#enfusion_generic
1 messages · Page 18 of 1
where can i add my vic so it shows up in the spawn for the garage ? so its not only for GM to spawn
Is it possible to create a new prefab, not just an inherited one?
no rush, the weapons are fine in game and function. good ui is just polish
There is a setting in blender that auto merges close vertices. It is very annoying
Is it possible to make it where you can hear the footsteps of the characters when they do an animation with a component or something.
I know you cant hear anything unless you go into preview but even then it dont work
Hi all!
How do you edit the initial supplies for the supply truck? I'm aware that the Cargo Container has a SCR_ResourceComponent and the truck has the same Cargo Prefab in the SlotManagerComponent's properties. I seem to failed where I can edit the value for the truck.
Anyone have a resource for making the town markers? I’ve followed every tutorial I’ve seen. I can get the comment component to be visible in the editor and I can see the town name on my paper map but when I go into Game master I can’t see any kind of marker at all 😦
Created a new scenario for my cops v gangs server using everon life as a dependency, but when you spawn into the world there are no banking systems etc even though i downloaded the mod from the workshop. please help lol beginner
everon life needs to be setup in the workbench and wont work by just adding it as a dep
Pretty sure EL doesnt have a banking system
Anyone know why when I post my scenario on to workshop it just loads infinitely in the game but plays perfect in Enfusion
how do i fix this?
Does anyone know how to change the language displayed in the game view of the World Editor?
is it possible to move the rotors and/or remove the windows, seats, and crates from a huey that i've modifyed
Slotmanagercomponent
thanks
On the encapsulator from the resource component. You have actions list.
Change the default on the Change Resource Valuen action
Can you provide a screenshot if possible?
Anyone have any idea what would be the reason that a component I have added to my base building prefab doesnt work?
Its drone jamming component from Realistic Combat Drones and there is only range and enable/disable toggle box. I would also like to know how to make it togglable ingame with user action.
For anyone else not working?
I don't understand when you said "encapsulator from the resource component". What's that mean?
wondering if anyone could help, im trying to export my animations for the first time yet i keep getting this error in the Enfusion console log.
not sure what part i missed here
My Games\ArmaReforgerWorkbench\addons\Browning_Hi_Power_Kylian\Assets\Weapons\Handguns\Browning\Anim\anm this is my export path not sure if thats the issue or something else
How is it what we don't have anyone in the community that knows how to create a prefab that can be placed down in the construction truck/command post and then be built?
The way I showed you yesterday works every time for me, so Im pretty sure you are doing something wrong
I'm pretty certain I figured this out, will message ya when I'm back tomorrow
cant save any loadout on my server, the personal belongings are not allowed, Anyone have a sollution?
Anyone know where I can find the water physics stuff I wanna see why my boat ain't boating
I could not reproduce this. Does it happen only on the server?
yes
oh
It happened after I applied auto smoothing to LOD's so they wouldn't look bad in the inventory menu, but only for the guns I made. After I applied a new laser attachment to the default weapons via an override, it started happening to the base m16's too
nah if its server only then there's a busted mod
I can repro with peertool but only in arsenal box not when held in hand
anyway try set this to 0 and check that box or whatever
How does the What To Equip function work in cinematic timeline? I've tried doing my prefab weapon name but he wont switch to it. Do I need to do a GUID or something?
I'm having trouble with getting a custom faction to show up in the Gamemaster Asset Browser (in World editor for workbench), it appears in the Game settings Playable Factions but not in the Asset Browser despite having assets in the entity catalogs, and Spawns and Arsenals set.
I'm following the tutorial on the Wiki and I have the Sample Faction mod in as a dependency to cross reference, but im not sure where I went wrong.
any Help would be appreciated
Still looking for help on creating a buildable prefab https://discord.com/channels/105462288051380224/1386419140021063821
Hi! Looking for some help in the following scenario: we have a dedicated server running with mods, in particular: Bacon Loadout Editor and GM Persistent loadout. But we seem to have a bug where we save our loadouts and when we respawn we spawn in naked. Anyone had the same issue here and know what to do? Just asking!
cursed items
what is the config i need to add a vic to to let it show up in the garage of a normal conflict ? i can only seem to get them in GM
Check vanilla stuff to compare, but you need to add it to the entity catalog config for the faction, and also edit the tags in the prefabs editable entity component.
Does anyone have a link to a guide for making .et placable by GM?
what part of a tripod removes the player and gun animations?
as i want to make a gun that has reload animations but its on a tripod
Under what category and setting should I edit for the initial supplies for the truck? It didn't work for me.
Do note: Truck didn't comes with ResourceComponent Component to begin with.
Hello, does anyone know and can tell me how to modify the base map of Everon? I see that everything is locked and I want to move and delete some of them. Thank you.
there was a discussion once about this topic if the map creator wants / allows it or not.
It is possible by exporting the base game map to import it, making it editable
Can you tell me how to do it?
no
Not on the truck
On the trunk prefab
Remove that stuff you added to the truck. You will break it
Is there are a way to make saving game master scenario in game working if game on other hard drive (but addons, profile setting etc is saved on disc C by defualt - Ive used "lunch options" in steam: -addonDownloadDir G:\ReforgerMods -logsDir G:\ReforgerMods - profileDir G:\ReforgerMods , it works for everything, but saving game scenarios)? Thanks!
try -profile parameter
is RHS getting fixed or we gunna keep getting this content pack error, its been weeks with unistalling game an deleting all mods mods for a mod to come up that doesnt exist RHS content pack 01
This could probably be asked here.
Who understands modifying health items? I am trying to make a "stim pack" of sorts that both stops bleeding and improves injuries.
I tried adding two consumable components, one that copies morphine, one that copies bandages. Didn't work.
I tried adding the SCR_BandageDamageEffect to the damage effects to load. Didn't work.
Tried changing the consumable effect to SCR_ConsumableHealthItems. Didn't work
That's an interesting one I'll look into it but can't help right now sorry
Dang. Thank you. I know it has been done before, I'm just unsure if I can actually do it without scripting 💀
DM / ping me when you are able to look into or have found anything
Anyone know anything about layout prefabs and the building system? I have a custom prefab that I've added to the construction truck/base builder and I'm having issues. The layout entities don't rotate with the composition and the 'ghost' preview representation (what you see when you have an e-tool in hand) isn't right; it's a default Czech hedgehog.
Anybody know how long it takes to get a response from github support? 3rd day now
mf's took my money for copilot but didnt give me access
@empty nexus Hello, sorry to bother you but I was wondering, does your BACON arsenal take rank limitations into account?
For example, if a suppressor requires the player to be a lieutenant, is that restriction enforced?
If you mean BACON loadout editor then yes
The Truck prefab doesn't have Resource component. Can you please provide a screenshot?
The Trunk prefab on the truck
Or cargo
The prefab in either the trunk or cargo slot
Hi, does anyone have an issue with the enfusion editor not working with some mods? I'm trying to load up this one mod but it keeps giving me these two errors. I've reached out to the mod maker and he helped me out but to little avail we couldn't get the mod working. Does anyone know a workaround for this or has experienced this and knows how to fix it, I'd appreciate it thanks.
look into the console (scroll up) and look what the error is, probably a script error, which has to be fixed by the creator or by you modding the class and fixing it (if thats allowed by the license)
Yes I spoke with the mod maker and he told me that he updated the mod a couple days ago and he told me to reinstall which I did. But the issue is still present. I'm considering reinstalling the editor to see if that could fix it but I don't know if I'll lose my scenario that I'm working on so I'm kinda hesitant to do so. Do you have any other alternatives?
tell us what the error is is the alternative
oh its already in the pic
as said, script error, update everything the mod and game if thats the case and the error persists the creator didnt fix it or its clashing with another mod ur also using
There's a Resource Component on Cargo Entity, doesn't answer the question of how I edit the values through Truck's Slot Manager component. I know there's something on the truck that edit the values of the Cargo Prefab since Cargo Prefab on Resource Browser is 0 on current and max supplies value.
Yeah is there a way to update the editor 'cause I don't really know how to unless I just verify the game cache(which I did) also I'm not using this with another mod I'm running it as itself because I just wanna see the things I need before incorporating it into my scenario. As far as I know the base game is up to date and so is the experimental I just don't know if the enfusion editor is up to date I don't know how to update that unless it does it automatically.
