can someone please explain how exp rewards get handed out, specficially ones that seem to have random intervals like building and base defense. https://steamcommunity.com/sharedfiles/filedetails/?id=3455918519&insideModal=0&requirelogin=1
#enfusion_generic
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building you get every 10th build thing completed
defense is like around every 3minutes
I've had a search around (maybe a bit of man blindness) but how do you change the default team sizes and names for Blufor? Instead of it defaulting to 6 to a fireteam and it being called Alpha 1-1? Please and thank you in advance
check CampaignFactionManager.et, go to the respective faction, go to entity catalogs, ensure theyre enabled inside of it aswell
also does anyone know how to change the supply capacity on a helicopter?
That's a glitch with the server browser just reset the menu and it should work, does on PC for me at least
"Build thing" like I could build the fastest sandbags and rank up way faster than heli pads? Or is it 10 completed dig cycles?
yea its cycles. so each full sandbag wall is 3 cycles so you need 3.3 walls for 1 xp bar
Damn. The server I play on gives significant bonuses to build speed the higher rank you are. Rich get richer.
Anyone know how to blacklist items from being saved in loadouts? I don't want ppl to be able to save the barrett in bacon or arsenal. Any help is appreciated!
I saw that earlier today when I was looking around for experience gain. You might be able to search whitelist or black list items and find it
Or arsenal faction config something like that
that was my thought but when i search black list they are like categories. I cant find where the individual items are listed. I know the radio bag is blacklisted in my server but i just cant find where that "black list" is pulling from. Never the less thank you for replying. Ppl saving barret at major and pulling it out at private the next game is gonna be the death of me!
imma open enfusion in a minute and I remember seeing where my server had some radios and bags black listed
Okay no rush im on your time. This has had my head spinning for a week now haha
anyone familiar to getting the construction truck to work?
I'm having techincal difficulties not being able to finding the tester world I load every time to test things and idk whats wrong. atm.
like using it as a player in game or modding one?
in my server im trying to just get it to be functional. i can see the promt to start building but it doesnt go into build mode
i know ive got to be missing a certain manager or something. my server is custom tvt style gamemode i just cant seem to find the right component needed for building to enable it possibly. im not quite sure
I'm kinda confused on if this helps you at all. this is just want my main server has done with some radio packs.
meant to reply
think i found something.. something about free roam building. is that something i must add as an entity in the world or componet on the vehicles
I was gonna say I've been browsing free roam building stuff trying to understand how exp works for contruction truck building but I didn't think it sounded right lol
construction truck should alreay be set up. Make sure you have the building componenet in the world. If you built from scratch or did you use game mode plugin? Check a conflict project file and you can see how it works with the building mode in HQs.
i loaded up a base conflict world and spawned in the construction truck to look at the properties. all i could find that was similar was freeroambasebuildingtrigger entity. idk if thats whats needed
i built it from the ground up so i have to add it into the world
where did you aquire this list what component is it
i think thats whats im missing
I searched roam
i love you
I thought this was the wrong answer the whole time lol
only reason i knew it was the right direction when you open the build mode from the truck the hint pop up says free roam building enabled
in a conflict map
now i must play with these and figure out what all is what. Thank you lads for the help
do you regret building your own contruction truck from the grond up yet?
not at all haha been grinding on builidng this server for weeks. just finally got the gamode and spawns figured out for my factions. now i just have to finish adding in the last few addons to the game. loot spawns are gonna be a blast haha
what kind of free roam building are you working on exactly? I've got this bamboo wall model pack I need to start figuring out how to start modding it lol. but also I've got interest in making better prefab buildables out of vanilla assets. just better sandbag walls and machine gun nests kinda stuff.
just vanilla base components for now. just get some basic building structures like headquarts, respawn radar etc. once i get that set up then ill focus on making custom prefabs but for now i havent started that yet.
You = Legend got it thanks
glad I managed to find everything yall were looking for in the process of finding nothing of what I was looking for
what are you trying to find
was trying to find out how and when exp get earned for certain tasks like defense or building cause its seems almost random
I guess I figured out the building exp gain but still no word on what exactly triggers defense exp gain
ah yeah im not quite there yet i wish i could assist
this is so vague and non descriptive. like transport exp: is based on distance or time or what? and often don't even get the exp notification until I exit the driver seat or we all get blown up in the vehicle.
when does one qualify as a veteran and how often are you given exp reward for doing what ever it is you're doing?
Out of curiosity, is there anyone who’s reputable and an expert with modding vehicles in the game?
I have questions about a mod and I’m looking for a few people to help out with it.
Hello guys, I'm creating a map on the Enfusion Workbench. how do you know how many materials are being use per grid ? Doesn't show up for me, i can't even see the grid
and how can you double check your map size once imported into the workbench ?
Thank you
anyone ever had their sculpt tool stop working? strangest thing ive seen so far
It world be in the terrain tool under paint“show diags for block under cursor” and for your second question it might be under info and diags.
Thank you for your help
Average enfusion tools experience:
upload mod - yes
2% Crash
Upload
55% crash
Upload
6% crash
Upload
100% loading…. 1% 2% 3% Crash
How do I do that? 😮
Checked, it's okay. It's really weird — I only have the issue with the T-14. Is there something specific to do to add it in Conflict mode, like with depot vehicles?
afair T14 is set to be spawned from heavy (or large) vehicle depo
conflict only has small and medium vehicle depos
if you want t14 spawnable in medium, then you can edit the spawning settings in entity config afair
Is there a way I csn limit how much a player can free look?
Like if I want to disable looking down or up whilst in a vehicle in free look
Freelook params in base compartment?
I turned down the values but it didn’t seem to do anything
Even if I turned them down to O for everything
Hellooooo i have isseus with dependency it wont be added to workbench can you guys help me??
Did you add the dependencies for the dependency?
Yessir i did but still says cant be added now idk what the issue
why cant i drag and drop stuff?
how can i get heightmap data for any given map? i can find the .topo file but enfustion workbench shows no way to export the file. i tred "export geographic data", "send terrain to blender" and "export map data" but all them them return script errors
when i try to set the destination path when exporting map data it doesnt allow me to enter a file name
ive been trying for like 4 hours to get this working and im ready to smack my head against my desk
In the terrain tool there's a button
button is blocked out. maybe because its ready only? is there a way to disable read only?
This does not work for locked terrains as yes, the terrain tool is not accessible. I recommend asking the terrains author.
What do you need the heightmap for?
i wanna have a go at making my own mortar calculator
im trying it with everon/eden (theyre the same map?) so i can cross reference with the ones avaliable online
do i actually ask bohemia?
You don't.
@jovial cosmos does this please you
very much 🧑🦯
Hello guys, in the workbench i created forests on a map with no problem but yesterday i was able to select one single tree among the whole forest. Can't reproduce that today to do manual adjustments. Any idea how to do so ?
Thank you
Can anyone help me locate the map item? For eden... I dropped a folded map, when I open it I can't move the map and I don't see no icons etc just little triangles over the map
I think it begins with paper
How can I replace my ps_core dependancy without breaking the mod? I wanna switch from old deleted Ps_core to the new one
Is their a way to change the default vehicle spawned ? I'd like to set it to helicopters
@indigo venture you should prob offer to pay if you want highly talented modeler and animator #creators_recruiting message
I'm not 100% certain how to get my modded weapons into faction arsenals, CORRECTLY.
I'm... inheriting the arsenal from the faction defaults, and I presume a freshly inherited US arsenal looks like so?
Then after adding all the new items, it looks like this.
Is this the correct method?
Override if you want to override existing crates
By override you mean 'dump the crate out and just have whats in my file', I presume.
I want to add to the crate without interfering with others, which I presume is inherit.
use the workbench, it would make your life easier, even if at first you think not
keep in mind arsenals are tied to factions
so you would need to add new faction
if you want to create a new crate, then obviously you would need to create a new crate prefab and then configure it to be visible in game master for instance https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Creation/Prefab_Configuration#Creating_new_faction-less_crates
Hey guys I'm trying to get a building service interface to work with a custom faction, but I noticed changing the affiliation doesn't let me access the menu. Just curious what the name of the config is that it needs to be registered under
okay so ive been digging since sunday. i need to enable free roam building somehow in my server(custom tvt scenario) built from bottom up. i walk to the back of the build truck and it promps me to build but i still cant find what exactly activates this in the game. plz help.
sounds like you have the same issue
Did my thread in Enfusion Showcase get deleted?
yup when i change faction affiliation to US or USSR it works for them but I can't find any specific config that determines it
i tried to register the base builder in case that would work but it didn't either
me either ive been at this for days searching and watching videos. all the videos tell me if i still need help come here
ive even asked ai for help before coming here lmao but no luck its like it doesnt exist but ik it does other servers have it configured.
yeah man I'm a little stumped lol
hypothetically speaking is it possible to tint light probes with a color?
i think the probe settings themselves should have a tint option to adjust the colour
would it be possible to use that setting through a script?
Im not too familiar with scripting but I want to say yes. The settings for the probe fall under light properties so you'd have to find the script. I took a look just now but I couldn't find the exact one sadly
sweet, i’ll look for the rest then, thanks for the answer
is this the part where we make a thread 💀
help with adding vanilla base building.
@nova delta Hello, I'm planning to create a modern Japan Self-Defense Forces mod, and I was wondering if I would be able to include the Rising Sun flag. The flag is still used, but I'm unsure if it falls under the offensive clause of the terms of use, so I just wanted to make sure before adding it.
Thank you for reading through this, and I hope you will find time to respond to this message
Oh yeah, I just used visual code to see the files. I'm not completely insane.
Any modders available for some support?
dont ask to ask
just post your question!
I’ve been super lost on how to create a custom loading screen and change the server photo, I’m new to PC so Enfusions a little confusing
Legend!
How do I overwrite the Deploy Radio Settings, because in ConflictPVERemixedVanilla2.0 the Scenario u need 2 People to deploy it
Is there a way to add sounds around the map?
I’d like to add flies and sounds of flies around the dead animals on my map.
And I’d like to add the mosquitoes and sound around my river beds, I see the particles but they don’t have sound.
I added the ambient sound prefab, which helps but is there a way to specifically do a sound.
That's not true, it must be another mod doing that
Ah the WCS Core sorry my fault
How do I overwrite that ?
What's going on with the buy menu and ps5 players for modded ground vics?
Huh? Buy menu?
I heard ps5 players were crashing from some modded vehicles through the buy menu
Hello i can not log in enfusion its says error 400 but i have a account pls help?
Oh yeah vics are bad on ps5
Okay I found the Radio to overwrite it but it still didnt work anything else to do
Help :
How can i change the vehicles spawned at the beggining of the game ?
Hey guys is it possible to increase the view distance in the world editer?
Could I technically pay someone to do all the blender side of things?
