#enfusion_generic
1 messages · Page 15 of 1
Ah then you gotta fix it
A bunch of class names got changed/prefabs and Im currently figuring out where they migrated to/changed names to
if you do figure it out, please let me know
no dependencies, trying to create a ghost camera that spawns on player death. The entity has free flight and normal controls like the player but cant talk or pickup anything
Found that Playercontroller.c changed completely to SCR_PlayerController.c
the event trigger I made works, but my prefab for the camera entity broke, and along with half my code names
hows you mod updates coming along bro
What mod updates
there's a few of yours i no longer see figured you pulled to update
Thanos snapped them
rip bacon ravage
i assume ravage wont be coming back then
no idea
when i get this occasionally i move my scripts folder outside of the project, then restart wb (if the issue was your scripts it should start just fine), move them back and try to compile to see where is the error
Wdym
Like the mods used to make the map are messed up?
And if so Is there a way to know which ones
is scripting fucked up^?
Hello,
Is there an accepted method for adding new colliders to a base game prefab?
I would like to add some new colliders to the character base prefab for some fun new health related things, but if the first step is DOA then I'd love to know 🙂
Some more context:
If possible, I would add some new colliders (heart, liver, etc) to the base character to support another layer of "health" for characters
I suddenly get errors of having dependencies not available on worshop but I removed all dependencies, I tried ONLY removing my script folder and now it works wtf
how to fix?
For those who use RHS Status Quo as a dependency, it recently got an Update.
v.0.11.4238 is OUT
@torpid jasper it appears your eastern European assets mod got messed up
Yeah that's the bug I just went through all mods
can anyone help me with SCR_EditorRestrictionZoneEntity
What should I add into SCR_RespawnSystemComponent to limit to no respanws and only have the initial spawn?
Anyone know what happened to Bacon Ravage mod?
I'm guessing Arma game updated and broke mods we all like as usual?
yes likely a bunch of broken/not updated mods. It's the first day, some will be updating.
Right. Takes Bacon Ravage mod owner a while to update usually.
I do find it interesting that Bacon Ravage mod is deleted, versus other broken mods that are not deleted... https://reforger.armaplatform.com/workshop/622120A5448725E3
he might just be moving on. You can check bacon's discord for more info/updates
Anyone know how to make custom loading screens or is there a tut u can refer me too
just find the loading ui and add what ever it is you want to appear
could be... not sure what his DC is
Would that be found in the config files
UI-menu-loadingscreen
look for scenarioloadingscreen.layout
Thank you both
is vic weapon zooming not working ?
Couldn't find a suitable topic:
But if you decide to add mortar shells to the vehicle's inventory and place it on the scene
Then players will encounter an JIP-error.
wtf happend with all the gun sound
so many guns now have issues with client side only souind and server lagging the f out ...
Please keep spreading this rumor so I get less DMs while I fix my mods bro
Man, what a pain. First i got some books from Japan and got screwed by the shipping fee's
Now i'm getting screwed updating every single fucking thing i've uploaded 😂💀
does anyone know of a way to change your publishing name? wanna remove my old unit out of it lol
The account name on workshop? I think it is possible if you ask Bohemia nicely
Any thing yet about the. Issue of cliënt not beeing able to hear gun shots of their own fired weapons ? Aa that seems to happen now sinds the update
Also variable zoom for turrets is broke in the engine somewhere
it "should" work with what we have and its not
I keep getting a game crash when i test Exception: Access violation. Illegal read by 0x7ff709b89658 at 0x0 any solutions?
uch ...loving it
since the 1.3 Update my Action Listener wont work anymore. (just one, the other one works)
The listener gets added, no script erros or smth. everything is fine.
I can only imagine smth changed for the configs?
Before the 1.3 it worked just fine and I also didnt change anything to the mod
Need someone who works at Bohemia interactive in the modding department to dm me if possible regarding an issue.
If anyone has the available time.
could you modify people to have vehicle parts inside of them?
My project is kaput till WB irons its wrinkles out.. Anyone else randomly getting reverts on there made prefabs in projects?
I have basically no sound when I'm inside of a helicopter don't know if that would be related.
If you want to edit the ranks on weapons in the arsenal for conflict, where is this found?
The way to manage vehicles, even the new ones, is the same. I'm just not seeing where to change the rank req on weapons.
no
RESOLVED:
this curve thing inside chimeraInputCommon was "changed", only this little arrow on the right (not seen here because I pressed it already lol)
showed me this. Im sure I never changed it, not even opened this ever in my life
Anyone know why some of the vehicle prefabs now have _Conflict in their name?
getting cant initialize the game world editor
A mod is probably out of date and needs to be updated to the 1.3 version.
ah I see, good looks!
i can't open my 1.2 mission anymore in 1.3
is there a way for me to edit out the broken entity without loading it in the editor?
hm actually
I am making a scenario in the fallujah map and I have noticed since the 1.3 the fallujah city is very laggy. I’m guessing something changed with buildings that increased their performance cost.
I'm not sure specially where to ask so ill use general. Does anyone know if they is a way to take a base map (or modded with permission) and be able to edit it, such as deleting objects or changing textures? Normally all base maps are read-only to my understanding and nothing can be directly changed about them
It's messy and some maps have extra things in the read-only areas that cause issues (arland_empty). For arland and everon there are 'empty' versions that you can then copy paste the map entities into. Therein you can move, adjust, delete, etc. Modded maps you'd need access to the files so yeah, that'd be some serious permissions from the creator.
THAT SAID, someone mentioned copy/pasting entities like this causes performances issues. My stuff is super basic so I havent had issues yet, but may in the future.
alright that makes sense i think. Is there a specific way im ment to copy and paste the map entities into the empty world? i think i tried that before and it didnt work but i may have done it wrong
Enfusion Workbench | Copy and Paste Across Worlds
In this video I show you how to copy and paste objects across the same world using copy and paste on same position.
thank you
Is there a way to rename location points from everon? I was able to copy and paste but I'm not sure how to actually change the name of location points. I edit the generic entity name and display name but it doesn't actually change
Hello, guys. Why when I'm drag around polyline , all the fences teleport to one single spot?
Is building only available in conflict? The services and building components where you can spawn a vehicle or base part to place? I'd like to do this in scenario framework.
does anyone know how to fix
Hiya - question regarding api calls…
Can I add an Authorisation header? I can’t seem to find anything on the wiki todo with headers…
https://community.bistudio.com/wiki/Arma_Reforger:REST_API_Usage
(To a post call)
Because I know it can’t do custom headers, but the Authorization header is standard
Is there like a decent tutorial other then the modding boot camp or documentation
Going by the docs it doesn't look like it exposes any way to set any headers really. Maybe try to look into the source (if it's not just interfaces to internal classes) and see if there's any undocumented API for setting headers
Would be nice if we could just get some direct Curl bindings for enscript
You could possibly work around the need to set Authorisation headers if you have control over the REST API you're hitting and can change it to read auth params from querystring
If they have an empty world, you can copy all entities from the populated world to the empty world and save it as your own world in your project.
If it doesn't, then not really.
What are you looking for? Blackheart Six has good videos on the scenario framework. I have started putting some together on my YT channel if you are interested.
Try the SetHeaders method or whatever it was
get a lot of this kind of RPL errors and server crash after player respawn/disconnect.
both conflict PVE scenarios and custom SF mission with some campaign components
Hello!
Evertime I try to open a project in Arma Reforger Tools, I am getting a "Can't initialize engine!" and then the Enfusion crashes.
When I go it into the details it shows:
scripts/Core/generated/Visual/Material.c(12): Can't inherit class 'Material' SCRIPT (E): Can't load init script: scripts/Core
Is anybody else getting this? Do you know how to fix this?
Check if you have added the experimental gproj into the list, it may attempt to load the wrong base game data
Hey, so I'm making an entity invisible but whenever a explosion happens near the entity it's body parts get covered by this semi-transparent black texture, does anyone know of a method to stop/prevent this from happening, OR detecting that the entity has this texture on it's mesh?
can someone pls help i have been unable to do anything intools since this update and i keep getting this same error
It's telling you that you need to fix the scripts
How do I check that?
Open workbench and see which projects are added in the list. If you see none and still get the error, check that you at least started the main game first after the update before starting workbench
I started workbench first does that glitch it i havent loaded it with any mods just the dependencies which is just rhs
i cant enter gm in the workbench anymore
Okay that kinda worked. I launched the main game first. Then headed to Enfusion. I am still getting some errors in console, but atleast the workbench isn't crashing anymore. Thank you : )
Also right click on the add-on and do open with add-ons and make sure the right ones are checked and unchecked
crashing everytime I try to test map anyone else having this problem
Does anyone know how I can delete some of my mods? I've lost the files due to some PC issues and can't access them.
Message Mario
@-marioe do not ping him just find his dm
kick cause code: group=4 'data', reason=5 addon load error
anyone know how to fix this?
The last two days the whole workbench will freeze and stay frozen, not able to close the window/do anything. I open task manager and its all the sudden goin crazy. Anyone have any ideas?
For the dedicated server tool I had to open steam and let "Arma Reforger Server" update
Hey everyone. Is there a particular component I need to add to my clothing and gear for rank and arsenal costings? I cant seem to find where to edit these anywhere.
Or are we doing this in the config?
okay, so as far as I've found and asked, setting triggers to radio control is not an option. Like, setting AI respawners to only enable when inside said AI's radio control.
But this would be achievable via scripting yes?
its while you use world editor?
Yes
try add startup parameter -jobsysShortWorkerCount 4 -jobsysLongWorkerCount 4, somehow it worked for me 
Hi all, when I'm using the Dedicated Server plugin from the workbench, it looks like the peer I spawn to connect to it has no identity ID, is there a way around this?
That’s what i asked too apparently not
I am trying to increase the view distance in the viewport UI window for arma tools (world editor) ... there was a tip on a youtube video i saw weeks ago of hjow to change the distance, but i cant find that comment. so im comin here to hopefully get some help 😄
Kinky
Anyone have any videos of how to make bunkers or make prefabs to place underground with environment probe entity?
Does anyone know why main player does not light correctly and or grass props? I have worldlight ent setup?
To add to this: I have all the required ents setup, changing set time on time and weather manger Only lights the terrain but not props and or the player
White grass?
No ^^
Just darker than it should be, same for the main player model
Screendump of the issue
Update to this issue: seems to only happen in one region of the map
is there a setting that controls the FOV setting, If so I cant seem to find it
and in camera manager ^^
Meaning to force players to a certain FOV
Cam manager ^^ But they can still change FOV in their settings
seems to have it locked for people
Why would you want to lock peoples FOV?
This issue is fixed, seems to be a terrain issue / grid block not updating
I dont, It is default locked, trying to figure out why
This is locked for you?