Sounds like you are in quite a bit over your head tbh.
I don't think you're getting what he said. TruNk, not truck. The truNk has cargo stuff, not the actual vehicle.
It's also not a simple value to edit. The crates that appear in the vehicle storage all have their own values depending on size. It's kinda complicated to change how much a vehicle can hold.
I think what @nova delta means is that you need to open the truck's SLOT component, then look into the one named 'CARGO', then you will see it is actually another, external Prefab.
So, navigate to such Prefab, duplicate it, then edit this Prefab (which is specifically for the trunk/cargo) , then finally edit its encapsulated.
Now, go back to the actual truck and replace the one in your "Cargo" slot for your recently edited one. It will have the new values within, even if they are not shown when you are dealing with the truck.
I don't know if you have ever dealt with importing one (or more) prefab into another, but they can actually import several of their original features, "hidden" within and not shown as one of the main Prefab features.
And, while editing the truNk (cargo) prefab, you can look into its 'SLOTS' and try messing around those supply ones. As Granps mentioned, you will notice different cargo there. You could either try to change those boxes for other ones, or click to navigate to their prefabs, duplicate one of them, edit the new prefab for more resources capacity and update, to see whether it works for you.
In such scenario, you would then have a kind of three level edited prefab:
1- Main truck
--2- Cargo (trunk)
----3- Supply box.
Or, for testing purpouses, you could just throw a lot of additional supply boxes upon your truck - editing or not their prefabs for extra storage -, just to see whether it suits your needs.
So, if I want same trucks with different supplies amount, do I have to make different 'Cargo' prefabs for different values?
Most likely, yes.
For instance, for a while some friends used to have two or three versions for that same covered transport truck and also for the covered M151 Jeep. So they have changed the "Meshes" component for each one of three duplicated versions for the cargo prefab and the canvas prefab (creating new textures for each version), and also had three duplicated versions of each vehicle - 3 for the truck and 3 for the Jeep.
Unfortunately, I don know HOW you could keep three available versions of the same vehicle so, in your case, I think for starters you could only have that new, extra-supply version of your truck available.
Try to think the cargo slot as a wallet you would have at home. If you have several wallets with different amount of money inside each, you would go to the market only with the amount of money you have in the wallet you chose to take.
Thanks for the help. Here's something I don't understand; we have a vanilla supply truck loaded with vanilla supply cargo. When I looked at the vanilla cargo's resource component. The values for max supplies are 0 but in live game, they're set for 1500. So where did they get that number from?
I don think that should make difference in this case. Please, note that I have never messed with the encapsulated settings mentioned by MarioRef, and Granps is very savy related to "conflict" features.
But, at least for some testing, try to check the slots of your cargo/canvas prefab, and then editing one of its supply boxes' prefab. You will see those "250" values there which technically are the max capacity you will have on the truck - once several of them are full.
I'll check it out later today
Duplicate one of them boxes, and change the max capacity for something ridiculous, like 3000. Then replace one or several of the prefabs on the tuNk's slots and test in game.
and keep in mind that, once you find that would be the point you can change to get to your objectives, nothing stops you to completely revamp those supply boxes' positions. 💪 😉
I think a common problem that a lot of people are wanting to solve is the whole supply situation. A large supply stack has the same amount of supplies as three supply boxes (or even a single supply box). All of them are put at 100. Perhaps supply density needs to be increased in overridden supply containers.
May have found a way to re make some of the old arma 3 islands for reforger
@daring pawn @nova delta Thank you guys for helping me. I got what I need for my mission.
All of my prefabs have disappeared, how do I reset it to default?
Hello! Can someone point me to the file that would contain XP values for supply drop off and xp cost for vic spawn?
I dont know if someone can help me out but I am having problems to multiply my Groups something is blocking it
Maybe its the AI Limit Treshold ?
Or maybe its that
It might be another Mod blocking it but it must be a script then or something
Disabled all mods still not working
What do you mean by multiply your groups? I get that error message a lot whilst testing but ignore it and don't have any issues
I’m lost.. How do I change this image for our PvP servers?
I'm looking for any help regarding placing custom buildable prefabs. I've added it to the construction truck/headquarters tent and it correctly has the preview but once it's placed it shows nothing, it has to be dragged to spawn the layout composition, and all the entities in the layout don't orient correctly (all have a Y rotation of 0).
"How to increase the amount of supplies carried by your truck or other vehicle." 😎
👉 #enfusion_configuration message
Like the PVE Troops dont get multiplied
It should be the Icon in ur Missions .config Szenario
These servers are active, I’m just trying to help. So would I overwrite the mission config an replace the image? Or will that new config cause problems with what is already on the servers?
Never tried that, but make sure ur Image is in ur Mods folder
But 2 weeks ago my Icon stop working so idk
I think they all stopped working that’s why I’m here trying to get it replaced
I will test it out on our test server first
Tell me if it works
Will do thank you for the assistance
I will try also bcs this is on my To-Do List for the Server
Sorry I don't understand, do you mean like in gramps PVE remixed?
Yes I am using ConflictRemixed from Gramps
and trying to multiply the groups from AmbientSpawn
I am using 4 Mods in the Workbench its still faulty thats why I need help
Ah yeah I'm not sure then I'm afraid as I don't really know how those things work - I'm sure Gramps is active on this discord so he should be able to help out 🙂
I've tried to explain that update here: #1113877580714614944 message
Hi so I want to make one of my slot manager slot move with a turret bone but the slot has to be in the main vehicle prefab how do I go with doing that.
Since the turret animation is controlled by a proc anim in the turret prefab.
Did you try to edit turret's prefab? If not, duplicate the vanilla one and edit it. Then, search within turret Prefab's SLOTS component - or even actions, maybe. You might get your "Pivot ID" from there. So you could either add your new slot there and test (just remember to update your main Prefab with this new, moded turret in SLOTS), or just get the pivot's name and add the new stuff on your main vehicle (in this case, make sure to select the "RegisteringComponent" class for your new slot, and select the specific "registers" you gor your pivot's name from - actions, controller, compartment, etc.).
yes i get that i mean i cant use the turret slot manager due to some custom component requiring the slotted prefab to be put on the main vehicle and cannot be on the turret prefab
Is it a vanilla turret? If so, would you mind sharing the name or tech-tree of the Prefab, so I could try and look at it here, maybe to guess something that I might be forgeting to suggest you to look?
its a custom vehicles so the turret its its own prefab like vanila and the whole thing moves like normal
i have a screen i want to put in the vehicle but the screen can only be slotted into the main vehicle prefab
now when the turret moves the screen doesnt move with it since the turret animation is controled in the turret prefab
imagine the BTR turret and u want to add a screen to it normally you would just add it to the turret prefab as a slot in slot manager and pivot it to a bone and it would move
but in this case it has to be slotted in the main vehicle prefab so even if pivoted to a turret bone it still wont move
Got it. Yeah, i think you will have to look into "Actions" or "Turret" components within the turret's Prefab. And then activate/register that specific component in your custom vehicle, to be able to recognize its proper name/ID.
For instance, I have added this random "turret" on a van, for illumination purpouses only. But the first time I did that, I forgot to un-check the other registries, and whenever I threw AI inside the vehicle, some of them could actually control/rotate the sloted turret.
Now, the "dummyTurret" can only be used for light actions.
I don't know if I made myself clear, but sometimes you do NOT have to search for slots within the Prefab's components, but for ACTIONS (or compartments)' names instead.
Just like if you try to add some external benches from another type of vehicle (helicopter seats on a Jeep, for instance): you need to get the actions, turrets or compartments names from the bench/seat Prefab, and use them as reference in the Jeep prefab later.
You may know more than me.. these servers are active I don’t wanna mess something up while 128+ people are playing..
So far what I believe I need to do is copy our servers ScenarioID, apply it to the “mission” config & just change the “icon”
Then post to workshop & add the mod to the server?
Just afraid that the mission config will overwrite whatever is active and change the whole map/server setup
the server only updates when you havent freezed the mod version and on restart so you cant really mess up, if its wrong and cant figure this out beforehand just revert the changes and push the update again
Right, we have a test server I’ll just give it a go on there
Hi guys i am trying to use my custome HUD / UI that I have created but while testing I am getting a bit lost. My scripts compile fine and all but now I want to actually see it. Kinda struggling atm. Created custom .ent world assigned some stuff in ActionManagerComponent to an object but when I play its just point blank.
