#enfusion_generic
1 messages · Page 9 of 1
You seem to have hidden reforger channels at #✔role-selection e
I heard that BI wasn't going to allow the obfuscation or the protection of mods made by creators. Is this true?
obfuscation = no. Protection ? Mods are already protected
obfuscation is hardly protection anyways
BI needs to have a chat with a LIFE server of disrepute 😛
Got this loading into SP Game Master
Oh, I see. It's mod related.
Is there an "Unload All" button for mods?
I'm an eejit. Disregard.
How are they currently protected and didn't they talk about making mods more open-source for the community. I am just trying to get some calrification ebfore I start putting in hours on making a mod
I'll let him reply, but in the meantime, there's default licensing and BI sets the rules when it comes to their IP and engine. Which means they can smite whoever plays unfairly or causes trouble.
From what I know if you create an asset (s) no one can use your assets without your permission. If you find out you can request removal of such mod
We had it happened before for some modes that caused chaos for the community
Does anyone know where the supply capacity of vehicles are set?
cant find anything in the wiki about supplies
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...
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 ☠️
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.
https://community.bistudio.com/wiki/Arma_Reforger:Game_Master:_Editable_Entities_Configuration#Existing_Prefab check settings - it seems to work on my end
Thanks, however, I have read the documentation and tried running / testing it many times and its a persistent issue since at least March 2024 (I was hoping the recent major update may have fixed the problem). I also note that someone else (@wooden iris ) raised this same problem recently under #reforger_workbench : #reforger_workbench message
Feel feedback tracker ticket then - maybe someone from editor team will see it and give you some hints
Thanks
Initially I got this error message. But nothing happens at all since then
I added this to Feedback tracker: https://feedback.bistudio.com/T183157
Thank you, but just to clarify is it purely reactionary or are tehre more proactive protections?
The protection is your mod being packed into a pak file, with your textures and models being in a proprietary format. The protection is the license you release your mod under. In 90% of cases obfuscation is only used to protect the fact that you have stolen someone else's intellectual property.
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
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.
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
The replication timeout can be increased in server config. It's a variable in the conflict game mode. I set mine to like 3min so you have longer to reconnect successfully. Also while you are not on the server your player is turned into an ai placeholder, so if that ai dies while you're not on the server you will reconnect with the spawn menu.
I'm not sure what the distance is or where it's calculated in scripts, but fia patrols do not spawn in near a mob. I believe it is relative to your servers view distance setting in server config.
I suppose I'll have to resort to going in game and spawning all the vanilla vehicles in to find out their max supply capacity... Thought it would be way easier to figure that out but I spent hours on it last night with no luck.
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?
Update the wiki with the data.
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?
You can link them as a dependency. Then people will download them when they download your mod.
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
We need a Script GPT for reforger lol
Can Game Master (aka Zeus) use radio?
yes but it wont show you the icon when speaking
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.
I'm having that same issue @scarlet crest, been happening for a bit now.
Can you create a ticket with repro steps perhaps?
I raised a ticket: https://feedback.bistudio.com/T183235 @strong bay @wooden iris
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
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.
Can anyone tell me how to do it for different scopes than the vanilla ones, for example the bacon ones?
This weapon works, but I don't know what I have to do differently
You talking about displaying them in Bacons load out editor?
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.
I would just use the ones in game. What exactly are you trying to do?
Im trying to make a United States Militia faction
And its very annoying that arma reforger has nothing that explains how @twilit barn
In this case I want them to be usable on my weapon
you need to set the attachment to RISoptic
like this
but how are you able to change the frequency? 
have to go back to the character lol

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?
Because I'm talking about using the radio not while controlling the unit, just from the GM UI
oh yeah wishful thinking
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.
The layer and structure and world are basically all blank on the layers left side of the tool set.
Everything is there including layers in the sub folders etc.
The project should open with those folders
Yep, done this step by step. Same result!
Completely blank with no project data when opening
Just a blank unnamed empty world.
so you mean: not added to GM mode (not using unit control)
Yeah you can only select on character and then speak while in GM mode, no radio controls in GM interface
can you show us what you have in Log Console?
INIT : Workbench Init Engine
ENGINE (E): Addon 'OperationSavannah' dependency '60B524F7A5AE96A8' can't be added
so it seems you didn't add that dependency to the list correctly. Make sure it is visible in Projects list
Okay I'll have to recopy that one this evening and try again, thanks reyhard
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
How do I add dependencies to world editor
Did last update break the mods?
have you experienced any?
nah, just asking ahead as I've planned first reforger mission for tomorrow with my a3 group 
Is there a difference between defaultplayercontroller and defaultplayercontroller_mp? I'm assuming just components.
Wild I be able to DM somebody for some questions with map making
Just ask in #enfusion_terrain
Okay thanks
Can it be reloadable?
You can actually use VON when you create a player Space in GM and then you have access to VON. Same keybinds, no radio selector as I see
what are the right steps to add a new slot for a vest in its' BaseLoadoutClothComponent?
plan on repairing the CTAC PVS 31 equipment?
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.
- Create new item in BaseLoadoutClothComponent, name it whatever.
- Add item prefab.
- 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)
- Save new text file and end it with ".et"
- Go to workbench and select your new vest, move the item where you want it to be on the vest.
