#enfusion_generic

1 messages · Page 9 of 1

twin finch
#

might have to edit your channel list, I had to change mine up a bit.

hollow rampart
last grail
#

I heard that BI wasn't going to allow the obfuscation or the protection of mods made by creators. Is this true?

unborn inlet
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obfuscation is hardly protection anyways

tardy depot
#

BI needs to have a chat with a LIFE server of disrepute 😛

deep marsh
#

Got this loading into SP Game Master

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Oh, I see. It's mod related.

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Is there an "Unload All" button for mods?

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I'm an eejit. Disregard.

last grail
tardy depot
azure kettle
#

is there anyway to debug crash dumps?

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symbols or so

uneven quartz
#

We had it happened before for some modes that caused chaos for the community

twilit barn
#

Does anyone know where the supply capacity of vehicles are set?

twilit barn
#

cant find anything in the wiki about supplies

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I think I may have found where you can set it, however Im trying to find out the default vehicles supply max, and all the variables are set to zero...

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for example: M998 vehicle prefab > SCR_ResourceComponent > Containers > SCR_ResourceContainer > Resource Value Max = 0.000. With as much time as Ive spent, it wouldve been quicker to go in game and spawn all the vehicles in GM to find out instead of tinkering around in workbench! lol ☠️

scarlet crest
#

This plugin does not appear to work. Selecting a prefab and running "Create/Update Selected Editable Prefabs" seems to do nothing - not even write to the log.

scarlet crest
stark acorn
#

Feel feedback tracker ticket then - maybe someone from editor team will see it and give you some hints

scarlet crest
#

Thanks

scarlet crest
#

Initially I got this error message. But nothing happens at all since then

last grail
jade current
rough hearth
#

Still looking for an answer to this. I found slotReservationTimeout but on the Wiki it says Reservation works only for replication kicks. Is there any setting for allowing players to reconnect without respawning? It seems like every time I disconnect, it forces me to respawn, whether its a crash or manual disconnect

tardy depot
#

While the reservation system is to my knowledge there to allow you to spawn back in after a kick due to a replication failure.

You have to come back pretty quick though. And I bet if we look at the code there's probably stipulations and if you don't meet them, it counts as a rejoining the server/full respawn.

keen perch
#

is it possible to make the AI spawn close to a MOB? When i use the Ambient patrol Spawn (FIA) and i place them 150 meters away they never spawn in. Even after changing the values in the ambient patrols script to 1

twilit barn
twilit barn
twilit barn
stark acorn
# scarlet crest I added this to Feedback tracker: https://feedback.bistudio.com/T183157

that ticket will be probably lost since its made in wrong category. Also, this errors seems to be something different than you are experiencing. I tried it once again with normal reforger tools and editable prefabs are created (even if you have that error). Are you sure prefab is in correct location, with correct name and doesn't have "base" in name?

tardy depot
vivid cloak
#

Heya, is there any way to import other workshop projects into my enfusion project? For example if i want to use a Vehicle from another mod?

tardy depot
#

You can link them as a dependency. Then people will download them when they download your mod.

vivid cloak
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Yeah no just found out what i needed, i can create an existing project using the project manager and use the assets from there. But yeah the dependencies thing is neat too

solar oyster
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We need a Script GPT for reforger lol

bitter mason
#

Can Game Master (aka Zeus) use radio?

empty nexus
#

yes but it wont show you the icon when speaking

scarlet crest
# stark acorn that ticket will be probably lost since its made in wrong category. Also, this e...

Yes, I'm sure I have the correct prefab location, etc. I had the same experience you describe, in that when I ran it a couple of days ago, I got the error about "PreserveBudgets" which I shared, BUT, the "editable" entity WAS created and seemed to be OK, however, EVERY time since then when I've run "Create/Update Selected Editable Prefabs", it does literally nothing, not even write to the log. Since you have gotten "PreserveBudgets" error too, can you please repeat and see if the error is returned again, or like me (and @wooden iris ) it does nothing at all.

strong bay
#

I'm having that same issue @scarlet crest, been happening for a bit now.

stark acorn
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Can you create a ticket with repro steps perhaps?

scarlet crest
eager sierra
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Hi all, I need help to create a semi-persistant server.
I'm building a long campaign on the same map. I would like the same thing as Headless did on Arma 3:
Populate the map, when you roam on it. It can be an enemy faction or/and a civil faction.
It can be patrols or protect bases... I just want my map to be populated when I just have to focus on my scenario and spawning the AI that my scenario requiere and not mapping all the map every time.
I'm thinking of the Heart and mind mod or the antistasi mod, but I don't want integrated missions or else.
If my players decides to form many groups and roams the map, I want them to find ennemies even without GM.
I looked at DayZ, and it's totally what I want but the mod doesn't seem to spawn Zombies or IA humans.
Combat Ops kinda seem to be what I want but I don't know I should start to edit it.
Thx in advance for the help

tardy depot
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Combat ops or someones PVE mod would be a starting point and then pull out the missions you don't want. It is always easier to remove then the add, in this kind of work. Still going to require some effort.

merry badger
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Can anyone tell me how to do it for different scopes than the vanilla ones, for example the bacon ones?

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This weapon works, but I don't know what I have to do differently

strong bay
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Set your arsenal data’s “item mode” to weapon attachment. That should work, if it’s not that then see how the 4x20 scope is set up in its inventory items.

formal sequoia
#

Is there ANY tutorials that teach how to make arma reforger npcs

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specifcly video

twilit barn
formal sequoia
#

And its very annoying that arma reforger has nothing that explains how @twilit barn

merry badger
warm mirage
#

like this

bitter mason
empty nexus
#

have to go back to the character lol

bitter mason
#

So if I go into USAF unit, change freq there I'm on USAF radio?
If I go to REDFOR unit, it'll be the other one?

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Because I'm talking about using the radio not while controlling the unit, just from the GM UI

empty nexus
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oh yeah wishful thinking

inland tusk
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Can someone possibly help me with a project issue? I made a back up of my project, installed tools on a seperate machine (laptop) and when trying to open it on the other machine its not working and basically a blank project. Iv tried with opening exsisting project, scanning and also putting it in the dewfault docs/mygames/work bench addons location.

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The layer and structure and world are basically all blank on the layers left side of the tool set.

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Everything is there including layers in the sub folders etc.

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The project should open with those folders

inland tusk
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Yep, done this step by step. Same result!

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Completely blank with no project data when opening

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Just a blank unnamed empty world.

bitter mason
empty nexus
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Yeah you can only select on character and then speak while in GM mode, no radio controls in GM interface

stark acorn
inland tusk
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one sec

stark acorn
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INIT : Workbench Init Engine
ENGINE (E): Addon 'OperationSavannah' dependency '60B524F7A5AE96A8' can't be added

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so it seems you didn't add that dependency to the list correctly. Make sure it is visible in Projects list

inland tusk
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Okay I'll have to recopy that one this evening and try again, thanks reyhard

nimble temple
#

Do you think it's possible to get a waypoint type feature for cinematic making, with possible triggers to do action when reaching a waypoint. I personally struggle figuring out the scripting side of making a character move the way I want using keyframes and the scripting screen

I love the cinematic aspect of the game and wanna really learn about it

timber jasper
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How do I add dependencies to world editor

bitter mason
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Did last update break the mods?

twin finch
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have you experienced any?

bitter mason
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nah, just asking ahead as I've planned first reforger mission for tomorrow with my a3 group pepe_wet

chrome kelp
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Is there a difference between defaultplayercontroller and defaultplayercontroller_mp? I'm assuming just components.

timber jasper
#

Wild I be able to DM somebody for some questions with map making

timber jasper
#

Okay thanks

uneven quartz
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Can it be reloadable?

solar oyster
#

anyone know the name of the equipment box with the guns in

#

ive got it

bitter mason
glad drum
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what are the right steps to add a new slot for a vest in its' BaseLoadoutClothComponent?

alpine bay
#

plan on repairing the CTAC PVS 31 equipment?

dense sail
#

How would I go about making an optic compatible with a weapon I am working on? Completely new to enfusion and modding in general. I am to the point where I have a model imported per the wiki instructions, setup with a prefab and able to be picked up in game. Would like to make it compatible with optics to test.

strong bay
# glad drum
  1. Create new item in BaseLoadoutClothComponent, name it whatever.
  2. Add item prefab.
  3. Open your project file and select the duplicated vest prefab you have, edit the text with PivotID "Spine5" (or however it is formatted for the other slots)
  4. Save new text file and end it with ".et"
  5. Go to workbench and select your new vest, move the item where you want it to be on the vest.
  6. Done
strong bay
glad drum
#

I'm modding some JPC vests for "RG 75th"-style characters.

strong bay
#

Gotcha, awesome

bitter crater
#

why is bacon doing this to my weapon mod

bitter crater
bold nova
# bitter crater

There is something wrong with the position/point info, if reattaching fixes it but it loads in the wrong position, there is something wrong on your prefab setup.

Not sure exactly what and not on my rig.

bitter crater
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i have

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when u deattach and reattach it fixes it

bold nova
keen path
#

discord freaking sucks.
is #define a gimmick and unsupported feature in enfusion?

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I am doing #define in a .c file in scripts/core and it is not recoqnized in scrits/game

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Doing #define in the same mod as #ifdef

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As I am yet again annoyed at discord search being garbage...

