#enfusion_generic
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Oh yea no i have a textured and modelled DMR ready to use, it looks goofy as hell but i love it,
Just the wiki isnt very useful to me
Hey frank :D
I am not sure where this pic is from, but it needs to be added to catalog entity
Oh hi
pic is from factionmanager, i did the catalogentity still nothing
All I know you load the mod with your project, then go to config and respective faction you wanted to be and add it there
What map you try to add this to?
If you are not sure you doing it right TPM has a great YT video you can watch.
Ill check it out thanks
this literally takes you through everything required to put the weapon in the game https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding/Tutorials/Assets/Weapon_Creation
oh ye nah got stuck in a few places with that, found somethin else that helps, thank you tho
the wiki is always going to be the most accurate resource, you are welcome to use community made tutorials but you risk using methods that are not advised or it being quite outdated
oh yeah btw the wiki got something wrong i think
it says ctrl+d for the armature, it's shift+d
I dont use blender so I wouldnt know, in any case the Reforger specific parts are the important ones
hm, where did you found it? Usually in such cases link to Blender documentation is provided like here https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Creation/Asset_Preparation#Bones_Creation
Hello lads, quick question: How do I add mods to a mission I want to build? I figured out how to load a map, but not how to add the other mods to it. Also, which channel should I check for guidance?
tx
Hello! Could someone point me in the right direction for this? I'm looking for a way to create an arsenal that contains both USSR / USA and USAF / AFRF from RHS so that I dont have to place 4 boxes on a coop 
alright, I will add a note that is correct shortcut using industrial compatible keybinding
There are some mods that already do this afaik
Thank you :)
In what cases will CollisionTriggerComponent work? I'm new to modding
What I am trying to do is to spawn a decal where a ball hits the ground.
I've just figured out the entire Arma Reforger engine. I created a real life simulation of anything that could ever happen that includes a perfect 10000000x infintisemally detailed metabolism and genetics system while running at 180 FPS on mid performance. I have written out the secrets to this and put it in a time capsule marked for 2500 because I fear the Arma Reforger community is not ready. Please begin excavating in Vigo county Indiana in 500 years when the world is ready.
Do you happen to know the name of one of those? Looking for one on the workshop but no luck
If I search "RHS arsenal" on workshop I can find a few that are for Arma 1.2 https://reforger.armaplatform.com/workshop/62E7382DFDB17E06-RHStoVanilaarsenal or https://reforger.armaplatform.com/workshop/61E540E5F25329FC-RHSinone
or play coop that has arsenals and factions setup correctly
Thanks!
so we lyin to peopl
the wiki is actually pretty in depth and gets updated constantly
I feel as though itโs not insanely up-to-date, but tbf, weโre close to an update currently, and a major update after that one. Whatโs there will hopefully all be caught up at that point. Some things though you just gotta learn on your own or by searching through this Discord :p
yes, everyone except me
can anyone tell me what texture to use for a window
Does anyone know what could be causing this to happen? All my other humvee variants are fine. figured it out
is it possible to have a vehicle from arma 3 added in arma reforger ?
Ifrit and Striders with smoke
no
Does Reforger have any "snap to" via proximity gameplay features (and thus code) that anyone can think of.
Can you give any examples?
how would I set up a default loadout for my server ?
@bright sable Snap to is when something jumps/snaps to another thing when it reaches a threshold. Thinking about it, the C4 brick might snap to walls. Gonna check.
C4 finds closest via normals, but no keypoint snapping it seems. Just curious if there was anything before I roll my own.
how would you add prefabs to a construction truck?
Probably not given there's no terrain alteration with the current building system, seems like it just places a prefab on the terrain
speaking of building system. Im trying to update my conflict building assets to the new ghost prefab requiring construction with a shovel. Seems to be working, but the actual prefab is also rendered in when placing the structure instead of just the ghost prefab. What am I missing?
FYI: In reply to my previous question. SCR_PreviewEntityEditorComponent has both horiz and vertical snap built in. It is quite robust block of code.
I'm right behind you. Doing the same thing, just starting.
I don't know how your code is setup, but you can manage a ghost with SCR_PreviewEntityEditorComponent or bring in the real asset, apply the mat, then remove the ghost mat.
My mod was made way back when all you had to do was place the object and there was no building action for the player. Im trying to base it on vanilla assets that are in game already, but I seem to be missing something still. Sure would have been nice to get a dev blog or modding update explaining what needed to be changed for that to be implemented!
maybe a wiki article... something!
If only they hired a skilled communicator that could do that for you ๐
That said, give me a few days to read these 1.5k lines or so, and I might be able to help you - if you don't figure it out first.
I doubt I will anytime soon, today's my Sunday, back to work tomorrow!
Rgr. Well I'm on it. I'm moving building to the player, and moving building cost to "as you construct" vs upfront.
@twilit barn SCR_PlacingEditorComponent.CreateEntity might be worth a look at. Heavy duty spawner code.
I'm just Johnny Rando" over here, but I did have a couple ideas that I wanted to say out loud some where. Does BI have a enfusion feedback somewhere, either here, the website, or somewhere else?
Perfect, thank you, homie
where can i find the option for an open bolt weapon ?
hello, so i've been trying to customize the things you can buy In OVERTHROW, how could one do that please ? i've been trying to look over and over again and i can't seems to find anything im new but i learn by myself usually but im getting empty ended and running in circle
from what i found its just takes every weapons from one category for exemple all rifles and set the same~ price but i'd like to choose wich weapons can be bought at what price and maybe even lock weapons to skill level
and i really dont even know where to start ^^
there is none 
even on stuff like the m60, pull the mag out theres still one in the "chamber"
well thats not in exp yet, gonna be cool to see tho
open bolt weapons dont function as open bolt rn in exp tools
idk what to tell you, hopefully they add it someday
fun that theysay they added support but there is clearly nothing for it
ill just make my own animations then and fake it
theres no graph setup for it in vanilla, but im pretty sure people have made open bolt graphs before
yea but can fake it wtih a reversed animation tbh ๐
just kinda enoying that there is no support for it even tho stated as there is a decent bit of open bolt weapons
some of the vanilla weapons dont even have player animations for a closed bolt 
Is there a way to add a safe zone to MOBs in a custom conflict map. Like if the enemy team walks in they die.
Just started looking into Basebuilding aswell. So many options Not so many informationsss
I was going to add joints to snap to, and then depending on what joint around a "wall" (top, side, bottom) will depend what other things can snap to.
is SCR_EntityCatalogSpawnerOverrideData supposed to work? Am I doing it wrong? I have it in the Entity Data List of the vehicle in the vehicle config. Override the rank and supply cost, but it still uses what's set in the actual prefab's editable component.
what is that ๐ @solemn plume
Looks like a formal warning to me!
Hello, Im trying to make a raised T2 optic. When I raised the "Sights Position" Offset to be able to look through the optic at the new height I get this error and the collimator is displayed outside the optic when in first person view. I have tried restarting workbench and it has not solved the issue. Does anyone have any ideas what I'm doing wrong?
hello so i've been trying to modify buyables cars in OVERTHROW but im stuck its added but does not show up in the store
that error could be that these are not setup atleast that happend to me when I forgot to setup it correctly
What are you referring to exactly in this pic?
Ooo. That might be it. I have not done the pivot IDs
I'll text this when I get off work. Thank you!
What are the requirements for a scenario to show up in game? I created one in the editor, it's got a worlds dir and and conf in the missions dir. The whole thing is in the reforger addons dir, but I don't see it in game.
I added -addons <myaddonname> to the steam perams, and it shows up now, but shows it's missing a dependency. But the only dependency it has should be Reforger
you have to load mod then go into singleplayer and host your scenario
you dont gotta do any launch arguments, just publish the mod, download it and launch scenario from SP menu
Thanks for answering. Is there a way to test locally before I publish?
load up your scenario in world editor and play
Okay it works there so Iโll move on. Thanks
This did not resolve my issues. Any other ideas?
afraid not, seeing as the error character class is about the CharacterCameraADS the error lies somewhere there
did you find anything on this yet?
Nah been busy working my bs job all weekend...
I've already spent way too many hours trying to figure it out on my own. Probably gonna drop the project for now.
dang thanks tho
hello, I would like to ask for a little help... I'm trying to make a prefab able to dismantle through the shovel interaction, I was looking among the actionmanager but doesnt seem to be right . Any ideas on how to do it?
hello
i have an issue when making my mods, for some reason my project folder vanish
Anyone with custom editable slot skills can help a brother out. I'm trying to create my own, I'm managed to duplicate, but it looks like snapping slots is only for game master mode. Anyone got exp bringing that code down into building mode?
Anyone know why my changes arent being applied to reforger server?
For example previously, i had all helicopters loaded to the conquest helipad supply point
i removed them, and just left 1 but all of them are still showing ingame?
Boo. I was hoping one of us would figure it out. ACE has placing done via ACE trench if you need to see working code, I'm trying to steal snapping from GameMaster "slots" and apply them to SlotManager Slots - but man this code is like spanish ๐
I'm going to keep the 3rd person build due to popular demand, and there is always ACE if I really need first.
Yeah ace trenches is more of a true free form building without going into building mode to place the template first.
So not exactly what I was looking to do
Rgr. I'm headed your route. I figured out how to add new items and all that, but its now 15 files deep to try to figure out the snapping code ๐ฆ
This may be tied to a specific weather type for a special event or April Fools themed after another game
Maybe have it detect and damage running vehicles as well
Was trying to add a civ car to conflict vehicle spawner last night. Why would it show up twice in the vehicle build mode? Gave it the faction_us tag and added it to the US vehicle config file. What am I missing, or do I have to remove the civ tag for some reason? Ultimate goal is to add civ cars to both us and ussr factions vehicle spawners.
What do you mean by showing up twice. Twice in the menu or twice in the preview?
Twice in build mode, if I add a single car it will show up twice when you enter building mode
Hi guys. Has anyone tried to make animals in Reforger? If I apply the CharacterControllerComponent, the character mesh disappears. Is this even possible?
Oh boy this took some time, proofreading, and preparation.
(Something that someone ain't able to do, apparently)
Unbelievable... third trailer in a row for update with SILENCERS, well now i SURELY know why you have no time to fix bugs.
There is a TRAILER to do.
https://feedback.bistudio.com/T182511 (Jun 30 2024, Resolution Open, wasn't a problem before 1.2, Major) [Well, it's not increasing our crash rate, so who cares about player experience huh?]
https://feedback.bistudio.com/T177072 (Nov 12 2023 -_-, Resolution Open, wasn't a problem before 1.2) [I think it's legit feature now]
https://feedback.bistudio.com/T184258 (Sep 6 2024, Resolution Open, wasn't a problem before 1.2) [Unbelievably hard to fix, literally impossible to fix from script, requires fix from ENGINE side, repro requires launch WB, who can handle such a hard task to do? 0_0]
https://feedback.bistudio.com/T165994 (Jun 16 2022 X_X, Resolution Open) [UI is damn unusable but who cares...]
https://feedback.bistudio.com/T183152 (Jul 26 2024, Resolution Open) [Is that a reason why you broke group rendering? Mhhh... Delicious navigation]
https://feedback.bistudio.com/T183748 (Aug 17 2024, Resolution Open) [I guess it's easier to make our own .log file then try to use vanilla one? Who cares about log spam? probably modders and not people who're being paid for their job.]
And bunch of character position desyncs that can't be reproduced, soo... we "don't know about it, there is no ticket". Yeah if you close your eyes problems just... disappear.
