#enfusion_generic
1 messages · Page 14 of 1
If a mod is under APL, my understanding is that you (not the original creator) can modify the mod.
So here's the scenario:
- A mod with a bug is under APL.
- The original creator is unreachable.
- A fix can be made as a separate mod that uses the original as a dependency.
Is this an allowed scenario under the intent of the APL license?
https://i.imgur.com/9go5QFL.png everytime i press CTRL this stuff pops upp... anyway to disable it?
This is debug info. Press win + Alt (i think) to bring up the menu and turn those details off.
Yeah it's good to learn your way around them a little.
anyone know what this means in server logs? "05:55:25.817 SCRIPT (W): Warning: No Collimator Controller on this sight"
ENGINE : GameProject load
INIT : GameProject load project data @"D:/SteamLibrary/steamapps/common/Arma Reforger/addons/data/ArmaReforger.gproj"
RESOURCES (E): Wrong GUID/name for resource @"{C014582791ECBF24}Language/localization.st" in property "StringTableSource"
INIT : GameProject load project data @"C:/Users/andir/OneDrive/Documents/My Games/ArmaReforger/addons/WCS_Armament_629B2BA37EFFD577/addon.gproj"
RESOURCES (E): Wrong GUID/name for resource @"{41FA2A08B6971D4C}Language/wcs_armament_localization.st" in property "StringTableSource"
DEFAULT : Loading WB plugins
RESOURCES (E): Wrong GUID/name for resource @"{6C757BA608C89D35}Configs/Editor/PlaceableEntities/Characters/Characters_USC420.conf" in property "m_sConfig"
Anybody know how to get rid of these console errors? They aren't critical I don't think but maybe. Either way want to get rid of them.
Tried resave tool
Tried revalidating steam files. Removing the reforger dependency in "open with addons" and workbench / options window and re-adding
up
You have a weapon that has a SCR_CollimatorSightsComponent but no SCR_CollimatorControllerComponent, which is required for it to work
Can it cause a server to crash
nope
Where is the best place to send feedback / suggestions ?
The feedback tracker.
Bohemia should implement a 3d modeler directly into workbench
God no
As someone who had to use Object Builder to import models into DayZ, yeah no thanks lol. Blender is great
Yeah sorry but that's a terrible idea
They have a blender plugin already that's just fine
fixt it
any idea why I cant capture military bases? Ive set them to USSR and they spawn USSR instead of FIA, they are set as control points
but when i clear them of Ai and approach the area, nothing happens
does anyone know how i can edit a mod i downloaded from workshop and have it as a dependency for my mod, I want to edit the T-72 mod (it's licensing allows me to do that, but how do I do that)? help would be appreciated
you can override stuff by rightclicking it, you cannot export meshes
once smth is overridden you can edit it
I'd rather we have brush-based map editing.
Damn I scrubbed everything steam and everything arma from my machine and restarted PC and installed steam fresh and reforger fresh and made a fresh project with only the arma reforger on it and still get the error. I'm gonna try clearing it in the registry now I guess and do all that again
there is no point whatsoever, there are no reason to create something that is worse, especially since blender is free, and everything else commercially available is going to be better anyways
And introduce tons of new bugs and stability issues.
Thats the whole point
lol
Ok I've scrubbed entire PC and registry of "arma" "reforger" and "enfusion" references
Going to restart PC and try again better be fixed
You're still here.
Yes
Procedural based would be sweet also.
Wtf it still has the reference to my old prefab inside the reforger data somehow
RESOURCES (E): Wrong GUID/name for resource @"{6C757BA608C89D35}Configs/Editor/PlaceableEntities/Characters/Characters_USC420.conf" in property "m_sConfig"
Fk it im gonna switch to experimental tools See if that works
Wow it worked
Does overriding and editing on project still require the dependency mod it came from?
How else would you mod someone's tank if you don't have their mod downloaded and set as a dependency?
So that's a yes. Got it.
Helloy all! I'm wondering how I can tweak this variables for a mesh.
(Especially pixel size filter or Pixel Scale Size)
I can tweak them in the world editor when I drop the object into the world. But I want to set those variables on the object/mesh itself
Then save the prefab
why do I have to be within a certain distance to see other people shooting tanks and stuff?
I have a map where someone else is shooting the same thing I am looking at but I cant see their tank rounds hit?
It's the ammo type prefab, which doesn't have a meshObject component for the projectile. It must spawn it in an Game Engine script or something
up 🥲
its fine, btw you can read what a license contains by clicking on the info when you publish ur mod or just google it..
Er, apologies. I've done more reading and I still can't figure out a way around this.
Trying to: Edit the prefab options on tracer bullets.
Issues: Tracer is not a raw mesh object within the prefab, but is instead spawned via Game script. It also seems like the hierarchy doesn't show in realtime, so I can't isolate what prefab is spawned.
I've edited both the tracer_base prefab, weapon types etc. But none of those contain a raw mesh object, so I have to assume the properties of the tracer prefab are set somewhere else.
Is this simply something I will not be able to access/work-around, or am I missing something?
No MeshObject means your SOL.
Ok, appreciate the certainty. Thanks!
There isn't anything exposed that would allow you to do it from script either.
Yeah, that's what I was seeing. It seems... more restricted here than I thought. Frustrating
You're the first person in like 3 years to even "need" to do this. That alone should give some insight as to why it's not exposed.
One person/one use case isn't enough reason to expose functionality from engine to scripts.
Projectile meshes are in the entity attributes and not a component
We're both well aware of that.
Now you are. You're welcome.
Hi there, iam new to enfusion. i made a car material and uploaded it to the workshop. iam very confused why its ~70mb for just one material and a 3mb picture. I can start the game with the mod, but i cant spawn the vehicle ingame => idk if i have to create some extra entity or something but i couldnt found something on the internetz
Hello - I have a map where we are trying to battle tanks at large distance (1km+)
Is there a way to control the distance which things seem to be getting culled?
ie. I can shoot some tower next to other person and see a blast but they do not see anything
This was answered in terrain channel I believe a few hundred times
Anyone else having problems downloading mods on a server right now? I was getting workshop API issues and now mods are downloading but downloading with empty serverdata.json
are u on linux or windows?
for me on linux (server) i figured out the problem is when start server with other user u need to give the -profile <asdas> -addondir <path>
else hes searching in the user profile on the user u starting it, then its not working
On windows but that maybe it
can anyone help figure out how to get rhs and wcs helicopters to work together? rhs keeps to glitch out wcs helicopters gunner is unable to fire missles
might be the most horrendous idea that ive ever read lol
Is there a way to disable the arsenal refunding supplies for items when a player "reclaims" them?
does anyone know how to disable get out actions
Check playeractions for the vehicle.
how do i debug a memory dump / access violation crash?
Can anyone help with an issue I'm struggling with relating to configuring modded content in game master/entity browser?
I've added the 'SCR_EditableEntityComponent' and successfully managed to add the modded content into the game master/entity browser.
However, when selecting and placing the object in-game it is not moveable after its been initially placed. Secondly, searching the name of the entity in the browser does not return results in the filter search bar, so you have to stumble across it by selecting specific filter parameters.
Thanks
someone around trhat knows a bit about the resource stuff for vics that could help me out for a moment ? i can store supplys but i cant put them in or pull them out even tho i have set it up the same way as the base game has on any other vic
Is there a config file for the build menu.. not the one from hq.. the entrenching tool one.. when we have the tool out it shows press B to build.. id like to add more items to that build menu.. but is there a config file for this? If so whats its name? 🙂
Anybody know if the guy who makes central economy is in here?
hi that’s me yes
I was just curious if there is a way to add more categories do I just need to modify the script
Modify the script, yes. I might could make it easier to do so in the future, but currently gotta mod the enum script that contains the categories, yes
Okay thank you very much
The answer to this for those interested is to add 'RplComponent' to the prefab for the ability to move the entity after placement.
For being able to search for entities in the enitity browser in-game you need to follow - https://community.bistudio.com/wiki/Arma_Reforger:Mod_Localisation
Hello, how can i add a video or gif or png sequence in tools ? Thanks
How to make this light actually emit light?
Is there any documentation on the cinematic timeline?
anyone know how to change the amount of time that decals remain? i would like to make a mod where the decals stay for longer, but i don't know where to start
Anyone know what would typically cause GM to load indefinitely?
Anyone know what this means "Not the only AIWorld present in the world." But i only have one AIWorld
Ha! Good point. Why must my brain be so bothered by the big tracers... I don't know.
They're just so chonky! The mesh itself is like 15cm wide and 2m long. So goofy looking
quick question, Is it possible to make a weapon invisible when I holster it?
add this please
No you
Pretty sure that's just a tick box in one of the components on the character.
Yeah, but I would like to make just one specific weapon not visibile when holstered.
Because I cannot fix its position on the characters back and it looks bad lol
Hahaha the error message wouldn't lie to you. I think you have another one somewhere. I love the last part of the reason for the crash: make sure you know what you are doing.
It's the same error message that PianoMan gets in his video here https://www.youtube.com/watch?v=fYs6fpEsFvY&t=819s
In this video I will show you how to setup GM mode and the the biginning of conflict. I will have a second Vid out on the conflict game mode, map markers and the in game map. Hope it made sense and that it worked. Enjoy!
Discord: https://discord.gg/deNQHqJAQE
As far as i can tell there's no other AIWorld in any layers, it's a weird error that doesnt even come up all the time
Does anybody know where the slot is to put the faction base group prefab? I've seen it before but I can't find it right now. Checked faction manager, Loadout manager, game mode, character prefab and the faction conf files. Not the playable group prefab. And not the AI group prefab.
I have gotten it too and I feel like it is just somehow thinking there are two when you either enter or exit the game mode it might see two for just a brief moment somehow
Hey guys! Looking to make some custom loading screens for my server! I cannot find ANY information to help me. im very new to this
any help?
For loading screen you will have to do it from Workbench aka Arma Reforger Tools. It will be in the mission.conf as
oh god. okay so i am using a modded map @smoky sinew Would it be the same deal? or would that havee to be a dependency. im like brand new with this, just uploaded a png to the workshop lol
I think the only way is to upload one. You could try this mod, I havent tested, and see if that works for what you need.
https://reforger.armaplatform.com/workshop/5C774D48388FBB94
otherwise yeah, you'd have to make your custom version on workbench and upload. Adding the mods like the map, as dependencies.
imma give it a shot
Found it. Everything is read only however so a little confused on importing my image to make it the background. ill mess around with it more tommorow. Thank you
@smoky sinew
Hey it looks like its a tree of folders and it seems like it tries to overide the vanilla setup. gunna give it a shot
hey everyone, i've been playing gramps pve conflict with the linear add on with a few friends, which was great. However i've been wondering how to change the map for this scenario. I can't find anything in the workshop and was wondering if its possible to just copy the scenario and past it onto another map in the editor?
