#enfusion_generic
1 messages · Page 13 of 1
same
check it again i finally removed my mod
Ok, so I've looked and looked. Can someone please offer me some guidance on how to add collision to new meshes?
I appreciate the response, it appears this is a workflow from Blender into the editor. However, I do not see a way to add collision to meshs inside of the Arma tools?
any idea what this means?
Rigid body component
the GUID u enterd is wrong
ayy is that RHS ? is that why u want to delete it ?
Hey Zelik, thank you. However, when I attach one to the entity and place it, there is still no collision? I have it set to the object etc.
u have to set collission shape if u did not give it collider when exporting from blender
Does your model actually have colliders?
Right, to the model geometry yea?
for those mods? cause i never messed with the guid on none of these or the project i was on. I also deleted a mod on another project and I exited and re entered and it removed my project but I just but it deleted and its still saying same thing just now its a different guid
ignore those errors - it is caused by stringtables not being distributed in packed files. Only runtime strings are present
I imported it from an FBX off of FAB. Not sure if it had colliders prior or not.
its not letting me publish my mod tho or at least not this project
whats the error ?
one second
as stated, I've read this. Thanks though. I'm still struggling with assigning collision to a new mesh.
If your fbx doesn't have an actually collider then you can't give it a collider in game... Models download from fab don't work with Reforger by simply importing them
its not related to those errors for sure. In any case, most likely backend is dead once again. See #enfusion_workshop
ok understood. So I need to import it into Blender, give it collision, then export it into Reforger.
yea idk whats wrong with my tools atm lol i deleted my old project switched to a new on i was gonna upload but now its giving me the project info from my old mod on my new one and now my old mod also re appeared on workshop lol
Hello - after reimporting sat map my roads are still covered with grass texture.. is there anything I can do to remove?
Reimporting should work. Ask the guys in https://discord.com/channels/105462288051380224/976159873517629500 for the best answer.
You realy gotta take note when creating mods, its kinda like if u were to copy a mod and try make another secondary mod from it. Its far easier to just make it agaian from fresh otherwise you will get these kinda issues, you can resolve it by removing all folders relating to your old and new mod, or just old. Totaly depends on what your trying to do. Same when it comes to creating a mod. Then starting again. You have to clear the old mod data from workshop folder, addons, logs, published ect
Is that good? Feels kind of standard these days.
parallax mapping is nothing new, but BI`s implementation looks very nice visually compared to other games and engines
For anyone struggling without the wiki.
May i present to you the wayback machine. Snapshot is from June 2024 so some things may be outdated but still usefull
Now it's letting me access the world editor, no error message. haha
So if i have a small island in enfusion, what i want to send to my friend. do i have to publish it or is it possible to export it and send him the files?
just send him ur local files of ur mod?
is there a way to collaborate though?
If he makes changes can I somehow import those changes + my changes?
Github
and use project base as the repo ig?
Is mod updating working reliably today or not.
nope
anyone able to teach me hiw to make a conflict mission?
just send the files and he can run it on server?
you never mentioned you want to run it on a server, in that case you or him has to upload the mod
my bad, so no way to do that without publishing?
if ur problem is that others can see the mod, you can publish it unlisted.
But as far as I understood it, you have to publish it to run a server with it
It's more of bohemia getting nuked rn and i cant even publish it but idk if running from files would even solve that when everything is down
It wouldnt work because it requires the API connection to the backend to very the mod it wont even launch the server.
Figures, idk if arma has always worked like that, but for moments like this where backend isnt reliable, I'd prefer smth like minecraft has, where you open a port, launch server and friends can connect
Can anyone point me in the direction on how to change the Authors name when publishing a mod? It pushes my IRL name which I dont want.
im pretty sure whatever ur BI account username is is what the authors name will be
btw when uploading is error code 400 a backend issue
ye been down for a few days now sometimes it works but only for a few minutes from what ive seen
yeah can we not get on the website?
nah i dont think
We need Armaholic back lol
i reckon its the Russians
Is workshop still down
well, i dont think they will fix it on a weekend
they probably got someone working on this kinda stuff even on the weekend, you cant just leave all servers, websites etc alone for days, especially because they are "heavy" loaded on the weekend compared to the week days.
My guess is, that its on purpose. Also guessing that they intentionally blocked uploading mods, for a good reason.
But all in all this is just assumptions and I cant know
that is true, but also if the problem require rewriting parts of the system, then that wont happen on the weekend, only server maintenance happens in weekend
Days? It's been down for over a week now 😅 we are day 9 now?
More like 13days. Possibly more, anyway. Anyone else still having workshop issues?
Still cant publish anything 🥲
Yet ive been playing 2 days now with 0 issues 😁
playing is one thing, but workshop is the other.
Obv they are aware and they obv want to fix it asap. Just takes time
Well considering the servers need the workshop to run, kinda odd servers are mostly ok yet workshop isnt.
Workshop supposidly been up 3 days now like the rest of their services. Im just curious at this point it its my end lol
It's looking like something else is going on because even their modding pages and tutorials are down
Oh, lovely 
why do my supply depots not spawn in 😦
Is offering paid courses for enfusion against eula ?
If they include any display of our tools yes. So most likely the case. And thus currently not allowed against payment
ok got it, thx
He meant not, instead of now. btw.
Read the edited message again
There was a type where he wrote "now" instead of "not"
Just pointing it out as it changes the meaning of the statement.
Answer is, you are not allowed to use our tools for monetized courses.
ok got it, thx
How do I make it so ambient vehicle spawns helis start undamaged and with fuel?
Hey, So i have 2 primary weapon slots and im wonder how would i go about setting it up to only allow 1 Primary and a rocket launcher ?
If you figure this out lmk please
Okay thats if i can figure it out
could we get a ping once publishing to workshop works again?
I second this!
Yes pls
I think there's already a mod that does this but it's in the character base prefab. If I recall correctly
How do I extend the radio antenna range so I can spawn on the next point. I'm doing an invasion layer and I got pretty much everything worked out including giving USSR all capture points without victory conditions kicking in but I can't figure this out. Both points have radio antennas
mod upload on workshop still doesn't work 😦
is there a way to pack your mod locally without having to upload (given thats not an option atm)?
I don't think
...
How long has it been so nice that you can't make any uploads. It hasn't been working for a week and we have xbox players and an update on 2-3 servers is urgently needed. Does anyone know why the workshop of all things is down for so long?
Gonna take a stab in the dark here and suggest bis efforts have focussed on sorting out the highest impact back end services first - not being able to play is worse than not being able to upload to workshop
Any ideas on what key combo i pushed for my terrain to change to almost a negative of the color scheme? What it actually is, is the texture reference color that is next to the texture in the paint tab, but I can't seem to revert it.
in character base entity, find slot weapon, then change the weapon slot type. you also need to modify the launcher prefab to change it's slot type from primary to launcher
there's a mod called single weapon slot or something close, you can take it as a reference
I still can't post mods, does this happen to everyone?
EN : I'm looking for a French Modding Community any groups ? FR : Je suis à la recherche d'une communauté de moddeur française, est-ce qu'il existe des groupes ?
for further reference, please use english only on this discord server. There are some french modding communities - i know of this one - https://discord.com/channels/105462288051380224/1299719581329260575
I believe the base should have some sort of radio component that you can extend it's radius
there's already a mod for this that works - https://reforger.armaplatform.com/workshop/60EF191B900214C5-SingleSlotforprimaryweapon
Any modded launchers, you just got to override them, change primary in WeaponComponent to launcher
Where can i see my uploaded scenarios?
At the moment, you can't upload anything. Workbench is down. So the server. But scenarios, if a mod has one, can be found in the workshop under the mod and then at the top of the Scenarios tab. There is an id and a phad and you copy it to the copy symbol on the left. Then add that to the Server.json. Ready. But the mod with the scenario must be on the server.
was hoping it was back up since i could access the workshop page. Thank you tho
Ne is still completely down. If you filter for latest mods. Then you can also see that on 6.2 the last ones were uploaded.
But believe me, we're all waiting for it. Have 3 mods in the pipeline and can't release and test them.
damn, well it looks like it's slowly getting better, yesterday even the wiki was down for me but today it's alive
if i changed the player controller and then i get DisplayControlledEntityChanged: No Character Entity! where would i fix this?
Has anyone ever have their diag menu stop opening
Is anyone able to Upload their mods ? or are you still getting this error ?
BACKEND (E): [RestApi] ID:[10] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:400 - Bad Request, apiCode="", uid="", message="" DEFAULT (E): Uploading failed! Reason: "" RESOURCES (E): Publishing failed
read the chat
How do i remove existing objects on the map?
select and delete?
You can't. But you can make a subscene of the empty world and copy/paste everything from the populated world into your subscene and then delete whatever you don't want.
Would a ATV in Enfusion suffer the same issues as the ones in Arma 3?
fact check me if I'm wrong but i think Bohemia mislabeled the fisherman's pants the ui when looking at the green fisherman's pants says orange and vice versa for the orange it says green
There are a few instances of things like that
sorry if this question has been asked im trying to learn how to use arma tools 🤯 my questions is on the video im watching he is dropping garbage collector onto the scene to remove dead bodies etc!! but when i search for this i cannot find it to add it ??? help needed please thank you....this is question 1 of 1000s to come 😂
The garbage collector is a game system now. Not an entity
I just wanna be able to update mods lol
Brilliant thanks @jade current
Is it still down
A question for the developers! I hope you read along. This is absolutely not meant in a bad way and apparently there is a security problem in the workbench or on the backend via the workshop.
But can you just give a little information about when we might be able to update mods again? Doesn't have to be in detail. Only here are many people sitting on hot coals.
As I said, it's not meant to be bad. Only I think it's a shame that it is so little complicated. Arma has a hype right now. It has already fallen away from this catastrophe. But I think that also has a lot to do with communication. I know in such situations you can't and can't reveal much. But a few signs of life would not have been wrong. That would certainly have taken the wind out of the sails of comments here in Discord.
We are all fans of your work. We love arma. But unfortunately, communication is not enough. That's my opinion.
Just a small idea for the future. Trust your community. I think that many here would have helped with a little more input.
All those who are of the same opinion please pushed the massage. Thanks
Any news on mods uploading?