I just adjusted them, in game on the server no one can change it
Huh odd
yeah released my map last night and thats an issue we found
I just adjusted it maybe it fixed idk
Someone with more knowledge with these tools would need to answer that one
I must say enfusion and cryengine, both lack in documentation and both look kind of similar in UI design rofl
Engine made by john carmack?
not sure where to place this
but im having issues with wall generator all of a sudden, specifically the concrete wall
its not generating, and only find when i manually search, pre searching fence, wall or gen isnt giving it to me in browser
thank you
I am having the same issue
bringing up a white area box as well?
Yeah
Also sometimes, the wall will be 50feet under the terrain for whatever reason
and i notice now, spline forest gens are acting like (shaped) as polys in stright lines
But that only happened once
prefabs>wegenerators>walls> all broken with spline and poly
EDIT MOF its all of them, prefablib as well, i had one net fence workign a minute ago, but now nothing will poly or spline generate me a wall
I had to restart the editor
Only fixed roads for me though
i tried that twice now, im going to start a quick new project and see
i do have spline forests shaping better now idk what that was about
Getting this error when editing prefabs/creating new worlds
DEFAULT : Loading WB plugins
RESOURCES (E): Wrong GUID/name for resource @"{23D55AC99A16A66D}worlds/IMSFTestWorld.ent" in property "m_World"
Currently dont have any world/mission files in the mod but that world did exist once upon a time now just gives cannot find given file
I've tried deleting out the resourceDatabase but no joy, any ideas where this might be pulling from?
Maybe a default prefab and or locked engine file?
got a fuell support error on a helipad nowq too, i havent hit editor since 1.3 dropped
how itf do you set your world box size?
Ive not adjusted anything to do with the base world though and even after deleting all mod files bar the addon.gropj and restarting WB when editing a prefab/world Itll still show that error
Oh, how odd
Maybe a reg edit and or delete of reg key for the editor?
Ive just uninstalled workbench/deleted out all files from workbench in documents, reinstalled created a new enfusion project and its still throwing that error ;D
Ive had a look in reg edit but couldnt see anything for tools, any idea where im looking?
Nevermind, found the reg edit under Bohemia Interactive, deleted out the tools and the error is gone - Thanks a mill
No worries !
@honest gyro your scars dont have any optic slots lol
nvm i was on the outdated version, sorry for ping
find meta file
Nvm you fixed it, but the meta file might have still been there
Can someone tell me why the constructions inside the base remain suspended in the air?
sounds like the map/terrain was moved from original 0 position, usually shouldnt do that
@green ravine
you do this in the configs
anyone able to help fix a corrupted world?...
Hey everyone, Im using a 4070 GPU, intel i7-14700k CPU, and 64GB ram.... Curious what upgrade would be most beneficial in working with enfusion and modeling? ... Upgrading the ram to 128 would be the easiest upgrade for me to do at this point, just curious how much that would actually affect performance within these applications?
Sounds like you already have the ideal setup. I cant see 128gb making much difference in regards to 64 over 128 for modding
My 48gb done me proud for years 😆
Damn, was hoping to hear it'd do a lil more for it. I guess the question then becomes if the GPU or the CPU is the greater bottle neck?
?
So i just uploaded my Map (Alpiner Wald - WIP) and when i try to join it on my nitrado server it says on the multiplayerlist: TODO:scenarioName. IDK what i did wrong here pls help me!
Open the project in tools and hope it loads up. If not update scripts and check dependencies (if you have any).
It opened up the map & all but i need a conflict put on it or spawnpoints
im fairly new to map making ❤️
WOW crazy mass shutdowns 
New to this but it looks like WCS doesnt allow you to edit their mod, I was wondering if anyone knows if it would be possible to make a seperate mod that removes the vehicle xp cost from WCS? Not talking about rank requirement just the xp cost for certain vehicles that was added in the recent update. There doesnt seem to be an option to turn it off so Id like to make a seperate mod to do so if possible'
what the best meduim map size?
How exactly am I supposed to fix this? It's all for public mods, and most of them are ace.
Or is ace just busted currently
I need help with the world editor. I can't move my camera past a certain point. Google says to save, quit, and reload, but I'm still stuck.
delete the mod out of addons folder then drag and drop from explorer back into addons which will force upload
the addon folder server side
This is all I have in my server addons folder
sorry may have miss read are you having the issue when trying to start your hosted server or in tools?
When I try and start my hosted server
ok yes so go to your addons folder on the server host and delete the mod thats causing the issue, then drag the mod file from your arma addons folder on your pc to the addons folder located on the host site ie the one you first deleted
anyone know why i keep getting this issue
it's drivin me crazy
i've tried: uninstalling reforger, uninstalling all mods, deleting all mods, etc
delete and download from workshop not when you join or update
should i download the mods giving me errors?
I'm hosting off a local machine that I have lying around, so the pictures I sent above are of the addons folder of the server so I don't see how I can delete the files of the mods causing the issue when they aren't even there.
same thing sadly
Unless you're referring to the addons folder in "My Games" and not in the Arma Reforger Server folder
sometimes the file on your pc wont actually delete so delete mod in game close game then make sure its no longer in your addons file in explorer, then search for mod and redownload, also check if that mod as any missing deps
so none of em are missing any deps
i think the file isnt deleting on my pc
where would i find the mods in my addons file
works fine so yes its probably not deleting old version
thank you. you are a god amongst reforger players
cant believe ive got 710 hours on this game and i havent learned this already, boutta help others with the same issue
your help fixed it. mods are all good now :))
perfect great to hear 
I don't know if this is a model export or an animation issue so I'm asking it here.
The left (blender): the hand and magazine are in the correct spot.
In middle (animation editor preview): the hand is now off by an inch to the left, and the magazine isn't correct either.
In game (right): Similar issues as the middle but they aren't off by the same amount.
I shouldn't have to offset the model in Blender and try to guestimate where the hand should be. How do I fix this? I've tried:
- Re-exporting the animations
- Testing animations for other weapons that worked fine.
- Re-exporting the base model
- Re-exporting the magazine.
None of that fixed this issue. What's more strange is that the right hand (and the weapon) are in the correct spot and aren't offset.
@proud heart if you wanted to know where I'm at with the l1a1 btw:
Mods are located in your servers profile folder (something like profile\profile\addons). Not addons at the main directory.
Thanks bacon, I was able to solve it now, it was because of the terrain like you said.
is ikoffset anim fine?
I thought it was but on closer inspection there's an issue. The more pressing one is that the weapon is not in the same spot itself, let alone the magazine. The weapon exported to the game is the same one exported to the animation file. I did not have this problem with the SCARS or MP5 and I used the same base file, so I don't know why this would be "off" now. It should be 1:1
weapon armature is with scale 1.0 and was at 0,0,0 location in weapon file?
Yep. Same for the mesh.
where is your w_root?
also no delta transforms?
how are you attaching weapon in anim file?
The bottom most one is w_root. There are no delta transforms, everything is cleared. In the animation file, I'm applying a copy transforms constraint to the rig of the weapon to match the position of Weapon in the animation file (as the sampleweapon was, as all other successfully animated weapons have been).
w_root should be at 0,0,0
sample weapon is using object relations
(for mesh)
and then this for armature
I'm re-importing to the animation file after adjusting the root. One sec.
Here's the weapon re-imported with the new w_root position in blender and in game:
also, pls paste whole blender window - what about weapon armature ?
what is this pic representing?
So Weapon is the original armature of from the sample file. Its copying the transforms of RightHandProp. The L1A1_Rig model is then copying the transforms of Weapon (which by transitive properties means of RightHandProp).
I enabled the original weapon armature and colored it's root bone red
did you also updated weapon fbx after changing it in this anim file?
Yes, I updated the root position -> exported to enfusion. Then imported that same fbx here and copied the transforms.
try to restart workbench after that
This looks more promising, let me try re-animating the part that was off to see if it's fixed
Its still off unfortunately, I copied the initial pose over from the IK animation and made a simple animation to confirm things line up (they don't). These are the same frame:
what bones are you animating?
what are you export settings?
also, as I mentioned before - it will be easier to determine what is going on if you share whole blender screen
Currently, I'm just simply posing the hand near the magazine and weapon to see what it looks like on export. There's also the export file anim info.
Could it be that constraint you guys have in game that prevents the model from stretching beyond a certain point? Maybe I'm encountering it somehow?
so you are just animating Hand IK? Nothing else?
Well there's multiple things that are being moved. I have an transition from holding the weapon and transition to holding the animation that I copied over. But I can confirm that even without that. And just having an animation with one keyframe, this problem still happens.
try to remove all the keyframes except from hand ik
basically, only IK bones + left/right prop can be translated - rest can be only rotated if you want to have correct additive animation
if you load animation export profile, you will notice, that only rotation is being exported for 99% of things
and if do some translation then this will not be exported to the game
I exporte the first frame of l1a1_ik as the insert magazine animation and it's off:
can you use ikoffset as base for playing additive anims?
How do I do that? I'm open to learning new tech.
https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Animation/Setup
This Modding Boot Camp seminar was originally held on the Arma Discord Server on February 26th, 2025.
In this session, Senior Technical Designer Maciej Pham discusses Blender Tools setup, weapon animation, and more.
00:00 - Introduction
00:31 - Start of presentation
08:5...
Okay, didn't know I could that. That's cool. What did you want to see from that?
just play anim and show pic how it looks
This is what the animation that just has the first frame of the IK looks like. Its closer. I can test having the hand near the magazine again.
first frame of your insert mag should be the same as your ik anim
perhaps you had some movement there
Right and it always has been.
probably not, if you see a different result now 😄
This is more accurate than it has been. But to your point, the first part of the animation was copied from the ik animation. The first thing I do I make transition animations of letting go of the weapon and grabbing the weapon (with the left hand). But, does it matter if it starts on frame 0 or frame 1? That is different now, it was 1, but its now 0.
if you have multiple animations (like you do) it makes a difference if its on frame 0 or 1
in export settings you are asking export to do calculate difference from Frame 0 (diff frame 0 - to the right of diff pose)
now, if you are exporting multiple animations and blender switches to frame 0, if there are no keyframes = blender does nothing
and by does nothing I mean keeping the last position of the bone - it can be from different action in this case
Well thanks for the help. I'll try re-animating that animation and see if everything is fixed. I'm hopeful that it will be.
do it step by step, save frequently and hopefully you should be able to do self corrections in the process if something goes wrong
If you're doing blender stuff
Occasionally I'll add a number at the end
Do save as, and blender has a button on the bottom right where it will tick up
Effectively save for if you mess up and need to go further back and you have undos
So, if I want to reskin some helmets in Status Quo, where would I go for default textures?
Is there a specific way I'm supposed to do decals on objects/entities compared to terrain?
Yeah I was able to get it, it's document\my games\arma Reforger\addons
How can I disable the use of global supplies for my conflict mission within the Arma Reforge Tool?
Hello. It's possible to change the rank of admin's when they start a new game?
In conflict mode?
In vanilla server
For ps players
You had me until you said vanilla
does mod order matter when it comes to dedicated servers?
Rarely
😅
@empty nexus It's a way for admin's to have high rank? Do they have to Progress to the high rank like normal players?