Also when using the prefab library what is the difference between 2 the 2 prefabs? It duplicates it into the PrefabLibrary folder but not sure what the difference is
hey folks, currently setting up custom conflict mission and would like to know how to remove rank lock on vehicles, cheers
You can literally get a camo m16 carbine with a holo on it in vanilla reforger buddy
It's not really the rifle I want in vanilla! I just wanted the option to put a flashlight on it and also a better sight than the ones we have in the base game.
This model itself is from the same era as the Arma Reforger
It would be really cool if we had a variety of equipment for our rifles in this model, since they are taking this issue so seriously.
You can make whatever attachments you want all of the components are there for it
Is there any loading system like can I go to a Zone and have it load a new world?
Are there any tools available in world editor to lock an object in place so that it does not move after starting? Need a BTR to stay exactly where its at and not use physics
Make it kinematic on rigidbody component
Thank you so much thats exactly what i needed
Cheers
This is the wrong Channel if you are looking for them to add things to vanilla. This is for modding
Got another question for you, no worries if u dont have the time. Im trying to film using the cinematic timeline. When i go into preview all the sudden there is an american soldier in the way. I think he is the "driver" of the BTR and it has something to do with the BTR placement since i didnt see him before i moved the BTR. Any ideas how to move him, keep him inside BTR or just get him out of the way lol. The BTR is scripted to turn on headlights and other functions on a keyframe so idk if the game added him due to those parameters or what. Thanks either way
I do not know that one sorry. I would start disabling components on the BTR and see if you can find one that he makes it not happen and then tweak that component.
Or just go through them and see if you can find anywhere that there is Soldier prefab on
Or you could maybe see if there was a more basic version of a BTR without characters
hmm ok deleted BTR and he is still there. Can't seem to find any entity's for him and he only spawns in when i preview cinematic timeline. Weird. Idk if there is a way to pause cinematic timeline and inspect entity's to find out where he's coming from. He's a ghost 
Yeah probably something on the timeline but haven't used that much really yet. Pretty new to enfusion but used several other game engines.
lmao figured it out. Seems like the freecam you use to move around the world is a character. Wherever you leave the freecam before hitting "preview" on cinematic timeline, there will be a default soldier there😂
Now I just need to figure out why the weather does whatever it wants during cinematic preview and it will only have taken 3 days to capture a 10 second cinematic 😭
Haha nice.
Anyone know component name to make a vehicle (BTR) fire its main gun?
Hey there,
I'm trying to get Arma Reforger Tools to run on Proton with the Following arguments:
__NV_PRIME_RENDER_OFFLOAD=1 __GLX_VENDOR_LIBRARY_NAME=nvidia DXVK_HUD=1 PROTON_NO_ESYNC=1 PROTON_NO_FSYNC=1 DXVK_FILTER_DEVICE_NAME="NVIDIA" %command% -forceUpdate
But once I open an object in the 3D Editor Tools will always Crash. And also crash each Time I try to reload the Project.
Does anyone run Tools with Proton? Thanks for your Time. Im happy to give you more Informations.
Not per player.
Thanks. Do you think it would be very difficult to do with the framework if I had somebody code it?
Wdym?
Like do you think it would be possible for somebody to write a script or override a script that would make it possible
Loading worlds per player isn't possible.
The idea is have an open sandbox world and then have different worlds like a battle royale World they can go to play but they can enter it from the main world
Or like a death match room and a team deathmatch room stuff like that. Okay thanks
I understand. But loading worlds per player isn't possible.
Okay thank you very much
I could maybe do something where it sends them to a different server with the other modes I'll look into that I guess
I would just look at making the map very big and teleporting them to a new island within the present world
That is a good idea. Would I be able to switch the game mode somehow though
Only one game mode per world I think
But it might be possible to still Wrangle it to work a bit like that
You just make a localized script that is a mini-game, you can define the area in the script for each island and setup a menu to trigger etc... it would require a compenent script dev but it's entirely posible. Seen it done on A3
Awesome thanks man
thanks bro
Np, but I'm going to steal your idea and make a flashlight attachment.
Jajajajajaja
Would it be possible to create a mod/plugin that can emulate different lens characteristics inside of Enfusion?
For example, true anamorphic-specific distortion, bokeh, and flaring?
Disney and Dreamworks are known to have modeled lenses (Cooke S4 Series) inside of their softwares (like Maya etc) for filmmaking and I had a shower thought thinking it would be cool to do if it were possible in reforger - imagine a cutscene that hot swaps the “look” of the scene to an actual anamorphic look rather than just crop the image with an overlay. Or what if there was a way to play in a truly anamorphic point of view for us Widescreen gamers? What if we could change the longitudinal chromatic aberration and iris blade count too?
If anyone knows anything about this as a possibility and wants to reply, please tag me in the replies incase it gets buried, thank you 😊
Probably not without engine/shader access, or with some limitations
How to spawn mines as activated from the get, without having to manually activate while in game?
how do I make/put AI into choppers on enfusion workbench?
@smoky sinew
Figured it out. I just disected another groups. had some trouble but there was a script i had to disable first but got it done
pressure trigger component, theres a check box for it
Awesome, well done!
Very happy! Going to try and see if I can do the loading screen right before. It just overrides both scenario loading and the splash just before the loading screen. kinda annoys me
ahh i was hitting TRIGGER ALIVE not Live down below. Thanks.
the hitbox on the rock walls need to be fixed because if you prone on them, your bullets hit the hitbox
Can I make player do a melee attack with the primary fire button?
Setup a knife weapon but can only melee with middle mouse. Would like to use left mouse if possible.
Hiya, how do I add stuff to a world? Whenever I add prefabs (like spawns or vehicles), the server complains about replication issues. It's always a JIPError about item being missing or different
Add blue prefabs not orange or purple
if i place a truck on my terrain i can use the doors etc but it doesnt drive forward or backwards during play tests - what am i missing?
how do i make prefabs be blue? haha
You said you "add prefabs", so I assume you know where prefabs are. Add blue ones.
How easy is it to animate In enfusion also can you model things in it? I wanna make a mod
Hey bacon how would a new modern start to make a mod and model it I'm doing it on blender unless it's easier to do on enfusion
out of no where my glas that is setup the same way for all 5 windows , 2 out of them now let bullets go through even tho they are all set to 15mm glass and the other dont do it , i have not toucht them since i last tested them where non of themlet it through unless hit enogu hto break , any idea what is causing this ?
they are both setup the same way , same collider same settings same glass type same material
I got feeling it is bounding box issue
the thing is they are setup 1:1 the same
but they are attached to different spot I assume
y
I remember having this issue on sample car but I don't remember from top of my head what it was exactly
but it all worked fine rwhen i set it all up and i tested it tons of times and now out of no where it is not working anymore
I remember it was bounding box though
well, I guess if you haven't updated workbench, then I guess we can exclude magic 😉
even if i replace the one on the right with the lefts mesh same thing happends but i checked the collision the materials and all but nothing is diffrent
bounding box it is then
and how would i be able to check or fix that?
things outside of bounding box will be ignored
I don't remember it from top of my head
thing is it worked fine tho when i tested it all, i didnt change anything on the model or glass in the last weeks
magic it is then?
some bs that changed inside wb i geus
but i cant tell what , i checked everything that i can check and nothing diffrent between the 2
I mean, I don't see point in mentioning that you didn't do anything - most likely it is effect of some action which mostly you are not connecting
i have not toucht my glass since i made them breakable and that a while ago
it is not problem with glass probably
but with entity which is holding those glass pieces
i checked my git updates
those glass pieces are probably outside of parent bounding box
i trested them without anything around it
just glass with the needed comps nothing more nothing less same happends
that what i send ya the screen off XD
?
those are 2 dif prefabs in the world
small one does let it through bigger one not
in world editor
that is world editor..
in scenario where you have been testing them
?
and in such scenario they are not penetrable?
the big one is holding up and not letting the bullet pass as it should be till it breaks
the small one does let them through even tho they are the same settup
they seems to be set to glass gamemat
ok, so collisions are working - I thought bullets are not colliding at all
piece on the left is angled
so effective armor is bigger
well, set it to material with set thickness then maybe?
on this pic thickness is 9mm
they are both setup with 15mm armored glass
Whenever you wanna changed Game material on any collider, first reset Geometry Parameters in Import Settings for an asset (.xob), otherwise new .gamemat won't be assigned and you will still see the old one.
This can be done in two ways:
By clicking with Right Mouse Button on Geometry Params property and selecting Reset do default value option
By clicking on arrow on the right side of Geometry Params property
Once that is done, Reimport resource button can be pressed. After resource was reimported, proper Layer Presets should be visible in the Geometry Params array.
again coming to the point it worked perfectly fine before
i have not toucht them i have not reimported them
can you check it in resource manager?
please, even if its true, stop saying it - its not helping
check what ? / where
assigned materials to colliders
in colliders tab
and then in import settings
as mentioned here #enfusion_generic message
you mean this ?
both are the same tho ( this is the one htat works
upper one is the small window
bottom one is the big window
ill test it with putting the 15mm on for ya but that would be funny 1 one did work and the other not tho ?
sometimes i hate this engine for this kind of magic stuff ngl
and now they dont break no more after changing it to 15mm armor , gotta love it
ill leave it by this before im getting mad at this nonsence , ill give it a shot in the morning XD
Anyone knows what causes this?
I'm looking at duplicating and then customizing from an existing template character prefab - in this case the default RHS rifleman - but I need to have a custom RHS scope spawn in with the kit. I'm able to swap the weapon template prefab out to the M4_UGI 10-inch SBR variant, but I don't see anywhere that I could attach a scope to it, even when editing the weapon prefab itself.
The end goal here is: How do I add / attach custom optics to a character loadout file?
Ideally the unit spawns in with the optic already attached to the weapon - I get that I could use the ItemsInitConfiguration function under the SCR_InventoryStorageManagerComponent to just have the scope added to a container, but I'm looking to have more control than that
question how do i import a charactar from the game to see how animation works also how do i model something with enfusion?
import from the game? you mean export to ur program of choice?
you dont model smth directly in enfusion but you can model with eg blender or maya to then import it to the game
oh didnt know you cant model in the game what about a character from the game tho
whats up with the character from the game, generally speaking modeling etc you do outside of the workbench
i mean like for when i end up making my mod right and model i need to animate reloads and stuff so how would i do that with a character from arma
https://github.com/BohemiaInteractive/Arma-Reforger-Samples
pretty sure you can get the character with the bones etc from here to animate ur stuff and import to the workbench to then use it on the respective model / character
alr thx
never animated smth yet so I cannot give you more intel on that unfortunately
Is there a component for MHQ respawn rules? Im looking to roll back the change to default kits only on MHQ trucks. Wondering if there is a component that handles this or if it's only in scripts?