How do I set player spawn/camera/ set up test world?
Still looking for guidance on how to solve my prefab issue #enfusion_generic message
is there an inverted version of terrain growth or do I need to keep flattening and regrowing until I get to where I want it to be
im making my first mod, its a helmet model and i have absolutely no idea what im doing
can someone help? i dont know how to impport the files into blender since they are png
what even is this
I’m so darn lost
looks normal to me
Can you help?
I choked on my tea at that joke
All the sudden getting an:
Uploading failed!
Reason: Referenced dependency doesnt exist or isnt accessible
... anyone know how I can fix this. Cant tell what dependency its talking about from the log
Looks like I have everything installed. Only change Ive made was adding a couple new mods to update my scenario. Im lost
Is your issue that you need at a different type of slot in slot manager? And your unable to add it since it says no available class to change to?
Maybe someone can help me with this? I have an existing everon n/s scenario. I want to add/detract entities from it, adjust control points, etc. Make it my own - however this existing one I want to build off of, is locked.
I cannot find anywhere to set the world or entities to 'active' to modify anything and I've spent the last hour trying to unlock this world without much luck. Haven't found anything in a youtube tutorial either.
So one of our servers is on a custom world that allows us to change that, the others are using WCS.. so we won’t be able to untill we change world scenarios. But it does work!
Would anyone be able to tell how I can change what magazine a character is using I'm just trying to add tracer fire to a cinematic and starting to wish I hadn't had a bright idea
Now solved - The default magazine is in the muzzlecomponent and changing the magazine template to a magazine with just tracer in solved this
Can someone please help me make a mod😭
What sort of mod
I FUCKING DID IT LETS GOO
I still have no idea what I’m doing but finally there’s progress
try this one https://community.bistudio.com/wiki/Arma_Reforger:Capture_%26_Hold_Setup#System_Test
Just use existing maps if you trying to use it in test scenario/map
Still no one knows how to do this? I've even tried ChatGPT and it's just as clueless. Seriously, how TF do you make a custom buildable prefab!? #enfusion_generic message
You need to compare your thing with vanilla thing, find the differences and fix them. You dont need to waste time with AI slop for this kind of thing.
Anybody good with Character_Base.et set up for custom HUD addon?
I have script compiling and .layout with textures set just need to figure out how to set up Character_Base.et (overriding) properly....
I am so lost atm. 18+ hours in this addon creation. Pls help, hahaha.
do we have a way of making rivers flow faster?
do you use any mods?
if EPF you didnt set it up correctly
Epf?
yes or no, any mods?
I do
which ones
just answer my question directly please, if someone wants to help and has to drag answers out of ur nose its hard
None I deleted them
still same error?
what map are you trying to spawn on and do you have the setting enabled to spawn on the camera position?
Yes
Eden empty and yes
no its not
What did I do here?? My terrain is gone..
I've done just that. Duplicated EVERYTHING from the vanilla prefabs. Redone everything four times thus far and still nothing works. There's a link somewhere that I just don't see or a missing piece/component that isn't working properly
Edit = Realized i Should use DefaultPlayerController.et for the set up of custom HUD addon.
I have script compiling and .layout with textures set just need to figure out how to set up DefaultPlayerController.et (overriding) properly....
Still trying to figure it out..
I need a sanity check. When you place a camonet (or any composition down) and try to rotate it; do all the pieces (rolled up camonet) not rotate with it? I just discovered that it isn't my compositions doing it but EVERYTHING is doing it now.
Do any mods add gun trucks? Vietnam or Iraq idc
Before i start diving into trying to do this i want to know if it's possible: would it be possible to make a mod that changes the models of the destroyed version of structures? As in, change the model of what remains after a structure has been demolished?
How do I edit the default Construction Truck's to build Command Post and custom walls?
How do I make a helicopter to spawn a Command Post through the same method as Construction Truck?
Did you ever figure this out? Do the items required for building need to be added to the loot pool? I have a running scenario, added the KODIIS building mod and can't seem to find any items required to build. Is it something I actually have to open up the workbench and add to the scenario?
Any good Technical/Hilux mods that aren't WZ Vehicles? i don't need 2 dozen other trucks i wont use
Hey all, is the maker of this mod in this discord at all? https://reforger.armaplatform.com/workshop/62A85D2C51EBC0F5-KDIICTIPvE2.0-CORE @quiet horizon ?
How to fix this error?
? well inherit from base helm doesnt work but from any normal helmet like pasgt does
Is it possible to edit the scale size of a model through enfusion itself?
in import settings you can scale it up but it wont scale armature and colliders
I think there’s one other with the mrzr
MRZR and Hilux is no longer on the workshop
our group did use that one for a while though
anyone here know an easy way to make flat nice roads uphill?
Use the MRZR by spacestrider
that has a Hilux in it, or a generic Pickup truck thats not too modern?
Any modeling gurus on here?
Ask an actual question if you want answers, ideally in #enfusion_model
I'm new to doing any type of moding in arma but I'm trying to make a few naval vessels for reforger didn't even see the model channel on my list.
Is there more prefabs to choose from that I am mot aware of? I feel like it is very limited from whats in the Arma Reforger directory
I was wondering if someone can explain to me why I can trigger a user action (for example a custom action on a ARC68 radio) that is already spawned in the world, but when the ARC68 radio is in the players inventory and triggered nothing happens. Why is that? I have the exact entity spawned on start in players inventory...
Hey guys, is there a way in a script to compare a player's rank against the required rank defined for attachements items?
Could someone tell what exactly are the purple and cyan rectangles in the pictures bellow?
They're shown on the debug menu, all related to BaseCompartments Component.
I am trying to figure out - and maybe solve - the infamous "obstructed" issue, but I don't know whether this will help me.
I have noticed that both colored rectangles move together when I change the "entry position" values, but that's it. Do the colors have something to do with "current VS. ideal"?
I know they do not mean 'blocked", because I can access some of the purple ones. 🤔
IMO obstructed more likely means that you compartmentmanager is misconfigured and not that the door is actually blocked
purple rectangle is just where the door box starts and cyan where it ends
if a door is actually obstructed the entry position sphere for that door becomes red
anyone know how i can fix the texture so it doesnt look so shiny?😭
need to make sure your exported textures have the right texture maps in all their image channels
ie. you might be missing a roughness map
Ok thanks
use this table to make sure you have the correct maps in channels https://community.bistudio.com/wiki/Arma_Reforger:Textures#Texture_Properties
Yeah! After you stressed that, I have searched again, and got a similar doubt from less then a month ago, here in discussions.
Now that you have mentioned I realized that I was mixing "Actions" indexes names with the actual "DOORS" that need to be in the Compartments settings.
Thank you!
Which light flags should be used for indoor lamps/light bulbs with best look/performance ratio in mind?
also, I noticed that there is a this "distance stripes" visual artifact from light sources, not sure what's causing it and what should be tweaked in lamp component to eliminate it
How can i get reloadz modded cars added to the us vehicle depot? i have tried everything but even making the config and adding it the way its supposed to doesnt work. it shows up blank in game
please at me whoever responds
I cant upload my scenario as this drop down is blank? I have to select a category 😦
Should my roughness map be a png
Your texture maps should follow this table https://community.bistudio.com/wiki/Arma_Reforger:Textures#Texture_Properties
Now I'm starting to get into the nitty gritty of my 'mod' https://discord.com/channels/105462288051380224/1386419140021063821. Does anyone know if the enfusion engine accurately simulates radio signals (i.e. effects from terrain, surrounding materials)?
yeo anyone have any idea as to why when i duplicate an emat and adjust it it adjusts the original emat?
ahh nevermind it seems to be an enfusion bug
I haven't done such thing yet, but try and take a look at this video, which teaches how to enable/disable different vehicles in different depots. I think it could do the trick for you.
You will probably need to create a new MOD and select the one with your desired vehicles as a dependency, from the beginning.
https://www.youtube.com/watch?v=JnTuJ1XOcDI
Miscellaneous | Vehicle Depot Modifications
In this video I show how to:
- add small size vehicles to the medium depot
- remove vehicles from the building mode so it doesn't appear in the vehicle depot.
thank you
Apologies, here's one that fits better to your question:
https://www.youtube.com/watch?v=ny0TidzuQsQ
Help Requests | Add Modded Vehicle to Depot
If anyone can cast some wisdom my way how on earth do you put a character in the gunner seat of a vehicle for a cinematic?