  • discord requires login to read and access information
  • restricts access to useful information about modding and enfusion engine.
  • will all be deleted one day when discord goes bankrupt
  • unable to be archived as easily as biki
  • bad search
empty nexus
nova delta
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They won't bleed into other modules

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So you doing it in engine, means it stay in engine

keen path
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Ahh okay, thanks

empty nexus
keen path
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-srcDefine does it globally.
I guess there is no #define support for having an addon do it -srcDefine style before compiling mods?
Such as having a define in the addon config or sth?

nova delta
#

I will tell you the same @empty nexus when you can't sort something from us hmmyes

empty nexus
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cant...sort?

nova delta
#

Defines are before compilation, in order to affect compilation

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So they won't bleed

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each module compiles itself alone

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It's working as expected.

bitter crater
empty nexus
#

yeah idk what he means either

nova delta
empty nexus
#

I couldnt post this because of your silly slow mode

keen path
empty nexus
#

no you have to loop through all loaded addons and then find their name or guid

nova delta
empty nexus
#

so no changes? since you ghost most of my questions anyway

nova delta
keen path
empty nexus
#

I agree

nova delta
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I misunderstood

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Skill issue from my side

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Perhaps, we have that in DayZ for mods in scripts

keen path
#

Maybe in arma reforger 2:
Get all pre-processer defines from all mods ->
compile mods ->
#ifdef in code works with optional mod dependency

empty nexus
nova delta
#

We have discussed it internally before, but I have put priority on other things so it is not prioritized

empty nexus
#

however it also opens doors for abuse and users wont know which mod potentially breaks mine because it doesnt use it as dependency

keen path
#

ye

smoky sinew
#

Any idea how to stop the camera from zooming hardcore inward when trying to run in 3rd person while in Test Mode on enfusion?

fluid turtle
smoky sinew
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Thanks!

warm mirage
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is there a way to lower the range on a radio broadcast?

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so its not hearable to out of the car ?

chilly rock
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Any big mods on the horizon for Reforger to follow?

dusk crown
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Hello, i'm trying to make a patch mod for RHS gear, my patch works on helmet en chest rig but it dosen't work on vest. Can someone help me please?

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(sorry for my english :D)

smoky sinew
#

is there a file I can edit/ delete somewhere to completely reset the diag menu?

as some info windows are no longer populationg and some FOV options I set do not reset after using del to go back to diag defaults.

deep marsh
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Game doesn't seem to like 192khz

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Has completely reset my audio settings. 😡

wary gyro
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what does this usually mean?
01:26:54.100 RPL (E): IReplication::JIPError: Inconsistent item table on Slave connection. Item is missing or different item was loaded in its place. (con=0x0)

nimble temple
#

Do any of you think its possible to mod a possibility to lower volume on selected radio channels. So when you have a platoon net and squad net, you can adjust the volume of both and possibly ear sides.

nimble temple
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Any idea on where to start with that? I personally have very little experience with scripting and modding. But it would be a good addition to have, as some of my group feel like they need hearing aid from the radio hahah

tulip eagle
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Hi everyone, I've been trying to use the Enfusion Persistence Framework to make my dedicated server save the game (Playing MilOps Mod) and I'm completely lost where to start and how to do it. Is there any video/tutorial around teaching how to do that?

remote bronze
fleet blade
#

is there a way to get better fps in enfusion? when i open a empty test world i get 9-15 fps constantly. i tried setting everything to low under Workbench -> Game Project -> engine but it does not make a difference

chrome kelp
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Is there a reason why the engine is limited to 128 players right now despite the wiki stating 1-256 for maxPlayers?

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We planned a 164 player event after reading documentation that servers are supported up to 256. Got hit with the backend stating max is 128 a week before. Kinda deflating tbh.

tardy depot
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Hard code is probably coded for 256, and they slapped a 50% cut limit due to stability.

I too am looking forward to the big numbers.

chrome kelp
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I'm about to have 30ish people very upset with me

empty nexus
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obviously the best choice here is to create a mod that synchronizes players across multiple servers using AI characters

merry badger
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Does anyone know how to solve this bug where the box is white and empty, without being able to see what's inside?

uneven quartz
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Click on the + to add your preferred faction(s)

strong bay
# chrome kelp

"was playerCountLimit before 0.9.8.73"

It's now 1.2.102 (or something), that's definitely outdated.

pallid knot
hollow flame
nova delta
empty nexus
#

cant use mods with no backend, since it cant talk to workshop, right?

stark acorn
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everyone has to download mods manually like in old A3 times (pre launcher at least)

keen path
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Has anyone actually tried that and gotten it to work?

nova delta
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It works. I do it for testing.

keen path
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Yes play multiplayer without backend.
Ahh that's good to know 👌

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Still planning to setup and test headless client in reforger and the backend-less mod+server
Both actually very cool and important things for us

tawdry frigate
#

1000rpm of czech pride

tardy depot
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Needs:

  • Bayonete
  • Double Taped Quick Mag
  • 10x scope
  • IR Laser
  • Underbarrel shotgun
silk swan
tardy depot
fleet blade
tawdry frigate
tardy depot
#

Akimbo when?

fleet blade
merry badger
uneven quartz
#

Its on your screen

clear atlas
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Hey, is there a place to report Enfusion tools bugs and suggestions perhaps?

pulsar nimbus
#

I want to ask you guys, whether you'd be interested in a POW mod for Conflict gamemode. I'd probably start working on it once the free base building is implemented, except if I come up with some new ideas for how POW's can be used. Here's the idea in a nutshell

  • Player can be taken prisoner if incapacitated. If the player who is incapacitated decides to respawn, their character will remain in incap state as an AI character, until bleeding out or captured and treated by enemy player.

  • Each faction can build POW camps, where the prisoners must be transported.

  • Each prisoner in the POW camp can be interrogated once in X minutes, with Y% chance to reveal one or more of the enemy bases or other intel such as MHQ location

sour flax
tardy depot
pulsar nimbus
tardy depot
clear atlas
glass cypress
#

just made placeholder grenade replacements when i throw it in gamemaster world (in enfusion engine custom world) Engine crashes as sppn as it supposed to leave my hand

scarlet crest
merry badger
#

Does anyone know how to solve this problem, even applying the texture it looks like this

uneven quartz
#

Thats awesome like this

bitter crater
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@empty nexus hey man wondering if you could show me how u made new attachment types ? making an interchangable aug mod : D

bitter crater
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hello im working on a mod that allows you to switch out components of a weapon i.e a stock, however the weapon is a bullpup which means i would like to create my own weapon attachment type. i cannot seem to find any tutorials online, wondering if i could ask for any help? thanks

small kraken
#

mosin

warm mirage
#

if its not in there then it would be in facemaps right above it

sterile shoal
jade current
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Go to vertex paint, select white as the color and Shift-K is the shortcut for fill. Do it for each color.

merry badger
#

Thank you very much for your help guys!

hollow slate
#

What is the state of content creation in enfusion right now? Should I hop on over from Arma 3 and learn this stuff, presumably so I get a head start on ARMA 4?

wary gyro
#

would anyone know, does Units Map Markers V2 not work in the editor? it doesnt seem to work for me atleast in editor

twilit barn
hollow slate
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That's what I thought until I heard someone say that you can only make multiplayer game modes or something?

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But I can just hop in and start making SP missions right?

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And get used to the new language and commands?

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Or is it more technical stuff like learning to do animations, terrains, models, etc?

wary gyro
hollow slate
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And the skill set/experience will be very similar to Arma 4? I'm asking if the time time investment will pay off when Arma 4 releases.

wary gyro
hollow slate
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Very cool! Are there any tutorials for learning Enfusion? I find one of the hardest things about Arma 3 is just messing around until you learn it yourself since there isn't much tutorials. Contracts that for Unreal Engine 5 and I can look up a YT vid for whatever.

wheat grove
#

It's a different programming language than A3 but the same one that was used for dayz

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Enfusion tools are great though

wary gyro
#

there is tutorials, Blackheart has some good stuff but the wiki is good as well.

https://www.youtube.com/@blackheart_six/featured
https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding/Tutorials/Scripting

Other than that, picking apart existing mods is a good way to learn as well. I did a combination of all three, im still learning though

#

#enfusion_scripting is a pretty great source as well, skim through there see other people ask for help and discuss related things

wary gyro
twilit barn
#

I always use dedicated server tool and peer tool for world tests. But I'm mostly testing for mp only.

wary gyro
#

honestly I never thought about it

clear arrow
#

Anybody got any idea why the Custom entrys specificly the Generate ballistic tables does not apear?

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On other prefabs it apears no problem

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it apears to happen when I add the InventoryItemCompnent. Is that not needed anymore?\

stark acorn
#

yes, inventory item component should be removed from bullet prefab

clear arrow
#

Okay thanks. Do you know where I can make a report that this is changed in the Wiki?

stark acorn
#

I will change it in a moment

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removed paragraph about it - I might update pictures at some later point

inland tusk
#

Hey is there any way to stop the lighting/weather from resetting to overcast when playing/loading from the editor, Im sure this has probably been asking before so thanks in advance

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Oddly I copied the project to another machine and it doesent do it except original file on original machine

clear arrow
inland tusk
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yeah iv done that and even set transitions to 0. The minute I hit play it resets back to overcast

tardy depot
#

Yeah, that's a current bug. The way to fix it is to go into the weather subsystem and force a weather type.

hollow flame
#

Terrains\Common\WeatherPresets\StateMachine

#
WeatherStateMachine {
 StartState "Clear"
}
inland tusk
#

It wont save

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Its a custom map so do I need to copy that over to my map?

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The file in Reforger folder is locked

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@hollow flame

hollow flame
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did you override the file? right click -> Override in

inland tusk
#

Ill try now

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You legend, thank you so so much! Its working

eager sierra
#

Hi, Is this possible to make an arsenal whit everything from every factions ? I have many mods and items are in every faction's arsenal... It's a pain, I have to spawn many arsenals

wheat jay
#

appreciate it

lost turtle
#

Anyone know how hard it'd be to implement a server queue system for reforger? Possibly using some of the available player slots since the game itself doesnt have a proper queue system. I figured, I don't want 128 players on a server any. Too many people for what I want. but turning, let's say, 28 of those slots into queue slots, would that be possible with a mod?