- Done
If you need any help beyond this send me a DM and I can screen share how to do the whole process when I have time
Thanks very much for your help. Already solved. I forgot to turn the "Worn debug mode" on when placing new items.
I'm modding some JPC vests for "RG 75th"-style characters.
Gotcha, awesome
@bold nova @stark acorn
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.
Edited my response.
discord freaking sucks.
is #define a gimmick and unsupported feature in enfusion?
I am doing #define in a .c file in scripts/core and it is not recoqnized in scrits/game
Doing #define in the same mod as #ifdef
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
I have nothing to do with your skill issue brother
They are local to the script module they were compiled into
They won't bleed into other modules
So you doing it in engine, means it stay in engine
Ahh okay, thanks
lmaoo

-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?
I will tell you the same @empty nexus when you can't sort something from us 
cant...sort?
srcDefine adds it to each module
Defines are before compilation, in order to affect compilation
So they won't bleed
each module compiles itself alone
It's working as expected.
wdym
yeah idk what he means either
skill issue
I couldnt post this because of your silly slow mode
There is no feature similar to check if another mod is loaded with #ifdef?
no you have to loop through all loaded addons and then find their name or guid
I meant, I will tell you the same "I have nothing to do with your skill issue brother" whenever you report us an issue, or how you are failing to understand something 
so no changes? since you ghost most of my questions anyway
No because it is a preprocessor thing
That would be better as a pre-processor support, because class not defined or sth like that if I want to call a function from a class that only exists in a mod
I agree
Ah no wait
I misunderstood
Skill issue from my side
Perhaps, we have that in DayZ for mods in scripts
Maybe in arma reforger 2:
Get all pre-processer defines from all mods ->
compile mods ->
#ifdef in code works with optional mod dependency
is that for me
if I can use something like this to see if some class exists and interact with it, it would open doors for better optional mod compatibility
We have discussed it internally before, but I have put priority on other things so it is not prioritized
however it also opens doors for abuse and users wont know which mod potentially breaks mine because it doesnt use it as dependency
ye
Any idea how to stop the camera from zooming hardcore inward when trying to run in 3rd person while in Test Mode on enfusion?
CharacterCamera3rdPersonErc Here you can change the Fov while sprinting
Thanks!
is there a way to lower the range on a radio broadcast?
so its not hearable to out of the car ?
Any big mods on the horizon for Reforger to follow?
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?
(sorry for my english :D)
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.
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)
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.
yes
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
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?
No tutorial, its either built into the gamemode you are using or it needs to be added by a modder. For them the docs are included on github
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
Is there a reason why the engine is limited to 128 players right now despite the wiki stating 1-256 for maxPlayers?
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.
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.
I'm about to have 30ish people very upset with me
obviously the best choice here is to create a mod that synchronizes players across multiple servers using AI characters
Does anyone know how to solve this bug where the box is white and empty, without being able to see what's inside?
Set your faction first
Click on the + to add your preferred faction(s)
"was playerCountLimit before 0.9.8.73"
It's now 1.2.102 (or something), that's definitely outdated.
Wiki's often have historical information like this
its still better than having 164 angry people when your server explodes
You could use direct connect I guess, and no backend
cant use mods with no backend, since it cant talk to workshop, right?
everyone has to download mods manually like in old A3 times (pre launcher at least)
What Reyhard said.
Has anyone actually tried that and gotten it to work?
Load mods without backend?
It works. I do it for testing.
Yes play multiplayer without backend.
Ahh that's good to know 👌
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
1000rpm of czech pride
Needs:
- Bayonete
- Double Taped Quick Mag
- 10x scope
- IR Laser
- Underbarrel shotgun
I'll fix it for you:
Needs:
- Workshop
- Time
And now you can do it yourself 👏
I was being (or attempting to be) obviously sarcastic with the extreme stupidity of the request.
dont worry we are working vewy hawd
easy to say without a cz wielder staring you down in conflict
Akimbo when?
who knowwsss...
Where do I find this "+"?
Hey, is there a place to report Enfusion tools bugs and suggestions perhaps?
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
https://feedback.bistudio.com/T183457
Is it possible to use the Diag Menu to try to understand what the error is?
I would be interested in the first part as part of a mechanic for the gamemode modification I'm working on.
I'm looking to have them turn into a "incapacitated" mesh. Either by tapping out/respawning or being "killed" by being healed by the enemy team.
I haven't looked into it yet, so I'm not sure if it's possible to just take control of the character away from the player and send them into the respawn menu, which would be the easiest way. Another way would be copying the character along with all it's inventory and equipment, and do the good ol' switcharoo
I'm sure you can "kill them" and then copy a clone. But anyways that's, was going to look into eventually. I need a mechanic for when friendly medics heal, enemies.
It also gives ambulances and field hospitals a reason to be existing.
Thanks.
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
For anyone else experiencing the problem with "Create / Update Selected Editable Prefabs" plug-in not working. It won't work if the World Editor is not open. Ensure World Editor is open when you run it. "Preserve Budgets" errors will pop up, press "ignore all" and it should work with the "E_" editable version of the prefab being generated in PrefabsEditable folder
Does anyone know how to solve this problem, even applying the texture it looks like this
Thats awesome like this
@empty nexus hey man wondering if you could show me how u made new attachment types ? making an interchangable aug mod : D
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
mosin
blender attributes , they mostly use that to see a diffrence in spots and so on so it aint the same colors , if you delete them it should come out white as what it should be
if its not in there then it would be in facemaps right above it
check if you have vertex colors, and if so remove them
Go to vertex paint, select white as the color and Shift-K is the shortcut for fill. Do it for each color.