Any info on this would help! 
If anyone else wants to know in the future the solution I found was to inherit the vehicle turret for example the turret ring of a hmmv and then in the SCR_BaseCompartmentManagerComponent set the Default Occupant Name to the name of the character to be added
Can someone help me with this helmet mod I’m actually at my wits end
Or if its just a bug and no way to fix, is there a way to grab just a certain pose from an animation?
In reforger tools how do I put more than one camo/material on a model?
i just duplicate the prefab and make a new material for that one 🙈
I guess in the base there is something not configured in a component, you'll have to configure that like the child prefab
You can probably identify the component by looking in the script, but I think it should be InventoryStorageComponent maybe or something like that
any easy way to blacklist items in the editor mode while in game?
for an arsenal? just don't include it in the modded arsenal/Entity list for that faction
Hey all I'm looking for someone who can help me.. I want to add patch locations to a set of helmets. The helmets are in the rhs box. They show a patch location but they don't work. I am looking at trying to build a hot fix or a helmet using rhs with velcro for patchs
this just a thing for now or is there a fix?
Just for testing, try removing the link in the description. Maybe there is a filter for that and it's blocking your upload. Or at least writing anything before and after it.
I think he was trying to help
Can anyone help me with texturing a helmet in reforger tools
Does anybody here know how to handle this situation?
Cannot make the passenger (patient) lay down.
I have posted more details in "Enfusion=>Configuration".
I think it’s in the animation graph of the helicopter,
I never did figure it out but I think that’s what it is, after messing with other stuff and never revisiting it
Have you tried changing the index number for the seat type?
Yea that didn’t work
Like the one for the driver and passenger
Yea I know what your talking about it didn’t change anything
Yeah. They DO work for "sitting" - you will get different poses for seat type 2, 3, 4, etc. But none of them numbers put you laid down. Not even with the specific compartment class "SCR_Patient', from the ambulance.
Most likely due to what Mortalis has said: it's something within vehicle's animations files. And several other thing didn't work either - you may check them in the message I have linked above.
Well doing some testing it appears it doesn’t work with any index beside 2, probably something in the animation graph being referenced
Not sure why just duplicating the vanilla one and replacing it with your model doesn’t work🤔
As that’s how it’s set up on the uaz452, it’s slotted on rather than being part of the main model
Yeah. I will perform some searches inside animations, but that's too advanced for me. But I did have noticed a "UniqueSeatGRP" in M997 ambulance's files.
Will check your UAZ mention as well, to try and get some clues from here. 😎
EDIT: nevermind, that's the doctor.
It worked?
Is there a fix for WolfsBuildingPack is glitching below the map when hitting Play in Tools
This submits my mod for MANW right? Confused cause it said use a category tag but I don't see any there so im just assuming you add it like that
Yes. Though I would consider uploading it as a separate Workshop entry, as submissions cannot be updated in the months following the deadline.
Ohhh okay
I thought the rule was they would take the version that was in the workshop at the deadline
That would be a sensible solution.
Nvm
If an Entry is updated after the submission deadline and before the announcement of the Winners, it may be disqualified.
Should read the rules
🤦♂️
Gonna drop my mod from the comp for now just praying there isnt some major update before August 1st that breaks everything
this is the log for my post above where the reason for failure is blank
Perhaps your firewall, antivirus or some other safety app is forbidding you to upload stuff.
hm, shouldnt, dont have any, maybe if i run in admin? idk lol, never had trouble before
Not yet. If no better solution appears, I will follow the traditional path: watch some videos, grab as much data possible, learn the stuff and, once I can ACTUALLY make it work, create a quick, rough tutorial on how to do that specific thing. 🍻
Yeah can’t even find admin the usual way idk
Just gonna restart and make a new mod for them
Can someone help? I’m making a helmet mod and I have no idea how to texture it in reforger tools
I fixed the black scope by remembering to actually UV unwrap it...
How do I add a roughness map in reforger tools😭😭😭
It's part of the BCR texture map as per the link I sent you
.
I don’t speak whatever that language on the link is, way too complicated
Well you're going to have to learn if you want to make mods that involve textures
I don’t know where any of the channels and stuff is
It is kind of prerequisite knowledge that is expected for you to have because it is not really video game specific, you can manipulate image channels in any modern image or texture editing program
I didn’t even know prerequisite was a word bro I give up, thanks for trying
Try to learn about PBR Material/shader. With that you will understand how to make material, texture and how to implement in Arma reforger
i added the roughness and stuff but i fear i may have messed up and i dont know how to have both the helmet textures and the cover textures on the model at the same time
Any bone wizards able to help and explain how to move a bone from a prefab that's within another prefab with a bone animation track (With the possibility I'm going down the wrong rabbit hole the goal is to move the turret on a hmmv in a cinematic)
For future people searching long and hard for answers to moving a turret I have solved this by going into the prefab for the roof slot disabling the turret slot then re adding the turret slot in the original vehicle prefab in slotmanagercomponent and calling the slot turret and then using the the bone animation track on with the slot name as Turret and the bone being moved as v_turret_01 this will move the whole turret but not the gunner that is done using a second bone animation track with the same slot name but the gunner_idle bone to move the character
looks like the model had 2 material, you need set up the second material in blender and export again.
This is how I exported it to reforger tools
select the object and go to material and see how many is there
Do you mean this?
Rename both material, Arma tools dont like when you have the .00x at the end. export and see if shows both material
i dont know how to use both materials at once so it just looks like this
Do you know how to fix this^
Just rename it the material.
Eg: M_Strap
M_Helmet
It worked bro I love you
Is it possible to start ArmaReforger.exe with some params that bring a console with game client, so it would be possible to have a full-workable client and a console with it?
We are not updating the game past submission deadline
How do I send pics/videos lol I was hoping to show my db9 and get suggestions
It is yeah, just create a batch file to launch it and the other program you want to run. But for the arma exe you'll need to make sure you launch the one with Battle eye.
I have something similar setup to launch a controller remapper tool.so I can use a joystick in game.
have the issue importing a weapon system from blender into enfusion the entire weapon system has one mesh but the barrel housing group is showing up as red anyone know how to fix
remove vertex color
As @remote bronze said, feel free to work on it without fear of an update breaking it. We are not updating the game until after the submissions deadline in order to not discourage modders on it, nor to cause delays on the workflow for developing the mods.
That does not mean that an update for stability or fixing a bug might not come up. But if it does it will probably be small change and checked for modders.
But do not expect breaking changes.
how do i open object properties window
try finding it in the Window menu maybe in there somewhere or View maybe
Does anyone know how I can load a workshop map into map editor in the reforger tools?
Oh, okay, thanks)
i am able to make a projectile visible when it hits something right?
like a arrow from a bow for example
Have you configured the prefab?
good morning, i'm creating a vehicle where the doors open backwards, i tried to "rotate" the bones of the model in blender so that they would open differently (it works for me when i want to create a 5th door using the trunk bone) but here i simply didn't want to, so i decided to invert the bones so that it would open the way i was looking, i also inverted the positions of the seats so that it would make sense that you sit where you are choosing, but now i have one last problem, the animation that you are sitting on the other side persists, i was wondering if there was a way to invert this too???
in the animation graph you need to change the anim
so for example "get out - seat right" would need the anim for that side
it seems like you have them flipped
Fixed it it’s fine
Haven't seen this mentioned anywhere else, might have missed it, but are procedural animations being replaced with something else? That system and editor are extremely useful, it's a bit unfortunate to lose that functionality eventually, it's a very standard system in other engines.
Animation editor should be used for it
Will that have a similar node system?
You can see how S105 is using proc anims in animation editor
It looks like it preserves most of the functionality of the proc editor, I assume the recommendation would now be to transition projects to use the animation editor exclusively?
animation editor can do proc anims just fine if you like having to do 10x the amount of steps that you needed to do in proc anim editor
Oof, that's a little painful.
indeed, using Animation Editor will be way to go
how can i make this helmet invisible in 1st person
How do I change the Enemies from FIA Team to USSR Team
it always spawns FIA
Does someone know the reason ?