So far looked in CampaignMobileAssemblyWest.et CampaignMobileAssemblyCargoWest.et and CampaignMobileAssemblyRestrictedSpawnpoint.et with no luck also tried setting CampaignMobileAssemblyCargoWest to use CampaignMobileAssemblySpawnpoint.et with no luck either
I have some questions if somebody could help. I am entirely new to Arma Reforger (and the Arma franchise) but Im looking to mod a map that already exists as a mod. Is there a way I can load it into Enfusion? each attempt i make doesnt work.
Found it in scripts! in SCR_CampaignSupplyRestrictedSpawnPoint ```c
bool CanReserveFor_S();
VEHICLE (E): Helicopter - no physics component!
Why am I getting this error if my Rigidbody component is there
turns out that didnt do it, TBC...
Ah alr
Gonna release this bad boy soon 😎 👍
I have a question regarding which channel is best used to discuss about Cinematics?
Been wanting to get into it but noticed just how there really isnt any definite tutorials anywhere on how to get started
Anyone know who would be the best modder to contact when it comes to character outfits, outfit functionality, etc? Have some questions
what separates a blue, orange and purple prefab? how do i make a blue prefab from something else?
Yeah I don't know what the difference is between them, just saying 'add blue ones' when I'm asking how I make other prefabs into the blue ones is really not helpful here
ideally don’t dm people. asking in the relevant channels will get you the answers more often than not
Not looking to DM anyone
i assumed that is what contacting entails
Can you describe how you have added prefabs to your world exactly?
if a map is under a APL are you still allowed to modify placements of objects?
has anything happnd to colliders recently i cant seem to find one thats working for a vehicle anymore
Seems like anything I try, the ability to spawn at a MHQ with a custom loadout is hard coded to false? I've done overrides on anything I can find related to custom loadouts, but every single time it comes out "Default Loadout Only."
VEHICLE (E): Helicopter - failed to load! (@"ENTITY:4611686018427387927" ('Helicopter_Base1', Vehicle)
Anybody know why this is happening? I'm just using the helicopter base, attached a mesh, and a seat component, and they can sit in it fine, but I cant start up the helicopter.
did you setup the vehicle simulation
There is a clip on youtube explaining it exactly. From BI devs aswell. Cant be that hard to find
Get #ArmaReforger now ➡ https://reforger.armaplatform.com/buygame
Community videos and cinematics (also known as machinimas) have always been a part of Arma and DayZ platforms. Vladimír Jaške, director of the #ArmaReforger launch trailer, will show you step-by-step tutorial workflow for creating awesome cinematic and VFX effects in the next gen...
hi guys
how can i prohibit putting smth on the ground?
i want remove the ability to put resources on the ground (in conflict)
Folks, is there any documentation on the file format used for the .topo export when you make a map? It's got to contain all the vector information, as it overlays on the base RASTERIZATION tga, but I can't find any info on how we might interpret this or create a high resolution raster image from it
Hey everyone, I cannot seem to get "reforger tools" to pop up in steam.. im pretty sure I had it at one point but may have deleted it from my library. Is there a way to recover this? I want to build maps lol
In the top left of the library window there's a drop-down that you have to check tools on. Only games is on by default
Hey guys, extremely new to the reforger tools - I am looking to make a mod that allows me to EXCLUSIVELY change the volume of weapon sounds etc. Have no clue where to start and couldn't really find a good tutorial. Anyone got any solid help please?
alright, i got several hours in this project and after experimenting with a new faction all my ambient spawns are now FIA. i mean when i play the scenario in the tools all the spawns that are set to ussr and even show my ussr characters on the ground, but the game shows a green icon and they flip the ussr points to fia... what did i manage to screw up that i cant find to fix?
hey so when i make my own game through the editor and copy the base settings for conflict and publish it and add the scenario id and the mod to the server host config but it doesn't let anyone join like you cant join is there a step idk about or something
I wish this game had a sort of animation/bone editor so you could make cinematics within the game or like screenshots
Why would my cinematic character track not be working?
Why i can't add some mods to tools proj... - Addon 'Metabolism' dependency '5D6EBC81EB1842EF' can't be added :/
Hi, I'm modifying a map for a PvP conflict and I'm having some problems with the radio connections between the bases. Can I ask my questions about my problem here?
I'm still trying to figure out the handguard issue with my MP5 addon.
Apparently the overall issue was that the attachment type for the handguards and the mp5's got out of sync. I fixed that I pushed an update. Here's the current problem:
✅ In Workbench (both stable and experimental) the handguard is on the gun out of the arsenal and Bacon Loadout Editor (BLE) as expected.
✅ In game local scenario with the mods, and bacon loadout editor. The handguard is on the gun from arsenal and BLE.
⛔ On the live servers I play on. The handguard is still not visible (until you move the weapon to your secondary slot and back). Despite it being the same version as the previous two.
Any recommendations of what to possibly look for to diagnose this issue would greatly be appreciated.
I have had some issues like that with certain weapons, it fixes whenever you cause the model to update at all. Idk what causes it..
do all files need to have an accompanying .meta file? Just curious since I was able to add some .wav files to an acp and it didn't register the files so no meta was created, but it appears to have worked and picked up the files in the published addon anyway?
Will need some more info about what exactly isnt working but for starters i dont see your "scene" in the heirarchy which is strange unless you have filters on. I usually throw all entities for a scene under the scene as child entities so maybe that will help
I have to suggest to Enfusion engine devs, to make a preview character that appears when adjusting things like get in/get out positions, or even seating positions
Any idea why my custom stuff isnt appearing in the arsenal? I Duplicated the Configs-EntityCatalong-FIA-InventoryItems_EntityCatalog_FIA and added my items as I normally do but this time when spawning the box nothing is actually in it aside from the base game shit
NVM I have a bit of the tism. I accidently duplicated instead of overriding the entitly catalog
Anybody know how to get WASD input? I've tried using GetCurrentInputVector but it only works if you are walking. I want it to work no matter what, even if in a helicopter or car. Using Steer and Clutch also won't work. I also don't want to get straight from the keyboard, since I want it to work for all devices.
The class CharacterEntity has what I need maybe, but there doesn't seem to be a way to get it.
Hey everyone, I'm new here and just starting out. My first main question is: When creating a new gamemode, how can I tell my Mod to Inherited and use the Eden Prefab world?
Could I get some help with this?
I just did this armband in Blender. What do I do next?
Hey, I got a qq for someone who has experience with this issue. I am working on a map for a conflict gamemode, thoughw hen I tested the base building, the camera snaps to the ground. Does anyone know of the solution for this? The game master and Arma vision cameras are perfectly fine, just the build cameras for bases is messed up
Ah, nvm
Had something to do with me editing the .layer file manually apparently, but now setting the bounds for my map won't save.
Just resets back to whatever the engien wants it to be
Hi guys, tell me I'm modifying a map (I'm new to Enfusion) to make it PvP Conflict. I'm setting up the base with the radios, but the radio signals are way too large, even if I set the transmitting range to 10. As soon as I place a radio relay, the range is way too large.
I don't know if that's clear.
Sincerely,
Hello, this is my first time working with The Enfusion Engine. Always had a passion for making maps. So, I'm finally giving it a try and I'm loving it. I'm 85 hours, learned a lot but still picking up new tips and tricks.
One thing, I'm not able to wrap my head around is street lights.
When I placed them down to start with, it showed the lights working but the moment I entered the preview mode. The lights stop working, and then they don't work after that, even when not in the preview mode unless I replace them.
I'm not sure if this is just how the engine works, to save resources because clearly is doesn't render entirely the same if I were on the actual game.
@candid laurel you can just add an arsenalbox and then change the MeshObject if you want. https://i.imgur.com/EIJQqUv.png Otherwise looking into the ArsenalBox prefabs and take a look through the components to see how they work if you're looking to do something more specific. just gotta tinker
hi guys im new to arma and arma reforger, i love the game already and specially the sandbox possibility of it, its truly game changer for me. I was wondering if anyone could point me out on how to start making building mods? I am really interested in making buildings and props for the game just for fun and test it.
figure out what you're interested in and drill down into that topic. The modding wiki has some resources and some basic tutorials https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding
Looking at the base game things to see how some of it works will be helpful, same with opening mods from the workshop to take a look at the way people do stuff.
when you tried everything you can and still cant figure something out, ask in the most appropriate discord channel and most times you can get some guidance to nudge you forward. Be sure to search variations of your question first to see if its been asked 100 times already and answered :P
thank you i appreaciate it. Also, i heard that its way easier to mod in this game than it is in DayZ is it true? I came from DayZ and i wanted to learn how to mod for that game, but i felt like everything was too old school and difficult, so i gave up. Is it easier to mod here with the tools provided?
Don't know. Lot of factors would go into that, personally haven't modded dayz. Regardless you'll need to put time in to get results ya know?
yeah for sure
is there any video tutorials for this too somewhere on youtube? I learn better with videos cuz of adhd
100%
mmm I get the videos learning being easier for people. I'm not sure specifically, the videos are kind of spread across discord channels for the various topics. You'll have to do some sleuthing on that front to find some. the assets category in the wiki should have enough info to get ya started. Then you can look through the models and textures channels, maybe pinned stuff in there to help but im not sure
okay i see, makes sense. There is a lot of tools there in the wiki, but i don't see none of them talking about object builder or somethig. Unless there is more tools? (im looking at the ones that appear at the top)
these ones
well you want to model a building and then make textures and then bring it into the engine right?
Basically yeah, its not world editor i think
blender
So you'll need to create the model in 3d software like blender (free) and then create textures for it and then you take those creations and bring them into the workbench to configure in a project. then you publish your project once you have your items all prepped and setup
which one is the workbench? Is it the steam tools one? im sorry for asking obvious dumb questions.
yes. arma reforger tools/enfusion/workbench
Thank you, already installed it.
so if you wanted to. you could find a 3d model online that is free (and check the license on it), use that model to practice along with some of the wiki tutorials like importing assets/etc
Then eventually you learn blender to create your own assets. and on you go.
I kinda know a bit of blender, alreayd did some moddeling for DayZ before, just gave up because of how hard it is to script the mod itself. (was doing a collectable mod at that time). And unfortunately the DayZ tool (dont remember the name of it) was too outdated for me, its like i was in the early 00's ad it was hard to mess withh the LODs, values or weights whatever it was called. So figured maybe here it will be easier.
It'll still take time to learn and figure things out but if you keep chugging away I'm sure you'll be alright. Just start small and simple then work your way up
Also being a game master is too fun, can't even stop playing around with things man 😂
anyone had any luck getting enfusion to work on linux? I swear I googled first and searched around in discord, but discord search sucks
it's the very typical unable to locate base game issue; even when I point it at the ArmaReforger.gproj file in the base game
Looks like it isn't natively supported. there was a comment about using proton but not a clean solution. Havent seen any official comments about it now or future plans
okay derp; I did it a bunch of times and this last time it worked; must have been clicking the wrong one
for the next person since it's running through Proton and pretending to be windows:
My Computer
Z:
Go find your steam directory; mine was in `\home\yourhome\.var\app\com.valvesoftware.Steam
data\Steam\steamapps\common\Arma Reforger\addons\data and select the file in there
is there a way to snap objects one to another? Like, i wanna make a bridge but its uneven.
also if i move it while its in the air, it will go back to the height of the terrain and i dont want htat
not unless you script it
thats probably because the object your moving got land contacts, uhm not sure tho
script it? how do i do that?
in the script editor
you just cant snap objects, thats the short answer.