Thank you very much for your help guys!
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?
would anyone know, does Units Map Markers V2 not work in the editor? it doesnt seem to work for me atleast in editor
That's the whole point of reforger
That's what I thought until I heard someone say that you can only make multiplayer game modes or something?
But I can just hop in and start making SP missions right?
And get used to the new language and commands?
Or is it more technical stuff like learning to do animations, terrains, models, etc?
you can make SP missions, I think overthrow was originally a singleplayer mission even
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.
as far as I have been told, yes. Reforger is basically for the devs to get the engine ironed out, and modders to learn the language/engine themselves.
I've been told that by the time arma 4 comes out, most of what you've made in reforger should be pretty easily transferable to 4
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.
It's a different programming language than A3 but the same one that was used for dayz
Enfusion tools are great though
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
need to start the editor as a localhost + peertool I guess
I always use dedicated server tool and peer tool for world tests. But I'm mostly testing for mp only.
honestly I never thought about it
Anybody got any idea why the Custom entrys specificly the Generate ballistic tables does not apear?
On other prefabs it apears no problem
it apears to happen when I add the InventoryItemCompnent. Is that not needed anymore?\
yes, inventory item component should be removed from bullet prefab
Okay thanks. Do you know where I can make a report that this is changed in the Wiki?
I will change it in a moment
removed paragraph about it - I might update pictures at some later point
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
Oddly I copied the project to another machine and it doesent do it except original file on original machine
Try fideling with the weather editor
yeah iv done that and even set transitions to 0. The minute I hit play it resets back to overcast
Yeah, that's a current bug. The way to fix it is to go into the weather subsystem and force a weather type.
override the weatherstates conf file and set the default state at the bottom to be clear
Terrains\Common\WeatherPresets\StateMachine
WeatherStateMachine {
StartState "Clear"
}
It wont save
Its a custom map so do I need to copy that over to my map?
The file in Reforger folder is locked
@hollow flame
did you override the file? right click -> Override in
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
Yes
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?
Also, where I might find someone to make custom mods for a server?
Do I have to ad every item to an arsenal or there is a quickier way ?
Yeah I think you have to add every item.
There is a system in the works already for the vanilla game. I wouldn't waste your time trying to do the same thing.
Aaah Okay awesome. I hadn't seen anything about it myself so I wasn't sure.
Soon tm
Looks good to me; much better than a pasty white face giving away my positon.
On the most recent dev report, dev report 21 https://reforger.armaplatform.com/news/dev-report-21
For a second that looked like a Kart 😁
Ooo awesomme, thanks for the link. Good to know. Getting tired of spam clicking enter 
How do I make a prefabricated one appear in the arsenal? I think I did it wron
There's a master list configuration file that controls the arsenals, So you have to bring it in and modify that in your mod. Either that or just build your own arsenal and shove it in there.
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?
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
ok , thanks
Hey any idea when you’re gonna remove the rail on the mosin?
Rail?
Mosin?
Kamoulox?
A gun rail this big motherfckuer kissing my forehead while aiming
This is for channel is for mod creation work, are you complaining about a mod? Is this a DayZ problem?
When did Reforger get mosin? I must of missed it
Very recently
Ah, then disregard me then. I've never seen it, but wrong channel if you want to complain about it 😁
Alright will look for bug channel
What are you talking about?
There is no rail on the mosin
Is this like CIV weapon? I now want to go take a look.
Going to make me get up and turn on the computer 😁
wtf
this belongs in cursed reforger
Kinda he made it for I think Vietnam and rebel scenarios
Is this a mod? Cuz yeah I'm not seeing it in the code.
It’s called mosin nagant mod
Oh well, then your gonna want to take it up with the mod owner. It's got nothing to do with anyone here 😂
Oh damn aight
Not to rain on your parade 😁
All good big chungus made the mod he all ready replied here
Ah well excellent then 😁
I texted you on prv let’s discuss it there
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
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?
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 🫠
just incase anyone is curious, accidentally spawning probably tousands of markers will crash your workbench
oh you made drawing?
Accidentally, I was just trying to put markers on the enemy ai
looks kinda cool
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?
I still think it's not too impossible. We have HTTP you probably just need to make a fake character to listen in on a radio channel or grab the audio Channel stream.
I don't know If we have streaming capabilities though. That would be pretty cool if we could stream out data
No; game is only supporting .wav for audio which is not suitable for streaming bcs it's uncompressed.
gotcha, well I was mostly curious, thanks for confirming for me yall
doesnt sound too far fetched, I suppose I could set up a whole other pc to just sit in some safe part of the world and blare radio stations or music on a certain frequency though its own mic.
Dont really have a spare pc to leave around like that though
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
man my workbench REALLY doesnt like markers.
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.
👍
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.
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?
Is there a way to find all prefabs that use certain component?