If you havevn't already found it out you can do it by adding the map mod as a dependency to the project then go to the mod folder in the resource browser and open the .ent
alpha bias inside the .emat
I was wondering if someone can explain to me why I can trigger a user action (for example a custom action on a ARC68 radio) that is already spawned in the world, but when the ARC68 radio is in the players inventory and triggered nothing happens. Why is that? I have the exact entity spawned on start in players inventory...
Could you give a little more information?
But from what I can guess, it will come down to ownership (regarding replication) or the user action you have setup is possibly incorrect. That being said can you provide a few images of the setup?
sure! I have a radio called "Radio_1" which has an action that I created to call a transport vehicle.
I also have a custom player loadout that spawns that Radio_1 prefab of mine in the players inventory
Ok, I have it but now how do I invert it and apply it to my prefab?
for now my custom "Call Transport Vehicle" action just creates a pop up for me to be sure it was triggered. This works fine when this Radio_1 item is already laying around in the world and I activate that action. When done from player inventory it doesn't.
You need to go the right seat and just change the anim
So if it’s seat passenger r1 you need to switch it to the right anim
Do you have the script handy?
I don't understand. You mean a custom script?
or what exactly?
Also it doesn't matter whether I am spawning that Radio via the custom Loadout Manager or if I use a LayerTask for example to add that item into my inventory on init
Ok, but where do I do that? In the compartment manager, in the animation graph, in the actions manager, or...?
Can anyone help me add my models to arsenals from reforger tools
In the animation editor you need to select the player instance, then scroll down a bit to the animation for the seat you want, it should be called « Get Out Door » or something like that, to the right of there should be green dots, go to the one under the seat you need, click on it, at the top there should be a animation name something like, p_(vehicle name)get_in_door_RO1, click the 3 dots next to the anim name and find the opposite so, p(vehicle name)get_in_doorL_O1, this should invert the anim and make it match what you need
Search for Us.conf, then override it, scroll down to the equipment section, then the helmet one, duplicate a existing helmet entry, and drag and drop your helmet into the slot for the prefab
Okay, I have it, but the three-dot menu is disabled. I tried duplicating it, but it's still blocked.
I can change the animations, but now they won't play. I'm losing my mind! 😂
What do you mean? They are playing right there
The second example is a copy, intended to play the animations in reverse.
I don’t understand? Isn’t that what you wanted
Yes, but all the animations are not playing now, they are blank, although I see that I have to put them all manually, I'll let you know it worked, anyway, thank you very much. 🤙
hm thats strange, you shouldnt have too
it should be as simple as just duplicating the vanilla anim graph for the vic and just changing a single anim
The animations you were playing were vehicle animations not player
The anim file starts with either p_ or v_
V for vehicle p for player
Is there a way to limit the amount of players per squad in the editor, right now I have it at 12 people per squad I guess that's the default and I wanna set it to six people is that doable or do I need a mod to do this?
6 is the default usually.
I believe this is set per map/scenario, but there is a mod that lets you do it via server json or even in Gamemaster/Leadership settings
#1380344403314348032 does it
Thanks!!! 👍
Hi, has anyone encountered this problem? Players take trucks with loaded supplies and transport them not to points, unload them in an open field to gain exp, which makes supplying bases with supplies pointless. Has anyone tried to deal with this or maybe it is possible to somehow disable unloading in an open field?
never done this before, running off watching videos..I wanna pull my hair out lmao atleast the "3D layer lines" look cool. Only problem I can't figure out is, I duplicated the m16 prefab settings and wanted to move my left hand but no matter what I do, nothings changing its position (adjusting blender snap points, or like adjusting left hand target (I think this one doesn't do anything anyways but I figured I'd try). Any help would be appreciated 😄
ohhh big thank you, I saw this doc but didnt go dive deep into yet - I check it out now
NIT : Workbench startup
INIT : Workbench Init Engine
RENDER (E): GrassMaterialClass: cannot find perlin noise texture (system/textures/perlin.edds)
MATERIAL (E): SMAAEffect area texture not found (system/textures/PP/smaa_area)
MATERIAL (E): SMAAEffect search texture not found (system/textures/PP/smaa_search)
PROFILING : Settings changed took: 0.011200 ms
AUDIO : Speakers (RIG-700)
GUI (E): Can't find default system font '{0E041C5B1F27DCEA}ui/fonts/robotomono_msdf_28.fnt'
ENGINE (E): Failed to initialize Enfusion engine
PROFILING : Workbench Init Engine took: 1070.813200 ms
keep getting this along with cant initialize engine anyone know how to fix
Iirc the snap points are for the hand position when the gun is deployed
To the move the hand on the default stance you need to make a Ik pose
unsure where to ask but im unable to load my custom map + scenario, when using the Gamemode creator from the workbench it says its all configured correctly, added navmeshes and in the workbench it does work without issue but trying to host it on a server this shows
anyone have an idea on how to fix it?
Two mods wrote to the server settings, which works fine until they are deinstalled. at which point the whole server profile config becomes invalid. That is why mods should try not to use it.
About the first problem, it looks like the mission you are trying to open does not exist. Are you suure you have the mod installed that the mission config is from? our vanilla missions do not contain GM.conf if my memory serves me right
i know its not vanilla as its a custom map i made with just the GM mode setup from a tutorial
currently troubleshooting
Please help. Hello I make my first project in enfusion. When I put an arsenalbox in the game I cannot pick any wapon from it. Ik think something in gamemodeSF but what and how. (yes I know its very basic)
I’ve created a conflict scenario but everytime I go into the actual game, the capture points show on map but there are no objectives to be able to capture them?
hey yall was hoping i wouldnt have memory allocation crashes like i was having months ago, but seems still seems to be going on? ... has anyone found a work around for this yet? every few months i get super motivated and that disappears pretty quick once i get back to working on my map
hey if anyone knows how to fix this issue itd be very appreciated because this is the 2nd time this has happened to me and it causes me not able to open my project which ive spent awhile on. idk if this is a common issue but if anyone knows a way to fix it please reply to this message.
i also have mods so that may be why
Good evening, has anyone found a way to add the mobile command unit into a custom scenario and do its mobile respawn thing. I've tried a few things but I've yet to find a way to get the desired result.
When changing things like faction names, flags, etc do I just make the changes in the conf file for the faction or do I also need to change it for the scenario itself?
As soon as ya said that an I read the page everything clicked, big thanks to you and reyhard, just need to figure out some weird scaling issue now lol
wdym weird scaling issues?
if its to do with bones dm me i can help
Soo I thinkkk it’s because the original OBJ was made for IRL 3D printing, so whatever CAD program they used had it at like 100x scale. I got it scaled down properly in the original weapon file, applied the transforms and scale, and it exports perfectly into Enfusion. But when I copy/paste it into the Blender scene with the animationRig_example, the scale doesn’t carry over, only the transforms do. So now I gotta figure out a way to permanently apply the scale so it stays consistent across Blender files
I’m literally learning blender as I go, so this might be an easy thing and I’m just looking past it cuz I’m dumb
?
you applied transforms and it still changes scales?
Yea, some weird blender quirk with importing CAD obj that used different units and the scale being baked in- fixed it by using a master Empty to scale literally everything then unlink the parent, saved as a new clean .blend for my weapon and we solid I guess.. its copying over to the other blender fine now, scale correctly
Hi guys, has anyone added helmets from RHS to the initial preset for players? I have a problem with this helmet Helmet_LShZ_HC_emr_balaclava_6m2.et. I even changed its faction but it still can't save in the equipment for the USSR side. I would be grateful for advice
Anybody know where the play from camera behavior settings are? I found it before but can't remember where.
In play button drop-down arrow
Can someone help me? i want to make an Everon PVP scenario but i cant copy the entities from the default everon map to my own anyone know what i can do?
@stray sierra i know you are planning to work on the interior more on the harbin, was wondering how high up in priority the functional mfd is? or if you plan to integrate with the mfd framework mod? im just tired of being forced to open up my map mid flight
You can copy entities even from locked layers by right clicking the layer -> "Select all entites". Then Edit Menu -> Copy.
Anyone familiar with how map links work? Essentially made a roundabout way to have RaaS, and the points are capable show on map etc. but the relay links don’t populate. The createLink() is a protected function but the class isn’t so not sure if it can’t be overridden or missing something.