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Also, where I might find someone to make custom mods for a server?

eager sierra
twilit barn
#

Yeah I think you have to add every item.

twilit barn
lost turtle
twilit barn
#

Soon tm

royal niche
coral gust
tardy depot
#

For a second that looked like a Kart 😁

lost turtle
alpine bay
#

How do I make a prefabricated one appear in the arsenal? I think I did it wron

tardy depot
alpine bay
#

ok, I also made some modified plates and they don't appear in the GM, so would I also have to upload their GM file?

uneven quartz
#

If it doesnt show up in Arsenal you have to go to find this Entity Catl. for like "InventoryItems_EntityCatalog_US.Conf override into your mod, and then you can add/remove/edit all items/vech/weapons that are in the mods and game

naive umbra
tardy depot
#

Mosin?

vital root
#

Kamoulox?

naive umbra
#

A gun rail this big motherfckuer kissing my forehead while aiming

tardy depot
#

This is for channel is for mod creation work, are you complaining about a mod? Is this a DayZ problem?

naive umbra
#

Bruh nah for arma reforger

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So wrong channel

tardy depot
#

When did Reforger get mosin? I must of missed it

naive umbra
#

Very recently

tardy depot
#

Ah, then disregard me then. I've never seen it, but wrong channel if you want to complain about it 😁

naive umbra
small kraken
#

There is no rail on the mosin

naive umbra
#

For me this is unremovable

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Tested in gm

tardy depot
#

Is this like CIV weapon? I now want to go take a look.

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Going to make me get up and turn on the computer 😁

empty nexus
#

wtf agonylmfaoo this belongs in cursed reforger

naive umbra
#

Kinda he made it for I think Vietnam and rebel scenarios

tardy depot
#

Is this a mod? Cuz yeah I'm not seeing it in the code.

naive umbra
#

It’s called mosin nagant mod

tardy depot
#

Oh well, then your gonna want to take it up with the mod owner. It's got nothing to do with anyone here 😂

naive umbra
#

Oh damn aight

tardy depot
#

Not to rain on your parade 😁

naive umbra
#

All good big chungus made the mod he all ready replied here

tardy depot
#

Ah well excellent then 😁

small kraken
#

Lmao

naive umbra
#

I texted you on prv let’s discuss it there

wary gyro
#

why dont Ai make more use of buildings? only time I even see ai go into buildings is if a player is in there, and when I spawn ai/groups inside they slowly make their way outside

tacit stump
#

My mod for some reason has lighting/contrast issues on at very least dedicated server. Same room in single player (pic 1) and DS (pic 2), same time, weather and graphics settings. What could be the cause of it?

tacit stump
#

UPD: found source of an issue, it was either adding hierarchy component to environment probe entity or tweaking light parameters in US kerosene lamp or removing entity in runtime that contains both of these things (I'm too tired to get to know the exact source of an issue as I went nuclear and removed anything that even remotely affects light/SSAO/reflections in prefabs), so don't repeat my mistakes 🫠

wary gyro
#

just incase anyone is curious, accidentally spawning probably tousands of markers will crash your workbench

empty nexus
#

oh you made drawing?

wary gyro
empty nexus
#

looks kinda cool

wary gyro
#

technically you probably could make drawing that way, idk how much the game will like it tho

#

honestly I've been wanting to do something like this for a while, but what are the odds its possible to get say a "radio station" or just some audio stream idk over the internet, and play it in-game?

tardy depot
#

I don't know If we have streaming capabilities though. That would be pretty cool if we could stream out data

royal niche
wary gyro
#

gotcha, well I was mostly curious, thanks for confirming for me yall

wary gyro
#

makes me curious about another thing though, I wonder if I could play certain radio channels from the radio system, from Entities kinda like a PA system

wary gyro
hearty spear
#

Hi guys, I'm new here and I have a question about setting up custom Conflict game mode in the Workbench. Is this the proper channel for that?

In short, I want the manpack radio spawns to use tickets instead of supplies, but the game doesn't seem to respect the Deployable Spawn Point Budget Type setting (set to SPAWNTICKET obviously) in SCR_PlayerSpawnPointManagerComponent of the SCR_GameModeCampaign, the radios still use supplies.

warm mirage
#

👍

rotund swan
#

Can someone please point me to a tutorial about creating a custom item?
(hopefully including it inside a mission, not needing a separate "mod" in classical old sense).

What i need is a "car key", that can be placed in a quick slot.
The actual model is not important right now, for all care it can be a potato, literally.
What i need is something i can call "a car key" and that can be placed in player's quick slot (no need for it to have a real use, animations, etc., i just need it present in a quickslot).

It is probably laughably easy, but a tutorial would speed things up considerably.

near lotus
#

Is there any way in Enfusion to run cinematics at mission start or will cinematics be played to every player that connects to the server?

hearty spear
#

Is there a way to find all prefabs that use certain component?

surreal wasp
#

not new to modding games, but new to modding Arma, and I have bunch of gun models that I have used for mods like Ready or Not, and Squad, is there any tutorials I can start off on? I'm planning to make a weapons pack first

glad drum
stoic hemlock
#

does anyone know how to scale your models doors and windows to the arma scale in blender

stoic hemlock
grave shoal
#

hello anyone has ever encounter this kind of error ?

There is not enough of SCR_CatalogSpawnerUserAction attached to actionManager. Some assets won't appear.
slow snow
#

@empty nexus you get any new Amd chips yet

empty nexus
slow snow
#

yes

empty nexus
#

I'm not touching those until they are regarded as stable

slow snow
#

ah dang was wondering if i should grab one haha

empty nexus
#

I will probably get the 9950X3D if they make one depending on how good it is (for my pc)

#

9950 seems to be 14% faster in single thread cinebench than the 7950 so it might be a good step up if server providers stop charging 30% more for it (and it becomes stable)

#

I remember 7950X on lunix was not stable when it came out, not for long though, just a couple months or less

slow snow
#

14% not that huge of a jump for next gen

empty nexus
#

I think it has much lower power consumption, so it's not just about raw power

#

so for servers it might end up being cheaper than the 7950X is

stoic hemlock
#

if im modeling a building should i bake my meshes?

warm mirage
#

game crashing and stuck onl oading screen on leavng server . any ideas what can do that ?

hollow slate
#

Is there a way to increase the view distance in the world editor?

warm mirage
#

for some reason if my character in my mod jumps in the water it kills them or they take dmg i legit dont know why this is happening

leaden heath
#

Hey Guys is there an Airborne mod coming in yet?

graceful steppe
#

Hey i´m wondering where to turn off gamemaster voting can anyone can help me out where i can disable the GM Voting ? (The Current Workshop mod doesn´t work)

graceful steppe
twilit barn
#

That would turn off all voting, not just the gm vote. I believe you can turn off only the gm vote in the same component.

round hill
tacit sigil
#

long shot but does anyone know how to get Arma reforger tools to detect base game reforger (and the mods) when running it through proton?

twilit barn
spiral locust
#

Have BI stated whether or not content made for Reforger will be transferrable to ArmA 4? For example if I made a terrain for ArmA: Reforger if it's compatible with A4, or if I make uniform mods for A:R, if they will also be compatible to the same skeleton/mesh for A:4?

remote bronze
lavish kite
#

A4 will be modern combat right? not the old conflict

unborn inlet
lavish kite
#

🤔

round hill
ember roost
#

hey guys looking on learning how to make mods for Arma any recommendations on where to start for tutorials or learning ?

tardy depot
#

BI Wiki is crude but the tutorials are as good as any place to start. Afterwards just clocking the hours and self learning is the general pathway.

ember roost
#

@tardy depot?

tardy depot
#

BI not BL - as in the developers of the game you want a mod for...

tardy depot
#

I mean I don't want a kink shame but uh... But what you get up to in your free time 😂

ember roost
#

i thought it was one of those diddy party 💀

tardy depot
#

Anyways, before we both get banned. The tutorials will start you on the road, and if they are not too difficult, then you can kind of puddle your way from there.

Scripting is pretty annoying, as is most things, but after a few hundred hours you'll get the hang of it.

ember roost
tardy depot
#

Generally the answer is yes in most game engines. Scripting usually uses a custom language, and it's generally bare bones, and put together like Lego.

Since this engine is kind of built around modding, Reforger is essentially a mod for the engine, The scripting language is a sizable mimic of C++.

Coding in general is not hard, what's difficult is the fact you're digging into a giant soup of tens of thousands of lines of random stuff that you don't know what's going on with it

So you'll need "programmer skills" to do scripting or a lot of patience. Thankfully the majority of the really hard stuff is done for you, It's still just lego, You just have a lot more control and you can build your own lego if you want.

#

The vast majority of stuff, You can just place in the world, paint, link together. Scripting's only necessary when you want to build new stuff/ create new behavior for what I can tell.

empty nexus
#

doesnt matter what language you program with and for what purpose

tardy depot
#

Coding and scripting is different. It alludes to the purpose and the scope. Hence why we have different words.

empty nexus
#

boomer C devs will disagree but it doesnt really matter, at the end of the day it's just programming

tardy depot
#

I would give you a thumbs up but you've blocked that for me, so this will have to do.

empty nexus
#

environment will be different between python and reforger, but both are programming

lavish kite
tardy depot
#

I would say programming and coding, are synonymous. They speak to the early days when you were physically programming a mechanical machine - and then now you're writing code - which then programs mechanical machine.

But again this is semantics so, everyone can argue to the cows come home.

To me scripting, Is a subset using a restricted language. Like Lua.

empty nexus
#

if you define scripting as a set of instructions for a program then your C code is a script for the compiler to create a program that does what you want

lavish kite
#

i don't think sacripting is tied to something

#

you can script in python, but you can also programming in python

tardy depot
#

Scripting can be its own language, or it can be a defined language. But it's usually transpiled to the core language of the engine.