What the reason about creating tickes, if it's going to literally just stay there forever.
You have no time for it?, then maybe instead of creating three goddamn silencers trailers, you ask the guy who made them to fix some PREFAB misconfigurations that cause log spam or tell them to Clean up bugtracker board from "fixed" bugs.
Maybe you can ask this person to clean up "TEST" and "NOT_PRODUCTION" from animgraphs? Or ask them to proofread changelog to remove non-existent stuff from it? ahhh, who cares about modders, we would never advertise our game as "modding heaven".
You know, you can close tasks, when they are fixed internally, ever heard about automations in Jira?
Instead of spending time manually answering people about progress in discord(Is it really easer than just closing a task? Maybe then you could have time to sleep, instead of crying about people asking you in 12pm.)
I have zero idea, why Major issues have less priority than button recoloring every patch.
Man you really pay them design breaking changes to UI every patch, maybe just fire a guy who can't handle this task? Or maybe ask him to redesign UI entirely?
Good luck to Sony Boys, enjoy stucking vehicle surrounded by duped resources and grifers/cheaters (Cuz it's public server without admins).
Oh want to play vanilla without cheaters and griefers? Sorry buddy, no admin panel for you, you cant have mods.
Thank you for your attention and your time.
There is the main object and then there is the linked object. The main object in most editables is hidden, then the linked object is what comes to life.
If you have them both filled out, you'll get two objects - could be that.
Well this is spawning vehicles I'm talking about here, not building prefabs with a shovel.
dont forget https://feedback.bistudio.com/T186877 been an issue for 3-4 patches, with pinned fix in terrain channel, still nothing.
Wrong chat my bad lol
I have the same thoughts, it is insane they are pushing reforger to a new platform before addressing the wealth of bugs that break the game and turn an otherwise amazing game into a miserable experience
I genuinely don't believe they have any plans to fix these bugs in Reforger and will save that for Arma 4
Trying to brainstorm out in the open a little bit: Have intentions of creating a 4-digit code lock system for vehicles for my gamemode. Working with PC is easy because just enter the 4 digits on keyboard and boom, you're in.
For console players, what's a way I could make it intuitive? If I have to change the original intention of it being a enterable 4-digits, I will
keypad UI lol
How short memory you peps have novadays, my god.
there you go, solution that 100% will somewhat fit everyone on every platform without much issues.
100% because heeldivers did it and it worked. for years, 2 games.
Oh yes
UPDATE
Looking cute (mods need to update)
It's vanilla
fun fact. CharacterIdentityComponent uses basebody as base and attaches head to it. And because whoever was updating rig for various character bodies wasn't aware of this, they used simple rig converter. Because of that, you have wrong position of face bones on basebody mesh.
There is 3 ways to fix it.
First one - aka normal one.
Go to motionBuilder and apply proper rig to character body
Second one - weird one.
Go to c++ code and change parenting from "head to body", to "body to head"
and a third one. The one that i suggested few days ago.
In CharacterIdentityComponent put HEAD in body slot, and body in head slot
cant wait for 1.3 to see this fixed
mewing is vanilla feature now
gmod facial animations
Unfortunately all mods already updated their rigs, unlike vanilla
Are you quadruple sure its vanilla? You might have some mods loaded from previous sessions?
still amazes me that a helmet needs the full character armature instead of only the relevant bones
there is a fix literally 2 messages above
lol yes
u dont play the game that u made?
i raised this problem in 1 day of 1.2 exp, and i was told that "heads are not ready yet"
heads were ready. No one ever noticed that body wasnt
if problem then bad mods, obviously
update was in this state for 6 months.
6 months

not surprised at all, many bugs waiting months for fix
All the character I check in vanilla on the steam version right now look normal to me. Where did you observe these? Any specific scenario or just random multiplayer chars?
U check it on GameMaster in offline? :)
my brother in christ. This bug happens when vanilla animation system shits itself. It shits inself in mp every 5 minutes.
The only reason why this bug is not noticable in SP, because of mentioned above.
w8 for u on Podval server, will check it together?
podval server is modded?
join ANY mp server with 80+ people, and you will see it. Or just spawn a character in tools, and take a look at his face
just own mission selection mod
dude. There is literally an explanation why this bug happens, how this bug happens, and a fix
I have read your message, still I am simply asking how to see it for myself ๐
let me summarise it.
This bug is happening when vanilla animation system shits itself in mp (join ANY full server), it does that because it desyncs and looses part of animgraph
This bug is NOT noticable in SP because animation system actually works. without loosing any parts of animgraph
This bug is happening BECAUSE in SCR_CharacterIdentityComponent slot head inherits skeleton from slot body
Whoever updated all basebody rigs used simple rig converter, that adds bones, but in wrong places.
Official Vanilla EF-EUFM or smth server
i dont want to be a bad guy pinging random people but @runic fiber might confirm how this works and why this bug happens
or you can pass it to internal dev team and they will confirm it.
if that's not enough, then i guess we got a new feature that adds some "style" to game
This has long been done, I am trying to get them a reproduction because we did not observe any such issue in our testing
My honest reaction
I mean..
devs when they read my bug reports
devs in general
the guy on right.. that is a 1000yards stare if i ever saw one ๐
yep, thats literally what it is
my guns now crash on firing ,. i removed the old sound files and added the new once , i added the new comp that is needed , i removed any old sup stuff and und dep it . and it still crashes ..... log says nothing at all about why
you are fing joking me
you know what crashed it
not having the second effect that pufs smoke .....
lol
for any of you guys guns they moved this effect to the sup and it will crash your gun if it is not removed
before you had both on the gun now only 1 of them stays
Looks like they screwed any custom sound mods too, We had a small one changing some bird sounds, custom wav files now have this horrible static pulse over them
Were these changes not available in EXP, so you could test your mod prior to see if itโs brokenโฆ?
Iv just tried to reimport custom wavs at variable bit rates, still horrible pulsing static when importing into tools
are vanilla samples vbr?
not sure but re rendered my wavs as PCM 16bit mono and they work again
Does anyone know how to agree this? I already reinstalled Arma and tools and nothing worked
did you launch the actual game at least once before launching WB?
this ^^
Yes, but even so, the problem still persists
did you happen to change the pathing of your game when reinstalling? Like to a different drive or some sort?
No, it was automatic, an update through Steam.
I can open the WB, but when I create, open, or try to open the World Editor, it gives an error.
I feel like there's somewhere you can check the tools' pathing to the original game, but I can't remember where
Just to double-check that it's all matching
I'll check.
I went to take a look, didn't find anything, anyway, I uninstalled both and started Arma first and then WB, and it gave the same thing. I think I'm doing something wrong.
i got it
what'd it end up being? I was looking through the wiki to see if it said anything
I uninstalled it 5x
idk what happen but worked
hey, if it works, it works
yeah, thanks for the help
has anyone had that error before?
when i try to play it gets stuck at 93 or 94 % and then crashes
not sure, try changing things until it works
there's nothing to change, i deleted the weather manager, all the splines etc but it was still there
and i havent even changed anything before it started i was just sculpting terrain
Your entity setup is a bit off, but I couldn't say what causes the error
e. g. cameramanager is not the prefab so missing components, the genericworldlightentity is a duplicate, a couple things missing (https://docs.google.com/document/d/19VrUpAId4UGjykBw1rTP375Q9l2udNIEHPhTzqEgrSc/edit?tab=t.0#heading=h.whwy2bctj3ex)
what do you mean by duplicate? i don't need it since i use default lighting?
yes, lighting_default is also a genericworldlightentity
The link I posted should have everything you need
sorry for spam but do i put all these under world, or just in default layer? :/
Usually just default layer, but I don't think it would cause any issues to have them under world
ok thank you
Getting this spammed in console since the update, anybody else running into this?:
SCRIPT (E): No data found for keyboard:KC_TAB !! Check 'chimeraMapping.conf' and add data if necessary! Provided Actioname: Inventory_WeaponSwitching.
they did, actually. just now noticed lol
haha funni, try delete saved keybinds config file
InputUserSettings.conf somewhere in your profile folder
No worries, and if you don't manage to resolve that error, I can also have a look myself.
yup, that fixed it, thank you!
damn microsoft
now it's like this and still the same error, it says allocation limit of memory in the error? maybe i just run out of vram or something when trying to play?
Yes known issue, probably 1.3 instead
The modding bootcamps are a great idea. Are they recorded and available somewhere?
On YouTube
Thanks, that was too simple. ๐

Hey I'm new to the modding scene and I have a nitrado server I want to be able to add mods to it and want to see if it's available for the game mode I run which is Combat ops everon
I can provide a list of the mods we want to have I just need a bit of help
Thank you
seems like the encumbrance settings in the characters stamina component are not working? Did that move somewhere else? o.O

BACKEND (E): [RestApi] ID:[5] TYPE:[EBREQ_IDENTITY_Auth] Timeout
BACKEND (E): Curl error=Timeout was reached
BACKEND (E): Http Error (TIMEOUT)
BACKEND (E): [RestApi] ID:[6] TYPE:[EBREQ_IDENTITY_Auth] Timeout
BACKEND (E): Curl error=Timeout was reached
BACKEND (E): Http Error (TIMEOUT)
BACKEND (E): [RestApi] ID:[7] TYPE:[EBREQ_IDENTITY_Auth] Timeout
any idea how to fix this? I was messing around with the debug menu and i must've changed something
nvm figured it out
hello guys, im searching for tutorials/info how to make conflict with tools from zero. i found someone but it has 2 years ago :/
Does anyone know why it won't let me go past a certain point in the map iv rendered?
All good gor it sorted
Hi im looking for a ressource/ wiki article how shrapnels are working in reforger and are they ballistics objects or just a chance?
Anyone know how to remove these annoying wasps from the game that make a constant buzzing?
Hey, general question, is there any scripting or custom missions that work with PS5? Mostly curious about server side mods.
- there are no server side mods
- none
So I can't even add some custom moderation tools to a public server? lame. I would love to include the PS5 player base, but this is brutal.
I really think Reforger needs server side mods.
server side mods are not gonna happen, nope
Whats the reasoning for that?
moderation tools should be part of reforge, there shouldn't be a need to have these as a mod
security mainly
Yeah, the admin UI in the game is pretty weak as is. I kind of miss the old framework where missions and scripting were hardly considered mods.
Server side mods are possible but you need a loader on the workshop
Its pretty easy to do but it is just for scripts really
@azure citrus
Look up script modules you can load scripts from profile folder for example.
Thanks, that's all I would really need. Are there any documentation sources you have available for this?
If you remind me tomorrow I can pull something
Perfect, Thanks. I will remind you tomorrow.
one thing I am using server side scripts for is testing plugins for upcoming server admin tools v2 that only exist serverside, but can still send ui data to the client opening the admin panel #1094217375978618920 message
I think you can do a lot with serverside scripts but you obviously cant use modded keywords and cant run things as client really
but you could totally build yourself a server management tool that only has a loader on workshop and the rest is serverside and nobody ever sees the code (well, you'd still need some clientside code to handle the data sent from server)
That's very interesting. I wonder if it still works within PS5 mod restrictions. Regardless I can make good use of this for other applications were I just wouldn't want clients to have access to code, etc.