Like say for a gun if they rig everting and make anims can I pay someone to do that?
shoot id love to pay a person for help💀
AFAIK, as long as they dont touch the arma reforger tools at all... So they cant add it to the game in a mod, if they do it breaks rules, you have to do it yourself.
turns out i can
as long as what im paying for isnt using bohemia related stuff
so i can pay them to rig it and animate it and then they sent it to me to make it work in enf
or any ripped assets from o ther games, then you could be in trouble/get banned.
i didnt mean it that wy
i meant as in bohemia provided tools or rigs
so no player anims
just saying, its a very slippery slope, id completely avoid paying anyone to be completely safe.
i asked pufu
I would also DM Mario and get it cleared with him before you actually go through with it.
what about paying for knowledge not work 💀
he seems to be entirely flooded with dms lol
Pufu cant save you if Mario says its not allowed
i dm'ed you im down to help you for free lol
afaik what im doing is in no way related to bohemia
just saying, if its questionable, Id get it approved by the man before proceeding
its just like paying someone to get a model ready, what i do with it after with proper licensing is up to me
I know they have had situations in the past where the modeller got paid and said he would do the game setup part for free, but afaik that doesnt fly.
they consider it like you got paid to do the game setup too
which gets you banned
how would you change the spawn timer on an object via enfusion
does anyone know best practice, or can point me in the direction of documentation on the proper way to create editable entities for freeroambuilding
hello is anyone else having issue with RHS Status Quo showing the Parka-CADPAT Multi-Terrain as white and red squares?
Best way: look at vanilla ones
Look at the components that make it up
RHS removed a bunch of stuff so the camo mesh for it must of been deleted
Probably part of vergy’s stuff that they had to pull
Anyone know how to edit the "group type" of ambient patrols?
Got a custom Spetnaz group made up, but the only options in the ambient patrol bit are: TEAM_Sentry, TEAM_MG, TEAM_AT, FIRETEAM and SQUAD_RIFLE
is there any way i can increase building and disassembly speed in my mod for a player?
that doesn’t fly.
However you can commission anything that doesn’t touch non-commercial tools (and that includes bi tools and associated sample files and rigs)
When I start up my Reforger tools, the program launches and I can choose a project. After I press 'Open', Enfusion Workbench begins to load, but then it closes and is no longer visible, even though it's still running in my Task Manager. Can anyone help me out? Everything was working just fine yesterday
Oh man that sucks
Can someone help me with my Deploy Radio Settings its not overwritting
.
all this modding power and you can't even increase building speed in a mod bruh
You defo can
how
Most likely a script or a component
it's not possible in a script unfortuantely
I need help. For some reason when I downloaded "Atmospheric Weather Mod
by EO" I put it in the server the wind and maybe the lighting works not the thunder sound. But also the rain. I cant see the rain at all. If i spawn a vehicle like a helicopter then i would be able to hear the rain like hitting the helicopter. do i need to do any additional set up in enfusions properties or any help?
Hello everyone, please tell me how to export textures of any default car? I want to make a retexture of the exterior
You can’t Idt
and how do people make edits to default machines then?
Wdym?
Afaik you can’t export vanilla models
Well, I haven't even found a way to get textures from RHS yet.
Yeah Idt you can
Might need to request from rhs or smth
what methods are there then? If you know of course. But as I understand, very few people know how to do it correctly
I am getting a lot of crashes today in my project especially when pressing ESC to exit play mode f163e45b-4d8c-4b8b-909e-a192d3b1a0b7
10:03:00.757 DEFAULT (V): Rebuilding heightmap mipmap chain for heightmap type 0 - original res. 129 x 129, mipmap res. 32 x 32
10:03:00.757 DEFAULT (V): Rebuilding heightmap mipmap chain for heightmap type 1 - original res. 2048 x 2048, mipmap res. 512 x 512
10:03:00.758 ENGINE (F): Crashed
another crash a25e45aa-f2c1-42fc-b1b8-849fb0ed0570
Seems to be from rendered debug shapes, don't know if you have some in your project
hm I had physics collider diag on
what do I do when colliders dont respond to being shot despite having firegeo layer
like I can see them on the diag and I shoot them but they dont actually collide (happens on character that is scaled)
even hitzone diag shows it in correct position
Lol this was like the last thing needed to get my mod done
So my only choice is use a child with damage manager and set transform from script every frame
- collider is out of bounding box
- object rigid body is not active
since scaling is mentioned, I would try turning on https://community.bistudio.com/wiki/Arma_Reforger:Diag_Menu#Show_AABB
its a character so not sure how to set it to active, colliders are in bbox
only the colliders that are at the very bottom of the character accept bullets
head, neck, chest nope, hips sometimes does
can you share pic with diag? collider solid and bbox
sure but what's a solid collider?
https://community.bistudio.com/wiki/Arma_Reforger:Diag_Menu#Show_bodies ah, I meant flat mesh
okok but I need to dm it to you because secrets
I thought flat mesh and bbox would not reveal anything important 😄
its obscured by the character capsule so I have to use transparent
ok
here you go
hm, it looks like size of character bbox. Not sure what is controlling it
Making the bounding box bigger in meshobject doesnt do anything
I tried hips and chest and no change
tried unchecking this also
I can move all hitbox prefabs every frame using normalized world transform matrix of all necessary bones but I worry it is super inefficient
note that when those child prefabs are scaled with the parent their collision works fine, just the character's doesn't
and if those child prefabs use Auto Transform in hierarchy component, their collision also breaks
Hi there,
Have you been able to change the spawn position of vehicles at the beginning of the game?
I've changed the vehicles to helicopter but the keep glitching on the tent! They spawn too close
Another question :
How can I enable the spawn on an asset (not terrain)
For the context, I've added aircraft carriers at the edge of the map but can't use helipad to spawn helis
I thought I could add another terrain but it seems reforger can't have multiple terrains
I also made a very big collider over the whole mesh and only in the bottom boundingbox there is collision for it
Guys, how do I change a large map that I've drawn? To put my own marks there or redraw its style?
Guys, someone tried to make a movable texture using TC Mod(Texture Coordinate Modification)?
or is there some kind of guide?
does anybody have any idea how to fix this, i have it working on workbench, but i upload to game and it shows white?
can we expect a way to increase building/disassembly speed for mods in the future?
In what context?
in game? i want to be able to increase building and disassembly speeds
e.g. higher rank faster speeds
Is the material linked in the prefab as well as the xob?
I imagine it could be coded in. But then again who knows
yeah but i just want to know when support for that will be addede
Fair enough I just meant it struck me as simple enough that someone here might be able to do it.( Not me I'm a brainlet)
anyone know how to fix everytime i try to change the magazine well from 556 to m14 i click apply to prefab and it keeps reverting
do it on prefab edit, not into a loaded world
thx
Or change that little box from entity instance to the entity it's inheriting from
Any mods that jam radios?
@timid osprey @languid lichen @spiral vortex any of you lads could help me by any chance I’m new to the whole modding thing
What’s up?
DM sent
Oh no I’m just asking if there is already one. Just curious
sorry wrong ping ^^
best way would be starting with Bhoemia's modding tutorials
Is enfusion car sim allows vehicle suspension to move only up and down?
So, for exmaple, tatra-esque vehicles are not truly possible to sim?
https://iepieleaks.nl/wp-content/uploads/2016/02/TATRAFORCE.jpg
this is what i am talking about
What’s that?
i included the picture of tatra truck
What’s so special about its suspension
its gimballed
So all direction suspension?
im not a car man, so i dont know the proper explanation
I’ve never heard of that term before that’s cool
Tatra was the manufacturer of such trucks https://en.wikipedia.org/wiki/Tatra_(company)
Tatra is a Czech vehicle manufacturer from Kopřivnice. It is owned by the TATRA TRUCKS a.s. company, and it is the third oldest company in the world producing motor vehicles with an unbroken history. The company was founded in 1850 as Ignatz Schustala & Cie. In 1890 the company became a joint-stock company and was renamed the Nesselsdorfer Wage...
you can see more clearly what i am talking about https://t-magazine.ru/uploads/images/2022/tatra-rama.jpg
and i wonder if enfusion can sim such suspension
anyone here know how to use arma reforger tools? i am wanting to learn scripts if anyone can help.
I'm looking for French-speaking people who would be willing to teach me the basics of Enfusion so I can get into mapping. I know this requires time and effort, but I really want to learn how to do proper map design. Despite my attempts to learn on my own, I'm having a hard time making real progress.
can anyone point me towards documentation on free roam building assets
is there a point to having the generic .et as a child to the editable .et or is that something that is generated by the plugin?
modding a marksman rifle but for some reason rhs bipod dosent work on it so im trying to make my own is there a good tut to watch on it i cant find anything on how to get a working bipod
Does anyone know where to get this version of paper map? This is not the first server where I see it
I think it’s the map itself the extra everon map or something like that
is it possible for a texture to follow a bone on a human character? not attach onto the model, just follow
Is there a tutorial out there for vehicle arsenals, I want to add a medic arsenal to my modded tank, it shows up in the vehicle storage but I can't take those bandages to my inventory. I also tried the Normal medic truck, it works but not my modded tank. What I did so far is:
added the virtual ambulance to SlotManagerComponent the same way its on the vanilla ambulance, pretty sure I'm missing something but I don't know what it is, can someone help?
I have the same issue, could you please explain what you did to fix it? 🙏
Ahh nvm found it!
Hello guys I'm trying to make a hidden acces with pipes on a map
The only way i found to enter into the actual pipeline while playing is to disable "RigidBody" but then characters go through the texture
Is there a specific preset to activate or something to do to be able to access inside the pie meanwhile not going through concrete ? It tried to mess around with some preset but no success
Thank you
What part of it are you struggling on?
There’s a couple things to it 1) you need an animation to open and close the bipod 2) you need to set up the action for it( unless you inherited from a rifle that already has one) 3, configure the ends of the bipod that will be touching the ground when mounted
And most niche things with guns don’t have tutorials
Suspension only goes up or down but animation visually can be whatever you want it to be
if you want to be able to collide with pipe(walk on it, touch it, shoot it) - leave rigid body on. What is the issue, i dont understand?
The issue is I can't walk into the actual pipeline as there is like invisible wall at each end stoping the character to enter the pipe
I'm trying to add clothing from Phoenix Studios which has its own faction (BRITFOR) Clothing to the WCS NATO faction. I've placed the clothing into the faction using the Faction Manager on the world, and I've set the Arsenal Data and the config accordingly. However, when I'm in game and try to equip the vest, it doesn't show up. Any ideas why this might be happening?
How much damage constitutes the injury types
Guys, how can I add collision to my created model? I couldn't find how to make an ET file from my xob file.
you gonn have to model proper custom collision for it
at the moment its probably cylinder or even a simple box
it depends on what you making exactly, but mostly, you open similar type of item but vanilla, and see their inheritance tree(?), and then you make your own thing, by making child of proper parent prefab
to see collision, open world, place your thing, hold WIn+Left Alt key, and navigate via arrows(also Enter and Backspace)
or, you can also open the XOB in the editor viewer, and enable collision there
you can also see different layers of it and switch between them if you want to
Thank you for your help 👍
how can I disable the ability to edit the props I've set in GM so that people don't see them in general?