A script in the good old days, was just a text file, with predefined keyword instructions

lavish kite
#

Python expert here ☝️

empty nexus
#

debates on scripting vs programming only exist for low level language programmers to flex on high level language programmers

tardy depot
#

Scripting is extremely high level by its nature. I wouldn't think low level people are going to be talking about scripting.

#

They're too busy showing off their assembly skills 😉

empty nexus
#

some people define it as interpreted vs compiled, some people define it as a set of instructions (bat files????), its still code

lavish kite
#

the word code is like very ambiguous, you code when you programming, u do code when you are doing scripting

empty nexus
#

also firefox is better than chrome

lavish kite
#

🤷‍♀️ for me is the same

empty nexus
#

also im on arch btw

tardy depot
#

Had to get that Flex in there 😂
"How do you tell if someone's using Linux? Just wait a few minutes and they'll tell you"

lavish kite
#

windows, can't play any game with up to date anti cheat on Linux, driver anticheat

#

sadge, i would chose always linux QQ

tardy depot
#

Anyways @ember roost Does that at least get you somewhere?

empty nexus
#

I would too if the desktop experience was not dog water

rotund swan
#

You are a bunch of silly boys...
Amiga OS is where it's at, best browser is Lynx, and unless you are writing machine code you are no programmer anyway.

ember roost
tardy depot
#

All good. "We" are here to help

ember roost
#

I just have to figure out what I really want from this hobby of mine. I can learn to code with C++, I heard unity is use for double A or even indie games and it’s easier to learn while unreal leads towards triple a tittles.

Is either game developer or game designer 😂

I got voices in my head so I know I could crush game designing

#

I’m starting small by learning how to mod in arma

tardy depot
#

Yea, modding is the 80% done point, and you get to all the fun parts. Where as starting with Unreal or Unity is for building the infrastructure (which is fun) but you'll be a few years in before you got something.

smoky sinew
#

Then after learning basics you can get into Data Structures & Algorithms (what I’ve taught in uni)

#

DSA truly helps you grow as a software engineer by teaching you core algorithms and patterns as well as how to think

tardy depot
#

Reforger scripting is c++ like. Unreal is c++

smoky sinew
#

It’s even described as syntactically similar to C# on the wiki

tardy depot
#

It's definitely C++, but I mean C++ and
C# basically the same. The difference is a garbage collector and a VM, which they run their C++ in, So basically C++ sharp is what we got 😂

smoky sinew
#

Nah, C# is just Microsoft Java lol

tardy depot
#

Exactly. But at the end of the day you still have the same major C style code blocks

#

It's not a function first language like JavaScript or something or completely bonkers like Lua

smoky sinew
#

True, but with the object oriented paradigm (tho, maybe Reforger supports functional)

tardy depot
#

Doesn't look like it. They do have events, but you don't have access to them as far as I can tell. So everything is going to be done through a finite State machine and direct calls.

They do have a call later, essentially passed a function pointer. So we get a little bit of a taste of JavaScript

smoky sinew
#

Anonymous functions are helpful for little things tho

tardy depot
#

Well they're a big crutch for JavaScript. I love JavaScript. It's so powerful. But it's definitely not what you want to build a game engine on 😂

smoky sinew
#

Bro, I’ve never touched JS just out of pure hatred for web dev

tardy depot
#

If you do touch JavaScript, run it with like node.js and it stops it from being so stupid to an actual functional language.

smoky sinew
#

What’s your tech stack btw?

tardy depot
#

Node, mongo, js - for basically anything

smoky sinew
#

Mine’s: Java, Go, C, Python, SQL

tardy depot
#

There's newer stuff, but once you get skilled, The objective is just to get results. So use the stuff I've been using for 10 years.

#

My day job is Java, and I did C++ about 20 years ago in college for game development. Sql can take a garbage can. Python only for small applications.

But whenever possible JS baby. That thing is unbelievable. Nothing stops it 😂

But of course if you want to get down to the wire, C++ is king - but anyways. Back to reforger. Least I'm getting a taste of the old days.

#

I've always wanted to create a game just to knock it off my bucket list. So, what better time then right now.

smoky sinew
tardy depot
#

Thanks. I dm'ed you what I'm working on. Since its OT.

round gorge
#

Is it possible to change the direction in which a sliding door opens? Whatever I do it slides into one direction :/ = X Axis

ember roost
#

2:30 in the morning im up to learn !

ember roost
#

bought some new equipment, sorry im just excited

visual blaze
# ember roost i know that c# is somewhat simplier but lets be honest C++ been king for years "...

The blue print script for unreal is intended to be used in conjunction with actual code. If its your first rodeo with coding, it makes way more sense as the guys said to learn a somewhat easier language like C# or Python, mainly so you dont quit and stay interested. The key difference for the high end and low end languages is just how much control you want over the machine. A high end language is better for a beginner as the debugging and compatibility across platforms tends to be better. Good luck with it 🫡

ember roost
empty nexus
#

I've made entire multiplayer games in blueprint without writing a single line in C++

ember roost
#

damm baconnn

empty nexus
#

for game jams, not real games

ember roost
#

i love the idea of unreal just being FREEE

#

they gave me a free engine so i should take my time to learn it

visual blaze
#

and once you learn one language its a lot easier to learn more, as most of the logic in coding is the same across languages.

#

just the syntax and indexing,, etc might be different

empty nexus
#

there's a pretty big difference between c# and python (and enforce script)

ember roost
#

@visual blaze noted, the reasoning behind me wanting to learn C++ was for the future on using unreal engine. But you know what ill stop being hard headed and learn C#

empty nexus
#

it's going to be easier to do C# after learning C++ than the other way around

#

if you are dead set on using UE in the future then C++ is the better choice, otherwise C# helps you in Unity

ember roost
#

there use to be website that i would go to that gave you little coding games and problems

visual blaze
empty nexus
#

I do primarily python for the work that matters and I constantly hit brick walls working with enforce script with how limited it is

#

but part of it is in its nature

visual blaze
#

BI doesnt want us to dig too deep into the engine 😔 .

empty nexus
#

too deep? there is 0 access to the engine

visual blaze
#

😂 yep

ember roost
#

lmao

#

here make mods for us but dont touch our engine "locked"

visual blaze
#

granted everything you mod is legally owned by Bohemia

empty nexus
#

you are modding the game not the engine

ember roost
#

i think this is the one i was talking about

empty nexus
#

codecademy is ok

visual blaze
ember roost
#

i literally told somebody we as a community are doing the work for them there gonna take all the good mods polish them and say they created it 😂

visual blaze
#

i dont see BI, putting Toyota Hiluxes into the base game 😂

#

modding will always be a thing for arma, and BI isnt super interested in what you do with it, to be honest

ember roost
#

well hence the top mods that make sense

visual blaze
#

in other words we are pretty insignificant in the eyes of BI, as they dont expect us to remaster the game.

ember roost
#

i aint compalining im on the road of knowledge, first ill learn how to mod then move up from thier

tardy depot
#

I mean realistically, just start doing. The best way to learn is to get at something, start piecing it together - and more importantly, apply your knowledge.

Then you know what you need to learn, you can read up about it and then continue.

tardy depot
nova delta
visual blaze
#

👀

nova delta
#

Whatever you made, is totally owned by you and nothing is owned by us. We will only host it in the workshop and that is it.

#

But you own your entire creation

visual blaze
#

someone gave me the wrong info then

#

👍 thank you for correcting me

nova delta
#

People took the game EULA and used as the one for mods

visual blaze
#

meowsweats , we need an enfusion misinformation channel 😂

nova delta
#

As modder, you only care about tools EULA and workshop ToU

tardy depot
#

aka wiki page

green silo
#

the characters within groups are still invisible in the world editor :)

#

where do I put this bug report

#

(it's been over a month)

empty nexus
#

dont groups spawn in play mode not edit mode?

twilit barn
#

Pretty sure it's intended they only spawn in when a player is near (not a gm)

royal niche
iron abyss
#

what c++ version is reforger made in, and does it use rust

#

i mean...

tardy depot
#

That literally makes no sense 😂

iron abyss
#

can we get a dev on this 😄

ember roost
#

Tryna remember how to draw 😂

#

I’m trying to draw 2D to make a game project using blueprint just to get my feet wet

round hill
nova delta
#

If we ban a mod or whatever, we are only banning it from it being hosted in the workshop.

#

We cant take for example mod A and add it to the game as many people wrongly say

#

If that was the case then even custom licenses would not be a thing

nova delta
#

Reforgee is made im CPP

#

With certain things exposed and done in scripts

#

Only engine stuff in scripts is what you find in the Core and GameLib module

#

The game is not 100% in scripts

bright sable
#

Yeah ofc, fair enough. Forgot about that.

nova delta
#

Mostly superficial/control things are in scripts and some systems here and there

round hill
#

So, if I make a mess of a mod, I have to own it too? Great

nova delta
round hill
#

So a.i. is not part of the engine but programmed in the game? What about physics?

frigid plinth
#

Hello, I'm not exactly sure if I'm in the correct channel... But I'm new to Modding and looking for someone to possibly help a little more? I've looked at the Modding Guide on ARMA website... But still struggle a bit

unborn inlet
frigid plinth
#

Just looking for idk i guess like a basic introduction on how to get started.. And then if some of the mods I have in mind are possible..

  • Drone Mod (FPV or Grenade dropper)

  • Remove Unconscious animations

  • Check Pulse

tardy depot
# frigid plinth Just looking for idk i guess like a basic introduction on how to get started.. A...

The first one would be fairly difficult because you're looking at a flying object, getting an object to fly and hover like a drone isn't too terribly hard - but to make it look good and handle well is going to be nuts.