I hope so, but we don't know what limitations mods will have on PS5 yet so hard to say
Yeah, I don't have a PS5 so I can't exactly test it myself.
right now on PS5 there is 0 mods ability for Reforger
if I gave you hope I sincerely apologize
It's all good. Just trying to understand the cards that have been dealt. It's otherwise useful for something I wanted to do before I knew they were actually following through with their PS5 release plans mentioned many months ago. It's still very useful and relevant information.
Thank you.
Apparently Skyrim on PS5 allows mods, so hopefully the same comes to Reforger.
that is left to be seen, in terms of what is allowed and what isn't, generally speaking scripts are not
I assume they are playing it safe because user generated content has been used to hack/jailbreak systems before.
but I want to jailbreak my console lol
Quick question, is it possible to continue editing my mods from a second pc? I travel for work sometimes and Iโd like to be able to work on it while Iโm gone.
Yes, you'll just have to sync the files somehow, e. g. using GitHub (or even manually).
You wouldnโt happen to know a guide on how to do that? If not ill figure it out some year ๐
Use GitHub? You can find plenty of guides for that.
Or if you don't want to set up source control, manual transfers would also be possible, though that's more effort in the long run.
has servers went down for anyone else
These questions belong into #reforger_multiplayer / #reforger_troubleshooting, this channel is for modding. Also try to be more specific.
How do I fix this lol
It's because your sat map is blank / white in areas. Just go on about your day and when you near the completion process you will generate a complete sat-map.
Is there someone that knows a decent bit about turret for Vic that could help me out with a few things ?
"Hello Human. Care to taste my rusty fork" - Spider Fingers
You mean mr. Salad Fingers.
(i hate to be this pedantic, but this is a special case where i cannot help myself)
Well spoon was changed to fork to match the username, so the fake quote person changed as well
Hmm, all right, i am going to allow this, but only this once.
Iโm looking to get started on making a mod. Can anyone point me in the right direction please. TIA
Hello ! Did someone know why my characters (even ia), looks like that when i load my world ?
Here, this is the right direction: โก๏ธ
(i am sorryyy, i couldn't resist, yes, i am a bad baaad person, not my fault i was born like that, and no, i do not have anything helpful or meaningful to add, maybe look at the wiki and search for YT tutorials)
@random swan Apologies for the @. Do you plan on making your building assets destructive?
Yes. Example is in my thread in enfusion showcase
Thanks man, I should have looked at that but I do appreciate the reply.
Familiarize yourself with how the Reforger tools work. If you already have experience with things like modeling or scripting, thatโs great! If not, donโt worryโyou can still learn. Itโs never too late.
Start with a simple idea (the simpler, the better) and focus on making it work. Learn by doing. Make good use of the Reforger Wiki and dedicate time to practice. If you have more questions, the Discord community here is a great resource.
Thanks dude
This is it now thanks for that
you know that screenshots exist, do ya? 
has bloody clothes been removed for 1.3??
anyone know how to fix this? ive deleted and redownloaded tools numerous times and it wont fix it nor will it allow me to edit it
(m_PlayerController)
{
entry.m_Mute.SetEnabled(true);
if (m_PlayerController.GetPlayerMutedState(entry.m_iID) == PermissionState.DISALLOWED)
entry.m_Mute.SetToggled(true);
else if (m_PlayerController.GetPlayerMutedState(entry.m_iID) == PermissionState.ALLOWED)
entry.m_Mute.SetToggled(false);
if (m_PlayerController.GetPlayerMutedState(entry.m_iID) == PermissionState.DISABLED)
entry.m_Mute.SetEnabled(false);
}
Ye but this is quicker
And also I'm still setting up my pc as I got it 2 days ago
win + shift + s -> control + v in chat
what do you want to edit? *send complete script. Also scripting stuff is #enfusion_scripting
So i cant use the terrain button in tools ( import heighmap, etc) thats the error its giving me^ but everytime i try to switch it to false or true it wont let me make changes
Bet thanks dude
what is a common fix for this Error code: group= 1 Replication reason=8 JIP_ERROR. when joining my dedicated server?
What scenario is loaded on the server?
Is it an official one, or a custom one?
my custom mission header
i am new to this and have followed all steps on bohemia's website, ive been troubleshooting for a min but im stumped
Some things can cause JIP errors when placed in the world.
There isn't really a good way to find out what's the issue, other than a trial and error approach.
This means setting up the Dedicated Server Tool and making changes until it works.
What kind of mission is it?
i set it up under Gamemode plain in Tools if thats what you mean?
i am really puzzled because i'm able to join my mod in the Scenario on Arma, but once i tried through Nitrado this happens
As I said, this is a fairly unspecific error and can be caused by various things
But usually, it's caused by some entity you placed in the world
Appreciate your help!
hello, can anyone help on knowing where i can get started on creating arma maps
is there documentation or something
Is there someone that knows a decent bit about turret for Vic that could help me out with a few things ?
There some videos as well as a wiki page you can look at look up grifdrums videos as he's got a god tutorial
can anyone explain how to fix the terrain button as it is greyed out for me? i have the new version ( cant find any answers online about my issue )
@warm mirage I hear you have your own discord for your weapon mods, can I get a link perhaps, I have questions
Getting frustrated in 1.3 with characters. I disabled variants for the default loadout, yet it is still randomizing the clothing I set on the default character. What changed or am I doing something wrong? In earlier versions it was pretty simple to just uncheck the "enable" box in the variants section of the character.
I even saw in scripts there was a comment to leave the variants class null and it should not be doing this... ๐คทโโ๏ธ
Ive got him dressed in regular olive green clothing, not the BDUs, but he keeps spawning in with the BDUs instead of the clothing I set in the character prefab's BaseLoadoutManagerComponent.
Reason this is an issue is I want all privates to have basic olive clothing and the next rank up gets the camo, but its giving them rank locked clothing on first spawn in...
Even if I just simply open the prefab in workbench it changes all the clothing to camo BDUs. What is causing that to happen? Its driving me insane!!!
Ok I even went as far as duplicating and renaming the character prefab and the clothing items, and its still just putting whatever clothing the workbench feels like using instead of what i assigned it to use... wtf!
I do everything on this disc #1135325608906338384 that discord that people sometimes join is just a personal discord not much happends in there thb. If you got question can ether out them in the linked chat or dm me
awesome sauce tyvm
Anyone know where one would start to create a mod that allows players to โmove whole stackโ to and from personal inventory?
cant you drag and drop stacks already?
Doesnโt work for me
I am on reforger.
everyone in this chat should be on reforger lol
but now I get what you were sayn, you are right. Drag and drop or right click allows you to drop / move just one of the stack
I love reforger, but my goodness I would love for a simple quality of life update.
is it possible to request a username change on feedback tracker?
I can change it for you yes. would baconTheBreaker be your desired username?
I was hoping for ceo_of_bacon to match my discord username
ceo_of_breaking
Send me your current username so I can find you please
hey since the last update i alway get this massage can you help me ?
its a comple new word with some mods i try to start
if thats not your mod or you dont know / not allowed to edit it, remove the mod and try again
but i dont get it waht mod that is
you could go trough these one by one inside the script editor.
Theres probably an easier way but thats what came to my mind
The error states one function is overriding/same as, a parent without saying it is overriding. The other two errors state the opposite. Functions marked override, but have extra or less params and thus don't line up.
Just open script editor
Press f7
And it will point you to the actual filea
Been staring at code for a week. Anyone got any ideas where I can gain accesss to the update loop for the building preview?
SpawnPreview
This?
Its a method name
ah rgr
?
Its not made in a proper way
Ah well, a lot of my adventures are like that. No worries.
when choosing the play mode in arma reforger tools world editor i get this message and loading is stuck on 94% after that my ram slowly goes up to 100%
anyone knows a fix for this?
When uploading source files for a WB project to GitHub for public availability, what steps should I take to prepare the project for such? I.E. what files to add to the .gitignore and other various things I might need to know
@digital sluice really its user beware at that point. I would upload it so that it can be cloned and used right away. I would say additional tweaks would be only to support team members or forkers.
if its already published to workshop you cant publish it if you are not logged in to the account that owns it
Fair, I guess more so for, "Here's this to learn from" kind of thing.
As well if my PC dies for some reason and I lose all source files lol 
I'd cry if I had to rewrite all of that I'm working on from scratch
add resourcedatabase/rdb to gitignore
multiple times now, server updates mod, but it isnt the new version.
Is there anyone here that could add the ability to set up an actual flight stick in to Reforger? like i.e my TM 16000M.
Is there someone i can talk to about removing one of my modding showcases?
https://community.bistudio.com/wiki/Arma_Reforger:Mod_Publishing_Process#Removing_mod this method in infobox doesn't work?
I'm referring to the discord mod showcases, i should have been more specific.
I guess you might be more lucky in #discord_server then
okay thank you
Question, So how do the character randomizers work? I wanna add more variation to the base loadout other than just short sleeve and long sleeve, same thing for my ai characters.
its defined in editable character component
does anyone know where i can change my head moving with the turret ? i want to turn it off but cant seem to find the option
Does anyone know of a good example prefab that has an inventory but is neither a vehicle or an arsenal? I've been trying to figure out how to make a box that has an inventory that players can deposit items into. I've tried adjusting both the arsenals and vehicle inventories to make them into the type of inventory I want, but I am missing something about how the systems are working. Is there a plain old box somewhere in the reforger prefabs?
I mean
Clothes, like pants and such
The answer was right there on my legs.
The large vehicle maintenance prefab from conflict has a box with some wrenches inside it, take a look at the AmmoBoxArsenal_VehicleGadget_Base.et, I think they use that one
Even better, I'll stop stuffing bricks of stolen C4 into these trousers.
That's an arsenal
ah nvm
Hello guys. Somebody could help me and tell me how is the default rank system really works and how I can add it to my server. Iโm just new in world of modding and scripting but I really love arma reforger. So wanna create something new and I have a big project in my mind. Thanks you ๐
There anyway to only change the clothes instead of the actual loadout? Meaning I wanna keep the pouches, helmet, vest, etc. But I want the clothes themselve to vary.
does anyone know where i can change my head moving with the turret ? i want to turn it off but cant seem to find the option ?
Create inherited prefab and just change clothes?
That's what i've been thinking but all-in all, the variation i had in mind is pretty grand; would take alot of time to manually go in and make multiple presets. currently am looking into just writing a script that just randomizes clothing in certain slots while keeping the tactical-loadouts the same. though thats a last-resort. just kinda flicking through and asking questions incase theres already an insystem solution.
Write workbench plugin to create such prefabs for you then ๐
hnngh, finnneeee
Can anyone point me to a good example of how to hide or deactivate actions on vehicles. I've been looking at the Ural4320 and the wrench "RepairKit_01_wrench.et" and trying to figure out how it reveals the actions linked to the "hood_repair" action context.
scroll down in actionsManagerComponent and you should find additional actions linked to it
Is there a way to host a local server and join with another game instance?
So far i was able to join my own local hosted game but i get kicked with duplicated identity error.
Which is understandable since i try to join whit the same account.
peer tool in tools does this, no?
Not really.
If i use peer-tool everything work's just fine.
But it doesn't work on a dedicated server.
Guess peer-tool still is a more local thing.
you can setup a locally hosted dedi without backend maybe like this #reforger_multiplayer message
Yes this is exactly what i'm trying to do right now.
Thank's for the link. ๐
Can you help me with this please?
I'm using:
Server.exe: -addonsDir "C:\Users\Me\Documents\My Games\ArmaReforger\addons" -addons 5F268647F8A1A1F4
Game/Client: -client -addonsDir "C:\Users\Me\Documents\My Games\ArmaReforger\addons" -addons 5F268647F8A1A1F4
I need the server ip for the client right?