What's the security vulnerability?
ModNightmare CVE-2026-A4
Thoughts and prayers
Hello. How can I see the entity's when I drag it in the world? I see only the box and arrows but not the model of it.
Only when I play it pops out
If I suspected something wrong, I'm sorry. But can you tell what phase is. Unfortunately, the statements are unfortunately very brief and without meaning. You must have a plan when the upload will work again, right?
It seems to work for me
Nevermind it does not. Only removing works.
Give them some time.
Can you share me your logs when the uploading did not work ?
Sure, any time they need. I think many people here are only interested in information. When you can expect to be able to upload mods again. Since all other problems have been as good as fixed.
BACKEND (E): [RestApi] ID:[10] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:400 - Bad Request, apiCode="", uid="", message="" DEFAULT (E): Uploading failed! Reason: "" RESOURCES (E): Publishing failed
Exactly like this @bold bolt
Everyone has had this bug since 6.2
This is the last mod that was uploaded in the workshop
If the website is to be believed
Sry translation error. 😂 I meant security problem
Thanks, will check
Thanks, I'm glad I was able to help.
Can you let us know if you have found the error and when the function will work again. Would be great, thanks.
Yes, I will
Thanks
make arma not war 2025 winner.
In Arma 2 we have Battle Bus, now in Reforger we have Tactical Toilet 😜
my workbench is crashing to desktop on script compile, then fails to send crash report 5 times. Is this related to the server DDOS issues
cant open my mod in workbench at all unless I revert all recent changes to the script (there are obviously compile errors but it crashes before telling me what they are)
solved it.. as in I found the compile error that was crashing workbench on compile. I was trying to use set<vector> instead of array<vector>
this in particular is what can crash the compiler:
ref map<string, ref set<vector>> m_mOwned;
Did you use it in a class ?
yes it is a class member
Ho yeah just reproduced it 😄
😉
Thanks, will fix
see thats how this discord should be used, thank you NiiRoZz
Fixed internally, I don't know which public version it will be released with, I would guess maybe 1.3
guess we cant publish mod updates either atm
BACKEND (E): [RestApi] ID:[18] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:400 - Bad Request, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""
RESOURCES (E): Publishing failed
oh well, will try again tomorrow
thanks for confirming that its still down
Anyone know a good website so I can make a reforger map
Sounds like it'll be down till update drops?
i dont know which channel this would go for specifically, but if i want to make a working fuel station (like the random fuel stations in A3 that have infinite gas) can i slap the conflict camp fuel station prefab and call it ?
or this one is gonna need supplies which it has 0 connections
sorry?
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:...
i think that's what he is looking for
How many cores do you guys think you'd need for a server?
all of them
wait so workshop publishing has been down for a week and BI just found out today? i think its safe to assume its not related to the attack since it's returning 400s
Like a height map website so you can get a blueprint of a real place
Sorry pufu should’ve better explained the initial question
look up yt vids of QGIS arma maps
Thank you
they found out today lol what they havnt seen all the posts about it i think not
If you scroll up a little bit you can see a dev seemingly surprised about the report and starting to investigate
I think the entirety of BI is very aware of the issues that have been going on for about two weeks now lol, considering how much people spam about it in the discord
workshop publishing is clearly a different issue than the attacks. servers getting ddosed dont accept payloads and return 400s
My point still stands, I think BI is very aware of it
they closed the workshop because the infection is coming from the workshop 
Most likely ^ but hopefully we get some info or update soon. Modding is the backbone of Arma.
yes we are the best modding community we deserve to code in peace 🙏
anyone know the cause of the camera not being able to move freely around the terrain? i cant see half of my terrain i get cut off halfway through
i dont want to move the terrain from 0 axis either doesnt that cause weird things
nvm fixed for now hope that bug gets patched
BACKEND (E): [RestApi] ID:[17] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:400 - Bad Request, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""
RESOURCES (E): Publishing failed
Still can't publish to workshop
It is like this since quite some time now.
Have to wait till they fix it.
Do you know if its possible to change the detection radius of a rifle shot to AI? trying to make my subsonic ammunition have a shorter detection range. Thank you
Medical, arsenal, mission.
It's absolutely possible. You can make the AI deaf if you want to. But don't ask me how to do it. Bacon would know.
Dear devs, Can someone from BI email Waybackmachine and send them a full copy of your Biki for the benefit of the modding community incase outages happen again? Last complete snapshot was a year ago.
ask in #enfusion_ai you have more chance to get a reply
A.I. weapon fire detection is done by a danger reaction called "WeaponFired".
I think thats the only way of how they detect weapon fire.
@bright sable I want to be sure about what I "need" to create a terrain apart from using the other method described in the Atlas. I'm curious about a couple of entries namely: ex: RadioBroadcastManager. I'm my head I am making a terrain but when I see the above, it makes me think more along the lines of a mission... can you elaborate? I don't care a bit to drag all your suggestions in, It's no effort but I guess OCD gets the better of me,
Everything here https://docs.google.com/document/d/19VrUpAId4UGjykBw1rTP375Q9l2udNIEHPhTzqEgrSc/edit?tab=t.0#heading=h.whwy2bctj3ex, under "Base World (Terrain)"
Something like RadioBroadcastManager is not gamemode specific
sure, thats what I was just going through....
Ok,,,,I'm finally starting to grasp just how immence a project can be and fear putting in 75 years of work on a terrain and then get in trouble at the end..lol
Ahh so you can't change it on a by caliber or by ammo basis? Only as a blanket change to AI behavior?
Where can you find the timer for how longer supply depots regenerate their supplies
Right you would need to adjust/extend it in the danger reaction weapon fired class/script.
Suppressed weapon have a detection range of 100m none suppressed 500m.
So you would kinda need to detect whenever your ammo did trigger it and use your own range to determine, if A.I. should hear it or not.
Just so I'm tracking, you're saying I could make a custom script that allows the use of one weapon to be detected at one range while others are detected at the standard range?
Yes you could mod/customize it to your likings.
They did this in vanilla with suppressors as well.
hello if I am using git to collaborate do I need to track .edds files or can I track just the .layer files?
any news on mods uploading?
if any news comes, it'll more than likely be in #announcements
Think layer but may be wrong
if I create project using experimental tools is it possible to convert this to the baseline tools?
Yes, if originally created in experimental tools, just have to open it in the stable tool. Only issue you may run into is if stable is older than experimental (which it usually is) and if stable is missing certain things needed in your experimental version of the mod
Having issues with getting items into arsenal I tried a method where u duplicate base game thing in the inventory catalog but still my item won’t show up in arsenal
They mad a announcment about the workshop on X
bout time
I dont see it
Soe here's something wierd, I did a test push yesterday on this mod and another one today. And they show updated even though it failed during upload.
Maybe it was just enought to change it on workshop?
If its not corrupted its fine i guess.
That’s been happening to almost everyone since the publishing issues started.
Sorting workshop by newest, still shows the last one from 6th 
But did it actually update?
so i gots a question im not up to date with everything going on with the whole not being able to publish anything issue but does anyone know if there is a time frame it will be fixed i really wanna get stuff out before i head to college
It has not been possible to upload to the workshop since February 6th.
The question is, when will this be fixed?
You’ll be able to when you graduate.
Hey, i have a small issue, I'm trying to upload something to the workshop but i get this error message :
message="data.asset.name should match pattern "^\s*[\w\-_.&]+[\w\-_.& ]*$""
and if i retry it I get an empty return message(which i assume is some anti-ddos protections)
But that first message is a bit confusing to me as I can't seem to figure out what name doesn't match the regex since it doesn't specify which asset's name is wrong and if they're talking about the name of the publication it does fit the regex..
Is anyone able to help ??
Thank you in advance
If you scroll through you’ll see it’s been an issue for a while.
I’m sorry. I searched using « data.asset.name » and couldn’t find anything mentioning the only indication of what was wrong.
(Only saw the code 400 issues with empty error messages)
Anyway thank you!
why is it that every time i launch my project, scr_aiworld doesnt have the navmesh maps linked anymore
#enfusion_ai message
You did something to unlink it maybe
i found the answer, i saved stuff in wrong order i guess? posted it in #enfusion_ai
how do you save it in wrong order?
i applied to prefab and then saved project instead of just saving the project. apparently that just unlinks it
ahh okay
yo guys do know about this problem ?
BACKEND (E): [RestApi] ID:[18] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:400 - Bad Request, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""
RESOURCES (E): Publishing failed
crazy that we have been talking about that for a week now and people still ask...
People can't read even if it was asked 4 lines above 🤷♂️
my vehicle all have no traction and go nowhere -- no mods added
any ideas?
nvm forgot the terrain checkbox
I am looking for the pause option that is available when you are in GM. Does anyone know where the scripts/components/Configs are located? I can't seem to find it.
Hello. I like to ad ghillies in my project. But i don't won't to see Bush player's all around the map 😅. So I was thinking if is possible to disable the ghillies from the arsenal?? So I can spawn them in a secret place so only snipers can know the place and get it
I think i saw some arsenal options in gamemaster
Why does making a game mode have to be so complicated
Just want to make a Attack/Advance & Secure game mode
Welcome to Reforger modding
Next update will bring rank restrictions, so you can just have higher level players access them
Dont forget, make 1 mistake and nothing works
bacon, be a dear, get hired by bohemia and fix the workshop uploads
On it, standby
k tia
I posted about this in enfusion_terrain however does anyone have any idea why my bridges here aren't showing in the map? They're setup the same way but only the northern most one on the map is showing.
is this Gulf coast?
Nah, based off some norwegian islands but fictionally set in similar setting as vanilla
Is this okay to ingore when starting a project, couldn't find anything on it
yes
quesiton im trying to increase the supplies storage capacity of the MOB how would one do that?
faction config sure youve asked this
not enough tea LOL
campaign faction manager?
I cant seem to find it
you will find all you need in here scr_gamemodecampaign
Does Bacon loadout editor work with WCS mods?