Unless your familiar with scripting you wont script it just like that
yeah im not nevermind, that sucks tho :\
hey im new to all this was just wondering is it possible for me to edit my server as it already is with objects already placed in GM? the server has mods on it too
question, we used to have dismemberment/gore mods what happened to them? is this against TOS? if its not against TOS i wanna make my own but wanna check first
does anyone know about the profile folder that seems to be popping up in my mods now? i looked in the file structure page in the wiki and theres no mention of it
That's your workbench profile folder and it's been there since the beginning.
ok, i guess i must not have ever look into it before, thank you man. also i thought the blue dot on the UI Info drop down box meant its been edited but Pilot compartment base is a locked file in the reforger files so i dont know why its upset about the GetInDriver.conf file in there
I don’t believe like blood and then bone objects being spawned like a person exploding is offensive in that means. But like full limb tearing or gore gore guts etc yeah probably.
i was thinking more limb detachment. will forget it now thank you
Object builder. I liked it a lot better than blender
Reforger is way way easier than DayZ
Unfortunately limbs can’t be sliced off normally you need a model for that
thanks a lot dude - I appreciate that!
🍻 🖖
Exception: Access violation. Illegal read by 0x7ff6a779d154 at 0x48
Anybody got any experience with this error? It happens when going into play mode with a game mode in the scene. Does it with deathmatch, capture and hold, and other game modes
Play from camera position loads fine, but not if I spawn the player. The last thing in the log is it loading the player camera when it crashes.
You liked it more than blender? Really? Dang, to me that was a pain in the ass but maybe it was better because it was around the game itself and not around other things like blender is.
Blender is so complicated and I am not a 3d modeller by any means. It is over complicated to a dummy like me, I could import things so much faster in OB. The controls made much more sense.
I see
its not allowed to make money with using tools made by bi, in this case reforger tools.
Basically its against tos to accept commissions.
Outside tools thats possible like doing work in blender or scripting without using tools
would be #creators_recruiting
I’m trying to figure out how to remove the “command tent” from a campaign military base used. Like the bases from a PVP scenario but either another object or it’s just an invisible object like the managers. TIA
What is that? (And how i can control that)
Are detachable bipods planned for reforger or is it arma 4 stuff? I tried to search bipod but im not seeing the answer
My knowledge of coding and scripting is almost non-existent, i have seen the guide on RHS, but the part on how to make the bipod is missing for now. T_T
Have you tried hovering mouse over those numbers? 😉
it tells you how deep such component is defined. 0 means that entity/current prefab level has this component assigned
1 means that parent of that prefab has this component defined
2 means that parent of parent has this component defined
3 means that parent of parent of parent has this component defined
4 means that parent of parent of parent of parent has this component defined
What does 5 mean
Error: HTTP Error 400: {"type":"error","error":{"type":"invalid_request_error","message":"Your credit balance is too low to access the Anthropic API. Please go to Plans & Billing to upgrade or purchase credits."}}
Sorry for stupid quest* But thank you very much for answer
I was briefly considering asking that, glad that you did. Great minds think alike. We are both retarded.

I'm currently making an armband thing and was curious to ask. How do I fit it in an extra slot like the other armband mods?
For modded servers like WCS, would it be possible to generate a long hashcode which represents your current inventory? That way you could cut and paste it back into the UI to shortcut rebuilding your loadout?
Sure it is
But if you run a server that trusts user input for loadouts then I'm not playing there lol
yeah but all it needs to do is provide an encoded fingerprint of a loadout. If it doesn't match, it can't give you the loadout
Servers like WCS can implement loadout sharing where you can have the same loadout on servers running the same mods without the users doing anything
Need some mf better documentation on custom game modes.
If anybody knows any other documentation / resources for this please lmk. This is all I can find and it's way light.
Can the next workshop please be about setting up a custom game mode from scratch? That's what we need.
Using the gamemode base prefab, not any other ones
Custom game mode? You'd need to create the game mode yourself. This will likely require scripting.
Yes but before that they should show us how to set one up from scratch instead of just giving us example prefabs.
Would be insanely helpful.
You create a custom game mode by creating it from scratch. Using scripting. Extend the game mode base class.
That's further down the line dude. I'm simply asking them to create the plain game mode example from scratch.
Instead of just providing the example prefab.
Just to get it functional and spawning nothing else.
What's a plain game mode? You can copy the setup MPTest has
Can't use copy / paste from example scenes
You gotta learn somehow. Deconstruct the example game worlds and see what classes are on what entities
Yep and it would be 1000x quicker if they just made a MF video showing it
Well then you can create your own world the same way mptest is. There's like 10 prefabs.
Each prefab can have various diff components depending on the example scene.
Need them to build each prefab from scratch and tell why they are adding each component.
I'm not asking for anything radical lol. It would speed up the learning by insane amounts but apparently it's too difficult or peeps are too smug.
Well, when you figure it out, be a good person and write it up for us
I absolutely will and make videos
Ah you want to know the behind the scenes and the why as opposed to just adding a game mode to your map. This would take a lot of time to do and vast majority of users don't care.
But its dumb af that it doesn't exist from Bohemia already.
It's literaly going to take like weeks or months when it could take a couple hours with proper instructional material.
I don’t know, it’s going to be one of those areas where you’re stuck between simple and advanced
It's great that you want to understand how the game works but I don't see this as a priority for devs because only maybe 1% of users want to go this deep or even less
it might be interesting to see what subclasses SCR_BaseGameMode and work your way up
It's not something that takes hardly any resources from them though.
Is time not a resource?
The right person could do it very quickly.
Or, they could do things that most people want first
https://community.bistudio.com/wiki/Arma_Reforger:General_Game_Mode_Setup
and
https://community.bistudio.com/wiki/Arma_Reforger:Respawn_Setup
are all I can find available so far
Not nearly enough info on them
Then work at it the other way too. Take a sample gameworld, see what prefabs implement game controllers, and join up the understanding, that’s what I’d do
Who can I contact to see if I can be paid for something (not using any BI assets) without any risk of being banned by BI because of suspicions ? I'm trying yo find an official member of BI to clarify that for me before starting my thing.
What I want to do could be miss interpreted
Yep that's what I'm doing, but can you understand how spending 200 hours on it instead of having proper instructional material is mf irritating?
Literally have one dev create the MP_Plain mode on a video from scratch. That's it.
I don’t know what you expect to happen. Maybe someone could link you to a hidden page you didn’t know about, but it doesn’t seem like it. There’s no shortcut, so it sounds like you just need to roll your sleeves up
It sucks, but that’s probably the way things are
Already doing that bro and that's what will continue, but to me it seems like a glaring hole.
Brain just fried atm haha all good
The worst part is a video about the current setup might get outdated very quick, especially before the 1.3 update
Yeah that is very true
I will just have to start from the very very ground up. I will make great videos about it when I figure it out
to be fair the man has a point. now I'd be able to fill in a wiki over a month, that would've saved me at least a few hundred hours in workbench. however, now that I have the knowledge, I have no incentive to do that, because I'm interested in actually making mods, not making knowledge bases, especially since it should be BI job, and I wouldn't get paid for that.
just think about the number of working hours wasted across all other modders that had to went through the same process.
I dont consider them to be wasted since I enjoy it
If everybody acted in their own self interest, this would be a shit community. Bacon helped me out a bunch when I was first starting out with an idea. Gotta pay it forward
Hi, Does anyone know the mod that gives extended ranks?
Hi guys, tell me I'm modifying a map (I'm new to Enfusion) to make it PvP Conflict. I'm setting up the base with the radios, but the radio signals are way too large, even if I set the transmitting range to 10. As soon as I place a radio relay, the range is way too large.
I don't know if that's clear.
Sincerely,
Lies
Tell me more. I only see copy text or whatever when I right click anything that's read only.
Yep that's exactly my point. And I'm not bitching it's all cool but they would literally save hundreds of thousands of hours of people's time collectively if they spent like 5 hours of their time making a video one time.
And I get it that apparently most people are using it as a mission creating tool or whatever, but I want to use it more like a full game engine.
Most people are using it in a way it wasn't designed for. "Missions" are not this games design really. This game was designed for game modes with game play loops.
Does anyone have a script or method for a camera within cinematic timeline to follow a projectile? Have a character entity keyframed to fire an rpg and i want to track that with a camera track
Watch the video from Bohemia VFX artist how he made the trailer. He attaches the camera to the btr. Just do that to the projectile I imagine would work.
ok. Since the projectile/rpg are not their own entity, any ideas how that would work?
Can someone help me figure out how to have an objective without the command tent?
How do I make another object an arsenal?
They are prob a prefab but its spawned when it shoots not just in the scene already. I think probably a small script might be the only way but idk just a thought.
You could try just putting a camera on the projectile prefab and see what happens at least.
yeah i ended up just creating the pg7 entity and attaching camera to that. Only issue now is the camera rolls with the rocket😂
haha always something
How to adjust order of spawn points on respawn menu? I had them named A,B,C etc but I added one and then swapped the order(to move the new one higher up the list) and now it is at the end of the list again.
EDIT I added each one to a separate areas and numbered those areas. Order arrangement solved.
Surely I'm missing something here when it comes to setting up the sights on a GL.
I've tried manually setting the offset and angle for 100,300, and 400 in hopes that would help figure out the rest but its widely inaccurate. The vertical visual offset and the angle seperately impact accuracy too much.
How are you supposed to, in good faith, set up a colimator? Just trial and error? I have it animated properly based on the sightelevation, the issue is the user's visual representation.
Dont bother, zeroing UGLs doesnt work automatically and doing it manually is never good enough
Camera doesnt even follow angles of the pivot and just stays upright weirdly
anyone know if theres a way to change the default material of a xob? I'm trying to make a new tracer color
How do I save a read-only file?
I'm trying to alter a mod with locked symbol in the project view, and save it but it doesn't let me
make a new mod to overwrite that mods files
should I have that mod as dependency?
yes
Just range it and ain’t half a mm lower?
how do I add that mod as dependency then?
Try it
@empty nexus I haven’t played modded in a min I was suggesting rather than questioning.
idk if it works tho
@empty nexus your loadout editor is amazing
Thank you. Try editing my m4 in it 
does this even like. Is that even a thing that exists
already tried, works great. Trying to get into modding myself:)
No you cant override xob
so id have to recreate that mesh somehow then
wait… THEEE BACON 🥓
👂🏿👁️👃🏿👁️👂🏿
👄
But you can edit the default tracer materials
i know, but i wanna make a new tracer variant, not just recolor all red tracers to a different color
so i assume make a new mesh?