Not in vanilla I don't think
Have a look at the game mode manager within your scenario.
i'm new to this and i am trying to add game master to my world i made and after is scans it says this and
i have no idea what it means, any help?
Click the white page at the top left and then click “make subscene if current world” or something like that then run it again and it should work
ty i just found out how
I'm trying to get the 40mm grenade flares to bounce off of walls and not immediately cease to exist.
Is it possible to create something that adds destruction physics to vehicles? As if you could quite literally shred a vehicle to pieces?
By chance does anyone know what mod could possibly be making my character spawn in the water and not able to move?
WORLD : UpdateEntities
RPL : rpl::Pip::ProcessNetToGame
ENTITY : SpawnEntityPrefab @"{EA158B6EB6A24B4B}Prefabs/Characters/Factions/BLUFOR/US_Army/Character_US_Rifleman_Variant_1.et"
ENTITY : Create entity @"ENTITY:4611686018427388037" ('SCR_ChimeraCharacter') at <5192.166504 6.062313 5631.107422>
RESOURCES : GetResourceObject @"{DFFC0A34A77ADCB4}Anims/workspaces/player/player_main.agr"
ANIMATION : AnimGraph load @"{DFFC0A34A77ADCB4}Anims/workspaces/player/player_main.agr"
ANIMATION (W): Animation graph {DFFC0A34A77ADCB4}Anims/workspaces/player/player_main.agr contains errors:
ANIMATION (E): UnconsciousLoopSTM: Invalid 'From' link
in transition UnkonsciousBack->UnconsciousLeftSide.
ANIMATION (E): UnconsciousLoopSTM: Invalid 'From' link
in transition UnkonsciousBack->UnconsciousRightSide.
ANIMATION (E): UnconsciousLoopSTM: Invalid 'To' link
in transition UnconsciousBelly->UnkonsciousBack.
ANIMATION (E): UnconsciousLoopSTM: Invalid 'To' link
in transition UnconsciousBellyUp->UnkonsciousBack.
ANIMATION (E): UnconsciousLoopSTM: Invalid 'To' link
in transition UnconsciousLeftSide->UnkonsciousBack.
ANIMATION (E): UnconsciousLoopSTM: Invalid 'To' link
in transition UnconsciousRightSide->UnkonsciousBack.
ANIMATION (E): Animation graph is invalid.
RESOURCES (E): Failed to load
ANIMATION (E): AnimPhysAgentType: graph Anims/workspaces/player/player_main.agr doesn't exist
maybe this will help someone find out why my server is messing up for spawning in ^
Is this custom scenario/characters/etc or? Do you have a spawn set up in the world?
It’s Gogland GM and I have a spawn setup but when I try to spawn I spawn in the middle of the ocean and can’t move at all
Ok so you are using gogland and a gogland GM scenario? Anything else added? Seems like there is no spawn set up and that's why it's putting you out in the ocean (0,0,0)
I have mods but no scenario mods or anything. I just have the GM scenario that goes w the Gogland map.
I have a feeling it’s one of the mods on the server but I cant narrow it down to save my life. So I pulled most of them out and only have the basics which now the server works. Just annoying I can’t have the mods I want bc of one mod screwing it over.
for sure. If you have gamemaster up, why not place your character on the map and then hit contol. In the GM screen are there any factions set up?
yeah I have US set up and a U.S. spawn point. I can spawn a character but it’s not viable option due to me running a milsim unit. Not everyone can or will want to do that
yeah true. I'm not 100 at this point but if you wanna screen share we can try and sus it out.
Heading to bed at this point. My brain is rot staring at these mods and restarting the server 100 times lmao. I actually appreciate your help tho
i hear that. try again tomorrow.
diag menu shortcut always mess up with the windows + arrow keys changing window positions shortcut. Any workaround?
had rhs as a dependency had to redownload it so have removed it as a dependency from my mod now i am unable to enter back into the mod as it says cannot locate dependencies required to open this project anyone know how to fix pls
cropped slightly better for you - look at the bottom
Is there anything I can do or is my mod cooked
Just put the mod back into the folder it originally was
If it's in your recycle bin, you can just go to that adn then right-click it and hit restore, then open your project and remove the mod as a dependency first then delete it
No I deleted it from my actual reforger workshop
Then kept getting some script error so removed the it as a dependency and it’s now giving me the error that it can’t find a dependency
redownload the rhs mod, delete old rhs mod from tools readd new rhs mod to tools, open your mod with new rhs then just add back to your mod as a dep
How to I remove it from tools would I remove it from list or is there something else I have to do
yes just remove from list then readd as exciting project like normal
still saying it cant locate dependencies
i assume rhs was the only dep
yea it was
and you deleted the rhs from your pc and double checked it actually deleted as sometimes doesn't then redownloaded the mod from workshop
idk i found the file im not sure if it did or didnt
Not sure where Im supposed to post this, but is the BI forums coming back anytime soon? I need some help with some audio related stuff and I think the forums might be a better place for me to ask for help.
How long have they been down? I've been trying to access old threads for answers for the longest time and just figured that the forums weren't supported anymore.
Seems theyve been down for a month atleast, but I feel like I read somewhere that they were going to come back on and that it was related to the DDoS attacks (or whatever it was) not that long ago
I think I heard it was related to the spam bots, they had a lot of cleanup to do.
Where can i ask for help regarding my map crashes every time i try and open it in the workbench.
For playerhosting , When there's a lot of items in storage, players stutter/freeze upon entering stash. The more items, the longer the stutter is. Any way/mods to optimize this?
The best way is to host a dedicated server (even on same pc) so your opening doesnt delay processing
Oh alright, thanks
Ooh a fire ambient mod idea that came to mind would be windshield wipers/water effect on glass for these amazing rain effects if possible.
the vibe i get
Is there a way to place AI without getting replication error on a server? I use the ambient patrol system but it doesn't place Sniper units
anyone know why when I try and update my mod with new things ive added
i get this error and then it just restarts
is the point of x_base so that i can overide it?
RHS Status Quo has functional windshield wipers on their typhoons you could probably use.
Anyway to accelerate night time faster than 12x?
@empty nexus Do you happen to have your anvil drop video somewhere? 🙂
I got u fam standby
Wait no
lol
Here
Legend 😄
Anyone know if there is anything to be aware of when placing buildings, in regards to the destructability side of things?
How to edit Faction manager in enfusuon, scalespeeder video seems to be outdated
Can this be done with assets on vanilla maps?
Meaning, as in would it be possible to apply the destruction to houses on vanilla maps without makign a whole new map.
you need access to the 3d model itself. So only custom buildings
Ah, okay, I imagine we can't export the models of the existing buildings then.
yeah they dont allow to export any models from arma reforger.
Unfortunate, would make it a dream to bring that type of destruction to vanilla maps.
Makes sense why only custom maps implement though now
anyone know why my patches show up in Enfusion test GM but not on my actual server?
I'm rotating one of my spawnpoints, and I can see the cube moving, but the arows to drag it around no longer align with the cube, making it difficult for me to tell which way I'm aligned. Anyone know how to fix this?
Hey there everyone, super new to the whole modding scene but very familiar with coding (C,C++,Python, SQL, etc). I have a project in mind that has scripting components, essentially the idea for the mod is to create a ghost entity on player death and instantly allows/tps them to become said entity.
I have two scripts, one listens for player death (SCR_HitZone = OnDamageStateChange) and the other creates said ghost entity on death and gives certain control(Hook the death signal to the StartSpectating method(IEntity))This all spawns an entity I called GhostSpectator.et that has all the components as above. Unfortunately, this is where my knowledge stops in the matter...
For the life of me, I cant figure out how to finalize/test now that my scripts compile and are successful in the proper calls/methods (took me a while to find the right ones). Essentially, my saving grace has been this discord and helping me here and there. I have had alot of people chime in when I get stuck and now is one of those moments...
All I ask is for 5 minutes of anyone's time who has any inclination that they might be able to help me. Sending out the SOS, Thank you all in advance as I know this isnt much to go off of. Will happily provide more info if useful/open to DM's!
edit: read up about a .conf that I believe I dont have yet, trying to dig into the wiki page has led me nowhere on the matter..
Hello new to modding on the enfusion engine and have been trying to create a custom faction for my zeus group I have been running. It seems to be an issue with registering prefabs for the editor. No matter what I do they dont register and upon publishing and launching all the prefabs are missing. If anyone could take a peek at it and point me in the right direction it would be greatly appreciated
Join the club bro, been trying to get my scripts to run but gettin no luck
Noob question and issue
Not sure what happened, I’m making a custom overthrow for our server.
I had only 2 dependencies checked for the project, overthrow and arma reforger.
I added a third blank dependency to insert the “suspicious items” mod so I could put more drugs up for sale in shops.
Suspicious items wasn’t in the list to add, so I backed out of editor leaving it blank. I scanned for projects again, then went to re open my project and it now says “cannot load dependencies required to open this project”.
I did “open with addons” and checked arma reforger and overthrow again and it won’t open. Those are the only dependencies I had originally.
Any idea what I’ve done, I’ve lost all my progress as of now…
Cool videos other than the fact that you didn't actually create buildings and just created props that look like buildings. Lol
Not sure what you're getting at. Buildings are props. This showcases if you have a building or making a custom buildings you can add destruction parts to them.
Buildings are in fact buildings. Made with probes, volumes, portals and BSP geometry. What you created had none of those. Meaning it wasn't a building. People will watch that and think that's the proper way to make buildings because the way you named the videos. Which is misinformation being spread for no good reason.
Cool add-ons though. Perhaps you should make one to help people create actual functional buildings.
Have you modded buildings in arma reforger?
there is no documentation on this on their wiki, so all i have to go by is their ingame models.
Yes, all the information is on the wiki
i see will take a look into it
that sample house they showcase should really have been in the sample pack on their github..
Agreed. And the information should be put in a more suitable location on the wiki.
@jade current but is it so bad to have buildings as props instead? the tests ive done with lighting, audio and such is the same, penetration is set in the collider layer. Just what are the drawbacks in making the house like ive done
how do i test my mod?
Everything works in workbench, but not on a dedicated server.
I just don't know how to start a dedicated server in the workbench.
Is that even possible?
I am in the same position
My tools wont open the world editor anymore on my mod, tried to open a prefab and it just opens as text. Any ideas on a fix?
Check log console
I didn't see anyone respond to you but it tells you the mod id that is missing. Go to reforger workshop website and search that ID. Download that mod, make sure you scan for projects to make sure it shows up in workbench and then you'll be fine
think its to do with rhs 😦
Is there some place where a modder can get help with crashes? I have a few projects that are completely blocked because WB is designed to crash without telling me anything at all in the logs and I don't have 5 hours to do random things to see if it stops crashing
Has anyones workbench been crashing a lot since 1.3? I also have an issue where the prefab I’m working on the the world editor will disappear
What causes the GM to lose lighting? Lighting is fine before I click play, then the textures go black and the sky goes white
my console is spammed with this. i got a bunch of entities in slots
is that not the intended way to spawn them?