Where do i get it from?
I can see the mod is loaded on the server.
it would be localhost probably, 127.0.0.1
Thanks will try.
Thank you it work's.
But somehow it feel's like a normal game.
Mod is working perfectly fine which is a bad thing in my specific case... ๐คช
The server log doesn't tell me anything about a connected player.
Is this normal?
Well the log in profile folder show's.
well did you start the server with -server and the client with -client?
use the ArmaReforgerDiag.exe for client and ArmaReforgerServerDiag.exe with -server
Nope i used -client but not -server. ๐
Thank's man! ๐
Sooo...
ArmaServerDiag.exe: -server -addonsDir "C:\Users\Me\Documents\My Games\ArmaReforger\addons" -addons 5F268647F8A1A1F4
ArmaGame.exe: -client -addonsDir "C:\Users\Me\Documents\My Games\ArmaReforger\addons" -addons 5F268647F8A1A1F4
Now server start's up but close/crash with:
11:44:46.107 ENGINE : Game successfully created.
11:44:46.197 PLATFORM : Save data from container 'settings' have been loaded
11:44:46.296 PLATFORM : Save data from container 'sessions' have been loaded
11:44:46.297 PLATFORM : GameProject user settings load from profile @"ReforgerGameSettings.conf"
11:44:46.298 ENGINE : Game user settings config loaded
11:44:46.311 NETWORK : Starting local multiplayer server using command line args.
11:44:46.311 WORLD (E): Nothing to load
11:44:46.495 ENGINE (E): Unable to initialize the game
11:44:46.510 ENGINE : Game destroyed.
11:44:46.523 RPL : Pip::Destroy
๐ฉ
11:44:46.311 WORLD (E): Nothing to load
No world? ๐ญ
server needs the world and client needs the server address
How exactly am i supposed to use the -world param?
I've tryed:
-world "M:\Missions\CRX_Arland_Field_Optimized.ent"
-world "Missions\CRX_Arland_Field_Optimized.ent"
-world "..\Missions\CRX_Arland_Field_Optimized.ent"
-world "worlds\GameMaster\GM_Arland.ent"
I just need any world even vanilla GM.
It still tell's me: WORLD (E): Nothing to load
And server window get's closed...
-server worlds/GameMaster/GM_Arland.ent
Now something start's to work!! 
Still error but it does something!
OMG it's FINALLY freaking WORKING!!!!!
Thank's a lot @empty nexus! ๐
First time i'm happy to see my mod not working. ๐
relatable
With Enfusion Persistence Framework, is the only way to test and make sure the GetPlayerUID() works correctly is to test on a dedicated server connected to BIโs backend? It seems to work fine in local WB, but when testing with Peer Tool, it errors and says something along the lines of โcan only be run on serverโ
Essentially, Iโm trying to pull the PlayerUID within a component to either insert into an array or check if it already exists within an array
hello guys
how r u
im new in arma 3 ad i bought the game due descount
so i wanna to join team
this is enfusion (arma reforger)
hey, dunno if this is the right channel, but can someone tell me what directory the audio samples for reforger are located in?
or is the audio all procedural / programmatic?
Can someone help me? I made a vest preset using the RHS as a base, I positioned the pockets, but when I put it on the vest, it goes back to the original, does anyone know what it could be?
might have more luck in #enfusion_model
I wonder if this is a feature. To have things "shimmer"
: )
It's either the auto adjustment of EV or the LOD changes
Neat effect none the less. Highlights "sub" comps if you will, making them feel more real.
Would be cooler on mouse over, but I'm not coding that - hard enough slogging though it as is ๐
has reforger got the same modding(tools) approach as dayz?
yes and no. It's got Workbench, but it's wayyyy more updated and actually usable. There's no more Object Builder or other tools, it's all built into Workbench as well as using Blender with a plugin for 3D model importing
Way more efficient and user friendly than DayZ's modding suite
i was trying to get into modding for dayz but all the information seems to be outdated and i cant find any official how to's
i saw people editing xml files where unnamed entries were representing xyz positions for objects
is that the case for enforger too?
*official videos... i dont consider a quick slapped together wiki doable
The XML files were more than likely strictly for console "modding" for DayZ.
But as far as availability of info, this Discord is full of info for what you may need to know and the wiki has plenty of info and tutorials as well https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding
The devs are also working on Modding Bootcamp videos that are released every couple to a few weeks https://youtu.be/Fgl_mAHReP4?si=ZVZY2-t6QDKPpplG
This Modding Boot Camp seminar was originally held on the Arma Discord Server on November 20th, 2024.
Join Modding Supervisor Mario Enrรญquez for our first Modding Boot Camp, where he gives a quick overview of the Arma Reforger Tools and Workbench.
00:00 - Modding Boot Camp series introduction
01:00 - Start of presentation
01:48 - Setting up Ar...
as far as the wiki goes, it doesnt have everything, but it has a good amount to get you going. It's personally how I learned to start modding Reforger and then just being hands on and creating my own mods over time
well that raises the same question i had... i guess there is a fundamental difference between dayz and enforger
(thanks for the info btw)
Yeah, it definitely is different as far as modding goes, but as well as how the game works since they're two different types of games (ARMA being a milsim vs DayZ being a survival), but at least with Reforger, you're open to do a LOT more than DayZ as far as rhe vanilla game not being centered around survival. But at the same time, means you gotta create some things yourself that you may want :p
Like for example, Persistence isn't really built into Reforger, it's better to use Arkensor's Enfusion Persistence Frame & Enfusion Database Framework mods for better easibility and understanding.
which speaking of EPF: #enfusion_generic message
any info on this?
well this sucks... i kinda want to mod dayz... was hoping i could get more up to date info here
also, by them not doing a boot camp for dayz sounds like its no longer supported
do the devs ever respond?
Here, yes, but itโs also the weekend and holiday season so unsure if they will much over the next bit
If youโre not already in it, the Enfusion Modders Discord exists, I donโt have a link to it but itโs more DayZ centered as far as modding goes. And itโs been around since the inception of DayZ modding so itโs got plenty of info
Does modding DayZ also crash every 5 seconds and random things that would be basic/obvious are missing? (ie. firing a weapon from script)
With DayZ Workbench, yes, from my experience it crashes way more than Reforger WB.
And a good amount in script is locked as engine files that canโt be modified, but at least you can see them for reference
Any news on this TAB out/Windows key feezing/crashing? There going to be a fix that returns it to how it was before?
Yes, until then you can use -forceUpdate parameter to make this go away
For someone who has no clue where to put that, where do they put that? ๐
Startup parameters to the game
I wonder, can a battle chatter mod be made for reforger? Specifically I mean making a mod where the AI characters will shout out voice lines (somewhat) related to what they are doing (shouting "grenade", "im hit", etc.). I just recently had a look at the Elevenlabs AI and to my surprise it has become really good even at more expressive stuff.
Yeah, quite easily actually
Elevenlabs wouldn't work with xbox's I think
I tried to do a cortana AI once for HALO but elevenlabs doesn't work for Xbox ๐ญ
On pc it actually worked
Would it be possible to integrate inworld and elevenlabs through arma into xbox? ๐ค not that Im asking for it. Just wondering about the corporate side of Inworld and Elevenlabs concerning* xbox. I made some nifty mods already with other people with their AI and its really easy and simple to use.
would love to see those 2 expand into more like consoles
Right now Im working with people on a AI quest generator in baldurs gate 3 ๐ which will give you AI generated monster quests through elevenlabs and inworld. Future of modding looks incredible ._.
No
I meant more about making the AI shout things
I know I know. Damn microsoft and sony should really lean into modding scenes ._.
You cant in PC too
You would need either integration from our side, or be able to inject DLLs and such
it depends actually. Me and a friend of mine did already Inworld mods and on PC you can actually connect with their servers via a bat file, and the batfiles communicates with the AI server and the mod. In theory atleast Inworld (I worked with that the most) just inputs text into the mod via the bat file
but as said, you cant have bat files on xbox or ps.
or atleast cant execute custom ones
but injecting DLLs would have to be allowed by you via integration ๐ thats true for AI voicelines
Ahh, I wasn't thinking of implementing Elevenlabs API or anything, I just meant using Elevenlabs to generate voice lines. I seem to remember that mostly when people made battle chatter mods for ArmA3 they were always using ripped audio from other games which is obviously a big no-no.
Could someone point me in the right direction of what I need to begin to learn in order to eventually make such a mod?
you could probably glean some things from the taliban custom voice line pack(mod) ๐ He customized voicelines to be like talibans
you can definitely find out more about it this way
Thanks! I will have a look at that!
i havent played reforger myself... i assume it has none of the dayz survival stuff? basebuilding/campfires etc ?
Different type of game. Some superheroes did mod some of this stuff in though.
the โ๏ธ here is, do i want to learn enfusion with the dayz tools to keep the survival or the new(?) enfusion tools from enforger and turn it into dayz-ish ๐
could you give your opinion on that?
i dig the profile pic btw ๐
@empty nexus
I need help with this crash GUID if any dev is around 876048c7-1b37-4ebd-8d1b-e0b67aaba092
thanks it's my cat Bingus
Unfortunately I don't know who made the basebuilding mod but I swear there was one for a server. Check out Everon Life, they have some cool stuff in there you might be interested in.
thanks!
not my question though ๐
dayz enfusion vs reforger enfusion... what to learn, does it matter ?
Well, they are tied to the games - you can't mod DayZ with Reforger tools
I am a Reforger modder with no experience modding DayZ. Someone with experience modding both would be better suited to answer your question.
that would be one of the devs ๐
i am just afraid that dayz modding support is not longer(never has been?) high on the agenda for the devs
anyways... thanks for your time
I like enforger! ๐
In Arma 3, having a ton of objects with addAction hurt server performance from what I remember several years ago. Has anyone encountered problems with having a ton of entities with ActionsManagerComponent/ ScriptedUserAction in Reforger?
Arma 3 had eventhandler handledamage to apply damage multiplier? How would one do it for arma reforger?
I dont remember exactly but you could open up the mod Disable Friendly Fire that I made that cancels damage from friendly characters, see how it does it
I think there was a method ComputeEffectiveDamage or something like that
I actually want increased damage. Damage seems especially ridiculous especially considering body armor wasnt meant to stop bullets in cold war
Maybe, but if it is just a few lines of code it shouldnt be necessary? Do you have an idea how they did it? The best I could come up with is only increasing the bleed speed, but that doesnt really change the damage itself
I did a couple more things than just damage with the damage mod, you can open it up in Workbench and check what it does
Ok ty
hey quick question, im trying to reskin the UH1H but keep getting this error even though ive inherited to my own folder
RESOURCES (E): Failed to save file '$ArmaReforger:Assets/Vehicles/Helicopters/UH1H/Data/UH1H_USArmyDecal_01.emat'
RESOURCES (E): File '$ArmaReforger:Assets/Vehicles/Helicopters/UH1H/Data/UH1H_USArmyDecal_01.emat' is read-only
how can i fix this?
anyone know how i can adjust the mass/volume of a prop? (Im trying to make a small ammo can be able to be picked up/put in inventory
You at some point in the editor touched that file and it's now attempting to save your changes, but you can't save anything because it's read-only - thus the error.