Not sure what you mean?
Is there any Resource or did anyone check on how TriggerEntitys affect Server Performance?
Too many will negatively affect performance.
Whats too many? Thats why im asking about any ressource / someone who was able to test this, who can provide actual numbers.
That depends on the hardware of the server. If it can barely handle 20 then 20 is too many.
I like you zelik but this isnt helping at all. Obv if it can barely handle 20 then 20 is too many
If he wanted to spend hours performace debugging he wouldnt ask here
Your responses are not answering his questions at all in a constructive way
You can't make a mod with 400 placed on your map if the server that's running the mod can't handle that many
You know how to determine how many the server can handle?
Debugging, that's how.

Saying "debug it yourself" doesn't help if the goal is to gather known information from the community to avoid duplicating work. If you don’t have that data, that’s fine, but please recognize the question is meant for people who do.
And their answer will be hardware dependent.
There isn't a definitive answer to that question.
wrong, there could be an engine bottleneck... how many entities of this type can Enfusion can simulate reliably before tick rate or desync becomes a problem. That’s not just a hardware issue; that’s game engine logic...
Yeah their could be, But being that I've tested situations with very large numbers of different entity types, I'm 95% positive that the true limitation will be the hardware.
so you have the data?
Not on that particular entity type.
If you wanna know for particular entities then test for it, I've tested for my use case.
Ok lets just delete this discord and all test ourselves 
I've filled the entire systems budget with my game master mines (they poll every 0.1s I believe) and the server fps changed from 60 to 59.9
THANK YOU!!!!!
They have very small radius. Since I believe it scans entity bounding boxes (or bounding spheres?) with increase in diameter there is drop in performance.
However, my game master safe zones mod is often used whereby multiple safe zones are created around spawns which have arsenals and all sorts of other entities and they poll every 1s I believe, over 50m radius areas, and there is no performance impact serverside.
Where do I find the setting to allow all people to create there own groups ? and also the sizes for the default group
Hello, I'm trying to make a mod but I'm stuck. Could anyone help me?
best to explain the actual problem. people cant know if they can help you with just being stuck.
im trying to make a custom flag, everything works fine on workbench but it doesnt seem to be working as a mod
how to create your own mark on the map in arma reforger tools? Sign it, etc. as in the default game, how do you usually put a mark on the map?
Anybody got requests for tutorial videos lmk here or DM me.
hey, what would be the best way to go about setting up my empty and full magazine .xob if I would like to use a vanilla ammo type. Is there some way I can put the vanilla bullets or does it need to be in my magazine fbx?
Yes just set the "magazine well" to whatever you want to use.
On MuzzleComponent or WeaponComponent not sure
i am trying to setup the function of having visible bullets seen in the magazine when it is full then it switches to the empty model, but I would like to do this with the vanilla rounds. It looks like the stacked bullets are contained in the mag XOB itself.
idk about that.
i suppose I will just use my own model and retexture my ammo to look like the vanilla
a video about importing armored vehicles would be cool, I am trying to make a btr 80 of sorts with the base btr 70 body
Cool I haven't got into vehicles yet on here but need to. Probably cant do that one right now just because I don't have time to learn that system yet, but I will. Gotta get a few other things cleared away.
Where does one make bug reports for enfusion?
Or does the crash reporter do that for you
Has anyone had an issue where tools wont open any project at all? New ones, base reforger project, nothing. I've uninstalled both Reforger and Tools, cleaned out addons and readded them, it just refuses to open any new projects.
I've been trying to expand on an ADF faction mod and add in some buildings and vehicles to the faction but they are all defaulting to being US affiliated upon spawning in. The headquarters building can be changed to AUS after its placed and other buildings in the area will follow suit and become the AUS faction and have the appropriate arsenal and vehicle lists however the vehicles (mainly the arsenal construction and cmd trucks being the issue) will be stuck as US faction.
I did use the US prefabs as palceholders and have changed their faction in the affiliation component and the editableentity component
Is there any sample helicopter model?
Hello, can anyone help me with Kodiis Building System?
I can build, the file is written but when I start it again the objects are not displayed in the game, I have already checked and it is as if the game could not read it to load. But everything is "fine"
it is not really needed, you have all the info available in workbench
Hi guys, do you have any clue if BIS will make other modding bootcamp ? more advanced ones (especially when working on conflict modes, editing all kind of arsenal/vehicle supply cost, etc...)
Have you setup EPF?...
@empty nexus M110 Muzzle doesnt have an attachment placement for Suppressors when trying to customise
I cant add more mods to my workbench, Ive added one, butr the 2nd one I cant seem to acsess. No folder are showing up in the Documents tab
How can i collaborate with other people when making a mod ? (multiple working on the same mod)
SVN or Git
oh... neither, i thought workbench had one
It have only SVN "experimental" option, so you need some other tool to do this
ohhh okay i see thanks
I assume you tested without any other mods than the m110 and its dependencies?
Yes, he are saving and loading itens, vehicles and others stuffs. only KodiBase are not load
Check the prefabs and make sure the persistence component is attached and item savedata is set
yes, they save perfectly, they just don't load
make sure you ticked the right boxes inside the epf component, they also got a desc. if your not sure is doing what
Hello. Is there are any way to create simple model like white banner with text. Without blendor, using onle arma reforger tool?
Can anyone explain to me how to create my own texture "paint" that I can use for my terrain? Or does anyone know where I can find compatible textures to use in enfusion? The base game textures are missing things like sand, and torn up grass/moss/etc. And I'd like to make my own to fit my needs.
Have you had a look in Terrains/Common/Surfaces/ There is a bunch of surface materials in there
anyone know whats happening with wolfs building pack ? im making a map rn and dont know if i should use it or not incase its taken down
how to use SlotMarker? I want to create a custom marker on the map, I do everything correctly in SCR_ScenarioFrameworkSlotMarker in the Map Marker section, I did everything, entered and saved. I went to check but it is not on the paper map. Who can help?
Guys , i want to play custom animation of running in cinematic timeline. I use animation track. But when character doesnt go to point , just play animation and thats it. If i create a charecter track, i have to name it like my character , but it doesnt possible because character track and animation track cant be named same. How i can to play custom animation on character , so that he moves instead of just standing still ?
Hi,
Looking for help with adding Minefield asset to build in costom construction truck, is there a simple solution for that?
Hello everyone I am looking at making a map and server on arms reforger. I will be fronting the costs but want it done properly at a high standard and professional level, who would be interested in helping me design and explain the full process to me? Thanks in advance,
Good evening
Is it true that larger, but fewer groups will be better for performance than more, smaller groups?
I’ve made a scenario but in game I can’t use text chats, is this due to it being a conflict and not GM scenario or something 🤣 other than that one issue everything else is smooth and good
Do you have the chat manager thingy?
Chatentity or something and think also need radiomanager
What should I do if my server for some reason can't connect normally to the workshop? How can I fix this, because of this my mods don't load
I don’t mate, your a legend will most likely be the case!
Why did BI lock the sample mods if they're intended to help people learn the tools?
thank you
Hey! I placed down some assets instead of prefabs and they dont have collision enabled, how do I go about re-enabling or setting them to be solid objects?
In terms of A.I. it probably is.
If you have 1 group with 9 A.I. all of the 9 A.I. will be running/executing under the same one group.
If you have 9 individual A.I.s each of them will have it's own group meaning 9x more code to be checked and executed.
If you have 3 groups with 3 A.I.s = 3 group instances which need to be checked and executed.
Yeah makes sense, got a scenario which has been struggling a little due to a LOT of groups, working on cutting them down!!
i cant seem to spawn the redline UH60in gamemaster or at a heli spawn, any fix or am i cooked? (arma reforger)
Does anyone have any idea how to get a discord stats bot for members online etc…
Redline UH-60 doesn’t work
ok
@gloomy vapor sorry just following up, any ideas on which is better for performance, groups or ambient spawns?
Basically I need to cover everon with AI preferably anyway, I've got the main ambient spawns set up (about 60) and just need some extra guys in there at certain points
ambient spawn system will (should) automatically deactivate AI based on distance to players on a server
so it should be more efficient
Yeah that makes sense to me, we did have someone spawn on the other side of the map after dying, which spawned in a bunch of the ambient spawns, which proceeded to blow up all the PS consoles in the server 😄 although this was in the previous version with 210 spawnpoints, now down to 60 (aiming for 100ish to start)
Sorry Bacon, do you know if the "spawn delay" for members of a group will have any impact, or is it more the group as a whole?
its to prevent spawning every member in 1 frame to reduce stutters is my best guess
Thanking you muchly
Which Mod should I use for RHS Arsenal?
does someone know where i can find the primary objective xp boni component?
I am still not able to get ACE Meds to my Arsenal and I dont know why
I know that they are by default added to the US arsenal, so you could inherit the US/USSR itemcatalog.conf as your base configuration.
Or, simply reference them in your item catalog from the medical mod
That's assuming you're making a custom faction
Nah I am in US Faction but the Problem is everything is activated but its not showing
Base ACE medical adds nothing new, ace prototype adds them to the US arsenal by default
When I use:
https://reforger.armaplatform.com/workshop/65950270C314AC4E-RHSArsenalUnlockedRework
It works all the others just remove it
Are you using Ace Medical alone, or with prototype?
I have both ACE Medical and ACE Medical Prototypes
"modId": "60C4C12DAE90727B",
"name": "ACE Medical",
"version": ""
},
{
"modId": "6214CEA5DA92BFF3",
"name": "ACE Medical Prototypes",
"version": ""
They're being added to the US arsenal via this file. Make sure the resource variant for your mod is lower than prototype
It's being added to the base game US arsenal
Like that ?
yep yep! You should see the medical stuff in...equipment I think
if your pve mode has a custom arsenal, you need to edit it or override it and add em back in
I tried now RHS to Vanilla Arsenals as u can see the ACE-Injections are alle Enabled but still not showing
I can't find my created components in the components list when im inside the world editor and trying to add a component to a character base et
I am literally so confused right now
Guys, how can I fix this error?
ENTITY : Init entity @"ENTITY:4611686018427401118" ('SCR_AIGroup') at <0.000000 0.000000 0.000000> @"{8B4D49A9F324E7D5}Prefabs/Groups/PlayableGroup.et"
SCRIPT (W): Cannot spawn team members of group <0x00000194DA1FAD40> SCR_AIGroup, AIWorld is missing in the world!
DEFAULT (W): BattlEye Server: 'Ban check timed out, no response from BE Master'
NETWORK (W): RplAuthBackend::OnFailure called (identity=0x00000000, group=1, reason=4)
When I try to spawn, it doesn't let me and kicks me from the server
Okay Im manually doing it in my core now to not have any mod interfere with my InventoryItems_EntityCatalog_US
So as long as you inherit it, you should be good. That will ensure that any other mods that add gear to the us arsenal will just be there from the jump
They do that by I have duplications or I am to stupid to understand the inherit part, and also something always conflicts with ACE Medical if I add another EntityCatalog
How can this be solved?