I can't speak to the second one but removing stuff shouldn't be too hard and adding a "checking for a value on a person", wouldn't be too hard either. The medical system is already decent, so it shouldn't be too hard to expand it.

royal niche
nova delta
spiral locust
lavish kite
#

guys, where are these kind of variables: #AR-Campaign_GamemodeDesc ?

tardy depot
#

It's localization. Those get swapped out from a file that has variables and text, It's so that different languages can all operate on the same menu.

#

I don't know exactly where they are, but you're looking for string tables.

lavish kite
#

i saw stuff about string tables, but i wish to find the default one

tardy depot
#

Do a search and clicky click. There's it's only so many.

inland lance
#

Anyone happen to know why there are 3x3 values for the friction values on the helicopter simulation component? I get once for each axis but what about the other ones ?

round hill
frigid plinth
#

I really don't get this... I go to follow the very first step on well learning to mod.. Go to do it myself and I literally cannot 🤦🏾‍♂️ I get so frustrated with this shit.. Will work & make sense to everyone else.. BUT me 💀

ember roost
#

Anyone know why Capture&Hold dependency is not showing up, I have it enabled in the game ?

frigid plinth
#

Is it like illegal to make a in depth tuturial video on how to get started on modding or something?

ember roost
#

there are some key people who have videos to show you some in depth stuff

#

not to many but enough to get you started

full agate
frigid plinth
#

Yeah I've been struggling for a few months now to find a decent video to help me understand more or even a tutor

#

But not a single piece of hope

uneven quartz
wheat grove
#

Start by doing something easy like a retexture and make your way up using BIs written guides and tutorials

frigid plinth
remote seal
#

Or “Scan for projects” for entire “ArmaReforge/addons” folder

ember roost
ember roost
# frigid plinth But not a single piece of hope

I'm not sure if you done this already but start by learning the engine Youtube has some people that would teach you a couple of things just by following along. from just basic things like making missions to scenarioes withing the workbench then off to modding

ember roost
#

Anyone know what issues I'm having my game wont load through viewport or full screen ?

ember roost
#

I can feel my MOJO coming back

iron abyss
#

guys does enfusion use avx or avx2?
if not then why wouldnt it

#

@pallid knot

pallid knot
#

!issuewarning 879743640879136839 randomly pinging bohemia.net members, please re-read our #rules and specifically rule 2

iron abyss
pallid knot
#

Don't ping a random bohemia member for your question.
As whoever you ping, most likely wouldn't have the answer anyway and you just annoy them and #rules tells you to not ping any of them.

iron abyss
#

ok i apologize

pallid knot
#

I don't know if it does.
A reason against it would be that its rarely useful as games often don't have so much data all together in one place to use it.
SSE definitely, an objects position for example is 3 floats. So comparing it to another object position can be done in a single SSE operation, and having two positions happens very often.
But having 8 floats at once and having to compare them to another 8 is rare.
If there is no reason to use it, then you wouldn't use it.

iron abyss
#

it requires i5 4460 as minimum for reforger so thats why i wondered

regal canyon
#

anybody know a fix for this alice pouch not adhering to the prefab? I replaced the e-tool prefab with the 200rnd pouch and altered to offset slightly. Didnt do any additional changes. Thanks all

minor saddle
#

Gentlemen, what is the stealth update?

empty nexus
#

you wont see it coming

minor saddle
#

alas, with my Internet, I noticed it, and also noticed that my version differs from all servers.

green silo
deep yoke
#

Any Patch notes or something regarding this new update?

warm mirage
#

uch i hate it that 5 out of 6 server update but 1 just wont take the update -_-

smoky sinew
#

Hey, I have a important question Ive been trying to figure out. So Im new to modding on Arma Reforger, but I have a model I was given by a friend to try and implement it into Arma Reforger, however, when I import the model Im have a hard time converting it into a .et file for me to edit as a prefab. So, how would I be able to actually start working on it?

#

Like there is quite a few of those youtube tutorials on using enfusion engine, however, no seem to be able to actually show how to import a model from scratch in besides the gun tutorial but its not exactly like a vehicle?

twilit barn
#

Anyone know of what I can do to allow helis to be spawned on the helipad in conflict? The heli pad is blocking the placement of new spawn helis.

tardy depot
round gorge
tacit stump
#

I noticed that items in character hands have no collision/damage registration (so you're not able to hit item with bullets). Is it engine limitation or it is possible to enable it for some items?
I want to be able to shot flammable jerry cans in character hands but it seems that at this moment it is only possible to pickup burning jerrycan afterwards hmmyes

tacit stump
#

I noticed that mines are able to receive damage from bullets and have visible bullet holes. Does anyone know how to enable damage registration for items in hands?

tardy depot
#

Mesh registration of bullets is not the same as having hit points. Fyi - can you actually destroy the mine in his hand? If so, it's likely the components of the mine, because it's deployable. Whereas the fuel tank, doesn't have the hitpoint component.

tacit stump
#

Fyi - can you actually destroy the mine in his hand?
Yeah, it works for the mines.
I noticed that fuel canister in hands has neither bullet holes (so material is not affected) nor damage events triggered.

tardy depot
#

Must be missing the components. You could see what the components are for the prop. I thought you could put bullet holes in the held canister. But I guess maybe I haven't tried that, once it's on the ground I think you can put bullet holes in it.

Generally the stuff you hold isn't a different prop than the stuff you put on the ground. So that's kind of odd,

tacit stump
#

Yeah, fuel canister on the ground gets bullet holes and can be actually damaged, but once it's in the hands effect disappears completely for some reason.

#

I swapped mine model with jerry can and yeah, it can be destroyed while being holded in hands, so must be one of the components.

round hill
#

I just checked the components and it has a RigidBody so it might be something else. I would check the colliders and compare it to the mine. I'm not proud to say this but I like the way you think hmmyes .

tardy depot
clear temple
#

I really hope I took the right channel for this but are there any Red Hammer Studio folks around here? I have a couple of questions for DM.

clear temple
#

Thank you

twilit barn
red island
#

Yo

tacit stump
regal canyon
#

how would one download an unlisted mod in reforger? and if I publish an unlisted mod, is there potential for others to access it that shouldnt?

empty nexus
#

theres a way to use workbench that I dont remember so Id just start a server with the mod GUID added to config

regal canyon
#

but I cant have someone download and test the mod if its unlisted right? Can they access it from a link or something?

stark acorn
#

they can start dedicated server with that unlisted mod and download that mod when joining it

#

afterwards they will be able to download updates normally

lavish kite
#

does anyone know how to use the plugin "dedicated server tool"? can't make it work, idk how to configure it or if this even works

twilit barn
nova delta
#

Running that runs a true MP environment

#

Which differs from peer tool or SP

twilit barn
nova delta
#

How are you running it?

twilit barn
inland tusk
#

Hey all anyone had an issue with making a mission... it loads fine from camera in the toolset but loading from map/spawn choose it crashes with an access violation error

#

I think this may be the culprit as it pops up loading to the map/spawn screen. Iv tried deleting it/remaking it and still have the same issue

uneven quartz
inland tusk
#

a custom map and thwe mission is a sub layer

uneven quartz
#

can you show me a screeshot of the SCR_MapEntity ?

inland tusk
#

Its in the map layer itself not in the conflict mission layer....

uneven quartz
#

you have to have Map Geometry Data and ** Satellite Background image**

inland tusk
#

They are there

uneven quartz
#

Strange

inland tusk
#

yeah keep getting this error when trying to play from spawn in.... Exception: Access violation. Illegal read by 0x7ff6db15d2d4 at 0x48

#

Play from camera position works, map "M" works, capture points work

uneven quartz
#

tried running it on a server to see if you get any issues?

inland tusk
#

yeah does the exact same thing

#

Strange thing too is all my capture points I have given names under the main and the high cap name under and the points all still use arma defauls like florida, washington etc

#

maybe conflicting? Local toolset access violation error: 0x7ff6db15d2d4 at 0x48 , Server gets: Illegal read by 0x7ff698e51964 at 0x48

tardy depot
#

Hey FBI! Cabbs here Is running some terrorist training camps 😁

inland tusk
#

LOLS

#

This toolset is so fucked and buggy, all of a sudden trying to add a dependency via my docs/mygames... its showing a blank my documents folder in its browser but everything is there via file explorer

#

Tried just making a blank using the plugins template for just a simple GM to even test and that doesent even work. This toolset has a mind of its own

#

Memory leaks as well on its back end like crazy. Hopefully BI fixes asap.

#

Game pad disables mouse in game menus too

#

Needs patches badly Please BI 😄

twilit barn
# nova delta Did you run the proper config?

Looks like I'm using DedicatedServerPluginCLI_Server which lists the world, Mission Header, and Admin password. The only thing I have blank is the Mission Header. When I click browse, the window is blank and I cant navigate anywhere. How do I point to my mission header (Which I thought would be in the world file by default)?

lavish kite
#
  • how to set the header?
  • do i need to set the server.exe to my downloaded dedicated server or it includes a bundled one?
  • CLI, CLI_Config or CLI_Server?
  • what are these used for?
  • is there docs for this?
regal canyon
#

asking for help with this again if anyone knows. the pouch is gliding along the ground after I have added it to the prefab. Its not an issue of offset as I have already adjusted the offset. What culprits could it be and what are the solutions. I can give any more info if needed, I just dont know what info you might need at finding the solution. A quick glance across the prefab doesnt raise any potential causes to me

round hill
regal canyon
#

yes, I created an additional slot. But I dont think the etool slot would fix it as I have another variant which was a direct replacement of the etool slot and it still is doing the same thing

#

some of my replacements work fine, and others seeminly do this for no apparent reason

round hill
#

I'va had this happen but don't remember why or how I fixed it. Tell me what other stuff do you have attached to that belt.

regal canyon
#

everything is stock in terms of slots except that one. I replaced the stanag pouches with the 20round m14 pouch and altered their offset and they are fine

#

the buttpack default slot was replaced with another 200 round pouch as you can see too

round hill
#

I'll take a look and come back to you after my coffee.

regal canyon
#

sounds amazing. Appreciate the help

#

can always voice chat too if thats easier

round hill
regal canyon
#

hmm what about if you add a new item slot?