I'm pretty sure if you just closed the file that's currently open and tell it not to persist the changes this all goes away. Could be wrong though.
how else am i suppose to reskin the material ? find it and inherit it into the folder maybe? @tardy depot
figured it out, I just inherited the prefab and didnt over ride it in the folder, thank you for that
Has anyone had success exporting textures from Substance Painter that have multiple UVs. When I add the 5 UV tiles in Reforger Tools it doesn't look right.
I did it for my gun, but in my case each of the UV tiles ended up in a separate material
So I added some entities as children of others in my world prefab and it crashes for a lot of people
crash guids 64a8e451-a459-4809-af0b-aa030f52bb48 c4b06604-29dd-48ea-83ee-bcb9266cbfb6
Udims are not supported in enfusion afaik
nice looking vech
@tidal jacinth alright dude. can i use motorcycle mod
If I'm having trouble importing a satellite map is there anything else I can do to make the ground look green?
The ground will have the color of the satellite map. I think it's to assist you in designing. You just delete the satellite map afterwards I guess?
Do a Discord search. It's been covered countless times.
what are you having trouble with
Is there a proper way to submit a feature request for things you'd like to see in enfusion / reforger?
Helloo, I picked up Reforger on PS5 and I'm super impressed.
I want to do some modding but I have no idea what the status of modding/anticheat is with Reforger on PC (windows) so maybe someone can enlighten me?
I want to add two things, head tracking and motion telemetry.
My main requirements are
- A way to make ReShade with addon support work without getting a ban, single player offline is fine.
- A way to load native dlls from some scripting language in the engine, and/or even a way to output shared memory/UDP from script? Can anyone point me at where to start?
Head tracking / ReShade is for this - https://github.com/PHARTGAMES/WibbleWobbleCore
Motion will be implemented for this - https://github.com/PHARTGAMES/SpaceMonkey
Thankyou!
@empty marsh It won't let me Import a satmap without crashing so I was wandering if there's any other way to stop the map from looking so white
happy christmas eve homies
So Im using the SCR_AIWaypointArtillerySupport with AI, tried changing the completion radius to 100m to target a whole town, but they still seem to stick to the default 10m completion radius. Is this intended behavior?
Has anyone figured out a way to Fast Travel to a specific location using an object. I've been trying to figure this out for a few days but there doesn't seem to be any mods as such, with no scripting knowledge I'm pretty unsure of what to do
just use teleport function with a useraction on an object?
Can you please explain a little more for me to run with?
is there no easy way to change ammo mapping
I did this and it seems like I've created another Fast Travel Map on a different object, Thanks! would I be able to do anything to make it a specific location rather than opening that map?
idk what you did but you can set the coordinates to tp to inside you custom script in connection to the teleport function
but this is smth for #enfusion_scripting
Crash GUID HELP?
53fd742c-bf23-4b0f-9abe-916f98e7c82d
make sure its a png. put the photo into paint or photoshop an make it realy dark an turn the colours up a little
Bet I'll try that
All in all, it is not something you can easily do - but neat idea/approach.
I've been wanting to implement VR at some point as well, even if it's janky
Thankyou!
I tried the reforger trackir, but its suuuper laggy and has axis inversion issues, head bob and stuff; I felt VERY sick after trying ๐คฃ. Maybe I could work around all those issues first and it would be fine for head tracking.
I will look into that intercept lib, local 'server' udp should be fine for motion telemetry.
Thanks again i'll report back when I have some progress.
Excellent! It's on my to-do list for my mod. Good luck ๐
Starting client
12:18:17.794 RPL : ClientImpl event: connected (identity=0x00000000)
12:18:17.894 RPL : ClientImpl event: disconnected (identity=0x00000000), group=4, reason=6
12:18:17.894 RPL : Pip::Terminate
12:18:17.894 RPL : IReplication:: Terminating
12:18:17.993 RPL : Pip::Destroy
12:18:17.993 NETWORK (E): Unable to connect as client to ''
12:18:18.192 ENGINE (E): Unable to initialize the game
12:18:25.840 ENGINE : Game destroyed.
12:18:25.859 RPL : Pip::Destroy
Using peer plugin in expierimental tools is not working. I have the "game.exe" set as Arma Reforger Experimental\ArmaReforgerSteam_Experimental.exe. And it does say it's loading my addon, and Network starting the server. I don't know the problem. The new window that pops up just gives me an error when it trys to join.
Always use the executables that are suffixed with Diag on them
I just found that out in an update log. Thanks
Quick question, in the World Editor, is there a way to lock the Map Layer in such a way that I can't select anything? It's really damn annoying to accidentally select some random oil dirt patch on the ground and have the whole fucking map-tree expend in the Hierarchy ๐ซ
Selection button in top of the viewport lets you only select from the active layer
I need some help with the workbench, is anyone able to help?
It's a 'simple' thing I think, I am essentially trying to make it so that I can spawn in an arsenal with all items in the modpack loaded into it already. On arma 3 it was easy asf but not so much on reforger
edit (override) the .cfg (config files) of the arsenals and add the new modded prefabs to the list and configure them (how much they "cost")
Is there no way to do it in gm?
to spawn them?
No, to make them spawn with all items, you could do it in eden editor
so when you place an arsenal trough gm you want modded items inside + the standard items?
Well aye kind of, I'm just starting off with reforger, I want like russian gear and american in the one box
You can just add all the us stuff to e.g the russian one by editing the config.
Or "just" do a custom arsenal box. Duplicating base game arsenal box, adding your own custom config to it (inside a comp I assume) swapping the base game one.
Inside your custom config put all items you want it to hold
And it'd have to be done through the workbench right?
in reforger tools obv yes. Where else lol?
Nah I just expected there was a way to do it in gm, arma 3 was so much simpler
you cant mod the game in gamemaster
I haven't a clue how to work with the reforger tool stuff
It wasn't modding on a3 tho, it was literally just part of the game
just install already made mods like the bacon loadout editor etc. that enables you to customize your loadout / stuff
Yeah but it only allows access to the items specific to that arsenal
if you want a very speficic thing, customized to ur exact needs, most likely you have to mod it
*if not found on the workshop
A3 was so much simpler man I miss it, welp, I don't have enough time to learn how to mod the game so that's that gone
a3 is still a thing! ๐คทโโ๏ธ
im really struggling to learn how to mod/what to follow. I have very basic bash knowledge. ive never modded a game before. Ive attempted to watch both the boot camps but i have 100000 questions so im more confused than when i started lol.
Anyone recommend where to start/who to follow.
im not affraid to put in the time. I want to put in the time. But i think i need small activiities to do to actually learn it. The boot camps seems like its built for people who know what there doing already to a certain degree lol ๐คทโโ๏ธ maybe thats just my dumbass self though ๐
What exactly do you like to mod?
Depending on what it is just look how other modders did it in their mods.
Many ppl start like this me included.
Trial by error.
Mess around in workbench and it will get better step by step.
this ^
I just keep smacking it with a hammer until it does what I want
i thought this would be the response lol Il keep hacking away at it then
I'm trying to add a custom PostProcess, but it just won't show up
Does anyone have a really rough guide on performance optimization for creating maps?
I'm aware that more objects = worse performance; saw a mention that multiple-story buildings are heavier than single-story.
But, is there way to measure that "heaviness" for other objects? Or other useful tips? For example, is blocking line of sight to buildings with trees generally heavier or not heavier?
I'm aware of occluders, although don't know how to use them yet.
My landscape has quite a bit of visibility (although I think in many cases I can hide objects with the terrain so you're mostly only exposed to the ones at the POI yo're at), and a little worried I might sink 500 hours into this and realized it's not viable
Haven't placed building yet, but example of the range
Has anyone ported the buildings from A2?
Sexy landscape. Ocluders are basically something you'll stuff in a mountain because you can't see through a mountain. So it tells the computer that even though the stuff behind the mountain is within range, don't render it. Just imagine that all the ground is missing in action - because it's way too expensive to use a "ground check" as large occlusion check. (Occlusion meaning - am I blocked in seeing this aka should I render this)
If you do your lods correctly, it will handle the vast majority of your performance savings. Then it boils down to personal skill in making stuff look good with the least amount of polys.
The engine then will handle the big stuff in loading out and loading in zones, and then as a level designer, you just kind of want to make sure that no matter where you stand in a radius - your poly count is maintained to a certain level. I think there is a way to check polys within radius. The alternative is just to see the FPS drop ๐ or count the big ticket items.
How do I change what slot an item goes to in the inventory like belt, hand, head, neck, ect.
Anyone happen to know how to check polys in a radius?
Is there anyone available to help me learn how to modify the conflict game mode ? Iโm trying to adjust some of the parameters, things like -
- Limit Amount of Helicopters spawned ( 5/6 per side )
- increased / decreased supplies
- new supply zones
- FIA off map reinforcements / convoys ( just to add a new types of engagements )
- more free placement of building
- change rank unlocks
- better MOB starting positions
- Spawn timers linked to deaths + spawn location ( MOB will be the only place to spawn with no restrictions every other point will be set to a 10/15min timer after spawning at that location)
- lock supply usage behind rank ( no more newbies taking 300 supply kits with a m60 and m16 )
- no more talking on enemy radios
- team kills de-rank a lot more
How do I make a sandbox mode/gamemaster mode for my custom map?
Can I have any experienced modders reach out to me and help me figure out a mod I am trying to build?
@short jackal Occluders are now obsolete, the terrain occludes everything by default. Of course you should still use that to your advantage to increase performance (hilly = better).
Follow the steps on page 16
https://docs.google.com/document/d/1viZSm7OquK8vhahskP0Bthy9uQufmz2PA01g1SHzFd0/edit?tab=t.0#heading=h.eibqp72726mw
The Atlas 2: Arma Reforger Terrain Creation Guide by Jakerod Special Thanks Special thanks to Blanch, pond, Zer0, Adanteh, RedisMad, Miro, Ivan, Branzik, Kllrt, Til W, Sterling, bacon, Surg TO, Blud and Bushlurker. 65% of this was mentioned by them in one of the terrain channels. The Atlas 2:...
Oh that's good to know. I'm working on outdated information.
Yeah very handy
Been looking for an appropriate place to ask this, so please do point me that way if possible. Is there a collection of animations or static poses, even particularly for Workbench cinematics? The core ones are great already but the more the merrier.
??
do you have wb open ?
to do anything with enfusion tools in blender workbench needs to be running otherwise it wont work
If it is open
lets me use all the tools except the setup colliders
you tryd to restart wb and blender ?
Yes, the error still follows
I only need the weapon colliders
mmm i would say readd the tools in blender and see if that fixes it
if you want it i can do it for ya fast
ok
you can dm it me ill get it for ya ๐
creating a conlfict server, when placing a conflict military base as a checkpoint, not an HQ, does anybody know what the default broadcast distance is without a radio tower up, and how much the radio tower extends that range?
how would you make the pllayer model larger ? I want to make a giant kinda like in skyrim and im just leaving it as the player model if thats is easier all i want to do it scale up the skeliton but i dont know how to make it work in game
1 km
Antenna adds another 1km
But the term radio tower is different (example would be Regina Tower ) you can adjust that easy
You can also change the range of player build antenna but it takes some work
Does anyone know how to place the command tent and supply depot thing (the normal one from multiplayer) in the world editor?
Can't figure out what it's called; the ones in the resource browser don't have the supply depot attachment thing
The one in conflict is called conflict military base iirc
I would say that occluders that you place manually are obsolete, but the occluders inside the models are very needed for city areas
Gotcha, and those come ready made with vanilla prefab buildings? Building an urban area at the moment so need to keep performance hit minimal.