<Entity name="MainConflictScenario">
<Component type="SCR_ConflictGameMode"/>
<Entity name="FactionManager_US" type="SCR_FactionManagerEntity">
<SlotManagerComponent>
<FactionSlots>
<Slot name="US_Infantry" factionKey="US" spawnGroup="Infantry" isPlayable="1" role="Infantry"/>
<Slot name="SOV_Infantry" factionKey="SOV" spawnGroup="Infantry" isPlayable="1" role="Infantry"/>
<Slot name="GameMaster" factionKey="None" spawnGroup="None" isPlayable="1" role="GameMaster"/>
</FactionSlots>
</SlotManagerComponent>
</Entity>
<Entity name="US_Spawn" type="SpawnPoint_US">
<Properties FactionKey="US" SpawnGroup="Infantry" PlayerSpawn="1" IsEnabled="1" Position="5000 10 5000"/>
</Entity>
<Entity name="SOV_Spawn" type="SpawnPoint_SOV">
<Properties FactionKey="SOV" SpawnGroup="Infantry" PlayerSpawn="1" IsEnabled="1" Position="5100 10 5000"/>
</Entity>
<Entity name="GameMaster" type="SCR_GameMasterEntity">
<Properties IsLoginEnabled="1" IsEnabled="1" AllowedSlotTypes="Commander,Player" FactionKey="None"/>
</Entity>
</Entity>
can someone help me update this to make it no longer obselte
I had a random question that I just wanted to make sure of if we are commissioned to make a mod it's ok to be paid for said commission as long as it doesn't violate ip or monetization right? Or am I'm missing something I just want to cover bases so I fully understand what we are and aren't allowed to do
Im about to straight give up on enfusion tools, its been a week. Ive completely reinstalled literally everything and it still wont open any project, new or existing.
Should be
You can't get paid to make anything within Enfusion/Reforger tooling
Can only receive payment for purely external assets e.g. models, audio
So this means I have to send them over to said person or that it would only be for that portion of it
#creators_recruiting message this pinned post in #creators_recruiting gives some more clarification:
You CANNOT pay someone to do ANYTHING involving Bohemia Interactive Tools (Arma Tools, Workbench, etc) at any stage - you can pay for 3D models, textures etc but not for game integration. You (or someone different from and unrelated to the person you paid for said resources) will have to assemble and encode them yourself,
A request to edit your post will be done if needed; if the post is not amended you can be banned.
AFAIK that rule goes for both offering to pay or receiving pay. Both parties can get banned. So just no paid modding, only paid assets w/o any connection to BI tools
Thank you this is exactly what I was looking for I'm just relatively new to it all and wanted to make sure I'm operating within all rules and regulations
(Asking as a modder not looking to commision)
Fellas I forgot what it's called, but it's some sort of occlusion mask you can add to headwear to where the wearer cannot see the model. What was that?
Headclipping opacity map.
Turns out the wiki had my answer
To add on what bacon told.
In general A.I. will/should be disabled automatically, if far away from a player or the game master camera.
So even without using the AmbientPatrol system it already should be kinda okay-ish in terms of performance.
Oooo never new it worked for groups too! I have started with Ambient Patrols already, so will test this out and let you know - Guessing 200+ is a little excessive really, especially with their skill cranked up to maximum as well
Ambient Patrol is probably better, since it has some more functionality build in.
If they don't spawn at once or in big numbers at the very same time it should be okay.
Skill changes ( in any way ) should not affect perfromance at all, as far as i can tell.
Oops sorry skill was just in relation to gameplay, don't think we need so many anyway as it was a slaughter when testing on 200+ lol
But with respawning, do you know if the group will respawn only when all members have died, or do they just respawn as per the timer regardless of this?
This i don't know.
I'm not using any of the A.I. spawn systems at all or very rarely if i need to check something specific.
No worries, thanks for your help with these bits!!
I have the same problem. It crashed while using the tools and now it loads the first screen and no matter what I choose there it just hangs and I have to end task. I've reinstalled everything and deleted all profiles I can find but some how workbench will not load. Experimental workbench loads fine. Need a fix.
Yep. I posted an issue on the modding bug reports, if they reply with a fix I'll let you know
Could someone hop with me on a call and help me to understand my problem with no ACE Medicals in US and many Duplications like also 4x the same glove,
I'm having an issue where every time a vehicle mod my mod has as a dependency updates, my mod causes spawning any vehicle in game master to result in a random vehicle being place instead of the selected one. Some sort of GUID issue? Pushing an update of my mod to the workshop fixes it, until of course the next update of the dependency.
Hey, quick question, does anyone know why the A-10s gun does not work. Currently there is only 1 A-10 mod in the workshop and it's gun is bugged, wont shoot, cant be loaded, no prompt to load.
Any ideas?
We tried few monds which were supposed to fix it. nothing worked.
Gun just wont fire.
Sorry I can't help with this but on the note of vehicles if anyone knows how to get the RHIB working please let me know
Has anyone seen the Creator of Dead Everon? I'm trying to play his combat ops version of the map but it won't let players spawn.
Hey guys, I am reeally new to the whole modding thing, I ve been trying to create a custom lockable door, Is there by any chane a tutorial out there that is maybe usefull in my case, if not no worries
Are you loaded in with just that mod? or other ones too
other ones. RHS, other modded modern vehicles, helis...
we dont know which ones is causing issues tho.
Yeah that’s most likely the issue
Conflicting mods, try with no other mods
We understand that part, I think we have to start removing some mods one by one
do anyone know how to fix when i leave my server to keep everything on me and not to loss it
WCS is causing this conflict
we realized. everything we have has to be removed then which is stupid.
I wish it was running on that core.
We cant replace the whole vehicle pack just for the gun to work. idk if they will move the A-10 to the WCS.
Otherwise mislim groups wont use it because there are no alternatives.
U cant replace all the vehicles provided by that pack.
this mod just got updated to be working again after months of being not working correctly, devs are trying to make it work correctly just give em some time, it's a hrd work and they are the only one who works on plane physics
yeah I checked the change logs. they started working on it.
I hope they will manage to fix it. good luck to them.
also if you wanna follow their advancement here is a better place than this channel 😉 https://discord.com/channels/105462288051380224/1148110146317328454
did know they had a channel. thanks a lot
yw !
hey all, im making a field manual mod for the server I play on, when i export the modpack, does the field manual have to be tied to the worldmap, or is it generic and usable across maps?
This is my first mod, for the record.
bro looks like hes playing halo 5
Guys, i pressed acidentally some key that made my map look like this, anyone knows how to solve it?
Try ctrl+x, maybe? Someone did the same thing a couple weeks ago and that was suggested in #enfusion_terrain . They never responded though, so idk if it was the right solution
I just reseted my game and worked, but thanks!
Looks like Tropico 6. Start growing tobacco.
Can anyone help me when I view the map in game the map showed like this and can not do nothing within the map
Hi guys, I'm facing issues with the arsenal more so how unstable it is, we have bacon but still it's very unstable. We play PvE using gramps however are locked to the USSR and USA faction we have the mods to move the items over but is there a way that we have access to all the arsenal boxes as is by creating a config to allow us to use all the factions we want? I may have it wrong as this is my first thought about mods but I'm happy to take any and all advice
how do i add chat to my scenario?, when people try use chat nothing shows
Is there a Mod that creates Bots around the Base in Conflict ?
Hello
How to use mods (add-ons) for cinematic in arma reforger tools, I'm new to this business, I watched the video but it shows on the vanilla version. And how else to change the clothes on the character?
Mpchatentity perhaps?
Is there any good guide for writing cenimatic in arma refoger?
i added that, is there anything i need to change?
You can change clothes using BaseLoadoutManagerComponent in the Component List of your selected character. There will be a list of clothing such as top, bottom etc. Hit the ... symbol next to the little window showcasing a prefab and select a different clothing prefab.
Sorry - no don't think so or at least I never do and it just gives the standard chat
If you've used the game mode setup plug in may also need radiomanager to use in game radios I think
Thank you
I would like to record with the mod rhs and on the mod card. I saw how a person managed to do it, but he doesn't answer me anywhere, and he has little experience to figure it out
I just need to understand how to connect and use custom content (mods and addons) in arma reforger tools. Unfortunately, I'm not a programmer, and I have zero knowledge of this program
ok so i want to make dynamic moving squad mapmarkers in a game master game mode that the squadleader can also see i have added and overridden
mapmarkerbase
squadleadermapmarker
i have set visible to true in script files
anything else i need to do also if there is a better way to do can someone please let me know cheers.
Sorry if this is the wrong chat, looking for anyone related to the Wasteland Gear Pack mod. Having issues with the update asking for entire file size to be downloaded again. On PS5. Thanks.
Hi everyone , I want use animations with a character track in cinematic timeline , how is it working ?
Because I can’t use same names on 2tracks
I want that movement of my character works when I use custom animations but he is just playing animation without moving
I am not sure if this is the right place to ask this question but does anyone have any idea how to add custom buildings to Conflict building menu on command posts? I managed to make them appear in GameMaster compositions but no luck with making them buildable by players
its complicated
the config is compostions_freeroambuilding.conf
for some reason it does not appear in build menu and building is in that conf file
i have now tried loading in WZ_Turrets to see if that one works and it doesnt...It only appears in game master under Compositions tab
so the editable entity you add to that config has a child entity that is flagged as editor only in its entity class. but you also need a second entity to act as a preview
on the editable entity you need an EditorLinkcomponent
point it at the preview
So this needs to be done in Prefab edit for the prefab I want to be buildable? If you can/want we can jump into vc because im a bit confused now
i cant vc rn but yes for the prop or compostion you are trying to add do it in the prefab edit
Im trying to make drone station and radar jammer from SpearheadRnA mod buildable. I tried asking on their discord and they also have no idea how to do it 😄
it is quite the proccess
they now preplace them on the map 😄
link me the mod
ill dm u in a lil
Does anyone know where a character's movement speed is defined? I'm trying to make a character have a lower default walk / run speed.
To clarify, this is to use with custom animations that have a slower gait. If I slow the character by setting a fractional movement speed it slows the animation too.
I got around this by adjusting the animation's frame rate before importing it. Looks silly playing really fast in the animation editor but looks good in game once slowed by the movement speed lol. Bit hacky so if anyone knows a proper way please let me know 🙂
Edit: CharacterCommandHandlerComponent is what I was looking for...
anyone know how to set up a spawn point on a custom map/terrain? im lost
Im pretty sure that is done when you create acual scenario for map. I might be wrong tough
ooooh is that something i might need a new sub-project for entirely?
You are making a map right?
