No, how?

bright sable
#

That's what the materials transition to eventually.

#

You can find the option in your Terrain tool tab.

glad oriole
#

And will it mess up my current terrain?

bright sable
glad oriole
#

I edited the terrain a bit

bright sable
#

Then you can export a satellite image of that real place (e. g. using GTT) and import that

glad oriole
#

What's the point?

bright sable
#

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.

glad oriole
bright sable
#

Or just QGIS. Even something like Google Earth Pro if you wanted to.

twilit barn
#

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?

robust raven
#

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

gloomy vapor
warm lotus
#

Anyone know what this means?

warm mirage
#

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

remote bronze
warm mirage
#

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

remote bronze
#

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

warm mirage
#

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

warm mirage
warm mirage
#

Thanks

glad oriole
#

Where is the "Import Settings tab"

glad oriole
#

Thx

old viper
#

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 ?

old viper
#

Found it NVM

little acorn
#

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

empty nexus
#

horror vision sights

floral pendant
#

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

tardy depot
#

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.

empty nexus
#

hobo wiki????? agonylmfaoo

tardy depot
#

That wiki has seen better days. It needs a content manager to come in and clean it up and plug the gaps 🙂

empty nexus
#

I disagree but I just thought it was funny

tardy depot
#

All good, so aside from the wiki, any recommendations?

empty nexus
#

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

tardy depot
#

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.

silk orbit
#

Don't expect stuff given to you on a plate, experiment, look into BI code, embrace the suck.

tardy depot
#

Any value in looking at ARMA3 tutorials and porting them?

silk orbit
#

no, different engine, different paradigms in scripting language. Almost nothing translates from RV4 to Enfusion.

tardy depot
#

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.

empty nexus
#

you have it easy now

silk orbit
#

Not really/yet/we're still learning/BI shakes things a lot

tardy depot
#

Oh yea, Enfusion is so much better then ARMA3 tools.

empty nexus
#

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)

tardy depot
#

Where do you document your knowledge - I am assuming your bacon of bacon loadout editor fame?

empty nexus
#

nowhere since all the mods can be opened to see how they work

silk orbit
#

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.

nova delta
#

@tardy depot feel free to ask me for any in depth scripting question, or obscure topics

tardy depot
#

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.

silk orbit
#

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 pepe_laugh

tardy depot
#

Yea I been reading ACE source code for structure/style learning. Since they know what they are doing.

silk orbit
#

Hint, we don't. kekww_gif

tardy depot
#

Shhhh. Keep the lie alive 🙂

empty nexus
#

my code probably trips obfuscation detection algorithms, just waiting for something to get banned

silk orbit
empty nexus
#

idk how I made the parachute, I havent updated it for a while because I dont know how the code works

tardy depot
#

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?

empty nexus
#

neither

#

it looks a little similar to c#

tardy depot
#

So its "scripting language via BIS"?

keen rune
tardy depot
#

rgr. Good info. Replication is the server sending the updates to all players engine?

keen rune
# tardy depot rgr. Good info. Replication is the server sending the updates to all players eng...

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

tardy depot
#

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 🙂

junior owl
#

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

bright sable
# junior owl Hi guys, probably a really dumb question but I'm new to Enfusion - my viewport s...
junior owl
bright sable
# junior owl Thank you for your reply - I knew about this option, and have set it appropriate...
junior owl
#

Ideal thank you - the solution is in the linked ticket here

glad oriole
#

How do I get it off

twilit barn
#

Just let go of the buttons that bring that up?

ionic surge
trail parrot
tardy depot
trail parrot
#

Keep reading what lol even base game turrets are giving the error when I open them

warm lotus
trail parrot
#

I'm using a vanilla graph for it, are the vanilla graphs busted?

warm lotus
#

What are you trying to do that involves this error?

trail parrot
#

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

warm lotus
trail parrot
#

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

warm lotus
#

Is it possible to port an Arma 3 model into enfusion?

jade current
#

If it's from your own mod then sure. If it's from someone else's or from B.I. then no.

warm lotus
jade current
warm lotus
silk orbit
#

Licensing issue and you can't import binarised p3d too.

warm lotus
#

Is there no way to keep it binarised?