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
Assets modding tutorials from BI in their website.
does anyone know how to scale your models doors and windows to the arma scale in blender
Not sure if this will help you but here are a bunch of model values for size from the wiki.
https://community.bistudio.com/wiki/Arma_Reforger:Environment_Metrics
Thank you so much! This is exactly what i needed
hello anyone has ever encounter this kind of error ?
There is not enough of SCR_CatalogSpawnerUserAction attached to actionManager. Some assets won't appear.
@empty nexus you get any new Amd chips yet
you mean like the 9950?
yes
I'm not touching those until they are regarded as stable
ah dang was wondering if i should grab one haha
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
14% not that huge of a jump for next gen
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
if im modeling a building should i bake my meshes?
game crashing and stuck onl oading screen on leavng server . any ideas what can do that ?
Is there a way to increase the view distance in the world editor?
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
Hey Guys is there an Airborne mod coming in yet?
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)
I found the Voting System it is your gamemode, there is a component wich is called "VotingManagerComponent" this component handles the the Voting by the clients and schould be deactivated. So you can disable the Voting System
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.
Can you turn it off completely in your mission/scenario? There's no point making missions with that on.
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?
You can, but I'm keeping it in my scenario. There most certainly is a point, for players to be able to kick trolls/griefers when there is no admin on.
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?
Multiple times yes, probably also on the FAQ site of reforger somewhere. It depends how much you rely on vanilla gameplay technologoy. Terrains are easier to port than a custom conflict gamemode. If you rely on your own map objects you can simply copy paste it later. if you use our AR buildings they might not be present in A4 so you need to swap them out then
A4 will be modern combat right? not the old conflict
uncertain but unlikely
🤔
Where is that option? I though you only needed ScriptedChatEntity and SCR_VotingManagerComponent in your game mode to enable vote kicking. 🤔
hey guys looking on learning how to make mods for Arma any recommendations on where to start for tutorials or learning ?
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.
@tardy depot?
is BL blender ?
BI not BL - as in the developers of the game you want a mod for...
honest mistake
I mean I don't want a kink shame but uh... But what you get up to in your free time 😂
i thought it was one of those diddy party 💀
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.
so question I'm not a programmer, i did once learn some basic for python but coding and scripting would be different right ?
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.
both words mean programming which is the same thing
doesnt matter what language you program with and for what purpose
Coding and scripting is different. It alludes to the purpose and the scope. Hence why we have different words.
boomer C devs will disagree but it doesnt really matter, at the end of the day it's just programming
I would give you a thumbs up but you've blocked that for me, so this will have to do.
environment will be different between python and reforger, but both are programming
they are different yes, but programming includes scripting, scripting alone does not know programming, coding is any of them
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.
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
i don't think sacripting is tied to something
you can script in python, but you can also programming in python
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
Python expert here ☝️
debates on scripting vs programming only exist for low level language programmers to flex on high level language programmers
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 😉
some people define it as interpreted vs compiled, some people define it as a set of instructions (bat files????), its still code
the word code is like very ambiguous, you code when you programming, u do code when you are doing scripting
also firefox is better than chrome
🤷♀️ for me is the same
also im on arch btw
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"
windows, can't play any game with up to date anti cheat on Linux, driver anticheat
sadge, i would chose always linux QQ
Anyways @ember roost Does that at least get you somewhere?
I would too if the desktop experience was not dog water
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.
Yea sorry for asking a forbidden question 😂
All good. "We" are here to help
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
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.
If you’re just starting off, avoid C++ (not sure why, but every beginner seems to want to tackle that monstrosity).
A better starting language is C# (good for Unity), Java, Go, or Python
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
Reforger scripting is c++ like. Unreal is c++
Reforger looks more like C# imho (but maybe I haven’t looked at it enough)
It’s even described as syntactically similar to C# on the wiki
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 😂
Nah, C# is just Microsoft Java lol
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
True, but with the object oriented paradigm (tho, maybe Reforger supports functional)
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
Anonymous functions are helpful for little things tho
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 😂
Bro, I’ve never touched JS just out of pure hatred for web dev
If you do touch JavaScript, run it with like node.js and it stops it from being so stupid to an actual functional language.
What’s your tech stack btw?
Node, mongo, js - for basically anything
Mine’s: Java, Go, C, Python, SQL
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.
Well, look forward to seeing what you build!
Thanks. I dm'ed you what I'm working on. Since its OT.
Is it possible to change the direction in which a sliding door opens? Whatever I do it slides into one direction :/ = X Axis
2:30 in the morning im up to learn !
i know that c# is somewhat simplier but lets be honest C++ been king for years "personal opinion" when i do start dabbling ill probably start with unreal engine i heard they have a visual scripting called blueprint. i mean i months or even years from that whos know i might chnage my mind and learn UNITY i heard its much simplier @tardy depot @latent condor
bought some new equipment, sorry im just excited
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 🫡
people tell me all the time learn the easier languages and then learn the more complicated later. But i have a question do you think if i had enough motivation and patience i would learn said language ?
I've made entire multiplayer games in blueprint without writing a single line in C++
damm baconnn
for game jams, not real games
i love the idea of unreal just being FREEE
they gave me a free engine so i should take my time to learn it
its mainly for your sanity, diving into a low end language right of the bat usually ends up with most people quitting. Just as it seems so overwhelming. At the end of the day you do you. But knowledge of C++ isnt really required for Enfusion, as enforce takes most of its syntax from C#.