You will get better answers in #enfusion_terrain or #enfusion_scenario ...because as I said I still consider myself a noob in all of this. But if you made a map im pretty sure you need to make separate project for scenario to run on the map
yeah making a map but then i also want to make a scenario on top
Hey folks, just a question for the brains trust, looking at creating a server with 256 players, but obviously not achievable unless through mods ? I can see some mods have player limits at 256 (just not what I'm after) wanting PvP.
I've built a machine and dropped 150 mods on it for shits and giggles, i should be able to drive it easy,
There is no CPU on the market right now that can run a 128 player server well, which is the current maximum
Well depending how that CPU is setup I guess, if from a server provider on a shared machine I'd agree
Granted only 2 players, it was 1800fps at 49 players
But either way it's definitely achievable, or close to it
By the way Mr bacon, love your work!!
Regardless of the CPU potential issue, can a mod be done @empty nexus ? For no AI
No, it is not achievable without compromising gameplay in ways like removing AI or reducing network/view distance, but you are welcome to try
I agree on that, definitely don't want <60, not to insult your intelligence, but the 9800 you benched was obviously running a server in a dedicated box with no other running apps ?
I've benchmarked the 9800X3D and it is a great CPU but it won't run a vanilla conflict server well without changing those settings (my definition of well is stable or at least mostly stable 60 fps) with 128 players
For example this is without AI on a 9950X3D
You can see the server FPS dip very frequently. If you enable AI it's cooked.
Very interesting, the engine utilised all cores/threads well ?
And also regarding the aforementioned question, so can be done, just not recommend?
No it caps out at 6 cores per server
Do you remember the FPS of the server empty ?
I cap them all at 60 since more doesnt make sense
I wrote a benchmark mod for servers and you can see my results table here #reforger_servers message
Oh that's awesome, will have a look, it's for 1.2 but should still work ? No probs, well I appreciate your advice, like I said absolutely love your work but my ADHD won't allow me not to try it, or at least more than 128 haha
Will find someone or figure it out.
Thank you and good night sir!
Look at it in terms of relative performance between different CPUs, they run the same workload with the mod
In 1.4 the scores are generally higher across the board but relative performance is the same
Okay awesome, 2am here so will have a crack tomorrow.
This grip overrides the default animations for any m4/m16 it's attached to both in the default IK and in the reload animation. Is it possible to use this same functionality for magazines? I.E. if I set up a drum magazine with a specific animation and a stick mag using these fields, will it automatically know to change the animation on insert and remove? Or is that not possible with these fields?
any attachment can be setup like that
But magazines? Do they count like how attachments do?
yes they count
So if I have two magazines, one drum mag and one stick mag, which animation component do I need to put on them so that the insert and remove animations will be appropriately different? the regular animationcontrollercomponent? Should I add weaponcomponent->weaponanimationcontroller to the mags?
I'm also interested in making some custom buildable prefab things, I might hit you up later
Any news on fixing the walk speed adjustment? Shit is driving me nuuuuuuts
@empty nexus sir, im reading it wrong
besides the MaxFPS setting, doesnt say i need to do anything else, not suer if the AI actually spawned
No clue, I searched all the ID’s
thanks, bro
Who understands .gamemats and armor enough to help me figure out making an armored uniform.
I am trying to make a full-uniform that has colliders (those are setup correctly). The uniform itself needs to stop pistol rounds, but not rifle rounds. Try as I might, it seems to just stop everything :/
Sooo... I copied the components of a vest that works.
The bullet goes straight through and through, but doesn't damage the wearer, at all. 💀
so regardless of CPU/Game performance, it seems its a hardlock in the game that forces maxplayer to 128 ?
Editing both the map to 256, and the scenario to 256, luanches fines when cfg is set to maxplayers=128, but as soon as you go >128 it mentions corrupt config etc.
Am i missing something or is it just completely not possible even with mods ?
You can do this only without backend
If you want to compare results with mine need to run same config all my options are mentioned in the post, options not mentioned are defaults
How do i add a component from script?
I'm 85% positive you dont
oof
hihi
im looking to try and make an addon template i can use for my projects, does anyone know what algorithm/format the GUIDs addons use are based on so I can try and write something to generate them?
primarily so i can generate one for the addon.gproj file
Project GUIDs are a 16 digit hex timestamp. After doing some math, I'm pretty sure the epoch goes from early 2000 to early 2064.
Resource GUIDs work differently, they are (unfortunately) generated deterministically from file path and name within the project folder.
However, how you generate your project GUIDs doesn't really matter from a technical standpoint. You can just do it randomly, it's not going to break anything.
anyone know how to start terrain on a blank world? I've got no idea what I'm looking at. I tried to make a copy of eden to edit and try and toy with to test out the basics but it won't let me duplicate it or save it as a different file
Ah useful, thanks 🙂
Here is a list of resources on terrain creation: https://docs.google.com/document/d/19VrUpAId4UGjykBw1rTP375Q9l2udNIEHPhTzqEgrSc/edit?tab=t.0#heading=h.dfbdc8eifz9h
hey, how do i put the Middle Eastern Insurgents onto the soviet side in my server? i added the mod but it seems to be only for FIA
are we not allowed to hide nametags of who is speaking in console mods ?
The server config has an option for that. https://community.bistudio.com/wiki/Arma_Reforger:Server_Config#VONDisableUI
Anyone know of any mods that make the RHS vests have modular pouches?
is there a way to change render distance and shit in enfusion?
That theory is weird considering we were working on same AR gproj since 2019 😅
Is there a guide out there for porting terrain maps? I tried using chatgpt to guide me but it kept asking me to add a “TerrainComponent” and there’s no components that come up from terrain much less terraincomponent
Can anyone please point me in the direction of where to change the max "Supplies" a vehicle can hold? Ive tried changing the SRC_ResouceComponent but have not had any luck yet..
Anone know how can I add a custom InventoryUI.conf? I noticed some mods override the definition which causes multiple fields that we don't use. But a override doesn't allow removal of existing overridden fields and a custom implementation can't be added anywhere, I can't find any references other than in the code.
Have you already used powerful function to find references?
RMB on resource and then pick from the context menu "Find References"
keep in mind it will take a little bit (few minutes) and during that time you won't be able to use Workbench
Yeah, and it sent me to a constant and if i replaced that it still follows overrides. Thank you for checking
How did you changed it? Did you replaced the script?
I created a new InventoryUI.conf which i fully configured as the original then replaced the constant like they do in WCS_Armbands (i can send screenshots later today) I even overode the methods that use the configs but also there I seemed to mis the solution
if WCS/other mods are replacing same file, then load order will resolve which file is used (last mod wins)
Hello, anyone who has made a custom arsenal, have you run into the problem where even though you imported all of the data for an item, it still isn't showing up in the arsenal? How does one fix that?
My guess was that the GUID was changed at some point. The other things I've tested seemed to line up.
not really - that would break all dependencies that we have internally too
Then maybe I need to recheck my math. I do still think it's a timestamp though.
it is based on systemtime and time afaik
in any case, GUID will be valid as long as its valid hex
https://reforger.armaplatform.com/workshop/BADC0DEDABBEDA5E for instance you can have GUID like this
hey, i made a conflict scenario, i positioned all the capture points within the zones, but in game its noT showing objectives or allowing me to capture, any ideas?
As in they don't appear on map at all or they do and you just aren't capping?
Hey all. I’m looking to start making cinematics in the engine, but all the documentation I can find on cinematic making are outdated YouTube videos. Anyone know where I can go to find a comprehensive guide or some documentation?
@stark oasis check DMs when possible if you don’t mind
i made a small UI layout. how do i reposition it during play?
Sorry, unsure whether to put this in a specific category, but anyone here figured out how to attach cameras to weapons? I have managed to attach it to weapons if they arent being held by a character, and characters/vehicles etc, but not a weapon whilst being held. Thanks in advance! 🙂
Could someone assist or direct me where i can create a custom loading screen to my server
How do I scan for duplicate objects or stacked ones? I know I had done this before but can’t remember where it was. Thank you in advance if anyone can point me in the right direction
When attempting to override values with an attachment, I always get this error message. Even by having default values. Is there something else I need to do for this attribute to work?
I've started getting crashes when i test my mod in the world editor. I place a character, press C to take it over, and when i press Y the world crashes
why cant i register my sounds in arma sound editor?
I'm not familiar with sound editing, but generally speaking there are files that can only be imported (i. e. converted to a different format that is a registered resource) and not registered themselves. That might be the case here.
You should probably describe what your mod does and include code.
By "loading screen", do you mean the image displayed when loading a scenario? That one is specified in the mission header.
Have a look at the MusicManager prefabs
Not sure if this is what you mean, but when you click a resource, you can scan for references to it, which are then displayed in the log.
If you are looking for a duplicate, you could search for other references to the parent resource.
is there a way that i can allow a car to use 2 diffrent exhaust points at the same time ? as having a double exhaust and only 1 working is kinda euh shit
Hello somehow I have in my building tab multiple entries someone knows how to fix that ? Also I dont have the living quarter showing up
yeah like a custom screen players see while loadin in
Hi iam wanting to use somthing like the mortar 3rnd crate as a fireteam rearm box i want it to
1.work like the medical kit be able to walk up to and grab a couple of mag etc and the player to be able to walk with it in there hands
- id like to also have in in a vehicles when i spawn them via my vehicle spawn
any help on this would be great i have played around with it but haven't quite got it todo what i want it todo it ended up loop crashing enfusion tools at one point
You mean an entirely new UI you see during loading, or just a different image?
just diff image when users load into my server
In that case you need to change the image of the scenario(s).
If the scenario is not yours, you can override the mission header in the mod, otherwise just swap it out.
hm interesting https://reforger.armaplatform.com/workshop/651B315F72B17FA8-100KLoadingScreen
like this?
how do i give myself a item i have created
I assume you created an item prefab? You can either add it to a character inventory or to e. g. the arsenal config.
yeah i did sorry probs need more info i have created the prefab for it made it an inventory component but when placed in the world it isnt there
Assuming other items are there when you place them (they probably are), you probably did not configure it correctly
@bright sable
I don't think that mod does anything.
It says it's a template, I suppose what it suggests is to override the layout which is also possible
If I have a mod that overrides CIV_Base prefab adding actions, and another mod overriding CIV_LoadoutBase prefab with edits to inventory and disabling the TagComponent; why does the CIV_LoadoutBase override seem to not let the actions I added to the CIV_Base to be seen on the CIV_LoadoutBase which is based on the CIV_Base? I have tried mod load order, but nothing seems to be working unless I make the mod editing CIV_Base a dependency of the scenario editing the CIV_LoadoutBase, but I dont want to force people to use the CIV_Base mod... What am I missing?
Hello, i have weird problem with enfusion editor.
When i edit character in prefab editor and change vest to be in different camo then save, everything seems to be ok but.
When i try to edit same character again, camo of the vest is changed to different camo.
Does anyone knows how to fix it?