Yes we have some in vanilla buildings, but our models are not made for huge areas city (like more portals on big walls and such), because we never built that for Everon or Arland, so if you build something like this, you will probably need your own model with more portals, it is always a trade-off any way that you need to try
Makes sense. If all else fails can always opt for some strategically placed hills. ๐ Will be bigger than the towns on Everon but probably not by much.
Greetings!
Can anybody point me in the right direction please? I'm trying to export 2d map of a terrain into leaflet js library and i can't figure out how to properly export 2d maps.
Hello everyone and Happy New Year!
How do I find the place where this action is used?
Hmm... inside the action manager for the corkboard inside the campaign tent prefab?
Here?
Yeah looks like they are going to be here
how would you make the pllayer model larger ? I want to make a giant kinda like in skyrim and im just leaving it as the player model if thats is easier all i want to do it scale up the skeliton but i dont know how to make it work in game
Can we get these aboslutely amazing documents pinned please mods ?
@keen path hey I didn't want to respond on your ticket because I'm not a Dev, but if you have components that can't be deleted, you can just check the box in the component to disable it. Seems like this might be the expected behavior with how they handle prefabs inheriting stuff (although idk for sure)
Turns out I wasn't asking the right question.
For anyone looking in the future, here's a helpful tutorial that got all the bases, etc. set up in conflict mode:
https://www.youtube.com/watch?v=GsCWu77Bw9o&ab_channel=TPMTactical
I have had a few people ask me how to create a conflict scenario on custom maps. So thought I would put together a video showing how to create a simple conflict server for yourself and your mates.
Barzan Remake Mod: https://reforger.armaplatform.com/workshop/5E5EE20DFDEDE5F0-BarzanRemake
TPM Tactical Discord (Aussie Community): https://discor...
Does anyone know how to make a larger player model? Is it just importing the arma reforger skeleton but just scaled up?
make sure that net API is enabled in workbench https://community.bistudio.com/wiki/Arma_Reforger:Enfusion_Blender_Tools#Export_TXA
More questions in the mix... mate has a radeon card and accessing bacon load out, gets major hangs. 99% of us access it on server, smooth as silk. Seems to be a radeon issue? His GFX card goes full max then just hangs and drops to 0% on its processing
Hes disabled fidelity fx , updated driver and done the whole shebang. Loading into the uniforms side of an arsenal through bacon or straigt arsenal is fine. The moment he accesses the normal arsenal via weapons side, inventory screen just muds up and hangs
so heres a question how do i assign a Sound to an off and on switch (Like Hazards)
Hello everyone. I'm trying to override a character prefab to modify it's gear. I actually did it, but when I enter the editing mode seems like it's not the prefab I already modified. Any idea? Thanks!!
Hi All. My helipads do not let me request helos. Even when i disable supplies, nothing happens when I interact with the request sign. Any ideas on how to get this woring? Here is a sc of what i have so far
also, I have an overide on the Vehicles_EntityCatalog_US.conf and all helos are with the proper faction. Cannot figure this out.
is modying the stamina and encumberance not working anymore? the stam/encum mods arent working, and when i do it myself it doesnt work either
does anyone know where the capture settings are at in the core game ?
Hi, I'm looking for somebody willing to teach a friend Howard to help him to create a custom mods for reforger for our server
Map we are running is golfcoast Islands and need a DayZ mod for it is what we are trying to make
could have something to do with the gears prefabs, as there are multiple variant, they might all have the same material assigned in the meshobject component and variant are defined into baseloadout component, making you see them with their default material in edit.. something like this I guess
Hello guys, maybe it will be a dumb question, but which version of the tools should I use, the experimental one or the stable version? I'm asking because I started watching Bohemia's guide for the Enfusion engine and wanted to start making something ๐
if you plan on releasing your mod for the main version then use main
I'll try to find out if it could be anything like that. Thanks for your answer!
i just started modding and in the enfusion edditor all the things have lock on them how do i remvoe it?
?
You can't they are from the game.
You can inherit/duplicate/override stuff so the lock will disappear.
To your own project.
I already checked both and I don't see we're they tell U about the lock icon
What exactly do you want to do/mod?
In the "Resource Browser" go to whatever file you like to mod > Right Mouse Click > on it.
In the drop down menu select inherit/duplicate or override.
Once you did this you will have the same un-locked file in your project for modding.
am doing a re texture for a humvee but its got a lock icon and idk what to to do
Read above ๐ผ
Hello, should i please use MG_PKM.et or MG_PKM_base.et for my model swap?
yee i did that but how the textureing works then cos thats not letting me do it ether
This idk. ๐
sorry if am buggung am just new to this am sorry for any bother
Thats totally fine.
We all started one day.
Sorry but yu will have to wait for someone else to answer this.
I have no clue about texturing...
Thought a duplicated prefab would be fully open to modding.
Did you check the BI sample mod?
I think there is a car.
We're gonna change the color of some vehicles in this one. Now - it's not actually retexturing, but actually tweaking material files, kinda recoloring stuff! Next time we're gonna go through the actual retexturing process!
My Discord: Igor Nikolaev#2063
Pardon for my strong accent!
Hello, does anyone know what happened to Modding Boot Camp #3? They announced #4 but don't have a recording for #3 that was scheduled December 18th.
#1 - https://youtu.be/Fgl_mAHReP4
#2 - https://youtu.be/edZ22fzxFv4
#3 - http://youtube.com/post/Ugkxdr5PYlujEmjbP4aBnumY-9pUWXac53z4
#4 - http://youtube.com/post/UgkxNLH1F56QhRD16Hiu3wjKKv1zPFU86eVO
I noticed that the first 2 videos were with Mario Enriquez and the latter 2 are with Matteo De Santis. If I knew how to contact Matteo or knew his discord handle I would have already asked for their comment.
anyone know a fix to keep ai from spawning under ground for conflictmilitary base ?
anyone?
ill post a screen of what I am seeing.
make sure to snap em
Reinstalled tools and reforger and still getting this error... whats this about?
I can't even see that .st string table file. I don't even know if it's a problem.
me either
Any reason why this wont let me insert the heightmap?
Its just giving me the arma reforger file to use
is someone able to help me with this issue please
You have to override it. Them make you changes then you can save it
how do I override it?
Right click on it, then find override and click it
pm you
Hey, my friend is working on his first mod and needs a little help from me. I told him to add my name to the contributor list so I can take a look and make some changes for him that he is struggling with. Thing is even after he as invited me as a contributor. I can't seem to figure out how to edit the mod. I know he has listed my email correctly as my username appears on the mod page for his mod as a contributor. Anybody else experience this issue and was able to get past it?
Hey guys, new to the enfusion / reforger modding scene, Iโve created a custom conflict mission, and it runs great on my server, however when trying to log in as admin, Iโm seeing this error in my server log
Chat not available - missing ChatEntity. Only printing this message once. There're possibly more nodes with this requirement
Iโm not sure if I deleted. Or maybe just disables the entity? Any ideas or what magager it should be under to Try to find if Iโve disabled it
I may be mistaken but I believe you need to include the CampaignMPChatEntity into your conflict world.
Found here, include that
Let me go give that a try
Hey awesome! @zenith helm that worked, up and running on my server. Thanks boss
Glad to hear it
Odd that it isnโt an auto generated manager when creating the conflict gamemode but never the less thanks again
In 1.3 how was the helicopter flyby done in the Elimination scenario, SCR_HelicopterCinematicFlyComponent? Does it actually have AI in it or is it just flying by itself on a "cinematic track?" I looked in the scenario and the scripts (not very long) and could not find any evidence of its use in the scenario. Any pointers on where to look?
There is a huey prefab that flies forward, maybe similar? It's in main branch too
maybe! It was an MI8 though. I just want it to shoot at ground troops!
I was really surprised to hear and see the heli flying, last I heard they were not going to make the AI able to fly the helis.
I was reviewing the equipment prefabs and it is indeed using several components of the mod on which it depends, so when editing and playing the appearance changes. There is any way to fix it?
this error is happening when I try to select my model in the "procedural animation editor"
This is my project, it would be a box, and I wanted to animate it
It only crashes when I use the "export skinning" option in import settings
In Blender the bones are working, could there be an error when exporting? or object names, something like that
Add a collider in Blender, reimport and try again. Pretty sure a missing collider gave me this crash once
Can I just duplicate the obj and rename it to UCX_name?
Kick Cause code group= 1 'replication'[,reason=8 'JIP_ERROR'
i have been making a modified version of arland and I get this error what am i doing wrong?
What folder contains all the textures for the painting terrain?
Im Trying to import rn.
Is there a measure tool for the enfusion editor? As in I wish to measure aspects of a window.
Having the same problem (toggling rank promotion to true in debug menu does nothing).
But, what does "reset workbench profile" mean for Gramps' solution?
Looked through every menu I could find, searched the Discord and Google, can't figure out what that means.
Is there a way to put custom images on the signs in the editor?
Haven't done this, but did see the tutorial title https://www.youtube.com/watch?v=gmfNhH2w1vc&t=236s&ab_channel=Piano_Man
For you milsim guys hope it helps!!
milsim Discord: https://discord.gg/82nd3bctmilsim
Modding discord: https://discord.gg/deNQHqJAQE
Is there a website I can remove all publishes to workshop? I deleted the folders from my computer and I can't delete through workshop.
ยจGuys, i need an advice please, regarding my custom mg and magazines. Basically i did a model swap on pkm, but i need the ammo belt to wrap differently, it seems to me that vanilla pkm box have its animation for regular pkm locked on it, and therefore i have to duplicate it and use modded box mag?
I backed up my profile folder for Arma reforger workbench and deleted it
If you lost your source addon you can still delete it by either downloading that mod in game Workshop, opening it in Workbench and then using Remove from Workshop or just by creating new addon, grabbing GUID of your addon from web version of the Workshop and then using that GUID in your addon
Hey guys, I removed a dependency from one of my patch mods and now I am missing a ton, including the patch mod I was working out of, in my Tools. The first photo is what it looks like now in the project, the second photo is of the actual mod loaded into the tool. I removed the 3BNWeapons mod from the dependency, saved, and reloaded Tools to start working on it again and now it looks like I am missing a ton including my existing project. Any help would be appreciated.
yes if low poly count, also if it's box shaped, use UBX suffix, use UCX for convex volume, UTM for more 'complex' shape if I'm right
it could be only visual bug in workbench, if not if you duplicate the gear prefab you should be able to edit it manually and declare only the emat you want, over meshobject and baseloadout
in my experience, when you dont see your project it means you are missing a dependency required for the mods you have chosen to load.
look into console and scroll up
Hi, just experimenting with the scripting within workbench.
I would like to know if it's possible to find the available functions and methods?
Is there any sort of "autocomplete" for looking up methods or functions like in modern IDEs?
sometimes it works for me but you can always control click into IEntity to get an overview
Thanks for this. Didn't know about that shortcut.
you can use this also to navigate between methods but i assume you know this ๐
Autocomplete works if your scripts validate, but if you have a syntax error somewhere it will not work. I might be talking out of my bum but I swear it's related somehow.
are there any network performance implications on containers with items? for example, if I make first aid box into universal inventory storage container with some medical supplies in them straight from the start of the game (defined in the prefab settings), will noticeably affect network performance? Considering that there are about 200-400 of them on Everon alone, and adding just two items will easily make 200-400x2 items to track on the level
I imagine that most of items will be not streamed to clients outside of networking bubble though and they will be not rendered until being outside the container, but still - is it a practice that should be avoided?