silk orbit
#

No, you can't port BI models from A3 to Enfusion.

silk oak
#

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..

unborn inlet
glad drum
#

maybe a noob issue. The conflict main base is not set, and getMainBase() returns null. How can i address it?

viscid marlin
#

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

glad drum
glad drum
#

the issue just fix itself after rebooting system blobdoggoshruggoogly

warm lotus
warm lotus
# unborn inlet 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?

empty nexus
#

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

warm lotus
empty nexus
#

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

empty nexus
warm lotus
unborn inlet
empty nexus
#

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

warm lotus
#

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

warm lotus
empty nexus
warm lotus
empty nexus
#

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

empty nexus
#

yes the wiki has pages that cover fbx import

#

option is called Export skinning

warm lotus
empty nexus
#

no idea, I don't use blender

warm lotus
empty nexus
#

wiki says 3.6 LTS

warm lotus
#

Ill just follow whats on there anyways

stark acorn
wary gyro
#

wiki says to NOT disable fastValidation on a public server, why is this? is it going to crash the server or something?

wary gyro
#

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

wary gyro
#

hmm server and clients seem to crash with this Access violation
Player:

glad drum
wary gyro
glad drum
#

really a long period, dude

raven shoal
#

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

lean vector
#

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?

remote bronze
warm mirage
#

how can i make it that my bipod can be deployed and mounted to the ground like m60 ?

warm mirage
#

and where do i need to add this as it doenst tell me under what comp

warm mirage
#

found it ....

stark acorn
#

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.

warm mirage
#

got it done was a bit of a b xD

prime wyvern
#

anyone give me a hand with how you assign sounds to switches and horns?

tardy depot
#

How far out do people think we are to dynamic terrain deformation / being able to have proper trenchwork?

visual blaze
# tardy depot How far out do people think we are to dynamic terrain deformation / being able t...

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.

tardy depot
#

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?

visual blaze
#

and for arma 4 my money is that the early access will be 2026

tardy depot
#

Yeah I could see something like a dynamic height map being the easy proxy.

visual blaze
#

as in basic, basic and then the actually fleshed out game 2028

tardy depot
#

Jeepers. I'm going to be so old before Arma 4 comes out.

visual blaze
visual blaze
tardy depot
#

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.

visual blaze
tardy depot
#

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.

visual blaze
#

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

tardy depot
#

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 😁

visual blaze
#

yeah sadly, im trying to learn C# and im slowly starting to realise/understand why mods mush themselves after updates 😂

tardy depot
#

C# is easy peezy. If you got programming questions just ask. Old C, now that will give you some chest hair 😛

visual blaze
tardy depot
#

I wonder if python is closer to C# or C/C++.

visual blaze
#

i also wonder that as well. might need to research

tardy depot
#

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).

visual blaze
tardy depot
#

C# is managed/reduced C++ - so much nicer to work with but takes away a lot of the power.

visual blaze
#

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

tardy depot
#

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

visual blaze
#

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

tardy depot
#

Canadian Army has been doing that for at least 10 years 😛

visual blaze
#

👀 , i mean you guys did pioneer war crimes so i dont think Arma 4.5 is a stretch for you guys

tardy depot
#

Well its more like ARMA 3.5 + Crimes of War 🙂

visual blaze
#

the Crimes make it arma 4. something

tardy depot
#

Booby trapping food is time honored tradition.

visual blaze
#

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

tardy depot
#

Well Suicide bombing and the like is Operation Flashpoint onwards. Everyone loves blowing up bases.

visual blaze
#

true, time honored tradition

tardy depot
#

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.

visual blaze
#

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 thonk

tardy depot
#

I wonder where BIS stands on China. CSAT was a taste of (what will likely be the case in 20 years)

visual blaze
#

i would hope not

tardy depot
#

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 🙂

visual blaze
#

that is coding in a nutshell 99% reading stuff 1% writing stuff

#

i wish you luck with that 🫡

tardy depot
#

Once you get good, its mostly writing, then rewriting 😛

#

and thanks. I'm sure it will "click" eventually.

limpid cloak
#

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

twin finch
#

yup hud was nuked, a dev said its already patched for the next update

limpid cloak
#

ah ok ty

twin finch
#

makes driving in manual a bit interesting

chrome kelp
#

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?

remote bronze
chrome kelp
#

I'll get you the code momentarily once at the PC. Tldr, just logging server data to a file when players connect, kills, etc...

chrome kelp
# remote bronze What exactly is your problem with it? what is the log path?