Yes
cool cool
hey, just wanted to know if there is any way to test a scenario mod in reforger (not in enfusion) without using the workshop, I struggle a lot because my scenario should be network compatible and i cannot test the networking rn
use CLI
hmm did not know I can do that
lemme look for docs about that
yup upload the mod use start up parameters to run it
i am sure you have to direct connect
you need to upload the mod ? because the upload to workshop gives me a 400 bad request answer
no upload the mod folder to your server via FTP
Oh I see but i will do a testing environment locally no worries about ftp
our saved loadouts are not appearing on respawn for my server - we are using Bacon and WCS_Arsenal; is there something with that combo that messes with it?
I did use the startup parameters with my client to be sure I was not doing anything wrong, I loaded my addon with -addons, I know it worked because when I add -world, It loads my scenario. The problem here is that the addon is not present in the mod manager and the scenario is not in the scenario list. Do you know if there is any way to show it normally ?
Idk I never did it. Just from what I was told that’s how you do it.
update: that worked if I add the meta file that should be generated on the workshop. I think its pretty sad to not be able to dev an addon if the workshop api is off
I needed to edit the file with the infos i have but yeah, there is some informations quite hard to retrieve in this
Uploads still a no go I presume.
does anyone know how to change name description and logo of a vehicle
In... the Conflict purchase menu?
Will be in one of the components for the vehicle prefab
Can’t remember the exact component, but I believe it has a dot/filled in circle icon
found it thx so much
Where was it?
can i DM admin about a MOD that needs to be removed
if its yours you can unpublish it that seems to work
yes but its an old mod i no longer have in my published list
ooof ok, disregard
its not really a huge deal just figured if could remove its one less pointless mod on there lol
Still no uploading I presume?
Is that legal to buy a steam account with reforger on Kinguin to have a reduction or I should buy the game again on my main steam account ? I did buy Reforger like that a year ago but I saw that sometimes that can be illegal depending of the production
buying / selling of steam accounts is not legal as per steam TOS afaik
Could you please launch a procedure on my bohemia account to accelerate some sort of judgement/punishment ? That way if I'm banned I can send a request to be unbanned.
If I'm banned, I will still be authorized to create a new steam account, buy the game and continue my modding or I will be strictly forbidden to use reforger in any case, any situations ?
Should I send an email to bohemia to explain the situation ?
what were you banned for?
I'm not banned but now I know I did something agains't TOS (Buying my game account on kinguin and familly library sharing), I prefer talking about it even if I got banned for it than keeping it secret. Before that the hammer fall on me I'll appreciate if we can find a solution. I also want to know if I get banned if I still can buy and use the game from another steam account to continue modding or if that not authorized
The funny part is I did buy this game on Kinguin just for 3 or 5 euros discount 🥲
Sometimes you don’t have to admit guilt 
I don't want to continue my modding knowing one day or another I could be banned, this is a bad feeling
Dont get banned then, duh
I don’t see how it would’ve been known by BI without you admitting it just now. While against Steam ToS, account buying happens a lot anyways. And virtually anyone I know who has bought one did not get banned from Steam or anything. I don’t think it’s as detrimental as you make it to be
If I can clean my mistake I'll be happy
I'm thinking if I'm honest about it maybe we can find a solution so I can continue 100% clean
Maybe, or maybe you get banned solely for admitting it as there are no exceptions to the TOS. Who knows ¯_(ツ)_/¯
Of course I hope you don’t get banned
It's simply inconceivable to spend thousands of hours modding and not knowing if I'm doing all this for nothing, If I get banned I will continue continue to make animations of course, that a passion I discovered because of Reforger and that's a blessing already
What crime did you commit to?
Buying from a key seller?
I did buy a steam account with the game on Kinguin to have a discount and I shared library with my main steam account
Well stuff happens...
You have been honest, so i will pray for you to Reforger god's.
I think I'm okay, Apparently this is a problem regarding Steam not Bohemia, Steam support explain this
"
I was using a purchased account and I just found out I shouldn't have. What to do?
It's important that you understand the rules of Steam. You can view them in the Steam Subscription Agreement.
If you have made a mistake when purchasing an account and want to correct it as best as possible, we recommend that you use an account that you have created yourself now and stop using the purchased account altogether."
So I'll buy the game on my main account.
Has rules, start/end dates, categories, Etc. been announced, for "MakeArmaNotWar2025", anywhere yet?
Can anyone point me in the right direction to hide or adjust the position of attached prefabs to worn items when its on the ground?
You're looking at inflated and deflated items I believe. And you're going to want to adjust the zero point for them. I don't know offhand if you can have a offset. I would assume any offset would be built into the model/prefab.
Does anyone know of the possibility of modding XP gain to allow new events to trigger XP gain. For instance a small XP multiplier when wearing an officers cap, or giving XP when an action such as deploying a command post or radio is completed.
Possibility, I can see it. There's already code that calculates how long you're driving people and then gives you points after a certain amount of time, and then gives you points after a certain amount of time. You could repurpose that code for wearing a hat.
I can't remember offhand how the system works, but I think it's pretty straightforward. There's just calls to parent system and you just tell it to add XP. And then the big system remembers the person and the current number.
I don't think there's a configuration file for all the XPs, I think they're mostly hard-coded. But don't hold me on that. I haven't gone looking too hard. I've only seen it with my work on the Arsenal and with the building code.
I'm having a issue where my world looks correct in the editor, but when I press play its really dark
Figured it out, forgot to add post processing
On the website
Question do you know how to edit a workshop map? I want to make my own custom scenario
or is that not possible?
Did u make a second copy of map?
I didn't is that how you do it?
Im pretty sure when you go to place a prefab on a map it tells you to make a second copy but click the second option the first is just empty
and you can do it for custom maps
Yea but if you want to edit some of the prefabs they placed like managers then duplicate the scenario in your folder and use that
But make sure everything falls under apl license apl-nd means you cant make any edits and publish it
is uploading still down
I reccomend just watching youtube videos then, it should give you the basis on what you need
Is the workshop project uploading working today?
have you tried it?
I kind of don't want my mod to be version 9.255.255
probably
lmfao well most likely
seems to be down still
Whelp.
mine wont be anything that was a new publish of bakhmut lmfao
I'm also trying to do this, is it done directly in the gamemodecampaign or under the sub scr's? I've been looking for a while now and haven't been able to find it or any other information on it.
Hello everyone!
Can someone tell me how to set up trenches in the vector map editor? I can't find information about this anywhere.
When responding, please tag me
uploads are currently down, not your fault and nothing we can do, just need to wait 🙂
Ah, I see. Thanks! 🙂
once you have placed your gamemode look for scr_gamemodecampaign
Design question. If I have world props, and these world props are going to have upgrades. What's the best way to approach this?
The old game design way is to have multiple models that you swap, and that works okay for certain approaches like upgrading a building.
The other way, Is to have attachments, any upgrade gets more physical things attached to it. Also good in some cases.
Then there's a combination of both.
But for my use case, in this case a trench, which can be connected in four different places, and two of those places can be upgraded to physically change the trench. And the trench has levels.
So all of this kind of adds up to a lot of model variations.
So I'm wondering what the best way to approach this is. I'm thinking the trench should be an item, built of parts, and those parts get swapped out. If stairs get built, or if a connection happens.
The downside to this, is that the connections would have to be perfect or there'd be seams.
But I can't think off the top of my head of any other approach.
So anyways putting it to the public. Spur my creativity. Give me your insights.
memory points and slots, each end of trench has slot to add another trench and other slots for other things
slot L - trench - slot R
I'm avoiding the "chaining" of trenchwork via the Reforger slot system. It would get very messy when there's 50 plus trenches in an array.
But the standalone "slot" is slot occupied, what does this slot look like, what can this slot do. Is my current approach.
I guess it's somewhat sound.
hey, have you found what the issue was here?
No i did not, tried a2s also and still got issues, might be related to bi on going issues but i am not sure
😭
Standard way to get those connections to connect cleanly is for it to be a 'beveled' joint at like 45 degrees to the main wall, then where those connections are made is a dirt texture common across the trenches.
Top down view. idgaf I'm tired see how SOG Prairie Fire did it.
I remember making Project Reality and having this conversation.
Lol. Appreciate it. It is taking me a minute to figure out what I'm looking at.
Rather than perfectly align the joining edges you anticipate they won't align and have them intersect deliberately.
So top down of two walls, beveled ends in red and blue, clip them together and the seam is that vertical black line.
Except you don't see much of a seam in game because those bevelled ends are the same color and probably something like rough dirt.
The game has a trenchline south of Levie actually, you might investigate how they did it in the world editor.
Are these trenches gapped with "dirt" they're not seamless?
Also PR for BF? If so we go way back. I was a leading community figure from 1942 to BF2
man i need to go play some wake island now
multiple scenarios/gamemodes in one project? i've been playing with the scenario framework, im just wondering how do i set up multiple scenarios within my project files? do i just create a new sublayer/subworld?
basically ive made a scenario. but i wanna make a copy of that scenario and move things around, objectives and stuff. i know i can make dynamic missions within areas and layers. but id rather them appear as seperate scenarios.
The gap can be anything, dirt or the local terrain texture is just frequently a repeating texture that matches what material is making up the trench spoil.
Roger, just making sure I'm understanding. Yeah I want to do seamless trenches. So the trench is connect to each other one after another after another without Gap. If I'm following correctly, This is doing the arma way where you use dirt mounds to adjust for terrain differences and merging issues
Chat, is it possible to parent a triggerentity to an item?
Basically when I drop the item to the ground the triggerentity is active and if I pick it up again the triggerentity is gone
Has anybody else come across phantom line entities before? every now and again one will pop up with no line segments and moving/removing it will crash my workbench
Anybody know why my faction flag colors are looking washed out in-game, the imported textures look fine in the resource browser? I've tried exporting all different formats, different photo editors, even screenshot to avoid export entirely lol
looks ok in the config too
It's something to do with the material and the color space I believe. I don't know the solution either though. A Discord search might have the answers.
switch linear to sRGB
yesss thank you! yep import settings, didn't even see it before.
Has anyone bin able to upload anything yet ?
Yeah. But I don't think it was a valid push though.
What you mean valid push through?