Is there a way to add a fake player so I can test stuff that requires other players than me to be present?
anyone got any idea why my Mod works perfectly in Private GM on game but then does not work fully intended in a server?
It seems that it's not just visual, it breaks the loadout of the characters you spawn using that equipment. I've seen that the problem is in the ".xob" file. What kind of file is it and what is it for? Is there a way to fix it if the mod doesn't come with its own ".xob" file? Thanks for the help!
Yes, in worbench there is a thing called peer tool, you can configure it from the world editor window. it allows you to host the game from workbench and connect many new players to it which you can all control via their own windows.
.xob is the "3D mesh reference" . To clarify visual bug, on patch f.e, in workbench, I use a custom patch, I defined alternative material but when loading test game, the original material appears instead of my custom. BUT if mod is publishedand I test it IN-GAME, my custom material appears and not the default one.
So it's only a Workbench "bug". Thank you very much for your help!
Could be yes, but I could be wwrong
Yep, press Tab ๐
Any of you guys working on the Ai? Im looking to take the taliban mod and add sucide vehicles. Basically taliban with c4 in a vehicle that detonate at destination or in range of player or on death. Anyone have any pointers?
Also curious about why more modders dont expose json setting on server profile. So servers can make settings changes on certain aspects of a mod.
hi guys i want to know if i can use mods that are already existing and put a different camo on them i respect the work of modders but there arent any ods for the tarnanzug neu of the austrian military i am new to modding so i dont know anything about tools for modding so i hope to find help hereโค๏ธ
Hello, there might be a possible way, but u can't change the code of any script or mod, that is downloaded from Workshop, cuz even if u open WOrkbench, it will be a Read only mode, even if u will try to change textures, it can be possible only if mod creator didn't followed documentation, And taking textures not from his mod, like from arma files But i might be wrong
i realy just want to change the camo and it should be playable with other mods dont know if this helps you
If u be able to take .et file from another mod, and change his .emat , and load it as mod class, u will retexture it. Or even change emat file, and make model use it, without changing et. u be able to do it. For my 300 hours in arma, i never saw it. But as i typed, i might be wrong
okay thanks but i realy dont know anything from modding or in that range im realy just a basic dude that plays reforger and wants the austian camo i dont even know which tooles i should use
Found video like this, u can try https://www.youtube.com/watch?v=jlXjWhKAHmU
In this video i will be teaching you how to re texture/color mods. If you learned something or enjoyed the video leave a like and subscribe
Thanks i have everything i need
hey so I made a custom sign and it is an .xob file, how do I add it as a placeable item from GM? Do I add it to the entity catalog for "signs" or something? And if so, how do I convert the .xob to a .et file?
Does anybody know what entity, or manager the vehicle spawn timer would fall under in conflict? having hell of a time finding it
is there a different way to connect bases not off radio range. like if radio range was just about talking to other players and connecting bases was just like drawing a line to them
not sure if this is a scripting issue or generic posting this here to because i think it mite be, audio was cut out but im trying to figure out why my scope it not zooming in i followed the wiki but my scope PIP is not working correctly anyone know?
This tutorial may help https://www.youtube.com/watch?v=gmfNhH2w1vc&t=236s&ab_channel=Piano_Man
For you milsim guys hope it helps!!
milsim Discord: https://discord.gg/82nd3bctmilsim
Modding discord: https://discord.gg/deNQHqJAQE
I wish haha, just spent three days trying to get all my radio bubbles to line up in the desired layout.
Looked into it, seemed like the bubbles are the only easy way to do it.
Maybe there's a way to override it with a script (not there with my enfusion knowledge yet), if you figure it out let me know!
When I make a copy of Eden and then Copy, Trees, Buildings, Roads Over the game seems to place everything off center anyone know a fix for this?
you mean why you don't see rendertarget texture?
are you sure it is present in the model?
to create a prefab eg a sign, drag and drop the mesh into a world, add a rigid body component, tick the mode geometry and static boxes inside the comp and drag and drop it into ur desired folder.
to add it to gm you need a couple more steps I canโt remember every step and im on my phone rn but its basically adding scr_editableentity (smth like this) component. Tick the modded box (maybe its not a box but smth else inside the comp)
override editormodeedit from basegame and create a new config file. Drag and drop your pefab into the config. Drag the config into a comp inside the editormodeedit that has registries inside. (somewhere 30% scroll down inside the editormodeedit prefab) and drag and drop the config onto the registries, it should be like 42
kinda confusing what im saying probably but thats what i can say out of my head
- im pretty sure it has been explained somewhere here in the dc just search for some keywords
it was the wrong material the one in the wiki is out dated i used the one off the pso and it works
Hm, which one it was? I've checked the page and it seems to be correct
at least ARTII is still using it and its working
Yeah same. I do not know scripting. Really do wish there was a better way. I've been on my project for way to long all due to radio range.
this tutorial didnt show how to make it a spawnable entity, but the gentleman who responded to me at first with the official Bohemia guide did it
Does enfusion for reforger come with all the assets from dayz aswell?
how i appeal ban๐๐ป
battlEye ban ?
https://www.battleye.com/support/
thank you my dude
oh... thats disappointing... any idea why not?
might they include in future updates?
doesnt fit the theme of the game, models are lower quality as they are not meant for the same limitations and much more
i see
so will we see in the future 2 versions of enfusion then... one that only works with reforger -> arma 4 and one that works only with dayz 2 (assumption) ?
thanks for your input though ๐
i was under the impression you could re-write reforger into dayz... (with existing items)
There is a reforger trying to recreate dayz in the game but with the reforger assets if you are curious
i've heard about that, is why i asked the question
i take it they are adding assets themselves then
is there somewhere i can see the available assets with reforger?
Branches:
DayZ -> Dies
Lessons learned of DayZ -> Reforger -> Dies
Lessons learned of DayZ -> Lessons learned of Reforger and most of its code -> A4
In the backround the engine evolves and these are faces that are being put on it. A4 not being the last I assume.
hmm
So DayZ2, would likely then be a face, after A4 goes into "we are done major work on it"
And then lessons learned is a DLC or A5, depending on how they want to make money.
arma 4 is 2027 right?
I think so, although they are playing it as "nothing official" yet - if I have been following the conversations correctly.
ok well, if you dont mind the repeat, is there any way to find out what kind of model assets are available now? without having to buy reforger
What do you mean? Its not like you can (legally) loot the assets anyways.
i like to see if it would have something like pumpkins or civilian shoes... just curious
Yea, no asset list I know of. The editor would have all this. What reforger has is quite limited, but lots of rando world props
alright, thank you ๐
You can poke around https://reforger.armaplatform.com/workshop and see what others have added. Thats a better view of the important content. Then pipes, pumps, rock 1-20, house 1-12
but these are private community created models right?
Yes. The "official" models are limited though. US vs USSR and basic kit for both. Only recently have we got a bit more variations.
i mean, if you would add 100 private models and 10 would be recalled, then you would lose those
assuming thats how it works
Sorta. Basically in the good ol days (A3) once you got the mod, it stays yours. Now in Reforger mods can be taken down or banned and the machine will self clear them (IIRC) so its harder to hold on to them, but you can always make copies and fight the system ๐
The odds though that "100 civ shoe" collection would get recalled is low, but reforger isn't stable, so the odds it will break in 2-5 versions later is high.
(nice dino lol)
right... guess ill have some thinking "what to do" left now ๐
appreciate all the info
Are you debating getting into modding?
yeah, i have had an idea i wanted to try out, but it would require random civilian dayz-ish assets
I think there is like 10 flavors of civilians, but nothing much - reforger is more for rolling your own, engine early access.
yeah... might just stick with unity then...
integrated assets would have made a world of difference
I mean, difference between Unity and Enfusion is one major thing: You can create games from scratch in Unity, while you just modify one (currently) existing game with Enfusion Workbench. Don't think it's fair to compare them
Well unity is kinda poop. UE5 if your gonna roll your own from the ground up.
Reforger, gives you a massive starting point - which really if your new to game dev, is much better then starting at ground zero.
true, i am not though...
its a trade off i guess... learning a new engine with assets
or old horse struggling with assets
also... UE5 can do what Unity can and vice versa, its just what the user can do
i misread that, dont wanna start an engine war lol
Yes, but engine quality matters. UE is a rock, unity not so much ๐
That aside, your still going to have to spend the thousands of hours building assets, world building ect - at least in a mod, you start 80% done, and then flavor it - assuming you want a FPS, in the case of reforger ๐
yeah, you a have point ๐
Anyways, I had to go down this road 5 months ago. Was going to do a VR game, now I'm doing a WW1 mod and we will get VR into reforger soon it looks like.
Get what?
Yea BI has no plans but frankly the modders are king. We wait for no one. Feast your eyes.
#enf_showroom message
wow, that would be awesome ๐
the problem ofcourse is the rest of the interface
Not to much of a issue, the game is already setup for VR in how it does all its interactions. The big holdback was just getting the skeleton mapped to vr inputs - which looks like its conquered.
i am talking about items <> backpack... putting on/off clothing
having a rig as body IK
Yea, the game has highlight points, which you can expand for VR actions.
so, is this VR mod available freely? or
Well the problem is injecting the inputs. You don't have engine access with a mod, so your working from the top down, vs down up.
not yet. POC ad via RHS it looks like.
so basically were BH to add camera/XR input it would work?
has this person done any FPS tests ?
not sure what POC and RHS is btw
I don't know the details, I'm waiting for it to cook better. If BI added XR input life would be a lot better. Would need some floating menus but all doable already.
POC = Proof of concept
RHS = a mod
POC is poof of concept (or person of colour, but not in this context) RHS is a popular mod/leading modders
cool, do you know him?
i mean if FPS is going to be shit it would all be mute
RHS is a org. The person is known, but I don't know him. The frame rate, is unknown, but agreed - but once a POC is made then its easier to get BI to accept it into the engine.
BI is flexible it seems, just needs that it is gonna make you money motivation ๐
i've been dreaming a bout dayz vr for years softly cries
i would buy a VR client, even if it was the exact same as the desktop client ๐ but thats just me
hehe. Well, DayZ2 maybe. I don't know enough as to how much staffing is keeping DayZ alive, but its not zero.
but what about take on mars 2 
do you think its ok to tag this person and ask for a framerate?
honestly its probably too early to ask. POC are usually not meant to be playable but just to show a idea/concept could be done
right... well wow, this is exciting to me
i mean, i am not holding my breath as desktop graphics are just heavy
RHS is well known for their social skills ๐ but you could ask here: https://discord.com/channels/105462288051380224/1050079312977596426 - do a search first, lest you get smited.
-_-
I'm def looking forward to at least any progress towards VR, at least it opens the door, and others will make the breach wider and wider.
well, left a message... doesnt look like he is very interactive ๐
Well, you'll see ๐ - and with that, I'll get back to work. My mod dreams wont code themselves. Don't give up on Reforger too soon ๐
This is moi adventure thread: https://discord.com/channels/105462288051380224/1277604415813193749
nice, ill have a look
thanks again for the info ๐
Np. I live to serve โค๏ธ
scribles down name
might gonna hold you that ๐
gets uncomfortably close
No problem
So I came across a weird bug. I added one of the RHS optics to my Humvee turrets, and when I get out of the turret and another player gets in and aims down sight it puts the optic sight on anyone thatโs been in the turret.