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.

remote bronze
smoky sinew
empty nexus
#

well python is not statically typed, so like, a pretty different experience

empty nexus
#

also, c# cannot do emojis as variable names, python can

#

so the winner is clear here

smoky sinew
empty nexus
#

maybe not, dont remember

empty vessel
warm mirage
#

nope

warm mirage
#

still gettig it with every rash but got told it didnt had anything to do with the crashes

hot warren
#

Anyone have any really good tutorials for animating models and getting them into arma reforger?

remote bronze
chrome kelp
#

Both wb and server are returning null for the handle

#

Server throws a null reference

remote bronze
mild shard
#

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

tacit bramble
#

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.

patent saffron
#

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

old viper
#

Somebody know who I could contact for A question related to key frame animations?

jade current
#

I'd say you'll find more info there about modding DayZ than anywhere else on the internet.

patent saffron
glad drum
#

is it possible to modify the talking system?

empty nexus
#

enfusion modders but its actually dayz modding

remote bronze
empty nexus
#

yeah you got all them "enfusion_" channels but what happens in them is actually reforger stuff

glacial plover
#

I don't know if this is on this channel, but does anyone know why my nitrate server with 4 people is going wrong?

empty nexus
#

sodium nitrite what I use to make a fake smoke rings on my oven brisket

glad oriole
#

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?

warm mirage
#

use github

#

so you can make multiple branches and if oyu happy with it and i works you can merge them togheter

wheat grove
#

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

green silo
#

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

bright sable
#

Yes, it either broke or got removed

gloomy vapor
tardy depot
gloomy vapor
#

Correct.

tardy depot
#

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 😂

gloomy vapor
#

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. 🤪

old viper
#

Can someone from BI Please get rid of these Monkey ass save files in the workshop they are spamming so baad

uneven cipher
#

Does Enfusion have the key-frame system for animation-ing ?

bitter crater
#

can anyone help me with model importation i.e questions

unborn inlet
bitter crater
#

how do u change the position of the hands in regards to the weapon model

#

poin is that weapon clips through hands

green silo
gloomy vapor
#

Yeah well it's nothing game breaking at all still not how it should be.

twin finch
#

Anyone having trouble joining a squad in the arland campaign when running peer tool?

#

scratch that, restarting fixed whatever it was freaking out about

ocean niche
#

Hey, is there any API to get the server list for Reforger?

empty nexus
#

yes but not public and only some sites like battlemetrics have tokens

ocean niche
#

where can access be requested?

empty nexus
#

idk

ocean niche
#

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 😭

empty nexus
#

yes it would technically be reverse engineering

ocean niche
#

oh ur the only other person who asked my question huh 😭

blazing patrol
#

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

twin finch
#

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

#

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

uneven quartz
#

I just switch between gm and player couple times and it gets fixed

twin finch
#

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

graceful sun
#

@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

tardy depot
unkempt panther
#

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

tardy depot
#

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.

unkempt panther
#

Eh I'm going to be lazy and make the HE and Smoke round have the same ballistics, rounds look the same
Sue me

tardy depot
#

In reality though, optics generally have multiple markings for different ammo types. The rpg7 modern optics

unkempt panther
#

Yes the RPG7 is wonderful for that

tardy depot
#

Could you make fake optics, for your m3? Or how is it done in reality

unkempt panther
#

M3 MAAWS ranging is done on the PFCD, the scope looks like this.

tardy depot
#

Is there a switch in reality? That lowers the arcs?

unkempt panther
#

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

tardy depot
#

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 😜

fickle stag
tardy depot
#

@fickle stag is it in the game code? I vaugly recall reading some source code that spawns real shap - or was I dreaming?

graceful sun
inland lance
#

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

unkempt panther
prime wyvern
#

How do I export my materials and textures I have in blender to the workbench?

glacial plover
#

I don't see the reforger_server channel