I think so yeah
figured it out, just "add existing project" and choose the mod
Alternatively you can try one of those
oh my god Yes
im tryna make ah64d's tracers... not trace lmfao,, be a non glowing projectile!
(👂👁️ _ 👁️👂)
👃
👄
I L
💪| |🤳
🫁🫀pp..pp.pp
🦵🦵
also bacon, quick question about zeroing type, what does camera turn mean?
that’s big ass ones sent flying in ur direction would scare tf outta me
no clue sorry about that
Can someone help me figure out how to have an objective without the command tent?
How do I make another object an arsenal?
how does one import fonts?
got it! pretty damn undocumented.. lol
Anyone know how to make the MHQ truck able to use custom loadouts? Everything I've tried keeps telling me Default loadout only...
If remember in Arma 3 all you had to do was copy and paste the existing proxy setup and it just worked. that's dissapointing.
Anyone know how to get supplies and vehicles to NOT reset when you restart a dedicated server?
Hi to all 👋
Does anyone know how to start Conflict game mode on map MpTest_Basic?
Now I constantly get this error:
Virtual Machine Exception
Reason: NULL pointer to instance
Class: 'SCR_RoleSelectionMenu'
Function: 'InitMapPlain'
Stack trace:
scripts/Game/UI/Menu/DeployMenu/SCR_RoleSelectionMenu.c:214 Function InitMapPlain
scripts/Game/UI/Menu/DeployMenu/SCR_RoleSelectionMenu.c:116 Function OnMenuOpen
scripts/Game/UI/Menu/DeployMenu/SCR_RoleSelectionMenu.c:474 Function OpenRoleSelectionMenu
scripts/Game/Respawn/Menu/SCR_PlayerDeployMenuHandlerComponent.c:119 Function Update
scripts/Game/Systems/DeployMenuSystem.c:59 Function OnUpdate
youre probably going to have to add all the components needed for conflict mode
i got a question, my world editor and a couple other editors wont initialized and im confused why
Does someone have a guide on how to add gm scenario to a map I forgot
scripts probably wont compile
Why are my trucks full in world editor but when I preview cinematic they are empty?
Does anyone know how projectiles work for projectiles that are fired from a weapon instead of created as a separate entity? Trying to find a way to attach a camera to them once its been fired from a weapon but im not sure what to call too
I've noticed sometimes it takes a certain amount of time for things to really fall into place. I'd try to let the cinematic preview run for longer and see if they populate if you havent tried that already
I had it run for 20 seconds, I feel like theres a component that needs a parameter set but cant find which one it is
ive seen things take a little longer than that to populate. I started setting my scene start a couple hundred frames from zero because of it. How are you filling them or is it just a prefab thats filled?
The prefab appears filled, as shown in the picture, but during preview... nothing.
Ill double it and see what happens
Weird. Might have to find the box prefab and use AttachTo script to manually fill them in via keyframe
Right but another issue with that is the track name has to match the entity, eg truck1 which is already being used by the vehicle track... Do you know a way around that?
underscore. truck1_2 for example should work
gotcha
Someone more experienced than me wanna take a look at my first ever mod and see if I've made any newbie mistakes?
After trial and error, I was able to get all of the EGLM's sight zeroing set up for 100,200,300,400m. The problem however is the animations after 300m. First picture is 300m, 2nd picture is 400m. 100 and 200 are normal like 300 is.
▶️ Is it possible to offset this with an animation exported from Blender (if so I can continue the question in animation).
▶️ Is it possible to manipulate how far away the gun is in any other manner? Do I need to manipulate potentially the Z offset?
If I can get this last part fixed, the EGLM is ready for testing.
So 400m is just busted? Did you use the zeroing generator? If so, might want to do 400m manually. Pretty sure the zeroing is all controlled by x,y,z location & rotation. So something isn’t right. My thumper goes out to 375 (same round) and the arms don’t stretch like that. I did all the zeroing manually though
400 is accurate in first person. I did 100,200,300,and 400 manually as the zeroing generator doesn't work. But the problem is that it makes the arms like that.
Accurate as in hits the target, not accurate as in doesn't look dumb. This is 400 in first person
Position some supply crates manually in the back of the truck then put them under the hierarchy of the truck, they will "stick" together. I think this way will work fine for cinematics.
supplies officer being extra resourceful <.<
Anyone knows someone who makes buildings mods that i can watch and learn from? i am new to all this and wanna make some buildings for the game. Or just random assets props.
You have to use an enable track
ah ok. I didn't look into cinematics yet. At least with this way you can have more control over cargo contents without much hassle.
Best bet is starting out learning blender and getting down the basics of models and functionality in the program. Then after that you can start diving into the reforger implementation. There may be some videos out there of the process for importing models into reforger in addition to the bits of wiki info. But regardless, youll need to learn the modeling part, the import into reforger is the final step in that journey.
modelling is not the issue, what i need to do with the tools is the problem for me
Look for resource component
By default, resources disappear (they are being hidden) once they are depleted but you can still restore them
is there a certain part of importing it into reforger you're having trouble with?
thats the thing brother, i dont know how to import it
well then you'll wanna start on this page and start working through the various topics to try and piece things together. There may be some videos out there on these topics but I don't think there is any up to date list of tutorials available so you'd just have to try searching through the youtube pile in that case. https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding/Assets/Tutorials
man reading sucks 😭 but yeah i guess..
thought maybe someoen had a video done about things like that for dumb people like me
I know you want videos but there unfortunately wont always be some available with some of this stuff. Sometimes there are videos but they have obscure titles and never get found. Reading the wiki and trying to put things together is the best ya got for now
Why the same copy of the script does not work? I insert this component and it does not work at all, although I changed the name of the class and component in the code to the corresponding ones.
Anybody have an enfusion controls profile for Steam link?
Is it possible to return if a certain slot has an attachment. I've searched scripting and the best I was able to find was something that checks if the slot is present and enabled, but not if it is currently populated.
Trying to do very basic flip up sights that are available if the weapon doesn't have an optic set.
can someone tell me if an how i can edit created maps to make conflict versions or do i need to make a whole new map myself? which i've done but get the invisable walls glitch but have tried the video and everything to fix and it doesnt
Hey!
Anybody knows why my flag texture is transparent in the back?
Seems like either the faces of the model are wrongly aligned or there's some kind of transparency applied to the texture. 😦
I was wondering how many BI devs that are currently working on enfusion worked on operation flashpoint
do i have to add the map mods dependencies in enfusion as dependencies as well to be able to make scenerios?
I believe so
when i try and load the addon into enfusion it doesnt show up
thats the shit thats irritating. im following every tutorial, document to a T and when i get to the part where i select the map ass the addon for my project it doesnt show inside enfusion
when i right click my project and then click open with addon and select the map it not only doesnt open with the map as and addon it also deletes my folder for my project
I use to have this same issue. Make sure the mods you want to add are on the workbench. The first portal you see (it’s where you select your project) make sure those are loaded first. Then, you’ll have to open the project with addons. The you should save, then go into the options where you set the dependencies. After you selected whatever one, make sure you also have any dependencies that the mod might have. If you don’t it will not work; then once it’s loaded in. Save, reload project and you should be good
i finally got it thanks for the response though
No problem! I’m learning things as I go and I struggled with that part and lost 2 maps due to it so wanted to help resolve the frustration
Is there any way to improve the performance of the world editor in Arma reforgers tool? it's a bit laggy to look around in a world
Anybody know how to register or whatever I need to do for a new faction. I've setup all the conf files and player, loadout manager, faction manager.
I setup the entity manager and entity catalogs and set the entity catalogs in the Factoin conf file
SCRIPT (W): 'SCR_Faction' trying to get entity list of type 'ITEM' but there is no catalog with that type for faction 'Survivor'
Still getting these
you got any clue why my objectives arent showing on the map right? they are showing as seize with red markers like they are captured by rus and the mob isnt showing
I personally haven’t done anything along those lines. I wonder if “Is Control Point” supposed to be selected
@split rain
Is this where I have to edit stuff to edit a scenarios counter attacks when you try to take over bases?
yeah the TPM Tactical video im following say to leave it uncheck, but he also gets like a full spawn select screen when he hits play where i just get thrrown in
I have had a few people ask me how to create a conflict scenario on custom maps. So thought I would put together a video showing how to create a simple conflict server for yourself and your mates.
Barzan Remake Mod: https://reforger.armaplatform.com/workshop/5E5EE20DFDEDE5F0-BarzanRemake
TPM Tactical Discord (Aussie Community): https://discor...
did u reply to wrong guy?
does RHS auto matically take over the factions if i use it on my server
or do i have to set it in enfusion?
What I know, you have to set that in enfusion
yeah i been trying to figure out the keys for it
Idk how tbh, new to modding. I'm trying myself to tune counter attacks to a good number, but have not a clue where to do that
Does anyone have some time to assist. I am new to modding in general but want to bring a vision to life. It would be great if I could get some basic help. TIA
i messed up and published a scenerio before setting a dependency and now i cant get the project to open back up
do i now have to download my scenerio and open it with the dependencies
try opening it with addons from the project select menu(first window that opens).
It adds multiple. You can change them around via GameMaster in game.
i got it finally. any idea how i can make game master work with my conflict mission so admins can do stuff? i have server admin tools and everything else
if you use server admin tools you can set admins but playerID and they will be autologged in as admin and have access to GM. Or login via in game chat.
yeah its not working for some reason
Admin tools or GM overall?
gm overall
i try and log in it doesnt work. i've set it up with other maps before and its working. this is my first time with a scenario i've made
if you login as admin you should get access. Even if the scenario is SCR and not Gamemaster, you can still use gamemaster.
if not make sure you haven't unchecked something about GM in your scenario from workbench.
guys, anyone know if its possible to change the FOV(i think) of how the guns look when we are holding them in first person? For example, the guns look too straight in arma, like they are stretched too, and i wish to be able to make them look a bit more to the right, so i can see more oof the gun and not make it look stretchy. Is this possible? Maybe with mods?
the m110 is just a example
Has anyone encountered something similar? When running locally everything is fine, when I run dedicated under a character the models hang
The one on the right might be a viewmodel
i know its a viewmodel. That is what i want, to change the viewmodel. i know there is o option for that, but is it possible to make it somehow with a mod maybe?
also, can someone tell me why cant i see the folder of my saiga weapon when i wanna pick the texture?
How do i even find it, it only shows two folders there.
No there are no viewmodel fake stuff. You can script fov changes of course though.
Your textures are not imported. They are wrong anyway as they dont seem to be bcr and nmo
man this is confusing
is it possible to somehow make them bcr ad nmo?
i downloaded the gun from sketchlabs
I working on a tactical reload script. I have the animation and animation events working. The last part I need to do is to spawn the dropped magazine at a certain point. I've searched enfusion_scripting for keywords like spawn/create but I'm not finding scripting examples.
1️⃣ Is it possible to spawn a prefab (in this case a SCAR17 magazine) at a specific bone but have physics enabled so it drops to the ground? If so what is the name of the spawning command so I can research on the API documentation.