So essentially “no, can’t upload just yet”
does this only work for scenario layers? Or can you also duplicate the maps themselves to remove and edit stuff in the base map layers? It seems like it doesn't work since it tells me " Duplicating base worlds is not supported ($ArmaReforger:worlds/Arland/EmptyArland.ent)" so the only changes you can make are additive
If you do a gm scenario then you can duplicate that and delete the gm mode and do whatever but if you want to edit base map prefabs like loading everon and moving trees around or editing properties wont work if that makes any sense
got it, I figured we weren't able to do edits like getting rid of forests and buildings
Anyone got a eta on when they will fix the workshop?
you are better off getting a GF or wife.... then make her get a boyfriend thats not you
How do I add another mod as a dependency to my project in workbench?

Open your mod's gproj, find the dependencies array, and add the mod you need as a dependency. If your own mod you're setting as a dependency, can add from its project folder. If one from workshop, gotta go to your mod downloads folder and add it from there
Gotcha
publishing still down?
you technically can by overriding the underlying prefab to have no mesh/collision but then you'd have to add the ones you want back in the map
ah yeah I see what you mean. but I think even then you'd still have the entity instance existing in the locked base world layer even if you override the entity prefab to not visible or no collision. so kind of a clunky work around but thanks for the info.
just seems a little odd you can't edit the maps since I believe in eden editor you could make a mission that removed/changed the base map assets and layout
yeah definitely an ugly workaround
new to this not sure if this is the right chat, All ive been trying to do for the last 2 hours is unlock the uniform asset so I can take the model into blender and have fun putting goofy colors on it and google says to get some sort of .pak unpacker which i dont trust and enfusion just says locked so Im at a loss any help?
oh my god
im creating my first mod and i have spent the an hour trying to figure out how to publish
I spent 3 hours yesterday before realizing what was going on
There is no reverse engineering allowed. Samples are provided for you play with. Reversing textures, is done via screen capping the texture and making a new material, but also not really allowed.
Any good rss for getting started?
Is uploading still down
Yes, with no end in sight.
Bro it’s been almost 2 weeks now
At this point I'm thinking... why wait to upload what I fixed. Why not start adding features.
I contemplate life in this time then i think i want to ride a great white shark like a horse
Whelp. Anyone got an M26, L2 or M61 grenade prefab floating around in the Enfusion world? I need one to make an illumination grenade Mk I.
Anyone know if it’s possible to have the terrain extend beyond the world bounds like in arma 3 where it went on forever ?
That is what I did and now there is a lot to fix again 😂
for some reason it is not working for me to add an extra mainbase capture point or extra capture locations on the everon map in the tools program, (im new with this program)
Have they given a ETA on the workshop fix yet…
check out Outside Terrain Tools, doesn't work exactly the same but it's possible to get some nice results https://discord.com/channels/105462288051380224/1287128992637386875
Oh yeah that’s basically what I was looking for, thank you!
hey hello what do you do in your map border , when ther is no water ? trigger zone ? but for visuel ?
you can add some sort of skyboxes
Is there anyway to edit the base game conflict map for everon? I just want to move the points into the city.
tagged you in scenarios
would anyone have an idea why my turret will not shoot when an ai uses it . they dont wanna shoot at the enemy at all
I'm dressing vanilla character's in RHS assets. If I Override or Duplicate RHS's characters, it does the same thing. Is there a way to clean up some of these errors. My server(ScenarioFramework based missions) starts losing frames about 2 hours in, so I want to clean up as many errors as I can, thinking maybe non-fatal errors are stacking up and after a while it effects server performance FYI: this is on one character
Are you using Modded AI? I find vanilla dressed in modded assets engage WAY better, either on foot or in a mounted role
vanilla ai
Hmm, not sure then. Sorry, my guy
I know in GM if I tell them to move to a point that is past a engagement, they'll try their best to complete the move task before worrying about anything else, so I have to tell them to move short of enemies and let them figure the rest out. That might be a me thing, though
it moves the gun and all towards the enemy but they just dont fire even on stationary
Sorry, not the most experienced. Those were the first couple things I thought of. If nobody answers here, there is a #enfusion_ai channel
publishing still down?
Correct. Until further notice
haiya
Is there an eta on when it will be back up
Until further notice. There's no ETA.
“It will be fixed when it’s fixed” - Arma Dev
That’s very reassuring
Just check workshop for new mods.. you'll know it's up.
Every time I open this expecting all the chatting is from publishing being on just for it to be people asking if it’s back up yet.
It’s the equivalent of a reddit problem thread having “me too” as all the replies instead of an actual solution
you mean when people "Replay all" saying take me off the distro
Anyway to remove all prefabs associated with a dependency quickly?
That's crazy. I was just about to ask a similar question a couple of hours ago. I can tell you what not to do. I wanted to remove unnecessary stuff from a dependency, so I copied over the important parts that my project was using. Then, I went into my project manager and removed the dependency. Now my project is completely messed up, and I'm going to have to remake it. Make sure you have a duplicate save before messing with dependency stuff because it did some crazy, weird things to my files.
The biggest thing was it removed most of my components from the prefab i was working on
after removing the depencdys i think it only saved the componets i edited
before:
how do you edit structure / tree placements on a map off workshop (if possible/allowed) ?
Something similar happened to me, had to go through the prefab and find out what is missing, no easy way around =/ Got to be really careful when you make merger mod and put both your test and live mod to it.
If i can thro beds at people i will love life
So what's the proper way to create a new rifleman, camo, follow the same animation and scale size for arma? I'm completely new to this so any tips, videos would be greatly appreciated
So there's a sample soldier which you can use for scale. And then for putting it in game you can duplicate existing stuff and swap it out with your stuff. It will take a little trial and error, but basically clothing just sits on the character.
So in theory if all im looking to remove is stucture prefabs (For example GC Buildings) to replace with my own structures, removing the dependecy should literally just delete the prefabs associated with the mod from the map? May be left with some lone components in there places but thats not too big of a deal I would think. Definitely gonna make a backup PRIOR to attempting tho! Thank you for the reply lol!!
lol its not for throwing at people im trying to create a respawn system like in rust where you place beds to set spawns
would be cooler to throw them and people
hi yall. Im starting from scratch and have been watching some of the modding bootcamps, but frankly some of it is over my head. Any links for written out guides or videos that go from creation to publishing?
I've started a project and want to make sure I don't miss any steps that ends up wasting my work in that project.
Well welcome. The big problem is you got to know what you want to do and then go do it. If it's adding weapons or vehicles, that's not too terribly hard, and there's tutorials for it. Once you get into scripting and adding core features, then you're pretty much on your own and it gets spicy.
I don't think there's a start to finish, I'm at the boot camps are the closest thing I guess we have right now.
A good tool to use is checking out other mods. You can learn alot just by studying how they work and making minor alterations
Thanks. Any videos or guides that helped you specifically or made somethings click? Otherwise i'm up for the ride.
Nope. I just jumped in after a thousand questions to #enfusion_scripting once I figured out how to do actions. Like click a sign and make bacon, that everything was just an extension off of that.
I would say the bi wiki is your best bet, but really everything needs an overhaul to be more user friendly for beginners.
Ok cheers!
First time using the VFX editor what do you think ?
I want to make sure that this does not break TOS before I proceed with this mod.
Pictured above is a "mk18" that is primarily made from the vanilla M16 Carbine parts. The flat top upper is from me, and the stock, supressor, optic are attachments.
This is achieved using Opacity Maps a feature of in-game materials.
Is it against TOS to use Opacity Maps on vanilla content in this way? If not, what is the correct way to credit the models (which would be mostly Bohemia's)?
guys, i get this error when i try to publish a mode
BACKEND (E): [RestApi] ID:[105] TYPE:[EBREQ_WORKBENCH_GetAsset] Error Code:400 - Bad Request, apiCode="workshopApi.assetNotPublished", uid="1739967886980-864523", message="Asset 64A5106A60C734B3 is not published" BACKEND (E): [RestApi] ID:[109] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:400 - Bad Request, apiCode="", uid="", message="" DEFAULT (E): Uploading failed! Reason: "" RESOURCES (E): Publishing failed
workshop uploads are not working, see #socials
2 weeks to late.
420 days
#soon 
trying to import a modded vehicle into my custom arsenal for our private server, however for some reason I cant just simply copy and paste and then disable any unwanted vehicles. any ideas as to why i cant just copy this like normally could? -new to this sort of thing and first attempt at making a arsenal so im probs missing out on something simple id imagine - ty
Never since you asked
+1 day to downtime for each person who asks 
You're not just allowed to copy things you like from dependencies to your own mod. Depending on the license, that could be theft and legal action could be taken against you. Always check the license before thinking something is okay to do.
damn when will workshop be back?
- 1 day added?
mmm gonna start taking acting on what comes first. workshop return or arma 4
anyone know why i cant copy a entityconfig file for vehicle? trying to implement it into a arsenal
cars will start flying before then
I ran out of wall space to scratch the days it’s been since it worked
Can anyone tell me how I can add a suppressor to the Rifle_base? Even if you fit the silencer, it doesn't change the sound of the weapon.
When in doubt check muzzle components. 9 times out of 10 most of what I need when altitude apss in muzzle components
Lol
It's a joke, BTW. Me and a couple of my friends joke around about how much of a weapons customizing happens in muzzle components
Dude, I looked at everything in muzzle component, it's all the same as vanilla
Is there a vanilla or RHS weapon that comes with a suppressor you can open and copy, exactly. Which slot is used and what settings it needs? I'm not at my computer so I can't look up ours for ya
Equipping the supressor here should 100% bet the same as equipping it in game. That's how they do presets. Unless the supressor isn't set right
You need to add the suppressed weapon sound set to the WeaponSoundComponent and add WeaponStatsManager iirc too
(I believe it’s set up this way so the m16 and m4 can both fit the same suppressor but sound different, and similar for the soviet equivalents)
Wdym locked, same bohemia acc shouldn't be an issue
this is completely fine
Suppressors, booooo. I'd rather have black powder.
If I had infinite modding time and capacity that would be a goal
if a vehicle mod doesnt have a entity catalog whats a way i can add it to a arsenal?
Im assuming this is per 100 supplies delivered and not per 1?
Is the updating fixed.
on experimental branch, yes
1.2 might never get fixed if they still plan to push 1.3 to stable in feb. Might as well fix your mod for 1.3 in exp branch!
within tools, on entity data list do u need the "editordata - edit & building" bit as vehicle mod i imported doesnt have that? only the spawner data?