Is there a way to open two prefab edit modes at the same time?
anyone know how to fix this???
Can someone tell me why in the world editor my weather settings keep resetting while I’m tryna set up a cinematic timeline?
why do you think so?
open two instances of workbench, lol
that sounds so obvious that I feel so dumb now
it is quite silly solution tbh
thanks tho actual game changer
Not sure where to put this, but we arre trying to play conflict on the RHS mission however team autobalancing is on, is there a way for us to get around it and play on the same team?
If you still haven't found a solution
(It turns out that in the settings I had to specify path to the game and also to my mod. For some reason I thought workshop could find the game on its own.)
in dedicated and peer:
Executable:path to game/server exe.
Params:-addonsDir "pathtoalladdons" -addons "pathtomyaddon"
https://youtu.be/asWxIIHT6d0?si=A1VKY8U309Uimwpp&t=1335
https://community.bistudio.com/wiki/Arma_Reforger:Multiplayer_Scripting
This Modding Boot Camp seminar was originally held on the Arma Discord Server on January 23rd, 2025.
In this session, we explore the fundamentals of replication within the Enfusion Engine, highlighting key concepts and common challenges. Through detailed examples and clear...
You can edit 4 million at a time if you drop them all into a world...
Only happens when rhs is a dependency. I might have a out of date one
wep i'm done trying to mod alone, can you guys help me? I'm trying to create a vehicle for reforge, everything works (doors, inventory, animations)... aside from the vehicle that goes flying when you enter him! I can't fix this and i'm 6 hours in trying to fix... so im desperated xD so im here. thanks in advance! (i'm accepting tutorials in how create vehicles or tips on how to fix this...)
Looks good to me
Not too sure if I should ask in this channel but, is it possible to create light switches? And or trigger logic
Not sure where this goes, but I'd like to edit the supply costs on vehicles you can spawn from the maintenance depots as well as edit the available vehicles to a particular faction. Any help would be appreciated!
Hi all, how i can load my custom enhanced scenario (on vanilla resources) on server for plat with PC-PS5 players?
Not modded server(
Anyone know what mod pack has this backpack?
Yes
Ah okay, is there documentation on how or anything of the like?
Definitely no "how to create light switches" documentation
Ah oh, well I am sure there is a prefab and or entity for toggling lights or perhaps do I need to script?
Everything that you want to create that's custom means writing scripts.
Oh okay, well thank you ^^
Unless it's an asset, that is.
what's the keyboard shortcut to deselect things in the world editor?
how do you get rid of the invisible borders i cant access the rest of my map ?
Does anyone know why submunitions no longer spawn particle effects on the client side when spawned from a TimerTrigger? It definitely worked prior to 1.21...
does anyone use the parachute mod by bacon tried reaching out to him put no reply, so works well post 1.3 but unable to save to loadouts when on back, but will save if put into a backpack i had a quick look to see if was on the blacklist save but wasn't.
This has been reported already 345834 weeks ago and is waiting on bohemia to look into since then
You need to edit the gpoj file in your Terrain folder, and then you need to find the empty "" under dependencies, remove it, save it, restart tools
how do i fix the no button glitch i get it all the time haha
rite ok so no way around it then as noticed it was set as a vest so though maybe needed to be set as backpack thanks for your reply
It's listed as a known issue in my discord (which is where all my mod status is) under known issues since november 2024
i see ill have to jump in to your discord then thanks
how did i never realise you're the author of the bacon mods lol you're an absolute legend of the game mate.
would anyone know how to fix this no button glitch? I keep getting it randomly
no button you mean what shows to be able to toggle the settings if so as seen people ask this before just grab right side and drag to the right to make visible
ahhh thanks man. Turns out the issue is that I expanded my viewpoint too far hiding the buttons behind the visible screen. Hopefully this helps others - search keywords: no buttons, no toggle, no options, glitch
no problem glad i could help sort the issue 
what about the black and white texture issue once i load game master onto the terrain... i got generic light entity and i got camera manager, time and weather manager, and the PPE prefabs are correct since they work until i go into GM in playest
Wep, thats the first one of many...
Just a testing my first ported model for Arma Refoger...
First one of many... license infringements
:3
i can change the car name if that's the problem... right?
idk what i can upload in the workshop xD
As long as it looks 1 to 1 like the real car it's a problem. This sucks because I would love to put my sakhir orange f82 m4 into the game and I actually asked BMW for permission but they said no 😭
At least they replied to me though
damm thats sad, i know thats a problem with toyota and mitsubishi cars
I even asked them how much would a licensing deal cost but they said they are not giving licenses out in europe for games at the moment
not even for modding? bcs you are not being paid or receiving any money for the work... idk that it required licensing to publish
Well they said no to me, maybe you can try on your own
uh, i wll try to modify some parts and remove all logos (already removed from this one) and try to upload the entire pack, fingers crossed it works (bcs they finally made a Arma with good handling! And... AWESOME graphics...)
We have received your below inquiry.
If I understand correctly, you would like to get our permission to use trademarks of BMW and BMW designs, in video games.
Please be informed that we grant such authorization only to our license partners and kindly ask you to refrain from such use.
Thank you for your understanding.
Note that the design of a car is copyrighted beyond just the logo
a bmw email? i would hang it on my wall xDD
jk, i will change some parts and call it BWM or something...
Good luck man I would love some beemers in arma reforger
I was gonna put my F82 down to recording the exhaust sounds and stuff
ive got a 335i twin turb could record
We need a car channel
So you could record the N54, I can record MPE N26 and S55 competition if required.
Stock N54 sounded a little similar to the S55 in efficient mode (valve closed and no burble) I think
Will send BMW another email with some begging
hell yeah both sound amazing bud 6 pot all the way although am temped to go RS5 next v8
im heavly a noob so any link to a tut would help but im using cinematic mode to make some angles, how would i make the vehicles move, shoot so on? im sorry if its a dumb qiestion ive tried looking online
Scales of prefabs don't seem to apply when you use them on BaseLoadoutManagerComponent can anybody verify or test?
It puts the scale back to 1 so far it seems.
just random talk, its insane how the graphics improved... id never imagine that one day i would play OPFP/ARMA with these graphics... enfusion rocks
(srry just impressed while modding xD)
managed to get back into my mod but now got a new error anyone know how to fix?
getting this error repeteadly on load up
remove any script files to temp mod then reload and allow to recompile
not if you have changed written your own just move that file to a new temp project then reopen without that project attached
i just straight deleted them and it fixed didnt have that much scripting can easily be replaced
awesome glad i could help solve your issue 
thank u so much man thought i was good had over 250 hours on that mod
very welcome
hey so... when can this be achievable in regular play? 😛
What even is that? Of course you can fly a heli in regular play!
That's everon
i mean.... giga draw distance
Isn’t there a 25k view distance mod already?
anyone know what mod has an earpiece like this? i saw it in-game once but cant find the mod that uses it
Nevermind. It seems that the TimerTriggerComponent and ProximityEffectComponent do not replicate the variables which trigger the effect (time, distance) to the clients. So the submunition projectiles/effects are never spawned on the client
How do I turn up the view distance in the world editor?
Camera tab in creator window. Far Plane.
Thank you very much
We keep getting those errors
14:56:32.306 NETWORK (E): RplConnection::ValidationError remote script source code checksum does not match! local=0xF034AA86BB51D551 remote=0xD9FF82D80C8FD9D4
14:56:32.308 NETWORK (W): RplAuthBackend::OnFailure called (identity=0x00000002, group=4, reason=2)
14:56:46.391 NETWORK (W): RplAuthBackend::OnFailure called (identity=0x00000000, group=1, reason=9)
14:56:46.391 NETWORK (W): RplAuthBackend::OnFailure called (identity=0x00000001, group=1, reason=9)
14:56:46.391 NETWORK (W): RplAuthBackend::OnFailure called (identity=0x00000002, group=1, reason=9)
14:56:46.391 NETWORK (W): RplAuthBackend::OnFailure called (identity=0x00000003, group=1, reason=9)
14:56:46.391 NETWORK (W): RplAuthBackend::OnFailure called (identity=0x00000004, group=1, reason=9)
14:56:46.391 NETWORK (W): RplAuthBackend::OnFailure called (identity=0x00000005, group=1, reason=9)
14:56:46.391 NETWORK (W): RplAuthBackend::OnFailure called (identity=0x00000006, group=1, reason=9)
Is there anyway to check where it is coming from
Not really. Outdated scripts or different -scrDefine params or diag vs retail exe
How would I go about hiding road network tools visual aids?
To add to my question
G works but removes everything
Hey everyone, I'm working with Enfusion and modding for the first time, and I could use a bit of help.
Here's what I did:
Created a new project.
Navigated to UI -> Layouts -> Menus -> LoadingScreen -> ScenarioLoadingScreen.layout
Right-clicked and used Override to "My_Project".
Added a new image (in .edds format) inside my project folder.
Opened ScenarioLoadingScreen.layout, selected m_wLoadingImage, and replaced it with my new image — it showed up correctly in the Enfusion preview.
Went to Workbench -> Publish, added the preview, description, etc., and published it.
Uploaded the mod to my server and restarted it.
Problem:
Even after doing all of this, the game still shows the default scenario loading screen instead of my custom one. I'm not sure what I'm missing — maybe I overlooked something?
Any advice would be greatly appreciated!
Why are these things even in the game?? They dont do jack shit!!
Hello,
I am currently working on a project for Arma Reforger involving a mobile HQ scenario, and I am facing an issue with implementing custom loadouts for players. Specifically, I want to allow players to respawn with a custom loadout that they have previously saved at the Arsenal, but with the added option of selecting between the default (vanilla) loadout and the custom one.
I have already set up the interface for selecting the loadout, and it works in the vanilla version of the game. However, I am unable to allow custom loadouts at the mobile HQ. I am using the Conflict game mode, and I prefer to avoid using complex scripting.
Issue:
- The option to allow custom loadouts at the mobile HQ does not seem to be accessible or enabled in the game mode.
- Despite attempting to use some basic scripting, the custom loadouts aren't functioning as expected.
What I’ve tried so far:
- Tried enabling custom loadouts in the game mode settings, but options like "Allow Custom Loadouts" are either missing or not functioning properly.
- Attempted scripting methods to check the player's selected loadout and apply the correct one, but encountered syntax errors and issues compiling scripts.
What I am looking for:
- A way to enable custom loadouts for players when respawning at a mobile HQ.
- Suggestions on how to properly set up the scripting to allow players to choose between a vanilla or custom loadout when they respawn.
If anyone has experience working with custom loadouts in Arma Reforger or can offer advice on how to resolve this issue, it would be greatly appreciated. I am looking to minimize the use of scripts as much as possible, so a solution that integrates with the existing game modes or UI would be ideal.
Thank you in advance for your help!
Best regards,
sorry to reply from so far back, im running into the same thing, did you get this figured out or answered?