2️⃣ Would it make more sense to use a particle effect that looks like the magazine and has physics? I don't have to worry about the magazine being retrievable as this animation only plays when the magazine is empty.
guys my weapon is super huge compared to a normal weapon, how do i scale it down?
i cant put an original ak in blender to check the dimesions
to compare i mean
Download the sampleweapon. Scale it to the trigger. Triggers tend to be the same size.
or even better, try to obtain real life dimensions and scale it to that size
wdym sampleweapon? i can't download the original ak to put it in blender.
but i tried to scale the weapon down. idk if it looks good
i could do that, but im dumb and i wouldnt know how to check that
have you seen that tutorial?
https://www.youtube.com/watch?v=rn69fmxhC78 im watching this guys tutorial, im only good with videos unfortunately. But i am checking wiki from time to time when i am having difficulties.
First Import of the model and setting the correct position
0:00 File Structure
0:45 First Export
1:39 Material Setup
2:20 Model Positioning
7:50 Creating The Prefab
10:48 Testing Model on Character
the bones are a bit further in the playlist.
il try that
do i need to make a new test world so i can try my gun? or can i just download maybe one that is good to go?
im not really looking forward to watch a whole tutorial on how to make a test world just for this lol
You really should watch the tutorial, it goes over everything you need to in order that you need to.
it avoids wasting time.
but its 40 m 😭
Do you want to spend 40m doing the wrong thing and not having results or following along for 40m and having a real result?
Can anyone assist me in being able to repaint an existing mod?
That too basic lol I am having trouble using EBT to load textures in blender. I have been trying different methods all night.
can someone tell me what is the slot_optics here? and what does it do? Why is it on the side of the weapon, and why do i need to put it on the side of the weapon. Im a bit confused
Oh the reason why its on the side of the ak is because of a mount right? I havet played the game that much so i apologize. I went straight into modding 😭
AK's use these things called dovetails to attach optics:
yeah exactly, i assumed now its because of the mount this. Appreciate it
well, it is mentioned on that page
So in my case, my weapon actually has the optics onm the top part, i should put this snap point on the top mounted part right
Do you have these all bookmarked, you are fast as shit.
I wrote that so I more or less remember where things are
okay so based on the photo there in the wiki, my eye position should be higher?
Do one of yall mind helping me out with somethin?
sorry forgot to attach it.
looks fine, although that might need tweaking later https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Creation/Prefab_Configuration#Zeroing
Since we're on the topic, do I just treat swappable stocks like an attachment and create a memory point for them? then bones within the stock for snap
As outlined in https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Slots_And_Bones
i dont know much about guns, but isnt that part closer to the camera, the sight part, a little bit higher than it should? Shouldt it be laying flat?
https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Creation/Prefab_Configuration#Zeroing if they would be in line, then there would be no ballistic arc
would this be alright colider?
Is it okay to have those small parts of the gun model to stick out?
Aaaah always some bullsht. How do I fix my project opening in read-only all the sudden?
so the tutorial i was watching, doesn't show how to add a custom mag to the gun, because the guy decided to use the original ak mag on his custom gun. My gun has a specific mag for it and i tried to use it too. but for some reason its not working. I think i did the same steps that i had to do with the gun, but it didn't work. Any ideas why?
My conflict mod is up and when I join the server and load in it just gives me a blank screen with topography and the loading radar just stops spinning
Does anyone know why my custom conflict scenario loads fine in the workbench when play testing, but then freezes on the loading screen in the game itself?
Did you set the navmeshes correctly?
finally got things together to start making a map and run into these errors.. . In world editor: the first picture(error) is after importing height map. i did retry and it popped up an additional enfusion menu, i just cxlicked okay and it imported the height map.. then i went to import satmap and i get this other error.... retry, retry, over and over nothing happens, so i abort and then the app crashed and i send report. cant get past this point... im trying so hard to add value to this game and its fighting me every step of the way
That is how this stuff works. It's never just going to magically work. You are always going to have obstacles to overcome and troubleshoot.
thats why im here! hoping someone can help
You need to learn to troubleshoot and debug yourself.
Okay so what do you suggest then?
Look up where to find logs from crashes and read them
It could be one error way at the top of the log so don't just look at the end of the log by the crash. It could be anything
ill post here if im having trouble reading
after all, were here to help eachother, or atleast thats what i was told!
It takes time to get used to you can still post here but you're going to get a lot more help if you post the error
From the log
Oh yes i gotchu from the log gotcha gotcha gotcha gotxhui
what i see potentially is a RAM allocation issue? currently running 64GB with my 4070 GPU... possibly related to memory leak issues that arma tools has had, for apparently ALOT of people. . . lets hope its not that
Yeah I had some crashes that look like memory leaks but I think it was just user error most of the time it ends up being that. I looked through the log briefly I'm in my car but I saw something about a Shader failing to compile
well FWIW im following a tutorial , and his didnt error out lol. but ima run this debug thing and see if i get anything more this time
guys my eye position looks bad. But it doesn't change even if i move the thing up. It keeps on the same level. How do i fix this?
in the prefab of the weapon in the sigh component i had pivot id to optics instead of eye. fixed it when put back the eye.
???
Yo appreciate you posting the solution here too 🫡, 🪙🥇🥇
No problem
Setting Up New Faction Arma Reforger Tools Enfusion
If I missed anything let me know.
Just made this. Let me know if I missed anything.
Sigh component is relatable
Can I take a world that is a sub-scene of another world, and make it a sub-scene of a different world? Can I even remove a sub-scene once I add it?
Without copying / pasting the layers manually
Can someone help explain ? Im running through it all again, and just imported height map and got the same error as my picture shows... at the bottom it says "Press Retry to debug the application - debugger must be attached) ... What does that last part mean in layman terms? "debugger must be attached" ... I havent found an exe to tag during this process?
Game menu i think enable debugger
I tried a bunch of these variations and no luck. My personal experience.
I got the particle to spawn, I just need to work out the kinks of where it's spawn and how it interacts physically. I don't think the collider mesh I'm using is correct.
Cool yeah I just copied the layers and made new worlds and pasted them not that bad.
Maybe try asking in the terrain channel
oh! , i thought this was the only enfusion channel.. the others must be hidden
i appreciate that, i really need to find that setting lol im sure im missing plenty... i just figured this discord was ded
make sure you arnt hiding any channels. In the arma discord server banner there is a drop down arrow. "Show all Channels"
Quick question is there any way to work on building a map with multiple people at the same time on workbench?
Yes there is some sort of invite system. Not sure exactly how.
any ideas why i have that hole on the side of the gun, but then on the other side i dont have anything?
this is the inside of the gun, why am i able to see the outside as if it has no faces?
the issue was with the normals. The original creator of the gun didn't add thickness to some parts that needed. Like the barrel.
Fixed by adding some more mesh to it.
It may have been done like this to reduce poly count, in your .emat it is possible to set 'Cull' to none, under "General" allowing the texture to appear on inverted faces and no more see through
I suggest you use bohemia tutorial for weapon creation also not only Puddy's video 🙂
in my emat? Sorry what is that and where can i find it? Is it in Blender or the workbench?
also, anyone knows what is this option in Blender for the animations? What is the shortcut for this? I can't seem to find it
ctrl+i or i
.emat is the material in workbench, where your did apply the texture
ctrl i does that. And I just makes a keyframe. It doesn't show the menu like there in the image
Not sure if someone knows a fix, I've been researching a fix for a couple days and no luck.
When I click publish. This error shows. BACKEND (E): [RestApi] ID:[48] TYPE:[EBREQ_WORKBENCH_GetAsset] Error Code:400 - Bad Request, apiCode="workshopApi.assetNotPublished", uid="1742657522344-521979", message="Asset 64E83AD11F56BF61 is not published"
Then when i process it. I get theses in the console.
DEFAULT : Creating bundle...
DEFAULT : Checking required files...
RESOURCES : ResourceDB: saving cache (id=0 name=TrainingMap path=C:\Users\knate\OneDrive\Documents\My Games\ArmaReforgerWorkbench\addons\Training Map/resourceDatabase.rdb)
RESOURCES : ResourceDB: written 144/144 bytes
RESOURCES : ResourceDB: cache successfully saved
RESOURCES : ResourceDB: saving cache (id=7 name=profile path=C:\Users\knate\OneDrive\Documents\My Games\ArmaReforgerWorkbench\profile/resourceDatabase.rdb)
RESOURCES : ResourceDB: written 4916/4916 bytes
RESOURCES : ResourceDB: cache successfully saved
RESOURCES : ResourceDB: saving cache (id=8 name=logs path=C:\Users\knate\OneDrive\Documents\My Games\ArmaReforgerWorkbench\logs\logs_2025-03-22_11-08-15/resourceDatabase.rdb)
RESOURCES : ResourceDB: written 97/97 bytes
RESOURCES : ResourceDB: cache successfully saved
RESOURCES : Packaging project started.
DEFAULT : Compression level: 6
DEFAULT : key: 207830461455085c5308530b53015001
RESOURCES : Packaging done. Result: 1
RESOURCES : Gproj file copy successful
DEFAULT : Created PAK files:
RESOURCES : 1: C:/Users/knate/Documents/My Games/ArmaReforgerWorkbench/publish/data.pak
RESOURCES : Packaging project successful
RESOURCES : ResourceDB: saving cache (id=0 name=TrainingMap path=C:/Users/knate/Documents/My Games/ArmaReforgerWorkbench/publish/resourceDatabase.rdb)
RESOURCES : ResourceDB: written 59/59 bytes
RESOURCES : ResourceDB: cache successfully saved
RESOURCES : Saving manifest successful: C:/Users/knate/Documents/My Games/ArmaReforgerWorkbench/publish/manifest.json
DEFAULT : Bundle successfully saved into: C:/Users/knate/Documents/My Games/ArmaReforgerWorkbench/publish
RESOURCES : Creating bundle successful
DEFAULT : Validating bundle...
DEFAULT : Validating bundle successful
DEFAULT : Publishing bundle to Workshop...
DEFAULT : Validating bundle...
DEFAULT : Validating bundle successful
DEFAULT : Uploading status: 100%
DEFAULT : Uploading finished
DEFAULT : Project uploaded successfully
DEFAULT : Checking addon processing status...
The very last two lines are these
DEFAULT (E): Addon processing failed
RESOURCES (E): Publishing failed
Then Im prompt what the screenshot shows
Stop using OneDrive
Hello everyone I just started strying to Mod Arma Reforged and am trying to make a controller but I have no idea where to start. Even getting around how the ActionsManagerComponent is being a headache. Does anyone have any info about this that could guide me?
Its my first time modding a game and is a bit chaotic
you mean a controller model? Or what are we talking about here
Yeah I completely stripped it from my machine the other day after it fubard by project.