I have the bipod animated properly using the animation sheet from the m249 as a reference. But I can't figure out what makes the bipod action available on the weapon. I've checked the ActionsManager Component and it's 1:1 to the m249 in the bipod section. Is there something outside of the prefab that enables the bipod deploy action?
yes "edit" is for GM, and "building" is for conflict vehicle spawns
@earnest sundial @stark acorn I got it here, thanks for the help.
why is my project locked down all of a sudden? how do I unlock?
Go into your game addons folder (NOT your workbench addons folder) and delete your mod from there. Same thing happened to me and this fixed it. Some issue with having 2 of the same mod installed or something. Try it, if that doesn’t work I’m not sure.
Is there any chat discussion or documentation for solely cinematics or is it just the one tutorial video?
Does anyone have any idea when Tools will be working again to upload mods?
Hopefully with the update. Realistically who the fuck knows. BI have been less than transparent about the whole ordeal.
Can anyone point me in the direct to rectify this error? I updated my exp workbench today and now cant open anything in my project
Assuming its to do with this?
SCRIPT (E): @"scripts/Game/game.c,1307": Missing script declaration of class 'EDestructionHeatmapCategory'
SCRIPT (E): Can't compile "Game" script module!
The error states as it is, If there's a bad script it won't open. Just checked, everything is fine with the core build.
Game.c is dev code I thought, odd it would become outdated or corrupted. Is your project using something that has now been moved or missing?
does somebody know how can i test my until now never published mod.
i would like to start a dedicated server with my unpublished mod. me and a friend of mine have the mod also
or can i somehow finally upload my mod?
Did not work 😦 I tried to publish to workshop which failed and then it just locked it all down for some reason
Shiiiiiiiiit. Sorry man hope you work it out
Having an issue, feel like it's an easy fix lol
My camera in world editor is stuck in one corner of the map, and its like there's an invisible wall in front of me. I can "tp" to a tile, but if I try to move i snap back to that corner
Smh I can't even move my camera now
Maybe try or link it to https://discord.com/channels/105462288051380224/976159873517629500.
My dumbass. Found it out, if anyone else has issues, make sure your camera speed didn't go down to 0 in here 😭
Hello I was wondering if it would be possible to create a backpack that acts like as if the backpack has the ability the construction truck does but limit the supplies and what you can build from it and would this require my own scripts to get it to work properly?
Hello fellow Arma enjoyers, im seeking help into creating scripts to automate stuff on an arma reforger server, currently i have a local server setup on my machine to experiment with stuff, i use one mod called combat ops extended and I would love to automate some feauters for the server, where can i look for tutorials for achieving this ? Thank you im advance.
PS while im a software engineer myself, i have no prior knowledge for scripting in arma
is it possible to make the repair_kit repair anywhere without the need of a support station or supplies?
anyone know how to fix got a balaclava covering facer
Your prefab and material both need to be set up correctly.
Take a look at a helmet and it's materials.
Would probably help if you stated exactly what you're trying to automate
Hey, this file is a override of vanila player_main.ast, I did the override of it few month ago. Inside not everything is copied, only the things I added or changed, some lines have the symbols +{ in yellow but in general that's only if it wasn't modified. If I add new column in one that have the symbols +{ so that wasn't modified, the symbols is still there but my new column is added correctly.
What I don't understand is now when I override the player_main.ast in a new addon, everything is copied and there is no more +{ symbols. Is there a setting to get only the diff lines added to the overrided files and not all the lines that I don't modify ?
Also when I did override a .agf in the past the file was empty in notepad, just the name of the graph file was in there. Now when I override a .agt he is full.
You need to use the no clipping opacity map on the material
do you have the action contexts and additional actions set up in action manager?
and do you have your bipod variable setup in your anim graph?
Any linux users having the game window flash and flicker when youre using it???
That's not the only thing though
That's why it's best to look at how one of the vanilla prefabs is set up.
Also, If he is using my character mod he should just inherit from the base prefab that I supplied.
api still down?
Best to just look on workshop. Last mods posted were on 6th. So no still not fixed
damn
The experimental workshop should be up again. The one for the main game will likely require an update which we currently aim for in the second half of next week if things go well, but we won't know until it is done.
thanks a lot for an ETA, even a vague one. will it go out with 1.3, 1.2, or is it a backend only update?
A 1.2.1 hotfix is the current goal
Is hotfix for exp workbench planned anytime soon so I can use it?
FPS drops in half for every preview I open
So no 1.3 in Feb on stable then?
I made a small mission with SF. Now I want to package the addon and try the addon locally without publishing to workshop. How can I package my addon and use it in Reforger?
You can not. Play it in workbench or publish to workshop.
It is not possible to try the addon within the game before publishing it to workbench?
I wanted to make a bunch of crapy missions, where I can practice flying. Do I really have to publish them all? I'm worried I clutter the workshop with this.
You could make one mod with multiple missions inside.
Maybe I'm missing something, but not supporting local mods is, in my opinion, a very bad decision. It has many more use cases and benefits beyond just my own.
At some point in the future, Bohemia will have to shut down the servers, they can't run forever.
I love the Arma series and still occasionally play custom scenarios for Arma 2 with mods. I want to continue doing this well into my 50s (20 yeas and more), when Arma 2 will be considered a retro game.
I also really enjoy Reforger (615.3h), so hearing this was quite disheartening, to be honest.
I hope this is just a misunderstanding. If not, it's very sad that they have chosen to take this ability away from their community.
make sure someone saves the config this time before publishing it.
hi, I need help
my project is no longer appearing when I open it, I was adding more mods to it and now when I open it all I see are some mods and not my project folder.. I can't access the dependencies for it.. I have hours of work into it too 😦
It seems like Better Sound 3.6 mod is not compatible with Suppressor in RHS stable version. Dose any one have the same issue?
When generating terrain and after adding Satmap the World Editor is crashing when Play testing, any ideas?
Sounds like you have a conflicting dependency. Start removing dependencies beginning with the most recent, one at a time and then restart workbench to see if it’s fixed. That should narrow down which is conflicting.
thanks yeah, I figured it out, It was some extra """""" in the addon file making it not work... lmao
if you would state your issues perhaps someone could help you 🤷
You’d have to be more specific bud
you see everytime i state it no responds so i rather ask before typing it all 
but ok so first issue I've created a new pack that comes with flags and some objects you can spawn in through the content modded section in GM. and Im using my old placeable configs from my other mod pack that works perfectly fine but now in this new one when i go to my test layer the things arent appearing in the content modded section in GM
& seecond issue Im trying to find out how to get one of my mods to unlock because in my list it shows locked and im using the same linked account
did you open up the published workshop version?
yeah added it to my addons cause it wasnt appearing in my list
when you publish a mod to workshop it gets compressed into .pak files and its source files are locked.
you have to hold onto your source project and open that.
id recommend using version control on your source project, like Github
just so you have a backup of your source project always on remote
ah alright well that answers my second issue solved ty
yeah i need that
you probably have to make new arsenal configs also.
but idk, depends on when you made the old one before an update or sum.
well rn its just straight flags nothing else
maybe its the parent being empty idk
oh shoot i fixed it
in the future to solve issues like these you could look at how other modders have set this up
so in this case you could've opened up something like the RHS IL-76 which goes in the same config and look how its config and prefab is setup.
yeah i'll keep myself reminded on that also another question
idk why but i was having this bug and idk how it fixed it self but when i was playing with a bunch of addons in a pack for some reason it fucked up my resource browser and showed all my files empty
It is possible, but you are not packing it. Just loading the unpacked addon directly. You either need to load directly into a world or a server. So specify -client <server ip> or -world <world path>
how come i'm unable do delete the component?
Thanks a lot worked like a charm. It's relieving to see that local mods are still a thing. 🙂
it must not be a prefab you have control of. instead of deleting it just uncheck Enabled
Hello. Im tyrying to publish a map I created and im getting this error. Any ideas why? BACKEND (E): [RestApi] ID:[10] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:400 - Bad Request, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""
RESOURCES (E): Publishing failed
uploading and updating mods isnt possible for I think ~2 weeks now.
Probably will last another 1-2 weeks
Cook in the meantime 
Thats what i read. Good to hear a second opinion lol.
its prob gonna work this up coming friday
trying open experimental tools and I get this message: E): Can't compile "Engine" script module!
I tried restarting, tried opening as admin. I am trying to start a mod in experimental in anticipation of 1.3. Any suggestions?
Pretty sure it means the mod youre loading has a compile error that you need to fix to work in 1.3
basically just go to the script editor in exp tools and recompile, then fix the error that comes up
I'm starting a new project. The exp workbench won't even load.
EDIT: got it. The new project was pointing to Reforger stable as the dependence, not experimental.
they made a post earlier today saying they are aiming for second half of next week, so maybe next thurs/fri.
ahh
some vfx funhttps://youtu.be/rKaksmTDTP0
Sorry for the late reply here, is "next week" as in this upcoming week? Or the first week of march?
Do you have G-Sync by any chance?
Turned vsync off in options but no change
v-sync or g-sync?
I have a g-sync monitor and workbench lags horribly, and had to do custom settings from nvidia control panel to disable g-sync on workbench
my monitor has an amd freesync sticker on it 
Do you have auto hdr enabled by chance?
Nope. Like I said I only have this problem in exp workbench so it's likely not my fault.
Seems like opening texture previews in particular cuts my fps
hello I have an issue logging into the workshop:
BACKEND (E): [RestApi] ID:[7] TYPE:[EBREQ_USER_DirectLogin] Error Code:400 - Bad Request, apiCode="userService.notFound", uid="", message="User not found"
DEFAULT (E): Login failed. Error code: 0 (400)```
this happens when logging in in 1.3 experimental. In 1.2 that error does not happen
during the last 2 weeks I tried uploading several times which failed, and it shows all the new upload attemps in the changelog, however the physical version that is available is the one I uploaded before uploads did not work
and have you created bohemia account for experimental?
Hmm we need to do that to use it? Maybe thats my issue 🤭
do you need a separate account for the experimental version of the workshop?
yes since entire backend infrastructure is separated including Bohemia Accounts.
Just click on create account in login dialog and it will lead you to registration form for that environment
Sweet 🤩 niceone
You know how to get it going now broski ?
do I have to use a new email for that?
but why did my login then work on non-experimental before?