I use RHS mods.
would anyone be able to tell me if you are able send/export custom prefabs to others, I'm having difficulty
Does Reforger have a vehicle armor concept? I'm trying to create an MBT as close to reality as possible, but I couldn't find a way to properly configure the different armor thicknesses according to the region of the model.
The middle eastern insurgents does that hav to be as a dependancy and modified to work?
could you help me out and add a report to this issue? https://feedback.bistudio.com/T192585
Hi, My server / Project has a problem , whenever the server restarts or even when published a new version , the demolished buildings or spawned vehicles still there , how do i manage this behaviour? through server or trough tools? and how to approach?
I think u need to place them into ur own scenario
Does anyone know how to get extra pop up text in game?
So for example instead of having the default base captured message in conflict, have it read something different? Guessing this could be done with an override??
Hey guys, I'm making my first mod for the game, but I ran into a problem. When I'm using the collider setup, it gives me an error in Blender.
I already restarted everything and also updated my Blender to 4.2.11.
Would anybody be able to help me figure this part out?
Have you checked the documentation on Wiki?
Hey just redid some steps seems to work now, Thanks anyway (:
hey guys, everytime i try to edit USSR.CONF, it works, file saves normally, it works on world editor, but when i close arma tools, the file resets and it doesnt work on the game, what i am doing wrong?
Are you trying to edit wcs arsenal items?
Im trying to add the littlebird and disable the vanilla choppers
that is inherited config, not overwritten?
@peak nest Yeah you will need to override the config as @stark acorn said
Does anyone know if editing default loadout requires making custom scenario or is there any other way to do it?
thnks man
Does it work now?
yeah, it worked
however, the littlebird is showing on the world editor, but not in the game
yoooo can we get a dedicated channel to the cinematic timeline? Would be cool
Does anyone know how i can attach the cinematic timeline camera in a way that mimics a player or characters first person view? Want it to look and act as if im playing as the character, ads with pip etc
~~I have this here rocket launcher.
I am able to fire it once (with the magazine it spawns with).
However, after doing the reload animation, I'm not able to fire again.
I've diagnosed that despite it going through the reload anim, it still thinks there isn't a magazine in the weapon. So if I reload again, it doesn't remove the mag and add a new one, it only does the "add a new one" repeatedly.
What specifically in the animation graph do I need to put for a launcher to understand that it has been loaded?
✅ "Weapon_EnableFire", "Weapon_AttachMagazine" and "Weapon_RemoveMagazine" have all been used in their appropriate places.
✅ I've referenced the base game RPG, there's nothing my rocket isn't doing as far as I can tell.
Asking here because I don't know what's wrong and don't know what category this belongs to.~~
Nevermind, apparently the chamber ammo checkbox was the problem.
im very confused on middle eastern insurgents mod
when?
after inherrit - You need to Assign factions under autoroles in prefab editor and some flags- search in components "edit" and you can assign. you can compare settings with other .et that appear if that helps. if those settings arecorrect then assign in faction manager to an faction and insert inherrited .et at vehicle entity multi list
looking to create dynamic moving squad leader map markers from the vanilla conflict game mode in my game-master only difference is the squad leader would be able to see his position on map as well as his team had a wee play with but not totally successful
Any help here would be greatly appreciated
I have had no luck reading the BI website, can anyone explain how the monetisation works? Do I have to ask every modmaker of every mod we use for permission before we can go ahead and monetise?
I saw on RHS they don’t condone any monetisation but do they mean if the server is running that mod or do they mean if we were to lock RHS assets behind a paywall?
If I add actions to the civ_base prefab, shouldn't the civ_loadoutbase also get those actions? I'm trying to figure out why they are not transferring over when the loadout base prefab inherits from the civ_base... They are in separate mods, but that shouldn't prevent inheritance from happening, right?
Correct. You have to have explicit permission for every mod.
In other words: If a mod maker have not said "yes, this is allowed on a monetized server", you can't have it.
Its not about it being behind a paywall. RHS doesn't allow for monetization, therefore you can't use it on monetized server.
thank you for clearing this up.
Hey just a heads up: I just had my workbench crash because I had enfusion opened twice (working on a map and needed to peak at the set up for another map) because it was communicating (or attempting to communicate) with my controller from both applications and return pings were internally DDoSing my system. Just letting yall know lol
Friends, if you know anyone or know who to ask, we are really looking for a person in the team who is a weapon pack for ArmSTALKER2 mod.
If you want to help us, help spread the word that we are looking for such a person.
Anyone how i would go about lowering the stars so that they extend to or lower than ground level?
Hello, im trying to finde someone that could help me out. Im trying to finde some good vids about making a faction frome scratcs for a PVE Community anyone that could help me out ??
Check channel TPM Tactical on youtube he has some nice videos about modding...other than that the best way to learn how to do something like that imo would be to download some other factions mod and open it up on tools and then try "reverse engineering" how they did it.
weather editor
1 GB/s is good Write speed for nvme? 
I guess they could be hidden by the distance fog. Check if increasing view distance improves it.
How can I add suicide vests to arsenals?
Not really had a look over arsenal stuff yet
Pretty keen on everything else now
this def helps. Aprreciate you. They still cut off pretty high, im assuming its something to do with terrain elavation or something controlled outside of weather manager
I think there are other options in the weather manager and you can also try the volumetric clouds .emat file
just try dragging differnt things up and down a bit, I don't remember which ones, but ...
But some of them have changed the horizon a bit
Anyone else having problems with files not wanting to update/reverting to last save?
Where can I change that the enemies to fia or ussr where is the config for that ?
admin kick @wooden tiger from the discord, he joins voice chats, spams loud music or noises and then leaves
Like why I am playing against the USSR when I have FIA Spawning they also turn out to be USSR now
where can I change that
I know hold on ill check
Was is that change OPFOR Faction to FIA ? in GameMode Campaign
enfusion://ResourceManager/~ArmaReforger:Prefabs/MP/Managers/Factions
In that folder dont click link tho i had to find it on my phone
Or acually theres a conf file as well
Are you trying to change the AI 's factions?
yes
on my server it is US vs USSR and I want it to be US vs FIA
Ohh ok ok where you need to replace the faction to ussr so set fia playable set ussr non and the ai patrol pointz might need to be set to ussr groups
FIA is the AI PVE set
can you send the enfusion link
yes change those asw well
Why is my material a mirror to PS5 Players, but a text to me?
what else
Still cant figure it how to change AIs Faction that they spawn as FIA
Does your texture have _BCR at the end of it?
Hello!
Anyone able to help with animationplayercomponent stuttering the character?
(I've paused it intentionally just to get this frame but this character keeps stuttering even after exporting)
ive been doing this for a bit and worked several times with no issues, just wondering if there's a fix or something to stop this stutter.
Thanks!
Hello, me again. Trying to figure out why I'm having such difficulty with basic inheritance. This worked just fine previously but seemed to break within the last couple updates. (1.4)
In case anyone is having this issue I figured it out: Check the SCR_EditorLinkComponent. Chances are it wasn't updated.
Ok seriously, why does it seem like basic prefab inheritance broke in the update on the 12th? This is driving me insane...
maybe because when I open the .et files, they share the same ID? ```
CharacterCIV_baseLoadout.et
GUID: 9B443DD4C1F6DCAD
SCR_ChimeraCharacter : "{99F600AD4C6BA6A4}Prefabs/Characters/Factions/CIV/Character_CIV_base.et" {
ID "520EC961A090B1EE"
Character_CIV_base.et
GUID: 99F600AD4C6BA6A4
SCR_ChimeraCharacter : "{37578B1666981FCE}Prefabs/Characters/Core/Character_Base.et" {
ID "520EC961A090B1EE"
no, I dont think thats it as they shared the same ID when it worked before that update... This is so frustrating! Why did it break?!?!?
I'll read that for you, its telling you exactly what file to look in, and its missing a semi-colon.
I goto publish the update and cannot choose category
dont publish, it wont work if your scripts dont compile
Yeah, I fixed it. Didn't see the line reference
try workbench restart, that fixes a lot of things
that happens when your scripts dont compile
Sigh... How do I fix it? Im new to this scripting stuff
open script editor and hit shift+f7
for Arma anyways
that compiles scripts and gives you error messages
Like that?
scripts/Game/Components/SCR_CharacterRankComponents.c(1): error: Multiple declaration of class 'SCR_CharacterRankComponentClass'
What is the problem here?
any competent (i say that because i am not XD) modders looking for some extra $$$ ?
after someone to create a King of the Hill mod somehow, as Australian region isnt allowed to use the KOTH Reforged and they refuse to put a server up for one 😦
If this interests you fling me a message!
I think you have duplicate files
you cant pay modders to make mods, they will get banned.
itll be sent their way for their time used is all, completely external to, and without monotization
Is nobody allowed to run their own koth server?
nope, unsure if theyve done this deliberately (which i think is) or something on the backend only they can use.
but yea, cant host at all, and we NEEEEEED a KOTH
Well, I am trying to override the original ranking system
Do you mind assisting in this? There is not much tutorials on this. If any. I want to learn but, I need a little guidance sometimes.
I fixed some errors. But, I still have duplicates. Anyway I can override them?
So the GameLib has to modified and then I have to use modded string on the scripts if I am following correctly?
speaking of, I think I just found the answer to my problem on the same page: https://community.bistudio.com/wiki/Arma_Reforger:Object_Oriented_Programming_Advanced_Usage#Precedence Turns out I guess it has to be a dependency to guarantee that the actions are inherited by the other mod. But IDK why that seemed to change in the 1.4.0.38 update.
yes you have to make your c class a ```c
modded class
GameLibComponents?
this one should be c modded class SCR_CharacterRankComponentClass instead of ```c
class SCR_CharacterRankComponentClass
Do you mind helping me finish it tomorrow if, you are busy today?
for enum you only include new values, like: ```c
enum SCR_ECharacterRank
{
NEW_RANK_1,
NEW_RANK_2,
NEW_RANK_3
}
I am a bit busy now and have to work all day tomorrow. Im sure others can help. maybe better in #enfusion_scripting since this is all about fixing your scripts.
No. not from what i know.
How am I able to use the FIA Models as Enemy AI ?
you missed a few channels
was not sure where it belonged to XD
Shouldnt FIA Spawn with this one ?
Hello everyone, can you tell me how to remove a vanilla object from the map (it is blocked from any changes), thanks in advance
I'm sure it's been asked before but hoe do you add a respawn to a vehicle? So have it a little like the mobile command truck
Working on the selection logic of the random loadout generator
so far it gets this
how does it sound
Any particular reason why an edited AI loadout inventory works fine in a local host GM session but in the conflictpve scenario they just spawn with the clothes and armor but no mags etc?
Are mods allowed to be like “private”?
Still looking for any answers regarding this

You can upload them unlisted, but this does not technically prevent people from downloading them, only from finding them in the Workshop.
Gotcha
Hey, guys.