Also the relay lines show in workbench but not in live server which makes it more fun to debug
anyone know why i suddenly cant duplicate/overwrite any files from my dependencies?
all my files are read-only now as well 😦
sorted it 👍
How did you fix this?
i loaded from the games addon folder instead of the workbench addon folder so just do the opposite
I get the following crash when trying to hit F5 without spawinging where the camera is. This is a brand new map where I just put the terrain, and I setup the plugin for Scenario builder. This error doesn't happen when I use a stock map.
- New World
- New Terrain (1km x 1km)
- Create Submap
- Game Mode Setup, Template: "ScenarioFramework.conf"
- Follow https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework_Setup_Tutorial to create spawn
- Hit the F5 with spawn on camera unchecked
Crash log:
Unhandled exception
Program: D:\SteamLibrary\steamapps\common\Arma Reforger Tools\Workbench\ArmaReforgerWorkbenchSteamDiag.exe
Reason: Access violation. Illegal read by 0x7ff769325064 at 0x48
Class: 'SCR_PlayerController'
Entity id:4611686018427387910
Function: 'SetInitialMainEntity'
Stack trace:
scripts/Game/Player/SCR_PlayerController.c:406 Function SetInitialMainEntity
scripts/Game/Respawn/RequestHandling/Base/SCR_SpawnHandlerComponent.c:340 Function AssignEntity_S
scripts/Game/Respawn/RequestHandling/Base/SCR_SpawnHandlerComponent.c:156 Function FinalizeRequest_S
scripts/Game/Respawn/RequestHandling/Base/SCR_SpawnRequestComponent.c:459 Function FinalizeRequest_S
scripts/Game/Respawn/RequestHandling/Base/SCR_SpawnRequestComponent.c:421 Function AwaitFinalization_S
scripts/Game/game.c:922 Function OnUpdate
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff769325064
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff769217d4e
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff769219f81
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff7691c35b1
[zlibVersion]: ??? addr:0x7ff76a42e3ef
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff769183647
[zlibVersion]: ??? addr:0x7ff76a422171
[zlibVersion]: ??? addr:0x7ff769fc4831
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff769153ab9
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff769153cc6
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff76921966f
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff7691599ee
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff76915fcdf
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff76915f642
[zlibVersion]: ??? addr:0x7ff76a5bd684
[zlibVersion]: ??? addr:0x7ff76a3cd5dc
[zlibVersion]: ??? addr:0x7ff76a3cd52e
[zlibVersion]: ??? addr:0x7ff76a44fcbc
[zlibVersion]: ??? addr:0x7ff76a21d6f3
[zlibVersion]: ??? addr:0x7ff76aa916a5
[zlibVersion]: ??? addr:0x7ff76a5bb801
[zlibVersion]: ??? addr:0x7ff76a5bc423
[zlibVersion]: ??? addr:0x7ff76a5bd1e1
[zlibVersion]: ??? addr:0x7ff769fc2e3e
[zlibVersion]: ??? addr:0x7ff769fc0c12
[zlibVersion]: ??? addr:0x7ff76a03cac8
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff768bb4051
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff768b54b7a
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff768b5bf94
[QApplicationPrivate::notify_helper]: ??? addr:0x7ffe76dc0ade
[QApplication::notify]: ??? addr:0x7ffe76dbfbb1
[QCoreApplication::notifyInternal2]: ??? addr:0x7ffe39b8a0f5
[QCoreApplicationPrivate::sendPostedEvents]: ??? addr:0x7ffe39b8c913
[QWindowsGuiEventDispatcher::sendPostedEvents]: ??? addr:0x7ffe6db75f5f
[QEventDispatcherWin32::processEvents]: ??? addr:0x7ffe39cea360
[QWindowsGuiEventDispatcher::processEvents]: ??? addr:0x7ffe6db75f39
[QEventLoop::exec]: ??? addr:0x7ffe39b8fab4
[QCoreApplication::exec]: ??? addr:0x7ffe39b87e1d
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff768a5d01c
[zlibVersion]: ??? addr:0x7ff76adef6bd
[zlibVersion]: ??? addr:0x7ff76aded2a2
[BaseThreadInitThunk]: ??? addr:0x7fff448ee8d7
[RtlUserThreadStart]: ??? addr:0x7fff4649c34c
[RtlUserThreadStart]: ??? addr:0x7fff4649c34c
Workbench mode
This works fine for me
But if I do the same thing with a custom map I create from the ground up, I get the errors. I think it may have something to do with the water or something that you start in prior to spawning in?
For future reference, it's because in the new world, I did not include CameraManager
Hello Zelik i dont understand what i have to do for fix clothes issue
u know how to fix clothes issue?
Zelik send this screenshot for fix but i dont understand what i have to do?
whats the issue?
is it that hes wearing the wrong thing?
doesnt matter what is wearing all clothes will on be dropped
Is there any tutorials on how to reskin while keeping the stitching and stuff
I doubt, unless the stitching is a different material
did you add the prefab to your arsenal config?
yes
I even tried to add and change for the USSR faction everything related to this helmet (Balaclava, headphones, even a clean helmet)
Has anyone messed around with cross animating?
For example, a gun shoots and then the hatch on the turret opens to eject the shell
Could script this from inside an animation event or muzzle effect component etc
Kk I’ll mess around with that thanks!
So im trying to make my own faction right... I have been following some guide on yt to try to understand it...
I have done all corect (I think)
I dont understand why it dosent work when i go in world editor...
Anyone that feel nice today wanna help me out.... Pretty new to this stuff
Thanks
I’m kinda new to enfusion do I do all my animations in enfusion or should o do them in blender?
anyone know of any mods that add trenches or bunkers like these ones pictured here?
Trenches will do some of that
Placeables or Structures byHeine will do some other ones
thx
could you link that mod/s please?
thank you
The only animations you can do in enfusion is procedural animations
All other animations need to be done in blender and then imported to enfusion
The boot camps cover animations quite well
Gotcha much appreciated for the tip I watch some of boot camp up to where they’re baking the model and importing the textures
A good tip is to use the sample weapon armature
It’s all scaled and had the correct syntax + necessary info points
Yo !!!
Is there any mod or script that allows players to sleep or pass time for reforger ?
I'm making a single player scenario where the player can pass time by sleeping or skipping time.
thats just base game trenches added to gamemaster, just sayn
Hi sorry if this isn't the place to ask this but im looking to have a custom weapon created. I don't have the skills or equipment to do it myself. Any advice about how to go about this or any recommendations would be appreciated
Watch the boot camps
They explain enfusion tools and the different systems in it, then with a basic understanding of the tools you begin and ask questions in the respective channels
im having issues when i try to upload a mod. i get a message when i upload of ""addon processing on Workshop side failed Error: Unknown Error" what the heck do i do to fix this
restart tools
I have? Do you mean install and reinstall?
reopen and try again
if its still not working try again tomorrow or smth
maybe server issues
unfortantely ive tried that... i never get lucky.
nothing you can do about it
I’m looking for information for modding (mainly character/models) I already know the workflow just need some better understanding for enfusion .
How to allow attachments on clothing ? Like sunglasses on helmets. Patches on clothes
How to simultaneously run mods in engine to test if compatibility works for other mods
how is the antenna on the vics set up? cant find anything in the anim graph or even in proc
add a mod as dependecny and load the mod
What are you trying to reskin?
Any reason why an animation would work in one world but not in another?
haha wat
y'know, enfusion stuff
On a side note it would be nice if modders and server owners had a way to at least get information about crash reports. Since we are given software that intentionally creates cryptic/meaningless crash messages, and is designed to crash every 3 seconds.
This please ^
I would not be as upset by this as I am if crashes were rare. They are not. I spend a dozen or two hours per week on modding and over those hours I usually have double digit numbers of crashes.
Not "intentionally". C++ programs without debug symbols lack the info to give any more meaningful info. And debug symbols are not handed out by any software makers as it makes reverse engineering and thus also cheating very easy. Maybe we can expose some small web app that sanitizes the output as not to give away any secrets and still lets you know some more info about the callstack - but usually a crash is not super obvious and requires a programmer to load the minidump and check the stack data - which you will never get
Yes I am aware, it's intentionally setup this way to not leak too much information that reverse engineers and hackers extract anyway
It's a common practice and it's not that big of a deal if we can obtain information on those elsewhere
On a side note it would be nice if y'all fixed the crash.log so that it does not mislead people into thinking that logs written there are actually all crash related
If you just dump VMEs in there that did not actually contribute to server crash, modders end up with bad rep for "crashing servers" because people see a log called "crash" and automatically attribute all its contents to their server crashing
Steps to reproduce are golden, lol

VMEs are also crashes of the script. and often the last entry in the log is often associated with a hard engine crash as well. it is valid as it is and will stay like that
I picked a server at random and found crash.log filled with script errors that do not cause crashes, followed by a crash without any information.