Only for that version. Doesnt mean anything in regards to live workshop
So @next trail what’s going on with live workshop
Your guna cause shit asking that 🤣
If you would redirect your attention to #enfusion_workshop rather than pinging devs that would be cool.
I am confused:
Should I make a new account to upload to experimental workshop, then when 1.3 releases officially use my old account?
🤣
If I can’t ping devs to ask them somethin what’s the point in them being here
Experimental has its seperate database for accounts and identities etc. So for exp workshop you have your exp account. can be same credentials you used for your main one.
Ye but read the channel lol
No
I was directed here by someone else so I asked here
Answering questions and helping people who can politely ask. Especially when we already subdivide the discord into topic channels. If people ping devs without reason all that creates is the desire to leave and not be accessible to the community anymore.
now it works thank you!
But I have reason your workshop has been down for weeks there’s my reason the company haven’t provided any real updates or issue statements therefor as a consumer of your game and a customer I feel I have the right alongside many others to ask the staff what’s going on I was not impolite it was a very simple question which would’ve taken a second to answer
Is an experimental version of my mod still using the same ID on the workshop?
if you publish it under the same id yeah. I do it for my mods. Easier for server admins who can just start the same config.json on exp
When uploading did not work for the last 2 weeks I attempted to upload a few times, which generated new entries in the changelog on the site, without the files to go along with it. Now I have to use a version number higher than all of the failed attempts. Is there a way to fix that?
https://reforger.armaplatform.com/workshop/6484640BAE27507B-CaracalConflict/changelog
Also what is the difference between unlisted and test?
Just run it with version 9.999.999 🤣
Unlisted: Hides the project in search results. Mod can be still used on dedicated server and downloaded by other users.
Test: Makes the project visible only in Test mods category.
is the member login for bohemia interactive in enfusion workbench and on their website deactivated?
oh so unlisted allows players to join the server still and it will autodownload?
yes

would unlisted also make the server itself invisible in the browser when searched by name?
Because I started my server with my new mod version on experimental and the server can not be found when searching for its name (which is the same that would work in non experimental)
Did the game disable crossplay for you or something in your game options?
my server is enabled xbox and pc, and the ingame search filter is blank
now it shows timeouts when uploading
Sounds like exp is a waste of time 🤭 might aswell just wait
now my experimental server is not visible and cant be found with direct join, is that an issue with experimental or should I ask the server provider?
and another question: why does only my pre-experimental version of my mod show in the workshop?
oh on the ingame browser it find the experimental one
if this is the ip adress shown on the server command line:
```-bindIP "193.160.23.154" -a2sIpAdress "193.160.23.154" -bindPort "7930"````
and this does not show a server:
Go to your ingame options then game options and see crossplay option
oh thank you now it shows
no
Am I able to run mods ive created on my server, even if im unable to upload them to workshop? As in copy over the files
Only without backend
That's neat to know. Makes stealth servers easier
Unlisted MOD makes the MOD unlisted on WORKSHOP and has nothing to do with server
Yeah, I didn't think it would auto download though. That's cool
Yes it would, it's also publicly visible to everyone on battlemetrics.com what mods your servers use. They use BI's server browser API.
So with the workshop experimental.. what is the correct process to get it to work? since day 1 i cannot use it as it just throws errors when i try create a new project, refeering to all my mods from normal tools, mixed with x amount of other random errors 🤷
someone mentioned earlier we simply need to create a BI account, Well ive done that and logged into it via steam as of course my game is on steam, streight away my account name on BI website is some random generated name. why does this not match my steam name? if i then try to change it to my steam account name it ses its already in use 🤷
what is the error?
to large to post here 
main thing being Can't initialize engine!
did you add the core addon from the exp game to you project list?
if not you will get this error
yeah i have arma in the exp tools window when i try to create a project ect
but did you add the core addon from the exp version of arma?
e.g "C:\Program Files (x86)\Steam\steamapps\common\Arma Reforger Experimental\addons\core"
no that likely it then
try it
like add existing project?
Bro has cleartype off
this one right?
added it but same errors, also nothing new show up in the open new project once added
no thats tools, you also need the exp game
look at the file path, thats the game and not tools
well thats my problem then, i dont have a experimental version of the game
only the main
thank you, was wondering what I turned off doing my "peRforManCe opTimizAtion" streak
yea that wont work, you obv need the exp game files to edit them
lmao of course! 😄 i see now the issue haha lol thanks tho! you solved it lol
will normal tools mods work in exp version?
depends, if a function or smth else got changed, removed, renamed etc. it might no longer work.
yeah totaly makes sence 🙂 thanks man 😁
graphics: off
devs/anybody Help!! i cant open my map anymore Arma Reforger Tools
I tried to load my map project but it wouldn't load and it gave me a error message in the console. I was trying get a custom model in the map and it was in but i changed a dependency in the settings after it failed to publish the map to the workshop. I also dont know why the map title is listed in the code as a dependency when its just map and not a model. Is there any was i can change a dependency without loading up the project (edit in files) or other way to get the map to load. I spent alot of time already working on the map so im really not wanting to just give up on it.
~console codes~
INIT : Workbench startup
INIT : Workbench Init Engine
ENGINE (E): Addon 'HighRockLake' dependency '' can't be added
ENGINE : GameProject load
INIT : GameProject load project data @"C:/Program Files (x86)/Steam/steamapps/common/Arma Reforger/addons/data/ArmaReforger.gproj"
RESOURCES (E): Wrong GUID/name for resource @"{C014582791ECBF24}Language/localization.st" in property "StringTableSource"
im not 100% sure what ur question is but if you wanna edit what dependency ur mod uses, without loading the mod up. You can edit your addon.gproj with e.g notepad++ or visual studio code and remove the dependency
so the reason why i cant open the project is for sure because of the dependency tho?
still having issues with exp version, strange
"ENGINE (E): Addon 'HighRockLake' dependency '' can't be added"
make sure you added the mod to you project list
do what it says, try a different one. Im not sure if thats the one you have to add
sorry its this one "C:\Program Files (x86)\Steam\steamapps\common\Arma Reforger Experimental\addons\data\ArmaReforger.gproj"
yeah there we go 😆
hmm now my issue is linking my account, thing is ive never made a account on BI website, or anywhere for this game, neither for the modding side of it, i cannot remember how i was able to link the normal tools workshop that was some time ago 😬 anyone experienced this?
gotta sign in somehow haha
Hey everyone, I’m looking for some help with getting started in modding for Arma Reforger.
I’m mainly interested in creating characters, clothing, and possibly weapons/vehicles in the future, but I also want to learn how to set up a faction properly so that my characters can be used in-game. (I have UE4 experience for modding so kind of have a general idea of meshes/rigs etc)
I’d really appreciate it if someone could DM me to help me understand the basics of:
Setting up a new faction (config, unit roles, etc.)
How to import clothing/items into Enfusion Workbench
Best practices for weapons
I’d love to get in touch with any experienced modders who can help me get started. Thanks in advance! 🙌
Why are rendering distances different for different people/systems on the same platforms. (unless im missing something)
on 1.3 i am able to spot players out to about 1100m with binoculars before they pop out of vision, however i know people who are able to see players at 1500m, 2k.
I cant see static turrets past like 250m even with binos. some people i know can see them out to 700m, a click, etc.
graphics settings arent what is making the difference
anyone know
hi, maybe someone can help me with my newbie problem.
after importing height- and satmap I chose to also import the roads.sph file and ofcourse there's small miss alignments, which I'd like to fix but I cant seemt o select those verticies.
And yea I am in the Verticy tool, there's a button in the panel on the rightside to select all verticies of that road, but I'd like to select one.
if anyone knows, thx in advance.
I seen a yt video from pianoman where he was able to click each white dot, which turned green once selected.
yea doesnt work for me idk
does anyone know how to add the camerashake to the timeline??
Check out the dev's modding boot camp series to learn the workbench. Also look through the bohemia wiki for reforger modding, I don't know the exact pages but I'm sure there's some for new assets/weapons. There's also a sample mod for a new weapon that you can reference. Lastly check out the https://discord.com/channels/105462288051380224/976159912679850004 channel here. I'm not familiar with asset creation but these can hopefully get you in the right direction
Thanks for the reply
wonder what will happen first, gta 6 release or workshop gets fixed
Is there anything from a mod that I should exclude via a .gitignore when I want to store my mod on Github? Like ist there anything sensible in there that I shouldn't share?
resourceDatabase.rdb
Thanks, will ignore this
Any reason why when I'm working on an config where I've used override, it'll save and tests no problem, but when I come back later it's reverted 90% of what I've changed back to the original? Has happened to me twice now.
Is the Workshop being down for publishing a symptom of the downtime we experienced with servers a couple of weeks ago? Or entirely unrelated?
Workshop publishing has been down for over 3 weeks. They need a hot fix for it to work in the main branch.
Gotcha, no doubt theyre working on it! Thanks for clarifying
yes its related. workshop went down as a result of infrastructure changes they did to combat the attacks
Makes sense, cheers!
Hey Guys, if i die I get this error. What can I do..? (also i cant pick US or USSR at the beginning)
Feel like the man of 1000 questions this week - Just getting into it properly!
If I wanted to determine if a player physically moves (or not) when exiting a vehicle, where would I start? Is it just simply a custom animation or do I need scripting to determine this?
Anyone know if the "Vpad" Mod is bugged or not working right now?
vpad test seems to work just fine, of the two mods this one seems to be the most recently updated
So Vpad Tests, not Vpad.
where do I find the microphone settings in Reforger?
There are none. It uses the windows default. If you search it there, it will change.
thanks, was a little confused because nobody could hear me in game.
Sorry for the ping my friend i know you get asked this alot but was wondering by next week if you ment this week or the 1st week of march?
what's the reasoning behind names formatted like this "#AR-Faction_US" vs US
String tables and translations
If Im using -server and -client startup parameters to test a mod, is there no way to log in as GM so I can test some things?
maybe add server admin tools in -addons and put your arma id in its config? or throw in some code that makes you gm when you connect? i dont see a way to set admin pw with just startup params
yeah I might have to go that route, either that or publish and hope it works as intended lol
not sure where to ask but how do i get ah6m mod to fire agm missles? seem to be something missing like another mod?
it should be a dependency?
aki core and wcs_armaments and tried adding wcs helicopters but no luck none of the heli gunners seat seem to work :/
unfortunately server admin tools doesnt work in 1.3 exp 😢
I was able to get GM access running a server/client using dedicated server tool. However, I was not able to successfully load a mission save using -loadSessionSave so I'm not really able to test my mod properly.