Anyone have a fix for Zeliks loot spawner working with EPF? Loot doubles everytime I restart server. With full amount of spawners in place, server crashes via malloc error, I assume it is being overloaded with the amount of entities in the world. I'm trying to make it to where all spawned entities are wiped upon game end and not saved by EPF. I have tried overriding each prefab that is spawned with Self Spawn turned off, self delete turned on, and root turned on. I have tried turning root off in epf game mode component. I've tried for 3 days now and can't even remember everything I've tried.
I have also tested only putting about 15 items in the spawn pool, but after 2 server restarts I get the same type of crash.
for context, my spawners are children of buildings
The only way I could do it was deleting the items folder in the servers profile folder while the server was turned off. Maybe a script that listens for the server shutdown command that deletes it could work
yea the problem with that is i would like to keep certain entities in the world like vehicles
i am not aware of the scope of the items folder though
The items folder is only for loot on the ground. loot inside vehicles or on players would still be there
ok gotcha...yea that wont work for me because I need to have player inventory persistence and vehicle inventory persistence
I did write a script in the persistence manager, on game end i had it unregister all weapons and ammo but that didnt even work.
Those are different folders not the item folder. The item folder is literally only for items on the ground
oh sorry i read your porevious message wrong
ok thats a good start! thank you
i"ll dig through EPF and see if there is a way to exclude the item folder from being saved. cut it off at the root.
But if you could have a script for your server to delete it on restart then you won’t have to manually delete it every restart
I tried that and players started losing loot
It’s very confusing lol
that would work too. I will try both. I just have a feeling there is another way that I am just unaware of...
ahh ok, I see. I guess thats out of the question.
But if you find a solution hit me up I’ll share some of my DayZ scripts with you if that’s what you’re working on
Will do. I'm working on reforger right now.
any idea why rocket pots dont stay connected to the heli ? i added a few new once and 2 stay on 4 dont go with it . even tho they are setup the same way
Is the save/load session on in MP/Server a little broken or did i do something wrong?
I saved a session in workbench and copyed the save state files from my workbench profile folder to the game profile folder.
I can load the session in MP but somehow the stuff i created for the session in workbench is not there/loaded?
I found a caveman way of doing it. Tedious but worked. For every single prefab that is in the spawner config, it need to be overridden in your mod and in the epf component, self spawn and storage root need to be disabled. self delete enabled.
Don't know if it's possible, but someday it would be nice to mod the spawn function in zels script to apply those changes to each entity it spawned, with a Boolean attached to where you can turn this feature on and off in the spawner prefab. like "Make Persistent" or something.
Anyone willing to help? Finished making a modern mod for my server using the RHS prefabs. Everything works great. Big thanks to the RHS devs. Only issue I'm having is i can't figure out how to attach the NVGs to the helmet in the SCR inventory section to make them spawn already attached. I've been successful with just depositing them into a shirt or pants and manually attaching them in game. But it'd be a nice touch to just have them spawn in already attached to the helmet. Any help is greatly appreciated. Feel free to DM me with any help. Thanks.
Is prefab library project-wide or local to each users machine?
is there a way to import a current workshop map into world editor so i can expand onto it or add stuff to it
Anyone know what causes this? The tiles get different hues/saturation abova a certian height.
also tried to merge to dedault and just do one paint, still the same resault, when i try to paint more or just one other surface the darker ones seen on the picutere change from light to dark,
but this does not happen to the rest.
Yes open up the mod by itself and open whatever world file you want to and then go to File/New world and select sub-scene
seams that coblestone and asphalt does this, others does it too, but not that big of a degree. So these surfaces are basicly useless like it is now.
how do i do that? do i also need arma open
No
im brand new to this
Have you downloaed the mod in arma already
i have the map already yeh as i showed my buddies the map i want to edit
Open workbench and click add project / scan for projects and select the folder that your mods download into from reforger. By default its in steam/steamapps/common/Arma Reforger/addons
And it should put that map in the workbench launcher window
And any other mods you have downloaded
i dont quite understand. do you mean have i like downloaded the map on arma itself so its in my mod manager and then i do that scan thing?
if so its not even in my files xD
Documents/mygames/reforger/addons
ah now i see stuff
@keen perch or @zealous scroll how do i unlock entities that i dont want on the map? such as a broken down tank sitting at a base (also sorry for ping)
You don't. Read only
I think you can copy the layer or something actually somebody told me once something like that
im just tryna make a custom edit of the map so me and my buddies can use it as our server map
Yeah that's not how it works. It's up to the map maker to do that
ohhh i see
if you were using everon you could copy the layer and paste it in the blank everon
Anyone have any issues placing the RHS CAS, bomb drops correctly and plane flies right but the bomb doesn’t go off. Additionally, is there no forums or discord for RHS, a better place to take this question or am I just missing something. Sorry, new to the arma modding community TIA 🙂
What's the name of that mod for better paper maps can't find it
help, I export a model from blender to Enfusion Workbench and it gives an warning
Good evening, I would need a helping hand with the engine to make a prop mod, because I studied the official Enfusion documentation, I still can't pack the mod so that it is functional, someone more qualified could help me understand the procedure please
do you have a mapentity.et in the world?
Reforger Modding FAQ This document answers some of the most common Workbench related questions. If you see someone ask a question covered in here, just send them the link. Content: Why does my grass look weird? 3 How can I add dependencies? 4 Why do vehicles not drive smoothly on my terrain? 5...
Has anyone been able to download srtm heightmap through QGIS within the last day?... I cannot on new or older projects that have already had one downloaded before..... EDIT: I was able to get it to work, i just had to manually go and search for the height map on nasa's earthdata site... hopefully they get the integrated option back up and working eventually tho
is the make arma not war contest just chosen content randomly or do you specifically have to submit/state it?
I think you have to specifically upload it as part of the contest.
https://discord.com/channels/105462288051380224/1329455311555395645
tyty
likely wrong material type. If using blender try Principled BDSF. You'll have to setup the material in Enfusion but I haven't had issues with it. Also source textures need to be .png
Is this using the batch exporter?
Anybody know where to adjust the offset for backpack? Can't find it, probably right in front of me.
Hey everyone, I'm working with Enfusion and modding for the first time, and I could use a bit of help.
Here's what I did:
Created a new project.
Navigated to UI -> Layouts -> Menus -> LoadingScreen -> ScenarioLoadingScreen.layout
Right-clicked and used Override to "My_Project".
Added a new image (in .edds format) inside my project folder.
Opened ScenarioLoadingScreen.layout, selected m_wLoadingImage, and replaced it with my new image — it showed up correctly in the Enfusion preview.
Went to Workbench -> Publish, added the preview, description, etc., and published it.
Uploaded the mod to my server and restarted it.
Problem:
Even after doing all of this, the game still shows the default scenario loading screen instead of my custom one. I'm not sure what I'm missing — maybe I overlooked something?
Any advice would be greatly appreciated!
I've seen this with guns as well. Is it only during runtime?
Your intent is to add a mod that only adjusts this layout? What scenario are you using?
I haven't tried other than runtime. I think i have to add it to the prefab field and not just the template field to see in editor I'll check it when I'm home.
I'm thinking I might just have to do it in blender, but they have offsets for a lot of things so I thought maybe there's one.
hmm i guess check what other backpacks do in the game, if they have an offset or a attachment. I imagine you want it on the back and attached.
can anyone point me in the direction to find someone to help me rig some custom gloves!??? looking to make a mod with no dependancies for more glove action
Anyone have any issues placing the RHS CAS? bomb drops correctly and plane flies right but the bomb doesn’t go off. Additionally, is there no forums or discord for RHS, a better place to take this question or am I just missing something. Sorry, new to the arma modding community TIA 🙂
You could try here https://discord.com/channels/105462288051380224/1050079312977596426
anytime i message in there clyde says my message could not be delivered...
I have some questions about dependencies, mod size and load orders if anyone can chime in.
Dependencies - I was speaking with someone a couple weeks ago and from what I was told is that when a mod is loaded it then loads the dependency and if multiple mods use the same dependency there could be a chance of confliction depending on what is being modified. I was wondering if there was any truth to this or not. If this is true would it be easier to not add the dependency to the mod being created but then just list the dependencies for the mod in the description?
Mod size-Coming from my background in other games I was taught that the more resources(mods) the more the performance draw on the server. Is that true here as well? Would it make since to build something more like the guys over in RHS instead of multiple mods? Is there any optimization benefits to doing it that way to increase server performance?
Load order- Does this matter here? Like should I make sure my map mods load before my weapons, vehicles or any other mods. If so whats the best methodology for this.
Hopefully this is the right location to ask this. Sorry if it is not
How to make a vehicle function as an arsenal box when opening the trunk like the arsenal truck?
hi, How do i check the version of a dependency in the tool? or does it always use the latest?
override and add arsenal or invent component. this probably wrong...
hi im trying to use my arma reforger tools and i cannot for the life of me get it to load, it says its playing through steam and its running on task manager but nothing pops up when i select a project
Where is the map stored by default for initial inventory?
Can't seem to find what component / slot its in
I tried something like that and the vehicle just went away flying when I spawned it lmao
A mod that can turn your shirt into a bandage
They just pushed hotfix update
Attention Soldiers, We updated the Steam, PlayStation, and Xbox versions of Arma Reforger. Visit our Dev Hub to read about Known Issues. You can help us to further improve the game by posting your feedback on the Feedback Tracker. 1.3.0.144 Changelog Assets Changed: Tweaked ballistic properties of armor materials Changed: Increased time to live ...
Okay so who was mad at BI for not allowing vertically launched heli rockets
Anyone having problems with polylines and fences?
It seems that they do not work, me and a few others have been having the same issue for a few days now.
Yea im also having this problem but it works with splines tho its a bit tricky
Also what u working on? -swobble
does anyone know how to add a RegisteringSlot conponment in Slotmanger, it seems i cant change them no more
Having trouble with Spawns? How do I fix this error
Hello, as someone who is beginning to learn how to make stuff in the workbench, how feasible is it to make a biped vehicle? I've heard is kinda hard considering the nature of the inheritance of the people-like objects and vehicles.
Someone with experience could definitely create mechs, not very feasible for someone with little to no experience though.
Yeah, it was just a thought. Although it would not be a full on mech what I was thinking about, I was thinking of something more like a walker gear from MGSV
But even that would be complex for what I've seen
That's still a mech, just a small one lol
yeah
change to menu spawn logic
Thank you! I had it working then it stopped working! I will try it tomorrow
Is it okay if i buy a model make it a mod in reforger?
If it is properly licensed for use in a video game, and the seller did not rip it from another game, then yes it is fine
they added the HDR modification to the probes... thjis weeks update
now inside the bunker on arland during day time
I swear it looked darker before
Why they call exposure compensation hdr
Hi everyone! I am trying to get into using Reforger tools to make some cinematics for my Milsim Unit, and I am just having a hard time finding things and the only tutorials that actually go over this use-case the guy never released anything but Part 1, and Bohemia's official video just glides through it without explaining it. For example right now, I have my timeline, world, etc setup. But I have no idea where to find physical characters to implement into my scene
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...