#

I've done a replace before and that didnt work either. Im wondering if I accidentally deleted first before replacing and thats what caused it. But then again, Ive seen the ALICE mod that adds more stuff to it so surely it can be done

#

even if I deleted it though and added it back, there has to be a setting somewhere to override what snaps it to the ground

#

but I might try and remake it using only replaces and see if that works. Unfortunate though. What would happen if you replaced the bayonet slot though, as the bayonet model shows on the holster when not in use

round hill
#

Try to start over

regal canyon
#

I wonder whats causing my issue then. I havent done anything different

#

my concern is that Ill set the variants, and they'll just randomly break at some point and Ill need to redo them

#

but Im gonna remake the problematic ones and keep track of them from there

#

thanks for the help with it though. There has to be something Im missing

round hill
#

If you inherit, any changes done to the parent prefab will pass to the children. Try and start over. I didn't do anything to them, just lifted them from the center and pushed forward to make them visible.

regal canyon
#

inherit? in what context is inherit here? as in inherit the prefab to your project file, because I did duplicate. Or do you mean something else?

round hill
#

This is in the biki.. To make a new belt rig, go to one you want to use as a template and inherit (or duplicate) from it, and give it a name. Then with your fresh new prefab do the changes that you want.

regal canyon
#

yeah thats what Im doing

#

I was just wondering if inherit was different to duplicate, which duplicate is what Im doing

round hill
regal canyon
#

ahahahaha

#

@round hill it works. All i have to do now is fix the inflated offsets. I might be blind, but is there a way to switch view to the inflated prefab to visually see where to offset each item to, or is it just a guessing game with checking it in the editor world over and over?

#

Ive been guessing and adjusting after checking previously

fluid briar
#

What is generic?

regal canyon
#

adjective
1.
characteristic of or relating to a class or group of things; not specific.
"chèvre is a generic term for all goat's milk cheese"

fluid briar
#

Oh nice

#

So I can ask anything here?

round hill
#

AFAIK its a guessing game, kinda. You use the deflated values and push out. Its an excruciating and horrible thing to do too. Why we can't just grab'em and place them where we want in prefab editor/ WE is the real question.

fluid briar
#

Do you know anything about loadout selection when respawning?

round hill
#

To be fair our discussion belongs in configuration and your question belongs in mission editing. But check the loadoutManager if you want to add more loadout entries.

regal canyon
#

I'll need to look into all that once I dable into the faction aspect of this mod

#

kinda dreading that process, but the more I learn the easier its getting, so it might be a breeze. Engines and modding have always intimidated me outside of basic texture replaces

round hill
regal canyon
#

they look great. thanks for the help. it must just be new slots that are the issue. will just avoid it until I know the workaround

fluid briar
round hill
#

Nice textures. Love the ADF pattern. @fluid briar Sry man but I don't know about that yet.

regal canyon
#

how can I create a local backup of my project? are projects saved locally only or are they tied to your steam account or something? If theres a page on the wiki or anything, linking me to that is okay too

regal canyon
#

?

#

can you direct me to somewhere that explains it or tell me what I should search for at least

lavish kite
#

ah, don't you know git?

regal canyon
#

pretty please. nope

#

I know of it, dont know what it does or how I'd use it with my project

lavish kite
regal canyon
#

do you HAVE to use github for backing up enfusion projects? or can you save them locally elsewhere?

lavish kite
#

you can save them locally i guess, a copy

#

or zip it in place with a version in name

regal canyon
#

okay. Im only concerned about somehow losing all the work Ive done

lavish kite
#

git is the best for not losing or getting back to another version

regal canyon
#

oh cool. Sounds easy, I was just worried modified files would be locked since its intellectual property

#

Id imagine you can just drag and drop files back into a project folder then. But are the projects themselves linked to your steam or something? is it possible to lose the original project and need to make a duplicate project, resulting in 2 on the workshop? I apologise if these are dumb or obvious questions, Im still learning the ropes of the engine

lavish kite
#

i heard something about the meta files, idk to explain it, but if u have these it will be linked(not 100% sure)

regal canyon
#

so if I save and zip these files. I can just drag and drop them if I were to need a backup?

lavish kite
#

try with a new mod

regal canyon
#

alright

lavish kite
#

best way to test it:

  • create a mod
  • modify stuff
  • upload
  • backup
  • modify stuff
  • upload
  • delete de mod files
  • restore de backup
  • check what it happens
regal canyon
#

it seems I can import the stuff, but the files are read only

lavish kite
#

hmmm

#

will try

#

hmm, i just restored it and is working

#

i didn't even need to reimport it

regal canyon
#

thank you. Although im unsure what the script editor was doing there and why. Im just hoping after unarchiving saved files that they are editible because whatever I did before made them read only lol

lavish kite
#

just editing the script to show that the state of version is saved and restored correctly

regal canyon
#

okay

empty nexus
#

this is a downloaded addon, you probably want to backup your projects not downloaded addons (I might be missing context)

regal canyon
#

I just want to backup my project in the rare circumstance my PC goes kapoot and I lose the project

empty nexus
#

yeah so backup the project not a downloaded/packed mod like in your screenshot

regal canyon
#

all my custom textures are backed up, but not the project

#

wheres the project located then, as I thought that was it

empty nexus
#

it is located where you created it

#

there is a open in explorer action when you right click a file in your project in workbench

regal canyon
#

oh perfect, thanks

#

so in theory, just extracting these backed up files into a new project would restore it and everything be editable. Although, I dont suppose you would know as well. The project itself, linked to the workshop, is that linked to my steam account, or it is local. So if I needed to start fresh, how would I regain access to the workshop file to continue editing it, or would the existing published project be in limbo?

empty nexus
#

its linked to the workshop account

#

you dont download projects from workshop, you download packed addons

#

backup the projects you edit and you'll be fine

regal canyon
#

just a terminology thing but Im sure you know what I mean

#

okay, so it recognises the existing project on the workshop too

empty nexus
#

you need to figure out what the difference between a project and a packed addon is

regal canyon
#

I know but I was just wondering if after a project was published, if the workshop file would still be linked to it if you restarted using backed up files

empty nexus
#

I dont know what you mean, if you backup your project and then open the backup later then there is no difference other than not having the changes you made since then

#

you might be overthinking it

regal canyon
#

possibly

empty nexus
#

just backup the project you edit in workbench

regal canyon
#

yup, done

lavish kite
empty nexus
#

it doesnt matter how you back it up, whether you use git, svn, zipping the project, sending them to backup storage with carrier pigeons, printing source code on paper

regal canyon
#

I have other drives and hard drives

#

I dont intend on cloud storage for now

empty nexus
#

that's a good point, at least make sure your backup storage is redundant

#

like a RAID1, 5, 6 array (local or remote) and similar

ember roost
#

today i started my journey of learning Unreal engine

round hill
unborn inlet
unborn inlet
ember roost
unborn inlet
ember roost
round hill
alpine bay
#

Yo what is the problem with the helmet cam mod

silk swan
alpine bay
#

yes, when you aim, your character goes away

#

and you can't interact with doors or boxes

#

Besides the effect of a bodycam, it's pretty bad, just the camera option would be cool.

silk swan
#

When aiming, it goes into ADS (Aim Down Sight), which I normal. I guess if you prefer to stay third person don't ADS.

Not being able to interact might be a bug in the mod 🤷

alpine bay
#

in third person it's also bug, the head disappears hahaha

#

Besides, you can't spawn with mods, only vanilla

silk swan
#

I suggest contacting the mod maker and report the bug to him/her.

alpine bay
#

ok

silk swan
alpine bay
#

all right

inland tusk
#

Hey BI... 2gb and 2 hours later... Can upload it to google drive 50000 X over the same period. Oh wait it failed for the 4th time thats 2 days to upload 2gb.

#

Workshop is terrible, the way it was with Arma 1 to 3 was way better.

warm mirage
ember roost
empty nexus
#

yeah idk what the thought process was behind the workshop slowness, maybe they didnt expect this kind of volume

inland tusk
#

: Uploading status: 55%
AUDIO : -->New device state is DEVICE_STATE_UNPLUGGED (0x00000008)
AUDIO : -->New device state is DEVICE_STATE_UNPLUGGED (0x00000008)
AUDIO : -->New device state is DEVICE_STATE_UNPLUGGED (0x00000008)
AUDIO : -->New device state is DEVICE_STATE_UNPLUGGED (0x00000008)
AUDIO : -->New device state is DEVICE_STATE_UNPLUGGED (0x00000008)
AUDIO : -->New device state is DEVICE_STATE_UNPLUGGED (0x00000008)
DEFAULT : Uploading status: 60%
DEFAULT : Uploading status: 65%
DEFAULT : Uploading status: 70%
DEFAULT : Uploading status: 75%
DEFAULT : Checking pending workshop invites...
DEFAULT : Pending workshop invites request done (1)
DEFAULT : Uploading status: 80%
DEFAULT : Uploading status: 85%
DEFAULT : Uploading status: 90%
DEFAULT : Uploading status: 95%
DEFAULT : Uploading status: 100%
DEFAULT : Uploading finished
DEFAULT : Project uploaded successfully
DEFAULT : Checking addon processing status...
DEFAULT (E): Addon processing failed
RESOURCES (E): Publishing failed

#

Gosh this is so damn annoying... Iv tried probably 30 x since Friday

#

Its published my screens and logo but not the map version /fml

sinful oxide
#

@limpid cloak

hard vale
#

Anyone knows how to fix this?