Has anyone here ever tried working with action + compartment components for child objects nested via the Slots component?
I’ve configured all the required actions and compartments. Seat switching and getting out work fine, but I get the “obstructed” (blocked) icon whenever I try to access them through the “get in” positions. Occasionally, the icons suddenly become available out of nowhere.
I’ve tried experimenting with different positions—both using pivot points and not—but the results are pretty much the same.
I’m about to report this as a bug, but I wanted to check first if anyone else has dealt with this kind of setup.
I am also getting the same issue with those UH's (Huey) side mounted guns: player get the "obstructed" when tries to embark, but can easily mount them via switch seat.
I presume it's something LOD related... maybe?
can some of yall explain me where my stupid is ?
i am trying to override a config from a dependency mod.

Try and put _BCR at the end and see if that fixes it
Just a generic question, if you want to make custom trees that's not in Everon, how do you go about doing it?
How is input handled in enfusion? I have an entry in chimeraInputCommon.conf but I am not 100 percent sure how to wire it up to my scripts
Is there an easy way to convert PNG to EDDS without losing transperancy?
Its losing transparency? 🤔 I just use paint.net with save as .dds and bc7
i was just using the importer in the workbench
stupid question i bet, but this gives me a .dds file, can it save as an edds?
edds is enfusion dds, just import dds and you give edds
cool, thanks!
Is it Srgb or Linear?
I prefer to use srgb, but as i remember you can use both, just select proper option in import settings
Thanks brother!
Might not be in the right topic area. But has anyone seen or come across or otherwise know where I can find 3D models of a folding blade style antenna and a “donkey d**k”(don’t blame me, that’s all I’ve ever known it as when I was in).
Messing around with building out a couple man pack radio types and all the radios I find don’t have antennas 😂
I’m noob, Is there a good guide on changing the server thumbnail?
Im working on making a all-in-one download for images for a server to change (server thumbnail, loading screen, welcome banner & background)
What Character Loadout (Officer,Riffleman) do I need to change for the USSR AI ?
I'm still confused why a mod of mine stopped working on the 12th, two updates ago. Seems like simple inheritance broke?
Question, I recently uploaded my first mod, kind of a proof of concept. I reskinned the US faction as a faction for a discord I am in. Followed a YT walkthrough, and everything worked as expected. Today I went further and renamed company names, platoon names, and edited the starting vehicles. Uploaded to Workshop. I restarted my PC and I went to start doing more to it, and none of my changes were made. I do not see my update on the workshop. If I try to change them and save again Enfusion Workbench states it saves in the console, but when you close and reopen they are not saved. What could I possibly doing wrong, and if this is the wrong place to ask, where do I ask that?
Ummm, think I figured it out, but if anyone wants to point me to the correct channel to ask questions next time if this is the wrong channel, that would be appreciated.
Please can anyone help me work out hoe to disable supplies in scenario framework?
So the arsenal just works without then etc.
@weary cave im making a Iwo Jima scenario for IDZ, would you be willing to test it? i know you loved normandy
Fuck yeah i got you
i sent u a dm
BACKEND (E): Fragmentizer: CRC check failed
BACKEND (E): Fragmentizer: Request error 3/7 SHA: '5e72cc2de563c0187d2c0b1743c142a05622bf1db95dff7fecd67090cf46aedf19952027ad81ba04dd71db788a3ad8226b6f6331e0f6306def36e9eaa9412866'
BACKEND (E): Failed to fetch addon details from workshop API! Repeat later or try different mods.
ENGINE (E): Unable to initialize the game
Dear god the server is driving me mad. I just updated my mod yet again for testing and now my server refuses to downloaded the update for whatever reason
how do I setup a simple task that says the player has to get into a helicopter? When the player is in the vehicle the task shall be completed..
Not sure if this is the right place to post this, but is anyone currently working on Chernarus 2009? or Chernarus + (DayZ)? Want to get started in the map making process but don't want to recreate something that is already being worked on? I'm thinking Lingor Island? or something from the old days. Also unsure of the legality of recreating old IP maps.
Where does a guy have to post in order to get ahold of someone who is able to tell me why my mods continue to fail to publish?
I continue to get a: unknown reason error, or unauthorized error. I’d really like to get it sorted as to why that is and what’s happening…
I translated the language of my mod using a .St file, but it is not currently applied. Do you know how to apply a .St file to a mod?
The mod I want to translate is an "overthrow" mod
"Compile" stringtable (there are option in Stringtable editor for it)
Thank you. I'll try
I've set up config and St files in Widget Manager Settings, and I've also set up fonts, but do you know why it doesn't work for the game?
Sometimes it need to restart WB after build... 
oh my bohemia
I have set up a new support station type to control the visibility of user actions. Everything works on the host but when I use peer tool to test MP, the user action says it isn't in range of a support station. Any suggestions as to where I should look for answers? It looks like a replication issue but I can't quite track it down.
[apparently I just needed to restart]
Still not working
Could it be a problem with the config file or the .st file?
You conf contains any strings you defined in string editor?
Sometimes something is wrong with name of conf, sometimes it just don't create strings because they are "IN DEVELOPMENT" in string editor... 
Here's the .St file and Config file I'm creating
If you don't mind me asking, would you mind checking it out?
How do you change the body to be bloody?
Im getting black flashing whenever I move the camera on world editor?
Says something like loading entities, and it flashes whenever i go over any entity
Shoot the guy
What causes Script Mismatch?
Every time players on our servers have to update our core mod it causes that error and they have to re-download it for it to work
Some kind of messed up download or data corruption practically
Yeah, though I'm curious why it would always happen with the same mod
If you can reproduce it consistently you should report it to BI
Is it possible to override Projectile material? Both Projectile Model and Cartridge Model properties are not accepting .et prefabs (so GenericEntity with tweaked MeshObject can't be used there, like it works in other cases - clothing etc), only .xob's
Anybody got experience with UI / HUD stuff? like ammo and stamina set ups for Reforger?
Hello troops, is there a way to add the encampment to the construction truck for my wasteland scenario?
Ive got the weirdest issue... ANPEQ16 works for RHS faction, but not for my custom faction. If i spawn an RHS guy in and take his weapon with a faction guy, it wont work either. If an RHS faction guy picks up one of my faction guys' weapons, they can use the ANPEQ.
I can turn things on and off, and the green light comes on, but no light or laser, IR or regular 🤔
any answers on this would be great

Can someone tell me what is it about a vehicle mod that conflicts with another vehicle mod causing both vehicle mods not to show up in GM to spawn at all?
Press play in the track for that character
Also not all anm are able to move
Not what im looking for.
Im intentionally only needing one frame of the anm
Its why its off
But while off, it just heavily stutters the character

Are you using a modded or imported anm
Its straight from the Arma Reforger Anm files
Whats the name
So i can test it rq
Not on pc rn but its right in the video (right side)
Here ya go
Been having to use some of the ones that dont play
but would really be nice to figure out what's wrong so I can actually just use them without playing the full anm

Is it this one?
Ye
And you just want one frame?
Y e p
Its why its off then I can use start time to find the frame i want
Maybe its how your tring to export it?
If you are looking just for one frame than idk tbh.
When exporting, it still stutters plus moves the character away
Really annoying
(Preview also shows this)
hmmm, it doesnt look like you overlapped another key frame over the top.
Tbh i dont know, im sorry that i couldnt help :/
I do have problems myself but idk if im just dumb or if its the engine lol.
No clue either 
Hopefully someone knows how to fix this or someone knows how to get a frame of the pose or something
Im try one last thing, but are you sure you dont have another keyframe in track timeline
Yeah idk im sorry :/
probe? more like strobe.
how do I set my HQ supply point that spawns dynamically next to the radio tent to hold more than 600 supplies? - in conflict
good luck getting an answer. ive asked similar stuff and it gets passed over
is there n issue when uploading mods and preview images?
seems we had the same idea
!verify
Check your messages!
Hey man, same issue here, did you learn how to solve that?
nope not yet good sir
@gray moss add more supply crates in the slot manager
@fair bolt Super appreicate that man will give it a go!
Hold on, i will boot up my tools and show you rq.
Its in one of the components
Is this what your looking for?
I tried that but no luck. Looking for the supplies that spawn in this thing next to radio tent. Thank you for the response!
Hello, I would like to create a map based on Eden. Am I allowed to modify Eden as I wish?
seems like this changes the supplies I can build with at the HQ but not the resource depot default of "600"
so when I raise the "HQ Starting Supplies" from 600 it just spawns resource containers instead of adding to the supply depot pool:
ENTITY (E): Rotation in x or z axis detected: @"ENTITY:30781" ('SCR_DestructibleEntity','Assets/Structures/Walls/Pole/PoleFence_01_D.xob') at <3019.839111 20.212545 2937.858887> @"{291D4FAE9DCCE8BD}Prefabs/Structures/Walls/Pole/PoleFence_01/PoleFence_01_D.et"
ENTITY (E): Rotation in x or z axis detected: @"ENTITY:30780" ('SCR_DestructibleEntity','Assets/Structures/Walls/Pole/PoleFence_01_D.xob') at <3048.148926 15.311865 2908.586914> @"{291D4FAE9DCCE8BD}Prefabs/Structures/Walls/Pole/PoleFence_01/PoleFence_01_D.et"
ENTITY (E): Rotation in x or z axis detected: @"ENTITY:181411" ('SCR_DestructibleEntity','Assets/Structures/Walls/Metal/TinWall_01_3m.xob') at <3042.207031 11.873108 2881.836182> @"{DF3905E54137495D}Prefabs/Structures/Walls/Metal/TinWall_01/TinWall_01_3m.et"
ENTITY (E): Rotation in x or z axis detected: @"ENTITY:181378" ('SCR_DestructibleEntity','Assets/Structures/Walls/Net/NetFence_04_8m.xob') at <3019.153076 13.279373 2867.603027> @"{DEF98342630E1591}Prefabs/Structures/Walls/Net/NetFence_04/NetFence_04_8m.et"
ENTITY (E): Rotation in x or z axis detected: @"ENTITY:117199" ('SCR_DestructibleEntity','Assets/Structures/Walls/Pole/PoleFence_01_6m.xob') at <3070.623047 11.498945 2898.357178> @"{AF1A678815A3E17A}Prefabs/Structures/Walls/Pole/PoleFence_01/PoleFence_01_6m_C.et"
ENTITY (E): Rotation in x or z axis detected: @"ENTITY:117198" ('SCR_DestructibleEntity','Assets/Structures/Walls/Pole/PoleFence_01_6m.xob') at <3075.413086 11.373940 2894.691162> @"{AF1A678815A3E17A}Prefabs/Structures/Walls/Pole/PoleFence_01/PoleFence_01_6m_C.et"
ENTITY (E): Rotation in x or z axis detected: @"ENTITY:117196" ('SCR_DestructibleEntity','Assets/Structures/Walls/Pole/PoleFence_01_6m.xob') at <3049.483154 21.825073 2949.632080> @"{AF1A678815A3E17A}Prefabs/Structures/Walls/Pole/PoleFence_01/PoleFence_01_6m_C.et"���Y������
Getting tons of these, anyone know why?