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
there's a pretty big difference between c# and python (and enforce script)
@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#
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
there use to be website that i would go to that gave you little coding games and problems
if you want to properly learn a language, you will have to look at either a LOT of youtube tutorials/ online courses. Or get stuck into a text book. Though people have lots of different ways of learning 😁 .
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
BI doesnt want us to dig too deep into the engine 😔 .
too deep? there is 0 access to the engine
😂 yep
he understands 🤫
granted everything you mod is legally owned by Bohemia
you are modding the game not the engine
i think this is the one i was talking about
codecademy is ok
code-cademy is okayish, but its better to dig into a tutorial that goes over everything comprehensively
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 😂
doubt it, some scripts maybe they will copy and paste some sections. But for things like maps and vehicles/weapons its highly unlikely.
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
well hence the top mods that make sense
as Bacon said enforce is a very limited script, the stuff we tweak around with the script is peanuts compared to what BI can do by modifying the actual engine.
in other words we are pretty insignificant in the eyes of BI, as they dont expect us to remaster the game.
i aint compalining im on the road of knowledge, first ill learn how to mod then move up from thier
unreal engine?
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.
7:42 and I'm off the code mines for another 8+ hours of enfusion FUN.
he puts the bullets in the revolver
Totally false
👀
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
It was widespread like a plague, so not stranged to it
People took the game EULA and used as the one for mods
, we need an enfusion misinformation channel 😂
As modder, you only care about tools EULA and workshop ToU
aka wiki page
the characters within groups are still invisible in the world editor :)
where do I put this bug report
(it's been over a month)
dont groups spawn in play mode not edit mode?
Pretty sure it's intended they only spawn in when a player is near (not a gm)
Is that new EULA FAQ article you mentioned some months ago coming soon?
That literally makes no sense 😂
can we get a dev on this 😄
Tryna remember how to draw 😂
I’m trying to draw 2D to make a game project using blueprint just to get my feet wet
If I remember correctly you guys can do or let others do what the hell they want with content created with the Enfusion tools, so ownership is irrelevant.
?
It states clearly that whatever you do is owned by you
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
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
Yeah ofc, fair enough. Forgot about that.
Mostly superficial/control things are in scripts and some systems here and there
So, if I make a mess of a mod, I have to own it too? Great
If you want to see a game that is done 100% in enforce script then check out Take On Mars
So a.i. is not part of the engine but programmed in the game? What about physics?
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
ask your questions, you will receive help based on these
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
Ai is game, physics is engine
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.
Whatever you were refering to in this comment: #enfusion_generic message
Not yet, that takes time and needs to be revised by legal as well.
awesome! thanks for the reply!
guys, where are these kind of variables: #AR-Campaign_GamemodeDesc ?
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.
i saw stuff about string tables, but i wish to find the default one
Do a search and clicky click. There's it's only so many.
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 ?
I look forward to know this, because I find the lack of tool tips and information bad. At this point I don't even know where XYZ point to anymore
No joke. In WB I find myself asking why is Z facing forward and I hate it.
Thank you
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 💀
Anyone know why Capture&Hold dependency is not showing up, I have it enabled in the game ?
Is it like illegal to make a in depth tuturial video on how to get started on modding or something?
there are some key people who have videos to show you some in depth stuff
not to many but enough to get you started
Go to add project them add existing project>My games>ArmaReforger>then find the mod and it should work
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
Conflict or Scenario framwork?
Start by doing something easy like a retexture and make your way up using BIs written guides and tutorials
Just trying to understand how to make modded weapons, vehicles, animations,etc
Use “Add existing” first (In drop down list of “Add Project”)
Or “Scan for projects” for entire “ArmaReforge/addons” folder
yeah i figure it out after 40 minutes thank you guys
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
Anyone know what issues I'm having my game wont load through viewport or full screen ?
I can feel my MOJO coming back
!issuewarning 879743640879136839 randomly pinging bohemia.net members, please re-read our #rules and specifically rule 2
Done.
wasnt a random ping, i wanted an answer to the question above
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.
ok i apologize
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.
it requires i5 4460 as minimum for reforger so thats why i wondered
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
Gentlemen, what is the stealth update?
you wont see it coming
alas, with my Internet, I noticed it, and also noticed that my version differs from all servers.
The characters within the group would be shown in the world editor before 1.2 though, so I could see exactly where they were within their formation etc
Any Patch notes or something regarding this new update?
uch i hate it that 5 out of 6 server update but 1 just wont take the update -_-
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?
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.
Somebody solved this. You might be able to find it by search.
import (drag and drop) the .fbx file into your mod folder. It automatically converts into .et (inside tools)
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 
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?
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.
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.
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,
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.
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
.
Oh I didn't realize that fuel can was not the games. Yeah you got to set up a bunch of components or it's not going to act properly. Also damage is not the same as being able to be shot. Damage means it has hit points and then it will eventually do something, Just having a rigid body with collision allows it to take on bullets I believe.
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.
Thank you
I made those once, but I never tested it in hand! I think it was before they were usable in vanilla that I made them. Pretty much just added the components for a mine to the jerrycan and boom! Did you get that all figured out?