There is admin password parameter
Is there a way I can change the default radio frequency for long range radios, but not the handheld platoon net?
Anyone have any problems where when they adding a prefab to a pouch preset when the preset isn’t on it’s fine but when being worn the prefab u added sticks to the floor
will mods for ps5 be available in the 1.3 update?
Hopefully
How can I change the order of my layers?
drag
Negative. Has a red cancel circle when I do that unless I drag them to afolder
Like so
rename until goes to where you want it
Oh it's alphabetical
im sure theres a proper way but that should work ive never needed to move layers
Yeah weird you cant drag and rearrange. I tried changin sort method by clicking 'name' 'prefab' but cant find one that lets me freely move them. Thanks!
yeah i figured it would also like most other stuff
fursure
Just list them like.. A_HQs. B_Caps.. and so on
I have a question
How does updates break mods, does it break the code or scripts or something or do you just have to re-upload them
I don’t mod but I’m curious
Code uses Code, code changes. Code no longer can talk to missing code, or worse, changed code behaviors. Code breaks
It's mostly when they update or replace scripts / classes I think.
Like they will make a new class or function for something that does the same thing they already had another class doing, but the new way is more efficient.
So the mod maker would have to update their code to call the new function and use the proper attributes syntax that kind of thing.
Also its not necessarily coding, could just be a new prefab game object thing to use instead of the old one.
True. There is more aspects then code. "Thing uses thing" would have been better 😛
Might be cause every update changed the code the mods were built off of
Could be wrong tho I don’t mod
Is it easy to fix usually or like wanna crashout
I think it just depends but even if it's "easy" to fix that doesn't mean it doesn't take time and effort and energy.
what did I do that has made my player (in enfusion test mode) invincible..
Alright thanks for answering
inside the tools I have vehicles added onto a factions vehicle list, have it enabled etc yet when get on our mission server I cant see it in game? any ideas appreciated
Anyone know what features might be coming to the modding tools in the future?
Like what? The Workbench can already do (almost) anything 🤔
Like I've heard the experimental tools has the ability to place snow procedurally over rocks and will we ever be able to extend terrain naturally without the use of a mod. Heard arma 3 had that capability (I didn't mod arma 3). Basically, any future updates for the workbench lol
Now i can see why this engine use soo much network.
Players just too much collide...
Is that bytes per second?
Yeap.
What's a yeap
That a good question.
btw Yes it is bytes per second
In 1.3 apparently there are some optimizations for network
That looks like a reason why sometimes bunch of clients become "randomly" kicked with stalled/Rpl error.
Are folks here experienced in interpreting the Arma Public License? I've made a website which is basically Google Maps for Everon. It uses screenshots of the in-game map I made using the World Editor.
In the APL, there's a definition for ArmaOnly:
primarily intended for or directed towards the use in any of existing and future Arma games, including but not limited to Arma: Cold War Assault, Arma, Arma 2 and Arma 3 and its official sequels and expansion packs
So in my case, it's going to be on a publically available website I want to make which indicates the hidden supply caches around Everon for the Conflict game mode. It's intended to be on a second screen while people play the game. Is this even allowed by the current APL?
You shouldnt need to worry
Its like saying if I send screenshots from the game to my friends would get me banned
But I am not a lawyer so you are not allowed to trust me
OK thanks @empty nexus, I'll license it Arma Sharealike and if someone wants to issue a takedown I'll be happy to comply
anyone know how to fix and get it on the actual placard
Very cool.
rigging it
i have been moving it around when in the world editor its on the placard but when worn it drops to the floo
how many bones you got?
im using the rhs mg slot so no idea bro
How can I make children move with a parent prefab?
when I move the parent transform the children dont move
Or maybe it's a bug the meshes not updating their positions.
hi
has there been any updates on their stance about mods like starwars and warhammer or are they still super anal about ip infringment?
Can anybody give me a quick rundown on what situations they use override vs inherit vs duplicate ?
What should I use for "Character_US_Base.et"
override - you want your change to apply to the base game and any other modded content that is using this prefab.
inherit - if you want changes made in the base game and by other mods to be included in your prefab, but dont want your changes to apply to them.
duplicate - you dont want your changes to affect base game and other content, and dont want their changes to affect you
most likely you want to override
Awesome thank you
Which would be the appropriate channel to ask about modding arma vision?
Ip infringement will never go away. Your question kind of comes across as "am I allowed to break the rules yet?" No, no you're not!
considering how big those communities are on arma 3, theres going to be a whole slew of people finding ways to circumnavigate their way into reforger and 4. Games like gmod get around it as well and rarely have issues with companies DMCAing the workshop. Hence the question
Might be alright if you make your own assets. But it's an issue when you just rip stuff.
thats another thing i was thinking cause halo lets you use the IP freely as long as you dont profit and make the assets yourself without ripping
So i've managed to publish my map successfully. is there some "my profile" where i can see it or will i have to search on workshop?
Workshop
and if i can't see it in workshop, even tho it was set public?
or it'll take longer than 10ish min to appear
Apparently these assets might be ripped, anyone know if that’s true?
thats the original I think: https://digitalforms.gumroad.com/l/XiOx
its obv not made by this guy and also available for less than half of the price
keep in mind polycount will be high af as its all 3d scans
Coming from a guy who knows almost nothing about modeling, how is it "obviously not made by this guy?"
How is a layperson to know that?
yea no way they will sell under a name like that , digital forms has a lot of stuff under them , https://digitalforms.info/
incl stuff for multiple games , so if they sell stuff they would under their own name not some random dude
just google lens search one of the preview pictures
check other pages and what seems legit, also smth like the watermark might help you
check profile of the seller, if this "fits" into what hes doing
Yeah....I tried to buy a model once and got ripped off. I ended up getting my money back through the platform, but it let me know that I have no clue (and no business) buying models.
it's definitely more of a 'smell' than a science - if they have a bunch of trash low poly models of vases and fruit, then a high poly Apache with full interior (that looks suspiciously like one from War Thunder), reason to raise eyebrows. You'd be surprised how blatant it is so often.
Legit creators generally have a consistent style and quality in their work, with steady improvement over the course of years. They generally have work that's spread out over a long time period, not all uploaded at once, and they have a detailed and active presence on the platform. They show breakdown pictures and renders that show more insight and detail than a screenshot of a wireframe in blender where everything's triangulated. They often find a business niche of a particular kind of model they either like working on or that sells well, and they dive deep on it.
Unfortunately the platforms don't really have a good verification system/trust mark for content or creators. It should definitely be within their grasp, but they're not necessarily economically incentivised to do so in the current arrangement.
Anyone familiar with this one?
Im still new to reforger and working to get adjusted to things.
anyone else having problems not seeing changes when modifying an overriden atmosphere shader? have been making changes and it seems to have zero visual difference
That's basically saying you requested too much memory. Are you loading resources? Or allocating extremely large arrays or anything?
Thx, yes I was loading a new fbx file to break down into pieces in order to save on size.
bullet no longer cause bleeding and its ruining my server. where can I report a bug
Damage system seems a bit broken as well, 9mm causes 6x the amount of damage to someone wearing a vest in main branch as it does in experimental
That means it's fixed in experimental yes?
Hello my project is locked down - what can I ddo to unlock it?
Anyone got a idea how to fix this?
I've been trying all morning to set up a server on google cloud , using a few mods regarding everland, I get it running and it shows but then I have issues joining it.
I have 1+ year experience in google cloud services.
has anyone ever done a dedicated server using any type of cloud computer and if so , can you give me a hand with the setup?
had the same output issues. are you using steamcmd or linuxgsm
Steam
are you on windows or linux
Windows
the $profile is an environment variable for your home location but in powershell, doing $profile prints out your location of your Microsoft_PowerShell_Profile.ps1 but thats probably not the case
what is the modid?
64AB389292BEDAA4
and this is onm workbench eh? you are trying to upload the mod to workshop?
Yeah
the 403 is a forbidden error, meaning that it cant authorize you, or allow you becaust you dont have an api or uid
ive never uploaded mods, but this sounds like a config file issue, see where it reads the file from. try a debug console and show me the output
its def a rest api issue. it doesnt retry and instead , it will exit with a return of 1
i get the same error when running debug
I am trying to create a composition, I followed all the steps shown in the wiki here
https://community.bistudio.com/wiki/Arma_Reforger:Game_Master:_Composition_Configuration_Tutorial?useskin=darkvector
But when I go to the game mode to try to place it, I cannot see my composition in the Entity browser at all. Instead I see a lot of other unnamed entities in the Entity Browser. Has anyone faced this?
ive made a arsenal for ai missions, but now i want to add some more weapons. for these new weapons mods when in the tools would I add them as addons and when its launched do i then put them as dependencys? or is the dependency bit not needed?
I'm going to stream it tonight, I need to get some thoughts on a radiation system I'm implementing.
If anyone has any help, ideas, or suggestions I'd love to hear them.
does anyone know why my mod (vehicle) is not showing up in the game master asset browser? do i have to do something special? I did the confing for placeable entities, is there still something else i have to do?
Sorry to ask what may be a simple question - But is object simulation & simple objects still a thing in Enfusion? I cant seem to find any documentation on physics simulation
If they are weapons from a separate mod being used in your mod, you would need them as dependencies.
is there a way to spawn in vehicles with their handbrake on?
Are boats on the roadmap / radar at all?
i managed to delete my project's root folder from within enfusion instead of the intended subfolder.. so my project is poof gone now.. is there a way to download it from my server and unpack it back to the original unlocked file structure
Is there a downloadable Enfusion workbench manual available anywhere?
does anyone know how to get ur vics to spawn in gm
Unfortunately assets are locked but you can duplicate most things and try to remake it
Is the source code for engine functions available somewhere?
@nova delta could you guys please add on RestContext the PATCH functionality.