I'm trying to make a way so the player can interact with a world structure and move it
What I am trying to do first is so I can have so the "F" key appears on the air like when you opne a door or climb a ladder to have an action happen
you had a look how the base game does it?
I tried to replicate it but to no success
I tried to use a door as an example
They use their own components for their actions. I should make mine for the controller but the letter keeps not appearing
anyone know how to see the entire terrain in the world editor? trying to make the shape of my Island but the weird white fog shit really hurts that process
you tryieng that on a custom model or on a base game prefab?
It might be an issue with the mesh / custom prefab and not directly with how you set the actions manager up
I'm using a Crane prefab
from the base game
Why did you think a custom mesh would be the problem?
wasnt sure which channel to ask this in, but does anyone know where the compositions for the building mode are stored? trying to modify them but i cant seem to find the placable compositions lol
that can be the case if the mesh is very bad or colliders not set up
hmm maybe you wanna send in some screenshots of what you have done, so we can actually see it and help you based of that
guys. My animations in blender got kinda fucked up because of the frames. I don't know how it happened but basically my animations have all the same name now. And all of them have the same frame number. When i was working with them i had renamed the animationns accordingly and also adjusted the max frames for each of them. For some reason it ddin't save like that. Anyone knows what did i do wrong?
You didn't have a git repo and a recent backup is what you did wrong 😉
could u explain please? Im not sure what u saying :\
I'm saying those are 2 critical things that will save you in the future when something like this happens.
Download github desktop for windows, git bash for windows, and git lfs for windows and learn to set it up.
Hello! for some reason, reforger tools isnt saving my changes to a prefab. would anyone know why? i edit the prefab, make my changes. i hit save. i close the prefab. i open it back up, and all of the changes have been reverted.
I figured out what i believe the issue is. That issue being that im trying to remove objects from the prefab. after reading this page: https://community.bistudio.com/wiki/Arma_Reforger:Data_Modding_Basics apparently you can't remove stuff from a prefab that has been overidden. So i guess my new question would be, if i wanted to create modified prefabs with some objects within them removed, would i need to create a whole new conflict modification and duplicate the prefabs instead to modify them? then use the new duplicated and modified files to be used in this new conflict modification.
Yes if you're going to change anything on the base prefab and not just add to it you need to duplicate instead of override. Learned that myself a couple days ago.
got it, so, if i wanted to remove some objects from the prefabs used in the conflict game modes. would i also need to create a new conflict modification? or can i override what prefabs are used in the default conflict mode?
You can override anything that you're not going to remove anything from. And also remember when you override the references stay in place, but when you duplicate you have to manually put the new prefab in it's slot.
gotcha, much appreciated!
@zealous scroll i apologise for the ping, but the same issue of the prefab not saving properly seems to be happening on the duplicated prefab as well
I remove some objects from the composition, save, close the world editor, open the prefab back up and its reverted back to before I made any changes :/
No worries about the ping Feel free. It's probably because you aren't opening up the prefab you need to open the prefab by itself and then make the changes. That messed me up up on a bunch of things before I understood it
ah. weird. ok let me try that
Yeah even if you hit applied to prefab it doesn't work on some things but some things that does work on I'm not sure what the difference is but it is there.
Seems to have done the trick. possibly just a bug with the workbench?
And it will still show that it's right in the editor but once you start the game and run time it will go back to default.
Not sure if it's a bug or by Design. But yeah that totally was screwing with me until I figured it out
yea this was the exact issue i was experiencing. Weird.
Yeah I feel like they should have that in giant bold red letters flashing in the documentation or something LOL
Especially because when you hit apply prefab it looks like it works
Hello working on a thermal attachment and im running into some issues, i am trying to set a Bone for an attachement slot to go in front of preexisting optics. Well trying to create an Empty.et, adding an attachmentSlotComponent and all i have managed to do is further frustrate myself with this project any help would be much appreciated
adjust view distance/server view distance.
Camera menu top of view window and increase distance i usually put it like 10000
Is there anyway to get the enfusion mod tools if I have the game on Xbox? I want to take a look at the game mode editor
Hey fellas. Guy who has no idea what hes's doing here. Could anyone tell me how i can properly trigger RHS CAS inside of world editor? I can get the KH55 to fly, hit where i want, but it doesnt collide nor explode and just flies through the terrain. Thanks
Nope pc only for editor.
Wonder if tools are available on cloud gaming services?
Haven't heard of that but that would be cool.
check to see if the arma reforger tools are available on any cloud gaming services.
i have been looking into building GM stuff after playing a few modded servers, but the reforger tools tutorials i've come across are all for conflict. because of this i'm unsure which managers are needed and also confused because i don't even have some of the managers which seem to be suggested to use for conflict stuff
is there a good place to start for learning to build GM games? thank you
take a look at the GAMETYPE plugin in the world editor. That will add all needed managers for that gametype to your project.
So I've tried to make a new conflict scenario on a map, and got most things functioning. However, chat and GM are not functioning. Does anyone have any suggestions for me? I tried searching to no avail.
make sure you have a scriptedchatentity in your managers. That will allow an ingame chat and therefor allow GM login
Forgive my ignorance. I have both the script (ScriptedChatEntity.c) and the (ScriptedChatEntity.et) in the mod. Could you be more specific on where these should be or what they should look like? All I've done currently is copy the ones from ArmaReforger base game so far.
oh man ty
Remove them and go to Plugins / Game Mode Setup and run that it will add everything needed.
the tools are available exclusively on PC for obvious reasons and the game needs to be installed prior to it, since it uses the game files
Does anyone elses mods appear double in the modlist?
yeah, mine do. No clue why, has't really affected me tho
I deleted them all and redownloaded when it happened to me.
Anybody know any simple basic sustenance mods besides everon life
Anyone know who made a helmet cam mod? I just see a tiktok clip of it. Kinda cool
I'm gonna be building my scenario today, no clue what I'm doing. I want to use some very basic functions of the conflict game mode, but reworking like 90% of it. Would it be easier to start from scratch and implement the supplies features and what not, or to load the scenario as a conflict map then get rid of most of it?
There was this one but i tought it was broken, dunno tho havent tested it in ages
https://reforger.armaplatform.com/workshop/5DC8B359DADC3AD4-HelmetCameraView
there is at least 2 I know of, just look at the workshop
the name of the creator is always visible if you click on the mod
I'll be releasing one relatively soon
Great to hear. I'm assuming it will work with factions yes?
there is one on the workshop dunno how good this works tho
That was my prob with everon life didnt support factions
Niceone 🙂
gonna release one soon too which isnt utilizing any of everon life mod. Just epf framework
Great!
Faction locked food? lol
No it just screwed up spawning and everything with factions
With custom ones at least.
That makes absolutely no sense at all.
They even told me it doesn't work with factions.
That's wild
Weird, not sure why anyone would write a "food" mod that wouldn't work with custom factions.
Think their spawn script that they overrode
pretty sure thats true, somewhere in the back of my brain its telling me everon life is fucking with factions
Because it's super barebone and hasn't been worked on in ages
until zelik or I release the stuff you could try to work with the one on the workshop
Until Zelik*

lol. I lolled after but forgot about the cooldown
Looking forward to both of them. Love both your guys stuff thanks for doing it.
The attachment slot is defined by the weapon. Meaning, you need to add attachmentslotcompomnent on the weapon itself, not on an empty .et
You're the goat thank you
Another question - In GM there's a feature where you can't leave x zone without getting warned and then dying. Am I able to build this into a map in the world editor? If so, how?
can't help you there haven't gotten to game master much yet.
Would it be doable to make a winch system for helis?
Like the original battlefield Vietnam not the remake
Best helis in any game ever
Would it be possible to make custom ranks so the ranking system would be more in-depth on my server?
Yes you can change delete make new ranks on the faction system.
guys, can someone help me find info for a gun that im doing? I dont really know how to phrase on google properly so might be why im not finding anything. But what i wanna find is how many sight zeroig or whatever its called, the Saiga-9 has. Like for example some weapons only allow from 100 to 300 or somethig, some allow more. How do i figure out how much this weapon has?
ask GPT ?
guys so... i guess i did wrong in using the ak74base as my template when i should have used the ak74longbase (zeroing doesnt work on the base animation wise) for my weapon. Do i have to completely restart my mod if i wanna switch to ak74longbase? or is there a way to switch without much problems?
diag menu option to show total time or frames? Trying to time things up in cinematic and just need a clock or frame counter
I'm unable to get this helicopter to start up in cinematic editor, any thoughts?
You can try just changing the mesh on the MeshObject component idk if it will be messed up but worth a shot
Hi guys, I've run into this issue where my project has completely dissappeared from the load-in options. I had added and removed some dependencies, and when I added one new mod my project had gone missing, i removed the dependency and the problem remained. I can not find my terrain map now. I can only see it in the initial launcher, but once I open it or open with addons and select the right ones, I can not see the map later in the workbench.
is your console tellling you something, make sure by reading everything and scrolling up, most likely an error (red ones)
dependency of Slough cannot be added
that dependency is ''
but i guess it doesnt say which one it is?
just out of curiosity - how did you ended up in this state?
Hopefully that helps anyone with a missing project.
You might have removed dependencies the wrong way.
You have to go into your terrains .gproj then edit it with a notepad and remove any empty "" dependencies.
Keywords for searches: cant find project terrain dissappeared cant locate map
Did you used "Reset to default" button instead instead of deleting element from the array?
I added a mod possibly with the wrong procedure, i dont remember but it then made my map dissappear and i had removed it by deleting the mod folder from the addons folder - silly
Usually someone does something weird like add a dependency, and then to remove it they leave the field blank instead of removing for some reason, so it ends up with empty "" in gproj
would be good to have the solution pinned somewhere
its on the wiki in troubleshooting section - I really recommend to bookmark that page
in any case, I asked internally if some solution could be made - I guess there is no legit use case where one would expect dependency with name ''
Trying to get a base down for a conflict game mode. Trouble is I'd really like it to be on an aircraft carrier. I've got the mod, I've got it loaded in, and the base placed on top. But every time I test, it spawns the base underwater, along the sea floor. Is there any way to fix this? Can I place some false terrain inside it or something?
Jfc another day another BS issue. Project opened read only this morning after working fine last night and saving before bed.
Possibly because of google drive desktop, which I just uninstalled so it doesn'
doesnt happen again if that was it. But project is still FUBAR'd because there's no info or way to fix projects stuck read-only after they are screwed afaik
Putting mods in onedrive folders by default is crazy
They aren't
I mean in general, not in your case
I just had my project folder backing up to google drive with google drive desktop app
But i think that is a no-no. I'll just do my backups manually from now on.
Still would be nice if they could address it and let us know how to fix it or make a tool for it or something. More than likely going to have to reubild my project again.
Can you send me in DM your zipped project?
Yeah definitely. Appreciate you taking a look at it.
It was my own dumbass fault for backing it up with Google Drive after I already knew it had issues with OneDrive
agree
have you tried placing the base above the carrier, and afterwards snapping to ground so that it snaps to the top of the prefab?
yes that's what I did. maybe if I hovered it above it?