Yo
Still not
I noticed that mine still able to receive bullets even with disabled damage manager
I'll recreate jerrycan entity step-by-step from scratch to see which component enables this behaviour
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?
theres a way to use workbench that I dont remember so Id just start a server with the mod GUID added to config
but I cant have someone download and test the mod if its unlisted right? Can they access it from a link or something?
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
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
excellent, thank you
Last time I tried to use it, it wasn't spawning ai in my scenario. Might be broken. But you use it just like peer tool pretty much.
Then your scenario was broken
Running that runs a true MP environment
Which differs from peer tool or SP
Well when I run it on my actual dedicated server, it runs just fine, so idk?
Did you run the proper config?
How are you running it?
maybe not? Ill have to test this later after work tonight, I gotta head out for now!
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
have you assigned a map to it or no?
a custom map and thwe mission is a sub layer
can you show me a screeshot of the SCR_MapEntity ?
you have to have Map Geometry Data and ** Satellite Background image**
They are there
Strange
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
tried running it on a server to see if you get any issues?
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
Hey FBI! Cabbs here Is running some terrorist training camps 😁
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 😄
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)?
yes, that's what happened to me, looks like a bug in the Workbench
- 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?
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
Try using the E-tool slot. Is that a M249 pouch?
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
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.
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
I'll take a look and come back to you after my coffee.
Works fine. Inherited from riflemen kit. Replaced m16 mag pouches with M14 ones, replaced buttpack with M249 pouch, replaced bayonet with 2nd M249 pouch. Obviously didn't place them where they need to be.
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
Works ok. 2 canteens, 2 M14 pouches, 2 M249 pouches, added a pkm bag and a shovel. Maybe I'll attach a TV to him or something.
Try to start over
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
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.
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?
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.
yeah thats what Im doing
I was just wondering if inherit was different to duplicate, which duplicate is what Im doing
Just made this to protect my head from Bacon's frying pan. Let me know if you got it working.
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
What is generic?
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"
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.
Do you know anything about loadout selection when respawning?
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.
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
You will get it. Remember to check the Biki. It explains many things.
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
What i want is to change loadout without getting to respawn screen
Nice textures. Love the ADF pattern. @fluid briar Sry man but I don't know about that yet.
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
git, or that old stuff svn
?
can you direct me to somewhere that explains it or tell me what I should search for at least
ah, don't you know git?
pretty please. nope
I know of it, dont know what it does or how I'd use it with my project
do you HAVE to use github for backing up enfusion projects? or can you save them locally elsewhere?
okay. Im only concerned about somehow losing all the work Ive done
git is the best for not losing or getting back to another version
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
i heard something about the meta files, idk to explain it, but if u have these it will be linked(not 100% sure)
so if I save and zip these files. I can just drag and drop them if I were to need a backup?
try with a new mod
alright
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
it seems I can import the stuff, but the files are read only
hmmm
will try
hmm, i just restored it and is working
i didn't even need to reimport it
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
just editing the script to show that the state of version is saved and restored correctly
okay
this is a downloaded addon, you probably want to backup your projects not downloaded addons (I might be missing context)
I just want to backup my project in the rare circumstance my PC goes kapoot and I lose the project
yeah so backup the project not a downloaded/packed mod like in your screenshot
all my custom textures are backed up, but not the project
wheres the project located then, as I thought that was it
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
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?
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
just a terminology thing but Im sure you know what I mean
okay, so it recognises the existing project on the workshop too
you need to figure out what the difference between a project and a packed addon is
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
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
possibly
just backup the project you edit in workbench
yup, done
if your PC dies backup locally will not help, so use a git cloud or upload your backups to any driver cloud
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
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
today i started my journey of learning Unreal engine
Why would anyone wanna do that?
for various reasons
nothing to do with enfusion though or this particular discord server
its me just getting started and understanding it may not be enfusion but its going to be soon after i learn some basic stuff
i understand but what i said stands true
yes and I choose to validate it now I'm joining unreal engine discord 😂
Don't do it man! Unreal is an overrated pile of manure that runs like crap. Enfusion might not have the best tools but the engine is really good. Stay Enfused my man!
Yo what is the problem with the helmet cam mod
don't know, what problems do you have with it?
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.
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 🤷
in third person it's also bug, the head disappears hahaha
Besides, you can't spawn with mods, only vanilla
I suggest contacting the mod maker and report the bug to him/her.
ok
That depends on the server you play on; you can only use the same mods as the server 😉
all right
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.
takes me around 20 min to upload my 2.7gb asset mod on a 1gb fiber line ..
the idea is to learn both, i still want to make mods in enfusion but i would be lying if i said learning unreal didnt excite me
Thats also slow.
yeah idk what the thought process was behind the workshop slowness, maybe they didnt expect this kind of volume
: 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
@limpid cloak
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)
That's not yours to fix
And wtf i can do
How would i go about assigning a keybind to the radio broadcast component to allow a player to have a wearable music radio
Yo could anybody help me with moding on reforger?
just ask your questions friend
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💀
unfrtunatelly no it does not
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
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
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?
A mission header
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
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?