Is there any way to get in touch with modders that make the current humvee packs?
Particularly the ones behind the project x ray humvees and the Humvee variants mods?
@trail parrot are you the one behind the project x ray humvees?
hello folks, any ideas as to how I would un-botox this fella, I need him looking presentable for a cinematic
Does anyone know what the pixel size is for RHS patches? I can't get this information from enfusion
Yeah but I'm not doing much modding these days, I just make models and textures for various teams
I was just gonna say, I like both of yours mods. You and kioks, but it's a shame that you can't use them together, as one mods humvees turrets disappear wen you have both enabled.
hi all so ive been wanting to use a mod on a scenario im working on but it has a dependency attached to it that no longer works due to it being outed is it possible to remove as i dont own the mod
No, you can't remove a dependency from a mod that isn't yours
i mean how hard was that to say in the other channel with a probably best if asked in generic instead of your other response have a good day and thanks now i know
No one should have to tell you to ask questions in the appropriate channel. They're categorized for a reason bud. But you're right. Have a great day!
Does anyone know what this error means? I’m trying to make a scenario for my server but when I load it up in my server it gives this error
The scenario works in sp
It's a Join In Progress error, which could be caused by a million different things.
well damn
what are the most common causes?
check on the prefabs you have placed in the world ie say you put a helicopter down instead of it being an ambient one can cause jip errors
like in the scenario in the tools?
in your world you are creating via tools
i do have some AI i placed and disabled their behavior components, could that be causing it?
most defiantly as there not being generated on world load
yep, that ended up being the problem
great stuff glad i could help solve your issue 
Yes, my intention is to insert a loading screen. It does not matter whether I load the server with or without mods, the loading screen starts but is not displayed. We use the [WCS] New Everon - North/South Scenario. And sorry for the very late reply
for this buddy you don't need the UI layouts you put the image you want to use in the SCR_WelcomeScreenComponent unless of course you want to create a splash screen then you would use UI layouts
Has anyone ever made working female characters? We have girls in the community and they’re forced to be dudes lol. Just curious if anyone has done anything about this?
Darkgru female characters is an ok solution that we used for the same reason. It’s technically just clothing items you put on so it’s in the arsenals.
It’s something like characters/campaign/final/us_player. open the prefab and there’s an inventory component. One of the drop down menus on properties will have the stuff you spawn with, including map
Is there anywhere I can get the HeadClipping_A.edds emat? The link in BI wiki leads nowhere and I can't seem to find that emat. I need to disable helmet view in FPV.
I’ll check that out thank you
Im attempting to figure out how to get these lights to be Emissive
Anyone have any ideas?
Anyone know how to bring custom assets into enfusion, it's impossible to find what I'm looking for anywhere online
could anyone explain to me the structure for a core pack, arsenal, equipment vehicles and factions mod ? would it be best to seperate them into 3 mods
I'm trying to trace through how the custom vehicles have additional actions, like "Deploy" for the command truck, "Build" for the construction truck. Taking the US assets, I can see M923A1_combox.et as the module for the command truck variant, and M923A1_command.et for the base+module. I can even see M923A1_combox_spawn.et as the variant where the spawn point is active.
Maybe I'm misunderstanding, but NEITHER of these objects have anything special within their ActionsManagerComponent setup. It's all just the usual standard vehicle or inventory stuff.
What am I missing? How do the command and construction vehicles offer these specialised actions?
Ah, I can see where the Build option comes from. It's in VehParts/M923A1_engineer_box.et, which has SCR_CampaignBuildingStartUserAction as one of the additional actions
I thought it might be SCR_CampaignDeployMobileAssemblyUserAction ? But that has the word Campaign in it, so maybe it's not the same code that would be used in MP Conflict
Campaign is the codeword for Conflict. Anything that says Campaign = Conflict for the purposes of Reforger
Oooh thank you, I had got that completely backwards then
So is there a way to take a ScripedUserAction like SCR_CampaignDeployMobileAssemblyUserAction and find out which prefabs implement this ?
I dont know, I dont do scripting
Is there any full video tutorials explaining how to get a 3D model of a vehicle to a functional vehicle in game?, Rigging, animations and LODs and all?
Look up some blender tutorials or whatever is the 3d tool of your choice. Then look at how sample vehicle is made etc.
I would say most of the time is spent outside of Reforger for that, and learning the 3d tool of choice is not related to Reforger really.
Anyone know where this jacket from greyzone was ripped from
Does anybody know why the s105 prefabs would do this? Any color of them appears as this blue car without wheels until it is purchased but that model or prefab is not anywhere in the configuration
Using shop system mod
Is it because they are override maybe? I guess I'll try duplicating them later and see if that does anything
shop mod using the mesh to display the "item" here the car
not the prefab, thats also why slotted stuff like wheels are missing
Ah I see ty
why dafuck out of no where are my pedals in the middle of the car... it was al fine till that random patch they did a day or 2 ago...
Crazy to think they hid all these trees under the map for us
hi im trying to increase supply cappacity in a vehicle, does anyone know the name of the parameter?
hey!, can anyone point me in the right direction to learning custom reticles for vics?
prolly the anim graph got changed
or smth do to with the pedals anim
hey do you think reforger has the proper tools to create something like a DMC mod, im talking mordhau combat in arma
in my downloaded mods and Mod manager I can see two of everything. Anyone else see this? I'm on PC.
The Best ukraine army mod
i put terrain layer but it says invalid
hello , problem with my server , lol recplication 8 JIP error
i dont find the solution !!
can we creat script to find the problem ?
Is it possible to mirror/flip assets inside the enfusion engine?
You could try set scale to -1 in the desired axis. No idea if it works, just an idea.
anyone know if there is a way in the world editor to generate a grid ? I cant seem to find this setting
How do i get my Bone to be like this:
Instead of this:
The 2 objects look the same in blender but when i put it in reforger the bones are different
Does anyone else get GPU hangs constantly?
Only just started happening since last update
Hi, got a question, when I want to export my Roads from QGIS and it gives them IDs, how can I know what ID is connected to what road that I want to import in ENFUSION?
Has BI said if they're gonna add PIP mirrors for vehicles at all?
like how tf are we meant to reverse a vehicle in first person only servers? 😄
Working mirrors and periscopes are planned yes
How they will be implemented is a mystery
Anybody know where to set the weight carry limit for a player?
What’s with there being no foregrips for guns?
can someone help me with asset image generating? it crashes and says no availiable prefabs even though i have a brdm selected?
Is there anyway to remove the sat map?
Nope
why is my turret rotating when scene root is the selected bone but not when my rigged bones are selected?
could somene send me a weight ref model and skeleton
Are you talking about the one Bohemia Interactive gave us?
https://github.com/BohemiaInteractive/Arma-Reforger-Samples/blob/main/SampleMod_NewCharacter/Assets/Characters/SampleCharacter/Character_Weights_Template.blend
It would be so cool if there would be mod that would group the same family of guns and gave you drop down menu where you can choose variants.
if you want visit ww1 biggest cimetery us guid tour contact me here or on the server if im here , ;)) good game test in team for more experience of gameplay . Artillery_Village_Assault SERVER IS ON good game ..
https://www.youtube.com/watch?v=rRbutsAyoFI little video but not explicit , join server for more good game
Artillery_Village_Assault SERVER :ON (crossplay xbox pc)
mp campaign match with artillery hq post ect .... test it
New guide tour ww1 battle field cimetery on the map ;) (15 minutes) with guide ,contact discord "lebarnaber55" or contact it in the server if he are here , good game ;)
hi quick question, im editing an existing mod on the workshop and im trying to replace the modded headgear with the vanilla ushanka, but it doesnt allow me to do so
Anyone know how to fix the names not showing up on the map for points
So I want to get into modding reforger, nothing too crazy i hope, just some equipment and new weapons and stuff. Other than the reforger mod bootcamp on youtube are their any other rescources I should be aware of?
Piano man
on yt
Noice, thank you 😄
If you want to adjust anything in a mod you should create an override for it in your own mod
Adjust inside another mods is not allowed
Right click on the prefab of the soldier and click override
Then in the override make you adjustments
Tpm tactical and blackheart learned me allot
ok cheers
Other peoples mods are locked for any adjustments straight into it.
Override in much cases can allow you to adjust small things just keep in mind not everthing is override able
Should be a vanilla thing lmao
Do we have any ETA for a fix regarding the servers crashing on game restart? Or any news at all?
Mordhau is a seriously fun game. The melee is pretty complex, not sure how you'd do the same in Reforger, but if you can, that would be awesome!
use prefab not .xob
Anyone else not able to add more RHS_SlidingInventoryStorageSlots? Its like arma cant find that class because it doesn't show up in the drop down option, its just InventoryStorageLot
Dumb question but where do I go to make textures? Also how do I make new factions, I’m trying to make a new faction folder but the blufor folder is locked
override each prefab you want to gear out starting with the baseloudout then do the individual ones you want to have different gear guns etc
Can anyone recommend a working modern US replacement faction mod? I've tried 'US Army Overhaul' but most are missing primary weapons? I'm currently using the PMC one but not a huge fan of the fly fishermen with Helmets look.
When you open arma tools, there are links with official tutorials from BI.
How's it going
Is there a way to disable global chat? So players cant type there, just to add immersion, etc.
how do you make a car structure for a car bc im try make my own car then how do i make bones for it
Can anyone make an autorun feature? Arma3 has one… though I’m not sure this one can as it’s cross play.
This may have been asked before… and if so I am sorry.
I did disable chat once not sure we're I did it but I believe i added mpchat entity En then disabled that let me find some reference docs for a second
Can't find a quick reference I could check later at home if you can't find it yourself
Check the Bohemia samples git there is a sample car in there if I'm right
Is there anyone that could show me how i Connect a Action to a animation?
im trying to create a bridge and both the Open/Close animations work, i just cant seem to figure our how to connect them to a action
I can’t find anything either sadly wdym you added MPChat?
Thanks for your response btw!
CampaignMPChatEntity.et if youre trying to make a conflict mode you could add this entity and then adjust it settings in there i believe i disabled it once by doing that
why does light not hit my character or vehicles?
Do u have the PPEffects / Weathermanager?
yes i have both
is the lighting correctly setup with just using the Prefab Version, same iwth the PPEeffects/Weathermanager.
i figured it out but for some reason i have to turn off distant shadows to make it work, annd that creates another problem
is the proc anim viewer broken? when i move the signal sliders it no longer moves the bones in the preview window, even on base game anims
yea its broken sadly
if u need a simple object with infinite rotation i could help u with that, otherwise nothing i can do
good afternoon, II will have stupid question, so do not blast me. I am very new in scenario creation so I do work just with prefabs and learning how to make basics work. I have following problem. Using two spawn points on map both with "ArsenalBox_US_Weapons_NoAffiliation" but at one point there is no resources requirement, but on second yes. There must be some range component to it, when I move boxes together, both are no requirements or both are resources demanding.. I can´t find that range component which causes it. Any hint please?