I remember having to do something like that for A3
maybe the carrier is missing a rigid body
try to see if it has a rigid body component and world geometry ticked
it has a rigidbody component enabled, and "Model Geometry" checked.
model geometry only works if you have colliders with the correct prefixes setup
must have been model then i forgot
if I was you I'd try to do it the easy way and try and place a simple plain flat prop on the carrier and try to place the base on top of that prop, in case it's colliders work better - Im personally new to this but it's how i'd try to cheat it
1.3 has collider tools built into the world editor. Can't wait for that.
So you'd just be able to throw a quick box collider on it
Is there no way to just like, force the base to spawn at the actual point I specified, not on the terrain directly below?
The vics spawn just fine, and I can walk on it. If I could just force the base and respawn points to be at a certain ele it would be fine.
you can use this batch file
paste it to folder where you have your mod and then run it
Dude thank you so much.
It worked awesome
I'll keep that file around and share it when people have the issue.
Can anybody tell me how to get submeshes from an imported model to show up? They show in the import settings and i've unchecked merge meshes, but they don't show in the world on the entity / prefab MeshObject
Export skinning in import settings maybe?
I'll give it a whirl when I get home later thanks
whats the most consistent way of inflicting a bleeding wound to another player (without using gm)?
How to change it so an image appears not washed out like on the right?
In import settings of edds change Linear to SRGB
it looks less washed out but still not as the imported image
I have set the blend mode in the image widget to blend and now it looks better, thanks
okay, since commissioning mods is a no no now, would I be allowed to pay someone to guide/mentor me through the tools, to the extent of their knowledge? They'd never have to open the tools, just help me understand it to do it myself.
I imagine not, just checkin
Yea got some advice from another person lol it was 60MB lmao apparently thats to many for a program in 2025 to handle.
if ur mesh isnt even importing, I doubt it will be performance friendly, especially since reforger has xbox players. Probably better this way
need help, I cant get my map to stop looking like the moon. I already uploaded the sattellite map and it loaded in this is up close
this is it zoomed out
My gamemode is similar to conflict, so I began building it as that.
But now that I'm starting, I don't really want the default conflict structures. I don't want the military tents, I don't even need the build menus.
I would like to place my own, standard vehicle spawners and AI spawners, but already in, nothing that the players have to build.
Is there an easy enough way to disable all that? Like the military tent and build terminal thing? As well as the vics that automatically spawn around bases?
So when I go to open up the world Im working on everything seems to be working properly, but all of a sudden I cant load the world anymore and the world editor acts like my projects folder doesnt even exist anymore
check console
How would one go about making a mod for additional ranks for a conflict
Use workbench and open up a basic Conflict mode. Then save as and change the ranks/add ranks in the mod. Look up some youtube vids.
im pretty sure this has been answered multiple times in this discord, use seach bar please
been having this issue for a few days now. any help is appreciated 🙏
I had this problem a while back I fixed it by disabling the prefab in the editor link component. But i don’t know if its the same problem ur having
Apologies for the ping but how would i do this?
wait no, i found it sorry.
Didn't seem to fix the issue for me unfortunately :/
Sorry man
All good! it was worth a shot o7 i might try and raise my issue to a bohemia dev or something because im at that point where i just think this is a bug.
one really weird thing ive noticed. is that if i add a wireframe shader to the prefab preview. the wireframe shader is only applied to objects i have "deleted".
anyone know how to change resolution in reforger tools tryna take pictures of my prefabs but i need 400x300 res and im not at that cant change it cause my scr editor image generator is locked and wont let me tweak the numbers
Where do I set the ammo / projectile type for a weapon?
Is it just attached to the magazine?
Is there any way to set a trigger(I guess) to being within a certain faction's radio control? So it's only enabled if the team's radio covers the trigger or something?
might be not needed in future. After some discussion internally and some research, there was a change deployed internally to ignore read only flags on folders. Apparently Windows use read only flag on folder to mark folders which have some customization (i.e. custom icon - see https://learn.microsoft.com/en-us/windows/win32/fileio/file-attribute-constants )...
Nice
Maybe it would be better to put projects and addons in different folder than onedrive?
It puts them in my documents. If the user doesn't have OneDrive installed then it is just to my documents folder. But if they have one drive installed windows takes over the my document folder automatically nests it inside the OneDrive folder
OneDrive is setup to use Documents folder on all new Windows installations
You could make the argument that the user can disable it while installing Windows, but most users are not that into tech to worry about it so it's a weird argument to bring up in the first place
The correct way to solve this is to make the default location in less risky place
You can put custom folder icon anywhere - that is the root problem here
Ah sorry I was just complaining about the onedrive thing for the sake of complaining
No idea how I managed to do this. I haven't even messed with controls yet wtf lol.
It can happen when you start a project with compile errors for example.
Restarting workbench should do it if its what caused it
tyvm
Anyone wild skills here looking to help out a group and get involved on our mod/dev team we’re building?
Does anyone have any idea on how the new destruction is going to tie into preexisting maps? Is it just gonna change everything over on its own and we just gotta “updated the workshop” or gonna have to go in a replace buildings or redo the map itself
hello everyone, long time lurker, first time modder/poster
Desperately need some help in my script IM trying to make. I want to make a ghost camera spawn and owned by the player that they can fly around until the GM/zeus spawns them back in
I made a script basic and not sure what to do next on how to test it/build it/anything..
any guidance would be greatly appreciated
just need a direction to go next at least to test it
Thats a very good question
I also would like to know the answer to this, seems almost critical.
@devout valve
https://gyazo.com/c64cd518bc032742b30c5d58c11850e6
But would like to see what BI Official says
who is the Livestock Lead??? Who makes these creatures
pigeons are not real, they’re flying spying robots made by the government
so no gender
Anyboyd know where I can switch hands for a weapon?
Like make pistol held in left hand
Birds aren’t real
Proccedural animation editor keeps crashing my tools... anyone know of a fix?
yall I really don't like learning workbench.
Mega lame.
Ehh
I commend you for that response.
Hey, I was wondering if someone could point me in the right direction for education/resources on setting up mySQL with Enfusion Database Framework to retain backups for my server, player data/items/vehicles. etc. Thank you!
What causes Slot Manager Attachments to not work on a live server?
The grip here is a Slot Manager Attachment, and previously so was the upper receiver.
✅ It worked in Workbench
✅ It worked after publishing the mod and checking the weapon in the Scenario editor.
❌ Doesn't work on a live server, whether taking the weapon from the box directly or through bacon loadout editor.
As a result, I had to convert the receiver over to an AttachmentSlotComponent, but it doesn't make sense why I should have to.
Any suggestions? I used slot components because that's how the dovetail on the AK's work.
anyone here that has worked with RHSStatusQuo? trying to fix a little patch mod for me and my friends but when I finely import the FBX file there is an error, did I import it incorrectly or did I make my mistake in blender? I get both Metafile error and wrong GUID/name error, and it complains about "assginedmaterial". I don't really know what i am doing since i have no experience so far in both blender and the enfusion workbench. Could someone give me a little guidance?
Weapons exclusively use attachment slot components, as you can see in vanilla weapon prefabs.
It is a very basic rule that if it doesnt work like vanilla, then it's not setup like vanilla.
That's the thing, this was copied from a vanilla gun: The AK74N uses this component for it's dovetail.
I stand corrected, I have never seen this in a vanilla gun
I wonder if this is some future thing. In any case I would recommend attachment slot components as they uh.... work
Is there an easy way to exclude a base composition from being saved in the scenario's save file?
Or alternatively, a way to include compositions? Is that all done in scripting, or like a component?
IIRC slotmanager shouldn’t be used on weapons anymore and we should start using exclusively attachmentslots from now on
This is an Arma Reforger channel, not Arma 3
Another quick question for you all: I haven't seen much of anything regarding custom vehicles (civ cars, not mili) in the workshop. Is it locked down for copywrite reasons, etc.?
Look at Modest stuff
-> The Gator
Looks perfect thank you
Looks perfect thank you definitely using both!
Anyone working on a WW2 mod? thought about trying to revive the I44 crew from A2 lol
a few things on the workshop, not sure about currently being developed.
https://reforger.armaplatform.com/workshop?search=ww2
shame, Arma used to have a huge WW2 community back in the day
would love to help out. Got Substance Painter ready to make things look pretty
Is there a way to cache inventory items? I feel like everytime I go into an arsenal or menu the icons have to reload every time. Modded or vanilla, same loading. Not awful but frustrating when you forget that one extra magazine.
I have tried myself but its nearly not possible. Animation bolt action rifles is super difficult not because cant, but because reforger is basically “forbidding” you. If you animate the right hand the entire gun will “bug” out and jiggle like a stage 3 earthquake is happening… and no plans to fix it from the devs. I think Bale or Khaos had found a slight fix but it did nit help me
I wonder what the timeframe might look like for us to see Arma 3 assets as part of the Licensed Data Package - So many amazing assets we could use! Hopefully it will happen eventually!
sadly ww2 stuff is dying out , i hate to see it but people dont seem to care enough or like the content anymore , its all modern crap now tbh :"/
Update just dropped on PC
Updating now
I just published a test mod and was going on to test it. Now I guess I can test if it's broken instead lol
pls dont break my stuff , pls dont break my stuff , pls dont break my stuff , pls dont break my stuff , pls dont break my stuff , pls dont break my stuff , pls dont break my stuff ,
Time to see if making custom terrain makes me crash still also.
atleast no script errors while opening my fennek already 1 thing i m happy with

dont know what happend wit hthe BTR turret but that mf is now 20 miles away from the point it used to be XD
so for anyone who used the BTR turret for thier vics , euh yea you gonna need to reposition it and everything bound to it
Haha somebody saved it with transform
Luckier than me lol
Err I guess I need to re-publish it with new tools huh
i was to soon ... game crashing on entering the vic . gotta love this shit
Haha. I removed 2 mods with compile errors. Everon Life and Shop System
Seems to be running now. Gonna publish and test
Was just released a new reforger tools update, and now it doesnt want to start. just this error message: "cant Initialize engine!" Anyone else have this happen?
Did you update regular reforger also
Make sure you've done that and then try restarting your computer I'd say. Make sure steam is open also
How is it going with the update?
cant upload mod smh, wont let me choose catagory wth
on each release workbench is spewing out a series of (different) warnings from vanilla codebase. dont you guys at BI have any CI setup for production builds? or just have an intern spend literally 10 minutes to sort this out before prod push? hell, I can even do this voluntarily
Don't panic bud, same happening' to me
When does the world editor work again
It works fine. If you have scripts that won't compile that has nothing to do with the game that has to do with those mods and those scripts
anyoneknow why world editor is grayed out all of a sudden after 1.3 update?
Your scripts blew up
womp womp
time to start a new project im assuming? Can easily restart as it wasnt too far into
Well
Hopefully the scripts get fixed by modders