Might be either simulation tick (0.003 might be triggered whenever next simulation tick is processed, which doesn't necessarily mean 0.0003) or something with net code - I remember issue with BTR-70 PKT rounds firing into turret when moving
I guess you could move muzzle start point closer to end? That will mostly affect particles, which you would have to adjust manually afterwards
It was :l
Yeah this is what I was afraid of. I just don’t want it to affect the shooter’s experience too much. I guess I’ll play around with the numbers. Hopefully servers with decent hardware don’t have an issue. Thanks, Reyhard
I fixed this in my shotgun but I don't remember how, if you open up the mod and have a look at the bullets and the gun it should make sense
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...
Thanks I’ll check it out
Hi, I'm can't connect to my dedicated server. This is the error after bunch of reconnect. https://media.discordapp.net/attachments/1267818342824280074/1278347281820549241/error.png?ex=66d0792e&is=66cf27ae&hm=d50a1f2b87fbfed7caa9746a73d1751831c7fd76dce9118f8f9e90f15283dafc&=&format=webp&quality=lossless&width=1696&height=750
What I am missing ?
Having trouble finding it. the blunderbuss?
KOMRAD-12
looks like you did the same thing with the projectile beyond the muzzle but while really cranking the trigger timer up
well, it works!
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!
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. 
crash guid 917ff57a-9e91-41d6-aa87-5825fd30aefb
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
Is it possible to do custom colors? Like green etc.
Ik this but legit colors you know ^^
What is the best way to view objects and get their item names? Like guns, clothing, vehicle names etc.
Color.c
void Color(float red = 0.0, float green = 0.0, float blue = 0.0, float alpha = 0.0);
so I mod the ENotificationColor and just add e.g?
TEST = new Color(1.0, 0.0, 0.0, 1.0);"
uhhh...
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
help
i am trying to publish my mod but im getting a pak error
Creating bundle failed
sorry for reviving this old stuff, but what are you editing in there? the CampaignFactionManager.et or?
could you answer to me? xD
faction config
thx 💪
Where is the location that is setting the second radio channel to the default of 48.0MHz?
Try the BaseRadioComponent
Alright. I'll give it a shot. thank you
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.
There are 2 transceivers. If you want to remove 1 you cant and have to redo the prefab from scratch afaik.
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.
so how do we fix the light issue of stuff turning off as it aslo happends in vanilla cars https://gyazo.com/9e188f97ef12d67e9020a5c4a0cda47b
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?
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
Alright sort of set up now with blender/arms tools.
hey guys is there anyone whos willing to help @regal canyon and i with our adf australia reforged mod with some vehicles thanks much
Hi, dev of CSI here, you have to repackage it as the original mod has it disabled, I'd recommend simply making a sub mod of that mod and having the nametags enabled in the sub mod. As far as I know there's no way around having to make your own mod
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?
what if you press the play button
i didnt know there was one
So how did you test it?
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
Open a map in World Editor and you can test it.
perfect, thank you!
You can open any mod with another mod, just RMB on your mod in tools "launching window" and "open with addons..."
Or place it inside "profile" folder of your workbench profile
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.)
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
Looks like his mod is deleted from workshop, so need to unlink and reupload as new mod
Thanks, it worked
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
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.
I found it nevermind
Is there a way to make something not show up in first person but show up in 3rd
its a hood
does enfusion have any sort of built in cache system or TTL cache, in the framework, that they are aware of?
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
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
mods in server config load in reverse order, so the mod that is last loads first
I'm guessing it's more of a server side consideration rather than the client?
Wait I got what you meant
Thanks man
No, load order has always been important in Arma games.
Oddly that's how helmets work lol
I had no idea, interesting. I've always just thrown them together like an ape I guess
it only matters if multiple mods end up modifying the same thing, so the outcome is heavily determined by the one that loads last
Yeah I've tried copying how helmets and hats do it but for some reason it won't work, just being wierd
ParametricMaterialInstanceComponet, material with correct settings.
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
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?
Is there any way to destroy helicopter rotor via script/prefab settings?
You also can have a config file to basically override whet Vanilla offers
Thank you!!!
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.
Well, for those who want the same thing. I picked a PM, moded it and made that the character wear it inside his chest ("spine5"). So you do not "see" it, I guess.
You mean hidden holstered? There is a setting for that.
Is there anyway to open a map in the editor like you would in zues?
Nope, I made that is right hand weapon position is "spine 5"
So his hands mime the shooting and all but you don't see the weapon
You wanted to make a pistol shoot from the chest? I wonder why
.
No, now you dont see any weapon when shooting. And you can mod the invisible weapon as you like
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...
not the first steps zombies where in a while ago and the invis gun has always been a trick to make them melee , im currently reworking the old behavoir trees to get them back to work from before 1.0
was that mod APL?
That sounds very unorthodox, maybe the hand grenade melee can produce better results (left hand punch) if you find out how it works and apply it to both fists.
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 😤
If you're not talking about the engines garbage collector, If you're talking about the games garbage collector then yeah things have a timer and a radius for despawning.
I'm talking about SCR_GarbageSystem
Considering that items in containers still have InventoryItemComponent and I haven't found any special logic about it in both of these classes, seems that some special measures should be taken to prevent items from GCed on lifetime expiration 🫠
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.
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?
If you're doing everything as you should, you should NEVER have locked folders in your own mod.