I have a custom weapon where if players try to lean with it, they will only look up an down, and not lean left and right. What causes that? And what might be related is when you aim down sights on a slope, the scope is not centered on the screen depending if you are looking up or down.
Hello, I have a question re: RHS: Status Quo. Starting with version 4250, killing enemies would de-rank you, no matter what faction you picked (as Soviets or US Forces). Still seems to be an issue with 4316. Wondering why this happens. It is holding back my progress by disallowing me to withdraw items from the arsenal because my rank is 'Renegade'.
anybody tell me what this red box is for plz?
Is it possible to export an object from Arma Reforger Tools to Blender? Is there a tutorial?&
Yeah that's kind of what it's for it's for a server & trying to get people to not shit talk each other in global chat while on opposing teams to keep the game all friendly to the best you can. I'll give this a shot. Thanks bro
I have this backpanel/backpack from a mod which im trying to add RHS mag slots to at the bottom, since there is two mag pouches there that are just empty, anyone that can guide me in the right direction to where i would go to create mag slots?
how to i get the blender plugin to work in blender or something?
What are some of the bigger maps that are finished or mostly finished?
bigger than what, the vanilla maps?
Just big maps in general 10km by 10km but I mean the bigger the better
Anyone know how to add Modded Vehicles to Vehicle Depots for conflict?
how to install a blender plugin is a 2 second google search, the path for the plugin is the installation path of ur reforger tools/blender
i got it now i just didnt know if it was different to a addon installation or not
Just big maps in general 10km by 10km
ok i found it i went to anm in the workbench but what am i post to do here bc it don't let me duplicate it into my file i dont know what am i post do put into my file for this part https://community.bistudio.com/wikidata/images/6/6c/armareforger-new-car-file-structure.png
Do i need the knowledge to Code if i want a action to execute a animation? i created a prefab with a animation and it works, i just dont know how to connect it to a Action (Pressing F something to Open/Close the animation.
You would need to create code most likely
You cant even just make a character play an animation
The engine doesnt know how to just play one. You need to spend 5 hours setting up elaborate animation graphs and animation commands instead of just, simply, asking it to play an animation file on a character
Not sure if you want to use a character or not, just venting at how overcomplicated it is sometimes
I was hoping i could just connect a open/close action to a animation but if i have to code it its gonna be impossible https://imgur.com/a/MiIbskP
i feel that lol
https://community.bistudio.com/wiki/Arma_Reforger:Prop_Creation#Adding_scripted_action this one is for procedural animations which are being phased out
it is planned to update that prop to use anim graph instead
but no ETA
How to fix it?
The window where you select the project to open in workbench.
Right click on your project and select "Open with".
This will give you a list where you can select the needed mods.
Thx
@autumn hollow yo. where mat? when 49?
i couldn't get any results for mat-49 or your name but buddy told me to click on testing filter
I got it, thanks. gonna see if we can use it on vietnam.
https://discord.com/channels/105462288051380224/1357430597483499750 go here and talk here if you have any problems
How would one disable the destruction of the radio relay towers? If one of these breaks in my scenario, it breaks the radio network so you can't complete the scenario.
Is it possible to take a screenshot using Arma Reforger Tools? If yes, how?
Gramps the prefab itself. Has a destruction model in its properties I believe disabling this will do the trick
Windows+Shift+S
Destructionmultiphasecomponent
Turn off the Enabled
Or this ahaha
Nice! Thanks guys! 😎
how do i fix this? is this a collider problem?
👋 Hello, im trying to figure out how to prevent attachment from being detached? Can you help please?
For the sake of modders' eyes, can we please get the option for dark skin on the wiki back? I swear there used to be a button for it but now I can only get it by manually appending ?useskin=darkvector
Ok it was disabling visible in SCR_WeaponAttachmentsStorage...
I have spent another 4 hours searching for problem with no results. Any hint please?
I’m blasting along the wiki to make a custom faction but i’m getting hung up in this area. I was able to make the placeableentitiesreg but for some reason when i tried using the plugin it didn’t auto fill out SCR_EditableCharacterComponent.
Not sure where my error could be (if there is one) and I was having a hard time trying to find a YT video about it. Any help would be appreciated 🙏
What is SCR and what's the difference between non-SCR and SCR?
Should be in the storage/supply components. Double check for each area they are enabled or their distance to be included is reasonable. Also double check the items that are using those resources also have a reasonable distance to look for supplies.
SCR = scenario. vs other game modes.
https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework_Setup_Tutorial
hmm was there something changed for the turret component and the 2D sights component for turrets? I cant seem to get the variable zoom working now
SCR is tag used by devs for Reforger, so it's mean related to Reforger, non-SCR means related to engine/not related to Reforger specifically
i see it used as SCRIPTS as well in tools. So it's used for multiple things I guess?
It's just a TAG selected by BIS, nothing more, of course it used by devs in scripts
Seems to me that stuff in the scripts/game code folder is non scr stuff. And stuff in game folder has scr_?
there is AIWorld and also SCR_AIWorld. I understood this as scenario vs not.
Is it recommended to use SCR in Reforger? If I am looking to do something custom with Reforger that is
Use your own tag, SCR for devs
hello, can these red icons be removed somehow?
For some reason, you can't click on some splines. Since the update, I've been having problems with this.
need help ASAP, idk why this is bugging out
im tryna get a mod out before an op which is in 40min
pleease help!
SCR = "Scripted Chimera Reforger" and yes its the official tag used by BI for reforger.
thanks for clarifying.
Everything tagged with SCR_ can be modded and mostly if not always originates from a engine none moddable base class.
Like for example CharacterControlerComponent is a base class with methodes and stuff which can not be modded.
SCR_CharacterControlerComponent is a inherited class from CharacterControlerComponent which can be modded.
Its the same for pretty much every other class.
If there is a none ( SCR ) base class there will be a moddable SCR class of it most of the time.
so was I not supposed to mod the class Vehicle in scripts/Game Code?
Yeah it doesn't apply 100% to everything.
Vehicle class can indeed be modded even without the SCR prefix.
Also i think i don't have the full picture myself its just what i think i found out or which i were able to notice pretty often.
Hi,
Due to a disk failure, I lost all the data related to a mod I was working on.
I tried to download the mod and put it back in the workshop but it gives me a lock.
Is there a way to recover the mod (even from the latest published version) to resume work?
not sure if its allowed to "break open" .pak files
if thats allowed, in this case because its your own mod, google is ur friend
But the mod is published in the workshop with my name, can't I even retrieve it through the link of the account with the workshop?
Also because if I republish it, don't I risk creating a double mod in the list?
if you load it into ur worbench with the same account it should detect that its urs on the workshop and you can update / remove it
if you download ur mod from the workshop, it is packed inside a .pak file
having lost all the data I could only download the mod from the workshop so there is the .pak file
i have create an new project with the same name for try to overwrite the old mod but when i publish i get "unknown error"
thank you for hint, but I still can´t find where is that range component. I have moved all managers and prefab Game_Mode away, I have moved spawn points etc... situation of two boxes remain same.... Let say: I have all action in Levie (patrols, cars etc) each of them with just area and waypoints, boxes seems to be depending on distance from Levie (with only AIs and theirs areas/waypoints) even all system components are somewhere else...
I can be missing some managers, but it is not an issue, if boxes work (no supply requirement) 50m from Levie, but not 200m from Levie..
ok I have found it, there was supply tent of other faction which made such range. Now I have to learn how to set supplies correctly 😄
How do you delete a subscene
Delete from the resource browser? Of course all saved work on said subscene will be gone fyi.
not sure what channel to ask this but i have a pve server with some mods but for some reason i couldnt bandage so i removed the blood effect mod and it let me bandage but now it only does the animation and wont stop bleeding, how do i go about fixing this
That means you still have mods that are breaking functionality. Remove the responsible mod/mods.
ok thanks for info, you have rough idea what mod it could be as it didnt do it before the arma update?
No. I don't play the game. I don't really know what mods exist.
ahh ok thanks
That's isn't allowed as per the EULA and TOS
Why on earth is this disabled by default? ijs
becuse why would you load a disabled layer you disabled the layer for a reason.
Thats exactly what I mean @random swan
It's set so that disabled layers are NOT disabled in game mode by default. I had to check the box.
Hi everyone, i need some help😭... I make some dev for 3D models and it's my first time on enfusion workbench . i want to upload a rules panel in my serv, so i make panel (3d model )with blender but when i go in the workbench i can't put my edds in my texture. The defaut is "creating new material to replace the place holder"
"Ressources : failed to retrieve relative path"
"Defaut : failed to create new material".
I'm french but i can speak in english.
if people can help me please 😭😭😭😭thank you
Hey is there anyone whos good at modding and can help me with one issue? i cant add my own patch in arsenal box does anybody know how to do it please?
how do you crate a prefab in side your folder
Existed prefabs or just a prefab holder
Normaly if u just want add a prefab from the folder armareforger, you go in assets/prefabs/ you chose what do u want and u make right clic with your mouse on what do you want. After this u have a list and u just have to clic on "duplicate on /yournameproject" and the prefabs comes in your folder
No Im trying make a money script and it told me go in to my folder right clip and cart a prefab
Man, what happened to TOD's HECU mod, like it wasnt perfect, but it had the Urban M81, so it was close enough
any way to make my tools not crash every 10 mins when changing the most basic stuff?
Yeah, dont press any buttons
Got it, so I’m just gonna use my imagination
I think your script need to take some files Somewhere or he have dependance maybe.
Howdy
Hello ! I created a replica of the arma 3 military tower a few months ago, it's used a lot on the King of the Hill servers,
I hadn't tested it but apparently since the Arma Reforger update, the tower's stairs are extremely slow to climb, is there anything I can do in the mod itself?
want to avoid to change any proportions ( it took a lot of time )
I got a question about making a map to play on.
Im wanting to use a height map but not the satmap for the area. Or rather I like the terrain but not the cities and stuff that are there lol
Can I see the collider of the stairs part
Ah its a slope already. You might be cooked.
yah.. haha
Maybe it's just too steep for reforger characters
yeah its the exact same angle as in Arma 3
On the other hand I can climb steep terrain but I guess it doesnt work for walking on models
yeah i hope there is a solution somewhere
because players already found a glitch to avoid that by jumping just before the stairs, its not very clean in my opinion
i hope there will be a war of the worlds mod for reforger
I don’t see your question but you can have a different sat- and height map, if that’s what you re asking
checking some bohemia models, crazy angles too on collider, they might fix that themselves i hope
Is reforger DirectX or openGL?
Dx 12 i think
does wcs armaments automatically add stablization to default vehicles
Anyone had this error before?
my object have bones, when I try to make the procedural animation logic it just pops up this message and signal sliders dosnt work
Hi I’m new here I have a bunch of questions for anyone who has time and knowledge
Hey guys, I've asked this before but wanted to check back in to see if theres a solution. Has anyone found an efficient way to bulk add dependencies to a project? I often have to replicate multiplayer servers and their mod dependencies to grab just a couple screen shots or videos and adding dependencies one by one through the file explorer is a time consuming nightmare. Thanks!