ENTITY : Create entity @"ENTITY:5" ('godrays', GenericWorldPPEffect) at <165.429993 139.204987 154.016998>
MATERIAL : Material load @"{90C363AB5243A434}Common/Postprocess/Sun_GodRays.emat"
MATERIAL : Material load @"{90C363AB5243A434}Common/Postprocess/Sun_GodRays.emat"
MATERIAL (E): Unknown keyword/data 'HorizonDisableY' at offset 46(0x2e)

jade current
hard vale
#

And wtf i can do

vapid glade
#

How would i go about assigning a keybind to the radio broadcast component to allow a player to have a wearable music radio

kind cave
#

Yo could anybody help me with moding on reforger?

lavish kite
kind cave
#

Alrighty, so what are the "rules of moding" like cars bikes etc. and can you get assets from like a workshop or something?

#

I may not make any sense rn as it's 3:48 my time and was about to head to bed💀

unborn inlet
wooden oracle
#

Hey, so when I make more than one faction, no matter what goes in it, the asset browser in zeus in dedicated server goes a bit haywaire
The vehicles in one of the vanilla factions "randomize", as in, if a zeus decides to spawn a fuel Ural, a command Ural might spawn
Any idea? I don't know what's wrong

stark acorn
#

There is new feature which is not yet documented on the wiki

#

see variants

wooden oracle
# stark acorn see variants

Yeah, I've configured some, that's not what I was referring to, it was a bug that caused the asset browser to select a different vehicle or something like that
Not by selecting the randomized variants, but just the normal vehicles, a different vehicle would spawn instead, the example on my comment above is basically it
I have found the issue and fixed it, I was using characters/vehicles from one faction and also adding them to the second faction, by removing the the first faction's characters/vehicles from the second faction's entity list it seems to work fine now

eager sierra
#

Hi, I made a custom scenario mod from the DeadEveron mod.
Basically adding spawns etc...
I tagged my scenario mod as Scenario_MP but when I published it.
Now when I try to host the scenario, it doesn't show on the scenario list. It only shows the DeadEveron scenario.
Does anyone knows what did I missed?

unkempt panther
#

I keep trying to make a new project to help a buddy with his mod
But everytime I make a new project it either makes a folder, then disappears or never makes a folder
and as a result I cannot copy and prefabs, or make anything mods wise

small kraken
#

Can someone help me understand what is happening here? My bullets are colliding with my barrel.

I tried moving the projectile spawn position outside of the barrel, but it still does this when moving.
The bullet has a TimerTriggerComponent that triggers a submunition after 0.003 seconds (more than enough time to leave the barrel), so I'm assuming the submunition is causing the collision.

It does not happen in gamemaster or workshop. It only happens in my personal server. Is my personal server too slow? That seems to explain why it is happening only when running (since the bullets spawn beyond the barrel). But is there a good way to mitigate this beyond moving the bullet spawn like that?

unkempt panther
#

dayum

#

that may have been it

stark acorn
#

I guess you could move muzzle start point closer to end? That will mostly affect particles, which you would have to adjust manually afterwards

small kraken
empty nexus
severe nacelle
#

Hi.
I'm new to the workbench and a little bit lost.
Before digging into details, Please help me confirm I am doing the right thing...
I aim to set up a dedicated server for my team, with a PvE Conflict.
I want my team's people to wear berets and armbands (only the red).

If I'm not wrong, I need to :

1/Custom the PvE Conflict so the assets do not show up in any arsenal.
2/ Create a prefab that can be spawnable by GM (any player on my team) in which the berets and red armbands are available, let's say sitting on a table, with a door locking the entry to any non-admin player. (we would need to TP ourselves inside the tent using GM)

Does this seem the correct way to proceed?
Again, a total noob here, any guidance is greatly appreciated, do you think of an easier way to produce the same effect ?

I should add that all players from my team are PC. If a script is easier, maybe a Steam ID could help. We want cross-platform available tho.

Thank you for your help, hope it makes any sense.

Here an example of what I think the tent could look...

small kraken
empty nexus
#

KOMRAD-12

small kraken
#

nvm I found it.

#

thx

small kraken
# empty nexus KOMRAD-12

looks like you did the same thing with the projectile beyond the muzzle but while really cranking the trigger timer up

empty nexus
#

well, it works!

small kraken
#

Oh interesting. Your main shot has really slow velocity. Maybe that will make the difference and allow me to crank the timer up if it's a server tick thing.

#

Thanks!

tacit stump
#

What can I do to investigate source of the CTD crashes tied with my mod? Everytime I launch the scenario in multiplayer and then try to exit the game to desktop (or restart the level) it crashes the entire Arma Reforger application withReason: Access violation. Illegal read by 0x7ff6a5f58532 at 0xffffffffffffffff. Console logs looks pretty normal and this is the only abnormal log message I have, the only thing I know for sure that it's 100% tied to my mod as this doesn't happen with just vanilla. notlikemeow
crash guid 917ff57a-9e91-41d6-aa87-5825fd30aefb

harsh hare
#

Hey guys, new to modding with the Enfusion tools. I'm trying to make a new mod that alters BLUFOR loadout to include assets from two mods that I'm trying to list as dependencies - but every time I load my addon with those mods I can't see anything but base Arma Reforger files in the resource browser.

#

I'm not able to copy prefabs to the new addon, for example. Would anyone know what I'm doing wrong?

#

The new addon itself is also not showing up

round gorge
#

Is it possible to do custom colors? Like green etc.

#

Ik this but legit colors you know ^^

haughty plaza
#

What is the best way to view objects and get their item names? Like guns, clothing, vehicle names etc.

bright rune
round gorge
bright rune
#

That is only how to create a new color via script. I assume that the component you are looking at has a config related to it. Try to find it and see if the color is hardcoded inside the config - i saw that somewhere at some point already

severe ice
#

help

#

i am trying to publish my mod but im getting a pak error

#

Creating bundle failed

lavish kite
#

sorry for reviving this old stuff, but what are you editing in there? the CampaignFactionManager.et or?

#

could you answer to me? xD

lavish kite
woeful radish
#

Where is the location that is setting the second radio channel to the default of 48.0MHz?

woeful radish
woeful radish
#

hmm.. that's 48 is coming from somewhere else. I've already change the group and platoon in the Faction config. But the second default 48 is still showing up from another source.

round hill
woeful radish
#

I'll take a look again. When I override the default radio Prefab I see both Freq in there. One is changing by my faction group settings. The other 48 remained. I'll make sure I did it right.. Maybe I overlooked something.

warm mirage
haughty plaza
#

The Name Tags seem to be disabled for a scenario we're hosting. and mods to help with name tags like COALITION Squad Interface dont seem to work. We're a bit noob when it comes to customisig stuff, but we looked at the scenario (.ent file) in Enfusion World Editor, and looks like NametagConfigComponent seem to be disabled, but it is locked in a read only. What is the best way for us to turn it Nametags back on without repackaging things?

oak star
#

Hola everyone, I'm new. How do I download enfusion? And get started?

#

I'm trying to get elbow deep and teach myself to mod

oak star
#

Alright sort of set up now with blender/arms tools.

bitter crater
#

hey guys is there anyone whos willing to help @regal canyon and i with our adf australia reforged mod with some vehicles thanks much

queen hazel
harsh hare
#

If I'm working on a mod and I want to check it in game before publishing, do I just drag and drop my wip reforger tools mod folder to my regular reforger addons folder?

empty nexus
#

what if you press the play button

harsh hare
#

i didnt know there was one

round hill
harsh hare
#

i havent, thats what im asking

#

its just a simple little faction mod, not much i thought i needed to playtest until i was done giving everyone their stuff

#

i also didnt want to publish it, not sure anyone else would want to play it

gloomy vapor
#

Open a map in World Editor and you can test it.

harsh hare
#

perfect, thank you!

remote seal
#

Or place it inside "profile" folder of your workbench profile

woeful radish
#

I'm looking into creating a visual effect for an EMP blast. I'm considering duplicating the vanilla GM lightning strike but removing everything except the world flash. I'd like the flash to last a bit longer and only occur once. I can see in the weather section where the time is set. However, I'm seeking guidance or suggestions on a better approach to this from a subject matter expert. (This is only for RP and won't affect the working abilities of the gear within the game.)

nocturne yarrow
#

A friend of mine has some mods that are having problems, since last update he tried to update his mod but the engine didn't let him, he even used the backup to remake the mod and Re-realeased, and it worked but he cant change anything because he still can't update, we thought it could be because of that error 400 that happens every time you open the engine in the console, but i doubt that because it always happen even with me and was never a problem, if anyone has any clue on how to solve this we appreciate the help

#

This is the error: BACKEND (E): [RestApi] ID:[22] TYPE:[EBREQ_WORKBENCH_GetAsset] Error Code:400 - Bad Request, apiCode="workshopApi.assetDeleted", message="Asset is deleted"

#

No dependecies are being used

remote seal
#

Looks like his mod is deleted from workshop, so need to unlink and reupload as new mod

nocturne yarrow
#

Thanks, it worked

normal knoll
#

Wasn't there a mod that removed the awful auto brightness thing the devs added a few updates ago? Anyone remember what it's called?