You are welcome to keep the logging like this but at least educate the user on what the purpose of the log file is, as people automatically assume the log is called "crash" because it contains "reason why my server crashed"
What side of the Arma Reforger tools handles the player rank within the server?
how exactly would a buddy and me go about working on the same map with the enfusion workbench?
setting up a NAS is one thing but despite me having added him as a Contributor he cannot access my Addon entirely. he also didnt get any invite aka the highlighted point in the screenshot attached to this msg.
we would both use our own linked accounts.
helmet
The owner need add (email) the Contributors and publish. After that you can share the project (the editable one, not the one you download from the workshop) and the Contributors need to sync the invitations.
I did add his email in the contr. Area and i did share the project outside of arma workshop with him
make sure the is opening the one without the lock on
Check in the workshop link if he is been listed there. Also, I dont remember if you need to accept been invited. Maybe check in the bohemia website in the account settings if there is something there
he is stated there
Can you help me?
Hey so I’ve noticed that PS5 players are experiencing a visual glitch where items appear to be silver, but on PC and Xbox it looks just fine.
Does anyone know what the fix to this is if there is one?
i made one because it sounded like a simple enough idea for someone as new as me to try (it wasnt)
just search "Working Bed" in the workshop
I did manger to fix this on ps5. Not sure if its the correct way to fix it tho
It also looks the same as the original on pc and xbox. Ill get you a screen shot of what I changed here.
Are bohemia tracking they have absolutely fuckered the paint tool in this past update?
This is what I changed to get it to at least look decent in the game on PS5. It was super white, now its green and not reflective. Like I said its a quick fix but the UI previews do not like it so maybe not long term.
apparently I just need to updoot the sat map
Ohh okay so with those values it looks decent, thank you. I’ve noticed that in the UI and inventory ambient occlusion is very different, so might be the lack of NMO map that’s causing it.
Thanks I for the help !
Yeah my scripting skills is as good as a fish's ability to climbing a tree.
Good enough for me, but im just doing some pve stuff with it. Seems like it doesn't affect it at all for the pc and Xbox people seeing the original details. Something to do with Sony and the lighting.
whats that picture from tho?
i forgot, how do i add mods so i can use them for example props etc
Just the camo on the helmet? Theres a good video I followed that helped me a ton. https://www.youtube.com/watch?v=v5ICQJb1b7U
Just a quick tutorial on how to setup Arma Reforger tools and how to make clothing mods for Arma Reforger.
I’d suggest a GitHub maybe?
Also our thought process rn. If the invitation works who knows
looks like arma 3
github
it's the SOG: Prairie Fire cdlc to arma 3
oh damn, they had all of this? its a shame V67 on reforger wont have any of that 
for me that cdlc was the absolute peak of arma 3, along with the huge and detailed terrain they created. I'm not even touching any reforger vietnam content, because my expectation bar is set so high 😅
My expecation bar was set so low 
I quit playing arma 3 a bit after tanoa released
How can I test the rank system in reforger tools?
I can't seem to get it to show a rank
I just tried this, and I’ve also created a NMO and BCR map for it so I hope it’ll work. Thanks for the help man🙏
I think I already know the answer to this, but is there any way to add a bone/pivot point to a weapon via a script?
Dont think so
For runtime positioning of things I just use PointInfo
For what I'm doing, I need a bone. Apparently I can't target deployment data under custom attributes via a script otherwise I'd just use pointinfo.
Anyone know if I can increase view distance of DecalEntity? They seem to fade out pretty fast.
when i use this on Chimera character my spawn EPF dont work i spawn in ocean and only with camera
Can anyone help me with a few things, I need to retexture a helmet and add some things in the top and I have no idea what I’m doing, if you want to help then please dm me
Hello how can i find the Hash ids from vehicles like:
m_vehicle": "F649585ABB3706C4",
"m_vehicleName": "#AR-Vehicle_M151A2_Open_Name",
"bIsStored": false,
"m_vehicleDBID": "686ad838-0000-25cf-0001-414d8280858a"
First Image: I've marked the default deployment points for both the M16 Carbine and the M16 Carbine w/ M203.
I haven't see anything on the M16 Carbine w/ M203 or the M203 prefabs that explain why the deployment position is in a different spot. So I assume its automatically figuring out the collision based on the collision mesh.
My problem is in the second image: Here's an AK with a bipod attachment. I have everything working besides the fact that the deployment position isn't moving when the bipod is open. But I would presume it should move if it's purely based on the collision size correct?
✅ TLDR: How does the game know how to move the deployment collision point for an attached GL but not for an animated bipod attachment?
Ill check out the updated version. I did notice that during the day it looks good, during the night in game it went back to a somewhat white look on ps5. This is without your changes, so Ill have to go back and update and check it out.
Can anyone point me in the right direction to how to make BCR maps for things like replacing camos on helmets and jackets.
Every time I duplicate these .emats and change the class to camo it has a GPU crash. I can do half of the vanilla items without crashes and half have crashes.
I want to learn how to do a proper BCR map because right now I just take a high res screen shot of the 2d BCR map and have AI redo my camo on top but its so inconsistent. Do I have to learn how to use blender to do it proper?
It always crashes when I change the class to matPBRcamo a lot of the time. I can only use matPBRmulti or basic. This is what I screenshot and have the AI overlay the camo. How do I make these from scratch? Its a 3D model that is flattened for importing correct?
So what you’d normally do is have the model of the item, then import that model into a program like substance painter. And in substance painter you’d apply different textures/camos, and then export that into a BCR and NMO map.
There’s lots of tutorials on this process, but theres no way to obtain the vanilla models. So the way you’ve been doing it is the only way I’m aware of.
And you don’t have to change the .emat class, you can duplicate the .emat that the vanilla item uses and then just replace the BCR with your edited one
Okay thank you. I thought I was doing something crazy wrong on it all with the constant crashes.
The matPBRcamo option does work sometimes, and gives you the ability to UV scale but maybe I'm just missing that option on Multi or Basic, or I have to have the right tiling of the camo to start with. Certain cloths like helmets are good with the default Tiling but some jackets make the camo so big and out frame, so I was using the UV tiling. I think I'm in way over my head hahaha. I keep just tweaking stuff to learn what it might do. Ill be here for a while.
I’ve only replaced the texture on one vanilla item and I did it manually with photoshop, it’s tedious but if you can replace just the camo part and keep the stitching/buttons it’ll look a lot better. Also you can overlay a cloth texture with wrinkles and damage to make the cloth look less flat.
Okay so learned how to do the layers with masking on GIMP to get best control over where that camo is going on the BCR map. Your right this will take a while but it will look the best.
Hello, I'm modifying the Everon map using vanilla models (adding rocks, etc.), but when I test the game, it feels a bit more laggy. Do I need to compile or optimize something?
Thank you
Hey @little pasture , sorry to bother you!
I just wanted to quickly say that I really admire your work on Arma Reforger — you've done a great job and it's always exciting to see what you come up with.
If it’s not too much to ask, I’d love to suggest something: adding the Tunisian flag. It would mean a lot personally, and I think it’d be a nice addition for the community too.
Thanks again for all the effort you put into your mods — really appreciate it!
Thanks man, if you can please give your suggestions in the dedicated thread as its easier for me to keep track of things #1246846132194119720
it's locked for me
hey is there anyone that could give me a hand? im trying to make a extraction server just like tarkov and idk where to bgin im use to dayz editor and absoutley have no idea what im doing with infusion
and i have very little coding experience
but have run a few heavily modded servers on dayz so i know how to mess with files. just not make them
if you could kindly dm me
I made all the servers in the world. What do you need help with?
I'm trying to set up a black market and a vehicle trader for my community next wipe, I'm guessing I make a new scenario/subscene but I've already broken it thank fook for version control! Anyone know any YouTube vids that will guide through this? Hope everyone is well today
does anyone know why reforger tools shows the enfusion logo, then closes?