Delete any copies of your mod that have been downloaded from the workshop, keeping only the source mod.
I think it's more or less a OneDrive cloud sync issue. Thanks for the feedback.
Is there a channel for feature requests/discussions/suggestions?
Oh yeah, it's known that One Drive should not be used as a mod source location.
it's a mistake for the devs to store addon files by default in a folder called DOCUMENTS
Indeed like Zelik says OneDrive cannot be used
I can say it can't be used for entire Documents folder, it constantly fail when working with frequently changed data, such as documents, game saves, source code, project files and etc, so it's why I disable it for Documents from first start of computer
Hello, looking for help with my server. I made a Custom Conflict server and it is throwing some problems with my conflict server.
The Gramps Conflict PVE server is the one i'm basically copying over everything except just using different HQ and Base supply settings is all
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.
this can be ignored if target mission is actually loaded
you need to find what entity placed in the world file triggers this error
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
Im seaing a JerryCan item popping up in error logs alot. I can send this to you.
if you not place/edit this entity, and other missions with it works fine, then it is not problem entity
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.
RESOURCES (E): MissionHeader::ReadMissionHeader cannot load the resource 'Missions/ConflictPVEedit.conf'!
Anyone know what this means>
Hi, When making a character.et, what do I do so he spawn with his weapon holstered?
Any help if we spawn in the water bottom left corner when respawning in?
disregard
@eager sierra where to folow your mod "Just Zombie" please ?
Yes, i know, but don't you have a thread on this discord?
Non, j'ai pas de thread. Je ne compte rien faire de plus dessus. Des gars ici comptent refaire le mod de Bacon au propre. Mon mod est juste pour ceux qui ne veulent pas attendre.
Ok, merci, je m'amuse bien avec 🙂
I can tell you didn't bother reading the rules of this discord server lol
is so stupid, cant get my item to preview smh
I don't think the PreviewRenderAttributes are stupid, it's user error I promise.
Start with the distance until you get your item in "frame". Then make what ever adjustments you like.
Or just open an item you like to preview of and copy the PreviewRenderAttributes from it and paste to yours.
yeah it was a stupid user error
came down to having to use decimals
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
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 😂
Youtube tutorials are the best. You can do it as the same time as the video
Hi, I wanted to make a Healing zone where you can full heal with the medical kit but without using an ambulance or the field hospital.
Tried to put the heal component on a prop but failed. What to I have to do plz ?
https://media.discordapp.net/attachments/1267031571525795931/1282322119614795798/1DFD7E63-7A65-471E-817E-370EEB804EF5.png?ex=66deef09&is=66dd9d89&hm=e45fe5a2f5c9db16b713f537760ddb26452485ab0ae83cd25403a2349c4bfdae&=&format=webp&quality=lossless&width=1031&height=594
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
I guess I could. But RP wise, I want them to do the healing.
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.
Will post a pic of the error once I am home.
for next time you dont need to remove your mod to update your lisence
you can just select the correct one and publish it as a update
Will do, thanks! Any idea why I can no longer publish this mod even know I didn’t change anything?
easy work around would just to generate a new guid and change it in the text file of the addons and relaunch wb
can i just use any GUID generator?
nvm just found the guid generator in the workbench
Nope as we do not use microsoft GUID standard format but a shoter self made one
there are two mods on the workshop that when attempted to be loaded together produce an instant crash with no logged error
I tried seeing if they have a GUID collision but did not find any
Thx for the report, issue source has been identified as invalid GUIDs that are in the mods and we will try to handle this without crashing.
What maybe could be done is deleting all meta files and let workbench regenerate them - but this will of course break some references.
why does it work when they are loaded individually though? only breaks together
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 
Uh
They spawned me here. What happened?
hmmmm
Brother my brain trying to process this this early is not having a fun time
Explain this like you're explaining it to a 9 year old and I can definitely source the issue
Your mod broken. Go fix meta files or 💥
How do I fix the meta file?
And my mod definitely is not broken I can go hop on a server and use it right now.
first send me this file
assets/characters/headgear/Gentex/Data/mask/test_23_mask_NMO.edds.meta
Copy. I will when I'm back in my home office.
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
I won't refuse help haha. I will send it to you privately
so I already have some meta files from Heine so I can already guess what is wrong with your meta file.
Check if it is just empty file... if it is then you will have to reimport that test_23_mask_NMO.edds
It is just an empty file what the heck
I just went ahead and deleted the files for that NMO entirely and re-uploaded. It's uploading to the server now. Is there anything else I need to go back and do?
I can see that there is new version 1.0.31 but workshop claims that it has 0 bytes
are you still uploading?
looks good now
Thank you.
are we fix?
we is broke
Does anyone have any experience in knowing how to install this?
https://reforger.armaplatform.com/workshop/5D6EA74A94173EDF-EnfusionDatabaseFramework
Has anyone encountered this error when trying to remove their addon?
BACKEND (E): [RestApi] ID:[8] TYPE:[EBREQ_WORKBENCH_GetAsset] Error Code:400 - Bad Request, apiCode="workshopApi.assetNotPublished", message="Asset is not published"
https://community.bistudio.com/wiki/Arma_Reforger:Mod_Publishing_Process#Removing_mod
The instructions didn't help here.
can someone please help me set up a pip sight