#

I thought I had it favorited but apparently not

oak star
# empty nexus what if you press the play button

Hola tocino 🥓 big fan, I'm new to modding. If you got any tips or suggestions I'd appreciate it 🙏 I want to focus on a weapon but honestly will be willing to learn as much about everything.

wheat jay
#

Is there a way to make something not show up in first person but show up in 3rd

worldly hamlet
#

does enfusion have any sort of built in cache system or TTL cache, in the framework, that they are aware of?

livid crescent
#

Howdy everyone, I’m trying to add a retexture of a RHS patch however RHS in the Workbench isn’t letting me Duplicate any items so I was wondering if I’m doing something wrong or is someone can pass me any advice

harsh hare
#

I've seen a few mod authors recommend they load their mod last in the load order. That makes sense of course, but is that really how it works in reforger? I don't remember arma 3 doing it like that

#

Not that we're playing arma 3, but I was just wondering if anyone here knew for sure

empty nexus
#

mods in server config load in reverse order, so the mod that is last loads first

harsh hare
#

I'm guessing it's more of a server side consideration rather than the client?

#

Wait I got what you meant

#

Thanks man

jade current
jade current
harsh hare
#

I had no idea, interesting. I've always just thrown them together like an ape I guess

empty nexus
#

it only matters if multiple mods end up modifying the same thing, so the outcome is heavily determined by the one that loads last

wheat jay
jade current
#

Oh wait. There's definitely a camera controller class that determines which load out slots to do that with.

#

You would have to write a little bit of custom functionality

worldly relic
#

Does anyone know, where can I now set how often are supplies replenished in conflict bases etc.? I am pretty sure it was set in Campaign_GameMode prefab, but none of the components there are used to set the supply system. Did it move somewhere else?

tacit stump
#

Is there any way to destroy helicopter rotor via script/prefab settings?

uneven quartz
#

You also can have a config file to basically override whet Vanilla offers

worldly relic
eager sierra
#

Hi all, How can I make a weapon invisible? Tried bunch of things like puting the atmosphere.emat... I'm ok if I barely see it. Thx for the help.

eager sierra
round hill
limpid nimbus
#

Is there anyway to open a map in the editor like you would in zues?

eager sierra
#

So his hands mime the shooting and all but you don't see the weapon

round hill
#

You wanted to make a pistol shoot from the chest? I wonder why meowhuh .

eager sierra
#

Doing strange things and all.

#

And also now, "bashing" is like "punching" as you donc see the weapon.

#

So I've made the PM unable to shoot and invisble. You can know punch anyone

#

I guess this is my first step to a Zombie Mod or A medieval mod...

warm mirage
empty nexus
#

was that mod APL?

round hill
tacit stump
#

Can the garbage collector remove items from storage? If so, what needs to be done to prevent the garbage collector from doing so? I've noticed that some containers sometimes become empty, and judging by the logs, the items were actually spawned in them, but then they mysteriously disappeared 😤

tardy depot
tacit stump
tardy depot
#

I think some of the code is in the game mode. I haven't looked into it deeply. I know they coded a delay into vechs with 25% or more of the trunk space with gear in it.

woeful radish
#

I have an empty folder in my project called Images but it's padlocked and read-only and before I had an image inside of it I couldn't just override because it was read-only too. However, I was able to manaully delete and re-upload a newer image with the same name. Where do I go to un-tick folders as read-only in my own projects?

jade current
#

Delete any copies of your mod that have been downloaded from the workshop, keeping only the source mod.

woeful radish
#

I think it's more or less a OneDrive cloud sync issue. Thanks for the feedback.

real marten
#

Is there a channel for feature requests/discussions/suggestions?

jade current
empty nexus
#

it's a mistake for the devs to store addon files by default in a folder called DOCUMENTS

sterile shoal
remote seal
tawny relic
#

Hello, looking for help with my server. I made a Custom Conflict server and it is throwing some problems with my conflict server.

tawny relic
tawny relic
#

RESOURCES : GetResourceObject @"{D64F0D448082E2E4}Missions/ConflictPVERemixedVanilla2_US.conf"
RESOURCES (E): Failed to open
RESOURCES (E): MissionHeader::ReadMissionHeader cannot load the resource 'Missions/ConflictPVERemixedVanilla2_US.conf'!

This is in the console logs where it stats to fail. Im assuming its my missions file.

#

I can load it up in scenarios and it works fine, but when I do it in Gportal it wont.

remote seal
remote seal
#

so try to remove/reset entities that you placed/edited, and run with peertool for tests

#

sometimes server log can show to you what entity triggers this

tawny relic
#

Im seaing a JerryCan item popping up in error logs alot. I can send this to you.

remote seal
#

if you not place/edit this entity, and other missions with it works fine, then it is not problem entity

tawny relic
#

this was a pre existing custom conflict, I just duplicated everything over to my server, the whole prefabs missions worlds everything but then just changed like 2 or 3 settings for supplies. the items were already placed and the reason I duplicated them.

tawny relic
#

RESOURCES (E): MissionHeader::ReadMissionHeader cannot load the resource 'Missions/ConflictPVEedit.conf'!

Anyone know what this means>

eager sierra
#

Hi, When making a character.et, what do I do so he spawn with his weapon holstered?

tawny relic
#

Any help if we spawn in the water bottom left corner when respawning in?

tawny relic
#

disregard

mortal garnet
#

@eager sierra where to folow your mod "Just Zombie" please ?

mortal garnet
eager sierra
mortal garnet
jade current
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I can tell you didn't bother reading the rules of this discord server lol

wheat jay
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is so stupid, cant get my item to preview smh

jade current
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I don't think the PreviewRenderAttributes are stupid, it's user error I promise.

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Start with the distance until you get your item in "frame". Then make what ever adjustments you like.

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Or just open an item you like to preview of and copy the PreviewRenderAttributes from it and paste to yours.

wheat jay
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yeah it was a stupid user error

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came down to having to use decimals

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I expected the movement scale to be a bit larger than it actually was, so had to do -0.15 to get it in frame, thought it would be larger scale than that

frigid plinth
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Hello again 😭 so I’ve been learning a bit and just about got the basis of map making.. as in terrains, lighting, small things.. still got a long way to go.. if there’s anyone by chance willing to walk me through a few things regarding mod making.. that’d be amazing! Don’t be afraid to DM pls 😂

eager sierra
round gorge
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You could write a script for such an action which can be added to a prop to fully heal a player or use the the base game given zones (forgot the name for the entity lol) and write a script for that + configure the settings, -> if you enter it it will fully heal you

eager sierra
void sphinx
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I removed my scenario from the workshop recently to reupload it with a different license as I picked the wrong one. When I tried to re-publish it to the workshop I got an error in the enfusion workbench that said “assets deleted”. I didn’t delete any assets, just removed it from the workshop. Any help is greatly appreciated.

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Will post a pic of the error once I am home.

warm mirage
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for next time you dont need to remove your mod to update your lisence

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you can just select the correct one and publish it as a update

void sphinx
warm mirage
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easy work around would just to generate a new guid and change it in the text file of the addons and relaunch wb

void sphinx
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nvm just found the guid generator in the workbench

remote bronze
empty nexus
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there are two mods on the workshop that when attempted to be loaded together produce an instant crash with no logged error

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I tried seeing if they have a GUID collision but did not find any

remote bronze
empty nexus
next trail
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would be good to know how they become invalid but for that we would need metafiles from authors since meta files are not included in packed addons
for following files:

$CompositionsforGMbyHeine:Models/Aviao_interior/Data/Cockpit_M_Cockpit_Screen_2_AlbedoTransparency.edds
$CompositionsforGMbyHeine:Models/Aviao_interior/Data/Cockpit_M_Cockpit_Screen_3_AlbedoTransparency.edds
$CompositionsforGMbyHeine:Models/Aviao_interior/Data/Cockpit_M_Cockpit_Screen_4_AlbedoTransparency.edds
$CompositionsforGMbyHeine:Models/Aviao_interior/Data/Cockpit_M_Cockpit_Seats_AlbedoTransparency.edds
$CompositionsforGMbyHeine:Models/Aviao_interior/Data/Lavatories_2t_M_LV_Walls_AlbedoTransparency.edds```

As to why they dont crash individually... it crashes because there are resources with invalid GUID from multiple filesystems (addons) so it survives if only one addon has invalid GUID... though it is still bad that it is invalid ![blobbonk](https://cdn.discordapp.com/emojis/1193211464513765376.webp?size=128 "blobbonk")
empty nexus
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Ok

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@robust lance @robust radish ^^^

robust radish
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Uh

robust lance
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hmmmm

robust radish
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Brother my brain trying to process this this early is not having a fun time

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Explain this like you're explaining it to a 9 year old and I can definitely source the issue

remote bronze
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Your mod broken. Go fix meta files or 💥

robust radish
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How do I fix the meta file?

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And my mod definitely is not broken I can go hop on a server and use it right now.

next trail
robust radish
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Copy. I will when I'm back in my home office.

next trail
# robust lance They spawned me here. What happened?

from you I would kindly request these:

Models/Aviao_interior/Data/Cockpit_M_Cockpit_Screen_3_AlbedoTransparency.edds.meta
Models/Aviao_interior/Data/Cockpit_M_Cockpit_Screen_4_AlbedoTransparency.edds.meta
Models/Aviao_interior/Data/Cockpit_M_Cockpit_Seats_AlbedoTransparency.edds.meta
Models/Aviao_interior/Data/Lavatories_2t_M_LV_Walls_AlbedoTransparency.edds.meta```

I want to see what exactly is wrong with them
robust lance
next trail
robust radish
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It is just an empty file what the heck

robust radish
next trail
robust radish
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Yes.

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66%

next trail
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looks good now

robust radish
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Thank you.

empty nexus
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are we fix?

jade current
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we is broke

lunar lark
bright rune
grave prairie
sour flax
bitter crater
#

can someone please help me set up a pip sight

granite willow
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i cant seem to figure out how to have my server be persistent... :( help pls

empty nexus
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it doesnt save automatically?

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game master definitely does... check logs if it saves, you might just be missing the -loadSessionSave parameter

granite willow
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no it just resets and i have to start from the first FOB again

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every time server resets :/ where do i put that parameter at? config?