Found the engine settings button and got this:
Could not open '$profile:.save/settings/ReforgerEngineSettings.conf. File not found
Anyone got a link to a mod for Tan Soviet Vehicles?
I know there is a Tan US Pack, but i can't seem to find Tan Soviet versions (without also downloading a map. There are Tan Versions in Operation Raging Tigris, but i don't want the map files taking up extra space)
Does anyone know how I make ammo available to a weapon? I have it's mag in the catalog but the players can't take it.
what do you mean "cant take it"?
I have an issue, lads. The soldier on the left has the intended loadout.
The soldier on the right is what spawns. It reverts back to the material that was applied to the imported .xob for the model. I have no idea why
Not sure what this could be classified under, apart from irritating
It also seems to apply the default material in the editor, too???
I created a custom faction and spawn for it, I’m unable to spawn in and the character/loadout preview window is empty. Does anyone know what could be causing this?
90% certain you need to make a custom loadout
do you know where that is located at? cause i thought it was this, but the problem still persists
Not really I barely understand the loadout system myself. Hence why I am also having issues for it 💀
i believe i found it, its LoadoutManager_Base.et but there is also LoadoutManager_Editor.et i cant figure out if i need to do anything to LoadoutManager_Editor.et or only duplicate LoadoutManager_Base.etand modify that.
the section on loadouts in the faction creation tutorial is very small and doesn't have alot of information.
Do you have varient data set in the SCR_EditableCharacterComponent?
I probably don't, but I did learn something. It appears to just be a visual bug in the Tools. In game, once uploaded, they appear as intended
The equipment (weapons, inventory storage, etc) is all borked but otherwise the visual bug is not there
Problems solved. I set target purpose wrong 🫡
I keep getting a crash when in the loadouts on bacon every time I switch categories. Says this on the crash,
Exception: Access violation. Illegal read by 0x7ff6cfaec5ce at 0x10
is there a tutorial for making guns in enfusion workbench
Hello is anyone planning on or working on any coastal or deep water naval vessels?
Anyone know where I would find the scripts or layout or whatever that controls the HUD text that tells players when a base gets capped or attacked etc in conflict game mode.
@fiery frost
I’ve gotten a basic handle on the terrain tools, but is there not an “erode” tool opposite of the growth tool? I have a small but long river I’m trying to make and needing to flatten, smooth, and regrow over and over until I get nice riverbanks is driving me nuts
Still can't figure out this HQ Supply problem I'm having with a conflict world.... any help would be greatly appreciated
Whenever I adjust starting HQ supply param past the default 600 cap it does this:
change your min starting and max starting supplies to lower
ur overflowing the storage
Anyone got any ideas on why my scenario isn’t a scenario when I post it . I made a custom game mode but when I post it just shows up as a mod pack with dependency’s even has map enabled . I made a new scenario with just the map and it gives me a scenario id . I would greatly appreciate some insight on why it’s doing this or what I maybe missed
make sure you have a mission header in a folder on the root of ur project called "missions"
I have a mission header using scr_misson header is that the right one
if you set up ur gamemode using the gamemode setup plugin it should have set it up for you
so sometimes when I start the world it just raises the HQ supply depot cap to whatever I set the supplies to... other times it launches and does this.. Expected behavior I THINK is for the storage cap to raise on that supply depot no?
Within the hq composition there is only room for 600 if you modify those crates or the storage contents you should be able to store all that supplies
But the easies is lower the max supplies back to 600
if anyone knows about this help would be appreciated #reforger_workbench message
Overide the hq and add crates or override the crates and increase the storage quantity
Oh snap i have that too in the workbench, but not ingame
soo am i not going crazy and a bug got introduced lol
Hang on there is a nuance, il respond there
What causes attachments to not show up in the UI? I added a new attachment to the base m16, and now the handguard doesn't show up.
The whole upper on the scars, stock, etc doesn't show up either. What do you need to do to fix this? Is this a known issue?
either something broken in the prefab or LOD/pixel size scale hides it
So whenever I start a scenario up when testing I'm getting a bunch of "door action not set" messages in the logs. As far as I'm aware these can just be ignored or at least ignoring them has never caused me any trouble
But just wondering is it possible to set them up even though they're locked layers? So could you change Levie to have a bunch of open doors? Random I know
Does anyone know why the editor window in the Arma Reforger Workbench doesn't appear after selecting and opening a project? This started happening after I opened and closed the Overthrow project yesterday while trying to edit it.
How does the collaborators function work ? Can we both pull data from the same project or can we do stuff in real time with it ?
If all else fails back up all projects and reinstall the program, otherwise I’d verify file integrity
From what I know there not game breaking
Even after deleting all related files and verifying the integrity of the game files, the issue still persists. Could there be any other external cause?
would it be possible if you can record and post the video of the problem so we can see exactly what is happening
yes
anyone know the answer to this
Can you quickly see how much space you have left on your drives
Will go from one problem to the next to try and fix this
There is 125GB of free space left on the D drive
I don't think increasing the number of supplies past the maximum is the way to do what you want. You may need to modify the supplies themselves in Prefabs/Compositions/Misc/SubCompositions/Storage/Slotted. In this case it looks Storage_Supplies_US_02.et, Storage_Supplies_USSR_02.et, and/or Storage_Supplies_FIA_04.et . The problem is that the building blocks of these supply compositions are generally set at 100 per an entity. You may have to replace the individual stacks of supplies with a modded version that instead has the supply maximum at a higher amount that works for you.
Storage capacity is sufficient
Anyone know how to load a radio into a vest? Im trying to put in the RHS 6x9 vest, do i put it into a sub-prefab?
Brothers I tried posting this in #enfusion_model but nobody answers and im not sure if nobody knows the answer or if im not in the right channel.
Anyone knows how to properly create prefabs to be buildable on the base. I was trying to do it for 2 days and managed to get it kind of working, but its not how i would like it to be. I want to create cool looking Antenna for Jamming Drones, but when I added antena to prefab i cant move it around. I would really appreciate if someone can help me with this.
This is my mod currently.
https://reforger.armaplatform.com/workshop/65B332B45D9FC9A5-RealisticDroneJammingAntena
I've gotten as far as being able to place it down but it skips the whole build part. I'm still exploring what I missed but what all I discovered is in the thread: https://discord.com/channels/105462288051380224/1386419140021063821
I can place it down and build it and it works as intended. I can also dissasemble it. But my problem is that i cant make it more custom looking. Right now its bunker, from editablePrefabs folder with added antenna and the antenna stays in the middle even if I move it around😅. Im 100% sure im missing on something so stupid, but i cant figure out what. Thanks will deff check that thread
You're able to build it!? How did you do that? comment in that thread what I'm missing. What are you wanting to do?
I dont know correct names and im on phone so i will wing it now.
I duplicated e_bunker.et from editablePrefabs folder and then I basically just added antenna to it and a jammer component. Then i changed the settings in component where you set pictures and name of building. And it kinda works😂
Looks like we will have to team up @vast tundra
I don't remember manipulating LOD values for the SCARs (completely custom), but I cannot fathom how adding this attachment to the M16's causes the handguard (unmodified) to become invisible.
Where would I look for pixel size in app?
Do they show up when you force lod on the entity in script?
I don't know what that means/how do do that.
I can say its not purely the inventory ui either, its any instance. Here's the respawn ui. same prob.
It would tell me if it's a LOD issue or not. Can you open this in bacon loadout editor as it forces LOD0 when you edit the weapon? If it shows up fine there then something is up with LOD, otherwise there's a different issue.
I have functionality there that renders things at max quality level so items don't disappear.
How hard you think it would be for me to port or convert tanoa from arma 3 to reforger?
You'd have to make it completely from scratch as its copywritten material.
Rip 😭 well looks like I will be adding another project to the list I assume that goes for all of arma 3 maps
as far as I know, the idea of tanoa is fair game. But you can't port it like you can Arma 2 maps.
Is it possible to remove the black part around the mask to make it more realistic?
Yeah different engine and I'd have to prob remake or replace certain assets either way it's something I've been wanting to do
okay so thats a bit weird, I dont know how you would accidentally cause lod/culling stuff to happen
is this out on the workshop?
Finally found the string in SCR_CampaignBaseTask.GetBaseNameWithCallsign()
still looking for any answers on this, would like to know more if this is even possible to fix

Yup:https://reforger.armaplatform.com/workshop/65323C2DE300E5BF-InsurgencyAR
https://reforger.armaplatform.com/workshop/64D81B5099CCA662-INS-SCAR
take your pick.
Anyone know how to empty a prefab slot? If i press the reset to default, it will pull the prefab from the character i inherited from
Is there any samples of audio of just chatter from AI or anything in the Github or something.
somebody give me your input oh wise Enfusion gods, for i had this issue in a pre-existing project. losing all hope i started fresh only to find the issue persists with a clean slate. why am i punished this way? any clues would save my life please and thank you, ive been working on this for two weeks and dont understand why i flat out cant get it to work at all now lol
Right click and then set to empty or null
Will try, thanks
nvm i fixed it
Looking for a modder
looking for a patient tutor. I spent several years teaching people to get into UE4. And as I age it's getting more troublesome to learn new stuff. I have an idea on a simple mod and need help making it work. Can use one of Bacon's mods as a dependant or go from scratch.
Does anyone know how to make these guys actually move?
were you able to check things out?
...or, whether Niclas' suggestion doesn't fit, some submenus allow you to right-click and select "Clear array".
how can i open and edit a reforger mod?
You can open mods, by adding the downloaded PAK files as Workbench projects.
You cannot directly edit them, but you can add them as a dependency and override individual things.
https://docs.google.com/document/d/19VrUpAId4UGjykBw1rTP375Q9l2udNIEHPhTzqEgrSc/edit?tab=t.0#heading=h.u3a7stwn0sc5
Google Docs
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...
I feel like I'm going crazy. Head Clipping has worked FINE before. Now it doesnt' work at all???
this is super helpful thank you
how do i rig again i forgot
search it up on youtube, plenty of tutorials👍
yea i just didnt know which to do also current im working on a 1911
pretty over done but this is gonna have animations and sounds to be more unique
ok
yea i invited you to the my server btw
you want me to dm you a inv ill also put it back up on the post
Maybe today evening, it's been quite a busy week
how often does enfusion change their API's ? every update or ?
Major updates usually bring in some changes. It's usually not big changes.
how often are updates
#reforger_experimental message here you have some community calculations
odd qeustion not sure if i broke something or looking in the wrong place but the animations for the M9 and pm pistols dont seem to play in the animation editor.
like frames are playing for example the fire of 6 frames but just notting happends in the view port
provide full screenshot
with whole Animation Editor visible