Hey I’m trying to do a police vehicle it only has 1 blue beacon but I’ve never done stuff like this so I don’t know how to get the beacon to flash and have it attached to Hazards UI any chance someone can help
https://community.bistudio.com/wiki/Arma_Reforger:Mod_Project_Setup#With_Mods have you tried this?
In the workbench there's an option spawn children based on player count, but how do I inform the game what the maximum is? when I spawn in my server by myself no children spawn at all. In the workbench works just fine so not sure what I need to do
since when did enemy AI drop there documents on death i dont recall this yesterday lol
Check out the multiple hour long vids by Bohemia, you’ll get a basic understanding of enfusion and the different editors 👍
You can edit the addon.gropj to add/remove dependencies
@empty nexus we have added bacon back in to are server a few days ago and everything was going good up until the day before last and we where not able to spawn any black hawks we revmoved bacon and they work now
Thank you for letting me know but I understand nothing from what you say. I have no idea what "added bacon" means, and I have no idea what the relation is to black hawks.
@empty nexus bacon loadout
So we where testing to see if it was working again so we put it in Tre server 4 was working fine two days ago and last two days are black hawks and Huey’s with rockets have spawned in we removed bacon load out and all is working now
Cool, that mod has nothing to do with vehicles tho
Here is a guide on how to report bugs with bacon loadout editor:
- Does the bug happen WITHOUT ANY OTHER MODS?
If yes -> Report to bacon
If not -> it's not the loadout editor 😄
Only mod that was added was bacon load out worked fine with all other mods prior to back. Then worked for two days with bacon
I understand that's what you think it is but 99.99% of cases this is wrong, but you are welcome to believe that it is if it helps you, just don't bother me with it 🙂
If the creator of the blackhawk finds such conflict they will let me know
Was just wondering thank you for your time
In any case, bug reports can be made in my discord, as long as they follow the bug report guide
Sorry did not know thank you for the info
It's ok I am a bit hesitant to acknowledge possible issues simply because out of 1000 DMs about issues with my mods, only 2 of them will be issues with my mods. People DM me a lot of random spam reports that have nothing to do with me and it is just tedious.
do anyone know how to add words on a vest ?
Can I search by GUID somehow?
Paste guid into workshop search and itll work
I completely understand does your mod clash with anyways mods by chance ?
Wcs*
Not known, but I heard someone said ace medical prototypes makes you crash when saving loadout, hope it helps
Yes actually we removed that yesterday was causing game to crash and killing people
Dont need to use the sat map, you can edit it or generate a default with a tool, might be better to use old as a guide then gen a new one
since 1.3
like i know they where added at 1.3 but i swear they didnt drop them on death. like you would have to search body to grab it lol unless i only just noticed as there bloody everywhere now ill have to hire a litter cleaner to start cleaning up the streets 🤣
The tools don't generate any sat maps... I think you're confused about something.
Is it possible to make a map with several people, and how?
GitHub and a lot of careful planning.
I mean. You either have to pay for it or use it within the limits of the "free version"
Can someone help me with these first two steps?😂
I'm not sure where the project directory is. I'm probably just dumb.
The name of your mod is the project directory
Thank you👍
Anyone knows how i can remove a dependency that isnt working? cant even open the project to remove the dependency
Goto your mod folder, open addon.gproj with notepad/vscode/etc and remove the dependency manually
ty worked.
hello i was wondering if anyone would be kind enough to help?
i'm pretty new to modding games but am trying to learn arma for my little group :,)
how do i download the enfusion engine??
nevermind i was being stupid i found it lol
hi! when I try to make a tree line, I get this error. Can anyone tell me what I can do to fix this?
I wanted to make a .et from an .xob
I created a GenericEntity, added MeshObject and RigidBody components to it, assigned the .xob to MeshObject, adjusted the colours of the texture but now Im left wondering, how do I actually turn this thing into an .et prefab now xd
Just had to drag and drop the GenericEntity(broken_bed) from my hierachy into my ressource browser 🙃
Could anyone explain where to find a video are tell me what a core mod would be like wcs has
It's a mod that has stuff a lot of your mods would use.
For example, let's say I make a script that allows weapons iron sights to fold up and down. I could place it in a core mod, and make 10 weapon mods use it as a dependency. Does this make sense?
Ya it’s like a foundational mod that other mods can build off of
Otherwise I'd have to add a copy of the script into each weapon mod. I actually did that with the M4 and the M110 as they have separate folding scripts 
That makes a bit of since thank you I’m trying to figure out how to add everything in to one mod like my banner loading screen custom load out the vehicle stuff and what not so was curious best way to do that
Is anyone aware of a method to LIVE preview the positon and angle offset of the cinematic camera when it is attached to an entity? Having to load the preview for every little adjustment is very time consuming, Thanks
can anyone whos pretty well versed in modding assist me with uploading? I already created the mod I just cant get it to save and upload.
If I create a barrel that has a weapon component and a muzzle component, and attach it to another weapon, would it override these values or not?
@empty nexus do you by chance know how to get to the config file for server admin tools in nitrado server hosting
Don’t think it works on that
first sentence in mod desciption says "* doesn't work on nitrado".
most peeps recommend not to use nitrado with reforger, you might swap over host anyway.
was setting it up for a buddy
thats what he had thanks for the help yall have a blessed night
wish it was my birthday so i could wish for proc anim editor to work in real time🤞
Your wish wouldn't come true either way.
on some bohemia shi
if there's one item I want to use from a mod that has like 100 items (I know I can make a mod that locks the other 99), would that hurt performance at all if the mod is like 400MB? Or just like use more memory, and if so, would the whole 400MB go into memory instead of the like 2MB Im actually using?
Also, anyone know how I would find the action where you click the mouse button to place and arm a mine? (its not SCR_ActivateMineUserAction, thats only if its already placed on the ground)
Seems like it's probably going to be SCR_ItemPlacementComponent
would anyone know why people cant hear each other on platoon ?
I cant quite figure out why peoples radios arent working.
Wdm ? Are they in the area of the HQ radio ?
Hey there, Im running Arma Reforger Tools on Proton, my issue is when I try to open any 3d model or texture Tools is crashing. Scripting works. Do you have any Idea what could be the problem?
Please tag me!
how do i fix this?
have you rigged/weighted your vest model? Have you ticked 'export skinning' on import options?
How do i make my vest prefabs show up in the inventory tab in Bacons loadout editor?
Either not weighted/rigged, or you forgot to go to reimport
It’ll probably be something to do with the arsenal component on the vest to set a tag or checkbox for the type of arsenal item, compare the uniform and vest for anything that displays their type of clothing
If you’re creating radios for custom factions you have to ensure that the faction and the radio have the same “radio code”. (I can’t remember what it’s called rn, I think the US code is chickenNuggets for an example of what you’re looking for)
Perhaps an insanely stupid question, but I would like to learn why;
When I override let's say a bunch of furniture (common denominator between buildings (cupboard, dresser, fridge etc etc)) and i add an inventory component and an actions manager component to the override; why does this hurt performance by almost half - FPS that is
Probably because in order for actions to appear, the game has to ray trace against all physics objects that you are looking at and then resolve what actions they have
Maybe decrease the action context radius?
I'll give it a go, thanks for the insight. I didn't expect it to hit performance that hard
Thing is, the HQs aren’t set to a certain faction it’s swaps each match. neither are the points…but all of the points have radio connection but no one can hear each other on platoon lol it’s weird
In enfusion, the faction configs and the radio prefabs have a “code” that must match in order for them to use their faction radio. (Idk if this is your issue, just a possibility if you’re using custom factions). The thing you’d be looking for would for example be in th US faction config and US radio prefab there’s a code called “chickenNuggets”.
Copy, I thought that could have been the issue too, I’ll dabble around in it & see if I see anything wrong.
Thanks for the insight
Np
**I have a quick question - **
Some of my projects folders that I am working on for PVE are locked. This is especially difficult when I want to put in images to the IMAGES folder but it says I don't have access to my own folders I created 😅
Am I missing a setting or something?
Is it better to run the versions with the mods on your json are with out
decreased from 0.3 to 0.1, same issue 
Ouchies
Testing options for loot spawning, this would have been perfect 😄
Maybe it's something else entirely
tis a great question
I thought I did both
Seems like I was wrong about this. Anyone know where to find the action that places a mine when you click the mouse button (or weapon trigger)?
Is it possible for me to fix an item from 1.2.0 thats floating off the side of the head myself? Or does the original author need to do that?
I kind of got it working using offsets, but the item is not turning with the head when it is equipped. It's also not animating in the inventory preview, it's just kind of floating in the air.
The only info Ive found for updating 1.2.0 clothing to 1.2.1 seems to involve editing the original model. Is that actually the only way to fix this item? If so, I guess I cant do it since I dont have the model file. 🤦♂️ Waste of a few hours, got absolutely nothing done tonight... 💩
its not possible, the model requires the base skeleton to be updated to the new rig, theres no way to achieve this without the orignal model files
ah well thats lame. rip sunglasses! lol
Anyone know why all of these are "Read Only"? I'm trying to import and register it to convert it to edds.
For my 2D map
does anyone know how to get mod publishing to work? I keep getting timed out after 100% completion. Ive been trying to publish a new map for the last 6 hours
Look at console log
I am trying to make a config file to edit helis and when i add the mods ijn and save and close out it will not let me re open it shows no depindices
Anyone else got any ideas for this?
How do you change the sat image background for map
That's a hardware issues.
I've done that with 90% of the furniture for spawning loot inside them and had 0 issues whatsoever.
I must be doing something wrong, it's not a hardware issue. Exact same project runs the same on my friends PC
So here is a wardrobe, do you see anything wrong?
It's as soon as furniture overrides are done, it runs like poop
Figured out the issue, it's when tier loot spawer component is added performance = dead
even without loot spawning
Yep, so i remove ZEL_TieredLootSpawnerComponent from the entity, it's all good.
Should i be using a script to randomly apply the ZEL_TieredLootSpawnerComponent to props rather than have them by default (im confused) @jade current
am i able to change the players camera position without moving the characters body in a car?
is there somewhere i could change this setting in the conflict? So I wouldn't have to turn it on in GM every time ?
Yeah it’s in the map editor. Campaignmanager if memory serves
How do you create control points for conflict that do not count towards the Victory Score? Kind of like secondary bases, not purple highlighted on the map.
In one of the components for said base you will see a box that says “is control point” just make sure that’s unchecked if you don’t want it to be a purple point
I don’t remember which one it is off head, I can get on my PC here in a little bit if you don’t find it
Okay thank you👍.
No it's alright I think I got it, I just wasn't sure if leaving it unchecked would cause it not to work or something similar.
yo anyone around to give me a general hand