Does anyone have any idea what can be the root cause of this?
take a look at the vannila NSV SPP tripod and copy that setup. You have to use a "dummy" scope and add the scope as a 2dsight or you get this bug.
unsure if this is the right place to ask, but anyone else had the issue of not being able to select a category to publish to the workshop? trying my hand at an admin however i cant even publish it to try it out ๐
Very simple question but forgot how to do it what config or were do i go to add items to entity catalog i duplicated the civ ars and added my items but they are not showing up inside the arsenal when I play the game
Override not duplicate
So I want to make a giant monster like two times the player model size in arma reforger what do I need to do and since itโs just a scaled player model could I just use the same animations ?
I know how to make an armature/rig and animate I just donโt know what I need to do in reforger to get it working
What files are tied to the player itself so I know weโre to duplicate and make my own
Mhmm what programming language is reforger actually using?
Enfscript, its similar to c#
Sort of but not that similar to c#
Enfscript, or Enscript is not the name of the language and never has been
Nor Enfusion Script
It's Enforce Script
Yeah I would advice people to never say it's similar to x or y
As it is not truly similar even in keywords, or how it treats heap
Or how it does memory management
Or how even "similar" keywords behave
Better to tell them the truth, that is a new language that is not based of another, nor derived and that time must be invested into learning it rather than trying to assimilate similar features from another into it.
We ("I") could use a tutorial for the belt fed weapon, there are few tutorials on regular guns with usual stick mags, but belt fed having box mags with animations makes it a little bit more complicated ๐
It looks vaguely similar to C# but doesn't have some of the most basic things C# has so if you go into it expecting C# you will be disappointed
I generally tell people its most akin to C++ or C family. It is close enough in structure and behavior to give a ballpark of skills needed - but its a scripting lang, so there is caveats that have to be carried with that simile. (As Mario has reiterated)
Hey guys im using the arma reforger server tool by soda not sure if its any good to use when doing a server but im having issues with the scenario where it just gives me an error
2025-01-09 20:20:30: RESOURCES (E): Failed to open
2025-01-09 20:20:30: RESOURCES (E): MissionHeader::ReadMissionHeader cannot load the resource 'Missions/ConflictPVERemixedVanilla2_US.conf'!```
Any idea how to fix?
Yeah the server tool automatically generates the mod to load in the json or it should do. ill check to make sure though
yeah its included in the json and being loaded
Hey yโall! Whenever I save a scenario in game master on my map, it doesnโt save and I donโt see a load file. It worked perfectly fine before the recent update. Does anybody have a workaround? Or any ideas?
Usually just hosting a local lan server!
Hey guys, I'm having a issue with my server that i am hoping someone can help me out with. I'm running RCS realism mods but when people spawn in after being killed, they spawn naked. Regardless of what kit is saved, even the default kit spawns them in naked. Any ideas is appreciated
So I have this issue with map markers. My cursor for the markers menu is offset...
Anyone know how to fiux?
known issue, open the menu with double right click instead
Thank you. I have been asking that for over a year (its stuck around that long) and no one has ever given an answer.
Guys, when making mods like weapon with magazines, should i duplicate the base.et or the actual prefab like pkm.et? I mean pkm_base.et or pkm.et? Same question for box mag, and what is the difference? I know that base are inherited in the final prefabs, but which i should duplicate? For weapon i guess the final prefab and for box mag base?
Depends on what you planning to do: duplicating pkm would result in a prefab which inherits from pkm_base. If you are doing PKM variant then its fine
If you are doing different weapon family then probably it will be better to duplicate base, so for instance you won't be locked to some settings defined in parent, like for instance fire mode settings inherited from M16_base (burst mode)
Perfect, that makes sense, so for example, my gun is practically the same as pkm, except i dont have adjustable ironsights, so in order to be able to change the ironsights setting i might want to duplicate base?
Like in the files on my computer in the project?
Yes yes! The jsons are in there!
Iโve made a save file before it doesnโt show up on the loaded files, but it says I am duplicating it when I save it again which what youโre saying totally makes sense. How would you work around it?
Yup, in such case you would have to duplicate base
Where I can set supply cost of loadouts? In loadout manager I have defined multiple loadouts available (all base from the game) but I'm not able to track where I can set the cost of the each loadout.
Eg. {26A9756790131354}Prefabs/Characters/Factions/BLUFOR/US_Army/Character_US_Rifleman.et costs 20 to spawn but {E45F1E163F5CA080}Prefabs/Characters/Factions/BLUFOR/US_Army/Character_US_SL.et seems to free (cost marked on top left corner of the preview window).
Responding for myself since managed to follow the breadcrumps: In FactionManager you can define Entity Catalogs. In Entity Catalog there is character entity catalog available. For each character entity you can define LoadoutData under Entity Data List where you can add the spawn supply cost for each character separately
Did you find any answer to this? I have the exact same problem followed up by "Game successfully created, Unable to initialize the game, Game destroyed" and crashing.
I think those errors I was getting can be ignored it seemed to be loading the correct scenario file just the console outputs that it can't find it
what were the errors ?
Just the mission header cannot load the resource one
ah this one isnt "too bad"
Is it an actual error that effects anything? From what I see it still loads the scenario I select anyways
Honestly I dont know exactly x)
Does anyone know how to paint road terrain?
Any suggestions on how to fix this? I still havenโt figured it out
Anyone able to assit, workbench keeps crashing upon loading up a map (even a BI default map)
it freezes and I have to end it by task manager
tried even a new project, still crashes, reinstalled and same thing.
its creating a memory leak
Yea, no issues with the game at all, just literally the workbench, started playing up and crashing 2 days ago. I've also tried with a new profile and hangs as well
Just get left with this and it freezes, doesnt load any further
Going to reverify the main game, as that has "application crashes" in event viewer
Okay, reverifying the base game worked, it looks like something got corrupted and it redownloaded 2gb, thanks for your help
nvm got it working
Someone please correct me if I'm wrong, but you are allowed to port content from older Arma games into newer, right?
Ie. Arma 3 sounds into Arma:Reforger
hello all im new to reforger and editing worlds in general
can i get information on how to import a conflict world so i can edit if possible
nope, you cannot do it from all previous bi titles unless bi has released datapacks. And they have not done that for a3 and dayz.
๐ฅบ
but but i nees the bullet cracks from a3 in reforger like..rn
current licenses provided by bohemia doesnt allow it sadly
(this was made before reforger, so when its talking about arma, its talking about arma 3)
There is no permission to do so as you were told, do not upload content from A3 into AR or other games.
what i do with content locally is allowed though, yes? ie. making a mod JUST for me to use? NOT publishing it
A3 EULA already disallows you that.
Any instance of it will result in a ban.
@severe kite Also the Arma Reforger Tools EULA disallows you to do that.
You do not have rights to use A3 content outside of A3.
Iโm not arguing about anything, but this EULA says โdo not create and shareโ, which technically from my view makes it actually fine for me to do it (Reforger-wise)
I donโt know about the A3 EULA so i cant comment on it but from reforgers side i do not see a problem.. I wonโt make it though because yall seem to not like that
What EULA?
This one!
What they linked to you is mod licenses to license your content
Iโm asking about the legality of making a mod but NOT sharing it, keeping it local and only on my machine
As stated there in the tools EULA, you are breaching it anyway
As you do not have rights to use A3 content on the tools
It's basically that you can't use the Arma Reforger Tool on anything you have no permission to do so
It's that simple
How so though? Tools EULA state โdo not create and shareโ, which in my view forbid the sharing of mods including assets that I do not have licenses for
It's telling you that you can't use the tools if you do not accept
if the EULA forbid creating mods at all which contain material that I dont have permission to use, wouldnโt it have to say โdo not create.โ instade of โcreate AND shareโ
Any instance, will be banned. You have been warned.
Iโll talk with someone that knows law better than I do
I see what you mean, was getting confused a bit sorry.
So you want to use to experiment on the tools?
But not to share it and distribute it in any way?
If so then Yes, the Arma Reforger Tools EULA does not forbid you. Just beware to follow EULAs from both products.
Exactly
Just a question, feeback mostly.
?
Is there anything in specific in A3 audio that you think is better?
We also take feedback ๐
The bullet cracks, they feel beefer and make you feel in more danger than what currently is in game
theyre loud and catch you off guard
they make you want to stay in cover, i just believe the current bullet cracks are very underwhelming, quiet and sometimes just sound like whizzes from a bb gun
I feel like theyโre fine for sub-sonic bullets but not for 800m/s super sonic 5.56 rounds
Bros recorded bullet cracks while laying down in ditches at a range but I guess they dont have enough bass in them
its not the bass
theyre just very silent ingame,
bullet cracks are usually relatively in the mid-high ranges of frequencies
so just volume? maybe a dynamic range thing
might be but ive played the game using 0, 100 and 200 dynamic range
in all cases they sound too quiet
and ill have to listen to the sounds in the editor but they feel like they have alot of โfade inโ
and arent instant cracks
Heya!
Thanks for the feedback ๐
Yeah, we actually recorded actual sonic cracks and lied in ditches to experience them first-hand.
Well aware of how loud they are, but they also tend to become overwhelming and repetitive, which is why we decided to use a bit of compression.
Meaning the first one or two close cracks are somewhat louder, then the rest gets attenuated a bit in order to not become annoying.
But honestly a3 never did have dynamic range (or atleast customizable dyn. range) so I'm not 100% sure that it isnt a dyn. range issue
i see, i definitely understand the choice in this but I believe it could be a little louder or have the attenuation kick in after a few more shots than what is currently the case
thanks for the answer though, love the game and just wanna see it get better :D
(heres my shot at begging for a suppression system ๐)
anyways jokes aside i definitely feel like sounds and effects (including particle effects) can increase the sense of self-preservation one feels in the game, reducing running and gunning into objectives
Yeah I was about to say. As much as it is annoying, that's all part of the psychological suppression system that is pretty much lacking in most first person to shooters.
They need visual and auditorial feedback to scare the poop out of them.
Eventually people will build a tolerance, but if they keep getting punished, we can stretch that tolerance out.
Not sure if this is the right place to ask but I figure it is.
Anyone have any thoughts about the ballistics with Enfusion engine when compared with Arma 3? Hoping it's not a downgrade, as I love how they behave in the earlier titles.
Think I'll take a step away from Halo modding and get stuck into this soon.
From the code base it looks far more advanced.
I think we have mods on the workshop exactly doing this, at least for the particles.
Not sure what the name is but you may have a look
That's definitely promising to hear - hopefully it stays that way
I have made one of those mods :)
yes!!!! ^^^^
Dude, I was looking at the experimental one, wouldn't it be much better if they made a destruction system a little similar to BF4's, where the house doesn't break just with a certain explosion, but rather as the walls and columns break?
Sometimes it's a bit frustrating when the house just falls down with a few explosions, even though it's in the experimental stage it's still basically the same since 2001 or other game like Arma 3
If I want to add a new component to all the players in my game mode, what would be the best prefab to override or will I need to do it per faction?
character base prefab, im unsure what its called rn
preview picture is a half naked man lol
Looks like {37578B1666981FCE}Prefabs/Characters/Core/Character_Base.et thanks
thats probably him, no problemo
Anyone know a fix for when you try to spawn a vehicle in in gm it spawns something else??
Is there a way to report modification that they stoled my copyrighted code and put in their mod and loaded in workshop?
Sure, there is a report button ingame, put details which script etc there