Hey guys, anyone know what this error is about? cannot get to view my equipment in a test environment
Hello, I have been facing this error when launching my server that causes the server to sort of loop in between on and off
can anyone advise an approach to resolving this
cancel that ^ I fixed the issue.
Can not get server to start with my scenario for the life of me. Copied the scenarioID from the workshop page.
It starts fine with default scenarios
Does anyone know why the K-4386 Typhoon is not showing in the RHS Entity Catalog?
Ur probably in the wrong one
I want to make some text appear on the screen like a nametag but not a nametag. How to approach?
Like tutorial text during a cutscene type of thing
are there any resources for getting AI to get inside a vehicle? I see the GetIn waypoint but not clear how to use it
Anyone know of a mod which has roads tunnels?
Look up Tasks. There are ones for getting in vehicles and such.
Is there a tutorial somewhere for filtering out or adding in vehicles seen in the light/heavy vehicles depots? The same way you would for the arsenal? I'm doing something wrong.
Where do I set which player controller prefab to use on a game mode?
Why does reforger server j not work on gcloud
Ive added the AH6M helicopter mod to my world. But when i publish and play my scenario it doesnt show up in gamemaster?
what should I do to localize hintinfo into other language?
What is gcloud?
Google Cloud Console, Via Compute Instance and VPC
is senario framework a plugin/mod?
No it's a base part of the reforger tools
This tutorial on the wiki explains the basics: https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework_Setup_Tutorial?useskin=darkvector
was wondering if i could start with confict everon and modify it to my likeing instaid of redoing the senario
with amra reforger tools, as soon as i load the arma reforger .gproj it gets a game crash and says a few different things, followed by "Exception: Access violation. Illegal read(from xxxxx<<<ID number)" ... I do have 14700k, but bios has been updated a while now, i have had some issues with it, and replacement comes tomorrow... im assuming that wont fix it, but i am hopeful... just curious what else i can try for now... im able to fire up and load in the project, but soon as i click to "open" it after selecting, it crashes... i can provide any logs needed.
Why do the rocks lose their collision capabilities when upscaled and how do I fix it?
How much are you upscaling?
When we getting some proper assault boats? My boys are getting made fun of out here.
A lot, lol, using this as segments of a mountain
I know how to make items stackable, but this way does not let you drag the entire stack or split stack. And ive seen items (cant remember if they were modded items or not) that had a 'half stack' option in the inventory. How do you make that?
Hey everyone! 👋
I'm working on a post-apocalyptic survival mod for Arma Reforger, and I'm using the Bacon Ravage mod for zombies. I want to make zombies spawn when players get close to certain areas, but I'm running into an issue:
Error:
When I use the Bacon Ravage zombie spawner, my dev tool crashes and gives this error:
Exception: Access violation. Illegal read by 0x7ff6f111eba7 at 0x22c
Does anyone have experience with Bacon Ravage, or know how to properly handle zombie spawning in Enfusion? Or maybe a workaround to avoid this crash?
Thanks in advance! 🙏
How do you be able to use ESC key when in game mode without exiting to edit mode?
rebind to eg. shift + esc
Thank you much.
I know how to make items stackable, but this way does not let you drag the entire stack or split stack. And ive seen items (cant remember if they were modded items or not) that had a 'half stack' option in the inventory. How do you make that?
saw i had low disk space, when i shouldn't, come to find out it was logs, just deleted like 130GB of logs. idk man.
How would I access my old mod if I have the files. I’d like to update it
should be able to open it in workbench and publish and update.
you may also consider putting it experimental for upcoming 1.3 update (TBD)
Create a new mod, copy in same guid as your old mod, make sure version number is higher than last update when publishing
Is there a way to make the ActionManagerComponent show up on worn clothes, Its basically a vest IED and the actions are there on the ground model but when the player puts the vest on there are no actions.
Oops nvm the bomb component needs to be a slot
I know how to make items stackable, but this way does not let you drag the entire stack or split stack. And ive seen items (cant remember if they were modded items or not) that had a 'half stack' option in the inventory. Would you mind asking me how i would make that?
any tutorials or wiki pages for localization and scrhintinfo modding?
Hey everyone, i'm working on some dev specifically on the AI driving. I found this video on yt, do any of you know if this driving test and road debug visual code is available anywhere? Would appreciate any info you guys have: https://www.youtube.com/watch?v=Akv7I4NcwoA
i was able to prevent the crashing when opening projects (Access violation. Illegal write by 0x7ff7113f5f28 at 0x7ff7113f5f28) ... now sometimes it just happens when i save... luckily the save is successful, so i guess its not a huge deal, yet... but damn would be nice to nip rest of it in the bud
this is very interesting... following to get info aswell
Did you already check the Diag Menu?
How do I scale non uniformly?
Script, scale the transformation matrix
Is there a setting in the debug menu to visualize light direction? Like a wireframe around a cone for example
anyone know what mod causes the 2 slots on the right hand side for clothing?
I'm gonna guess zeliks mod
Is it possible to do team project in arma workshop??
you can set contributer, I think they can also update the mod on the workshop when set
@warm mirage
?
Ah ok ty
hold WIN+ALT when in workbench
There are ai debugs
Anyone how know where i can find any info on creating AI vehicle patrols? Non scenario framework
is there a reason that alot of modders dont allow derivatives of their work? its not like they can monetize their mods anyways?... i get that they put alot of work into it, but why not share the love and see what other people can do ontop of your work?
I can only tell you from my own personal experiance.
It already happened to me multiple times where someone would just copy > paste script's/feature's from my mod, re-name all the tag's to it's own and tell ppl what awesome new mod he has just created and how much time and effort it was to get everything done.
I've already tryed multiple time's to have my stuff open without any restrictions but some ppl just look at it as some kind of invitation to rip stuff from it and selling it as their own to others.
That's why i use ND in the first place.
Will not protect anything from getting ripped, but at least you can take action in case you notice.
is there a way to add my roads that I've placed to the map?
any idea why my vic collapes intro the ground if i up the weight above 2k? i already made the suspension stronger but it doesnt matter it colaspes into the ground and if no tthat it starts to move on its own , but under 2k weight non of this happends
youd think there could be implemented some sort of digital watermark you could lock on there that cannot be removed. rather than just so black and white.... shame that people are shitty like that, all for some recognition from people theyve never met online. . . I just want to help make a good game even better, I suppose I could always talk to a creator directly if im THAT interested in some sort of collaboration.... Also I still think modders should be able to make $ from their work... i suppose the next best thing is making your own server with your mod and having VIP slots or something. . . either way, its alot of work to be dedicating for free! just my unsolicited 2cents
hey, i need a hint :) #reforger_experimental message
someone maybe have an idea to solve it? thx :)
howdie :) someome know what the problem is and how to solve it? i dont get it.. :( - thx for every kiind of help yoa! :)
you placed roads and they arent showing up?
yea on the in game map they do not show up for some reason
gotcha, i havent made a paper map yet sorry i cant help
best i can do is link this and hope it helps https://www.youtube.com/watch?v=txGIPC2WC64
Yo guys, hope this video helps you out. With making you paper map. Comment if you have any questions.
Join the discord: https://discord.gg/gXrHXZgU58
perfect - thanks!
I know how to make items stackable, but this way does not let you drag the entire stack or split stack. And ive seen items (cant remember if they were modded items or not) that had a 'half stack' option in the inventory. Would you mind asking me how i would make that?
Does anybody know how to add compositions and fortifications to FIA campaign building menu?
If i remember right you got to add it to the Free roam building file
I'm not quite sure what file you are talking about.
I checked pretty much every file that has freeroambuilding in its name. No sign of something that defines what faction can build what.
I know that one. But there is no way to define who can build what. At least I'm not seeing it.
Maybe change the faction affiliation to fia
I'm not quite experienced in modding. What do you mean by that?
Right click the E prefab you want to add to the fia duplicate it then edit prefab then find editable entity component in UI info change the faction to FIA and under Authored Labels change the Faction US to Faction FIA
Then add it to the free roam building thing from b4 and you should see it in the building menu for the fia
I will try that. Thank you 🙏
Alright it works, thank you. But is there a way to edit these settings any quicker? Changing about 30 compositions is quite a lot work.
Legend, thank you
does anyone know what collider is used for a bridge or something that lets vehicles drive over
Jus look at the vanilla ones
Hello, i recently made a few mods and in the screenshots/videos i used to present them, i have other mods activated like RHS, Simple Autumn and Rayzis Optics, is it fine or should i do the pictures on the vanilla game? I just want to make sure i'm not breaking any tos or ip
kinda. Create an override and then save it as that adjusted version. Kind of like making a template if you think you will use those items in the future.
Yeah i have no clue.
Guess this will remain a problem like forever.
Big game companies are affected by this as well, so if they can't get it fixed how could a little modder. 🙂
Luckily it's not a major problem.
It happens from time to time.
Also i think there are quite a lot of ppl without even knowing anything about the existence of license at all.
So yeah pretty hard to find a all in one solution.
anyone? :)
I pretty much did that.
Thank you.
But now another problem. This time a bit more complicated.
I'm trying to add the FOB flag from the Overthrow game mode to the FIA headquarters composition.
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I got the FOB prefab from the mod to spawn with the composition yet the old flag from the composition keeps spawning too even though I deleted it in the composition.
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No matter if I place down the FOB on it's own or the edited Composition with the FOB, there is no functionality to it.
Only when spawned through the Overthrow building menu it has functionality.
To clarify what I want to achieve with this.
The Overthrow mod has a FOB, or let's say a fast travel system in form of a placeable/buyable Flag inside the gamemodes own building menu.
Yet I do not like the mods building system that much so I'm working on replacing it with the vanilla conflict building system but at the same time morphing it with the mods fast travel system.
does anyone know how to use the engineer truck in workbench it seems to not let you start building from the back
Construction truck? And you got to fill it up with supplies unless you have no supplies disabled.
Does anybody know what would make my scroll wheel behave all crazy when trying to zoom in and move around objects
like when i scroll it snaps back to the initial location or something
It's a giant map would that be a floating point thing or something? Or did i just turn on some option on the camera accidentally
ye look for camere icon next to perso on top bar
Thank you big turd 420
no problem