Strange. Best bet would probably be too reinstall AR Tools
Or give us more information
ive done this a few times already.. the tools launch, i select my mod, it shows the enfusion logo and then closes. ive tried different mods and even created new ones, all the same
Now thats frustrating. I personally never had this problem so i dont know how to fix it.
Does the game work normally? Because Tools also depends on game files i think
yeah games normal, has only happened today too. just removed all mods except my local ones and tried and still no joy ..
it still says running in steam and in my task manager, but its not actually anywhere visible
Since you say its only from today, have you tried restarting your pc? Sound stupid but it might work
yup 
im currently uninstalling all mods to try lmao
I hope you fix it...we need more modders😁
i put steve irwin on a patch thats it
Thats how you start and then you get consumed by posibilities😅
Deployment positions are based entirely on set parameters, it doesnt calculate anything. Here in red is the weapon resting point when the bipod legs are folded, and blue is the position of the bipod feet and defines the rest position when bipod is deployed. The Stabilization Points field is to determine the position of each foot. They will rotate with the bone you set as the Pivot ID when you unfold the bipod.
For the M203, you can find it on the weapon prefab with the M203 attached. The M203 prefab itself doesnt seem to have a specific deploy point, presumably because it isnt removeable in session. (I think the GP25 is but I imagine it just has a much more general position for deployment that works for both attached and unattached GP25.)
I found a solution. I have to set the the deploy point to a bone that I have to move via a script in time with a custom bipod deployment script.
Where can I configure and adjust the EDITOR_EDITOR_RIGHTS_ASSIGNED message. It's currently broadcast to GM's only and I'd like to broadcast the message to all users
Are you using an attachment bipod?
Correct
Aha, interesting. Havent experimented with that yet
So the problem is that the "open" bipod doesn't change the weapons collision mesh. Even if the deployment points are set on the bipod attachment.
Instead, I'm going to need to make a bone that is used for the bipod deployment, and the animated it specifically when the bipod is deployed (on the weapon) to move where the collision is.
What's the best way to generate a convex collision mesh? I've tried using the convex mesh feature in blender, but the engine doesn't seem to like the result
does anyone here know how to use the custom tracks for the Cinematic timeline?
i really wanna know bro.
Plug-in that uses the big collider generation algorithm i forget it's name now. There's several that use it.
Can you let me know if you recall it's name? I'll look for it
I think simple collider is one of the blender plugins
Is it this one? https://superhivemarket.com/products/simple-collider
Ah, its also available for free https://github.com/Weisl/simple_collider
Yes
If I wanted to make a patch for another mod/mods (IE changing a few fields in a conf) would I want to override or inherit the asset into my mod? My gut tells me override but I wanted to double-check.
You do override when you want to override something. You do inherit when you are making something based on something. Those terms are quite self explanatory.
Ok thanks, I figured as much but then I started overthinking it and confused myself 
Hi everyone, new to modding stuff in general, but wanted to know in a scale from 1 to 10 how difficult can be to edit an existing scenario to change -or add- a faction from another mod?
Override = Change how something works
Inherit = Create a child of something such that changes in something apply to the child
Duplicate = Create a copy
!verify
Check your messages!
HF... @empty nexus u r the maker of one the mods i want to add to an existing mission lol
anyone know how i fix this issue with the peertool?
if this mod is from ArmaReforger/addons, then symlink addons folder of PeerPluginN to it, otherwise addon directory that contains this add through -addonsDir in startup parameters of peer
ive set that
then you don't need to define it in -addons, for example my config:
But I have symlink from .../PeerPluginN/addons to .../ArmaReforger/addons, so any dependency from workshop is loaded from same place every time
!verify
Check your messages!
this worked 🙏 tyty
now onto the next issue... how do i fix this?
at least using diag exe, idk, I fix this randomly disabling/enabling backend, changing exe and placing other random parameters on startup
it just start to work after something
yep wtf lmfao
literally just changed a few bits and restarted the workbench and it just worked, bizarre
ty btw again
Is there a way to make the clouds in my world not look like this? They look like this in any new worlds I create
uhhh... something else is probably wrong...
But you can edit the clouds with weather editorto make them look better
click the weather editor button on the toolbar up top and there are cloud settings
What's weird is that they are even doing this in some of the base game maps such as mptest
Weird, did you edit your volumetric_Clouds emat file ever?
And it appears like this in the actual game outside workbench
What about the weather configs?
Change anything there?
Maybe the weather configs for the map are not configured properly or sth?
maybe try to copy the weather manager from arland/eden
Did you copy it with all the parameters and settings?
Save it and restart workbench just in case for it to apply
I literally copied the entity from arland
Tried restarting workbench, same issue
Sidenote: I really wish I could have multiple world editors open at once
You can
I CAN?
Just close the script editor (it blocks running multiple workbenches)
But yo ucan run the workbench multiple times
OOOH
Is it possible that this could be caused by not having the ocean stuff setup in the GenericWorldEntity?
Nope
I'm stumped
@keen path Any ideas?
I know kinda what setting causes clouds to look like that...
the cloud Size XZ... If you increase the value to ~5 in the Volumetric Clouds .emat
You can circumvent the issue, but there's gotta be a reason in the map config or sth
Maybe in your GenericWorldEntity there's a setting....
Maybe the world dimensions play a part in how the colouds render
Anything diffrent in your GenericWorldEntity?
Other than the ocean, but that doesn't seem to impact it
Nope, because everything but block size gets reset to its original value when I change it
What if you close workbench and just change it in a text editor
Nope, gets reset when the world is loaded in the editor
@keen path Can you show me what your volumetric cloud emat?
I only changes this
That seems to somewhat fix it, but it still doesn't look right compared to the built-in worlds
@keen path Can you try creating a new world and set everything up and see what it looks like for you?
I just use the mpTest and arland, I don't hjave a terrain, I ddcunno how to make it
And it looks ok in mpTest?
cloud size 5
What about with the default cloud size?
Weird that it looks ok with the base game worlds with the exact same emat with a value of 1 for clouds size xz
yea there's another thing that breaks it I would guess it's the bounds or sth
But that then breaks it in the base game worlds
Yeah I'm completely stumped
Does anyone else have any ideas?
WHY do prefabs randomly decide to revert to previous version of themselves ;_;
You probably modified them on entity level and not prefab level (prefab mode)
Entity mode are modifications you do to the specific selected entity on a specific world, and they get saved on the world files.
Potentially, but as an example I made changes to the prefab in preview, loaded a world, and placed the prefab and it was fine. Loaded back up later after a crash and it reverted back to before the changes for many of them. I'm also ensuring that I Apply to Prefab and select the root prefab when appalying changes in a world.
That is quite diferent to modificstions done to a prefab, which get saved on the prefab .et file.
Are those prefabs as a physical file in your modm
?
,because if not then those changes are only cached meaning that when you reload wb, they are lost
As there was nothing to save them into.
Yeah, I initally drag them into resource browser so they are saved, then continue to make changes in the preview and just save, as the instance I have open is the prefab itself and I can't "apply to prefab" yet.
anyone mess around with adding screen shake from buildings to explosions?
Yeh plenty of that in robots mod
Actually considered a spinoff mod that only enables shake for all explosions
But detecting their damage for scaling the shake is a little wonky
You should do that
Standalone mods are dope
I can do a test version later if you remind me in like 7 hours
Does anyone know how to reuse an .edds file? Since we can't duplicate it, what's the proper way to reference or reapply the original?
They go in material .emat files
Yup but for exemple if i want to export the edds to photoshop i cant right ?
I meant like in Arma 3, when you export a .paa file to Photoshop to modify it
Can’t export .edds files, best we can do is screenshot and stitch together if changing something outside the scope of .emat files
Hmm, so you must have the source image to modify it. It’s weird that Bohemia designed the system like that
It also prevents people from stealing/ripping textures, so if you need the source files simply ask the developer for those.
There was some time ago TotalCommander plugin shared which had option to convert EDDS to DDS
day 19 of asking for someone to help me reskin because theres no tutorials online
No tutorials to do what exactly?
i want to retexture this while keeping the molle and a few other details the same but theres no tutorials or guides
That is generic 3D/2D art knowledge. Do not focus on searching "Arma Reforger retexture" since this is general art thing
i didnt
Try to search in google and youtube about it
i have already but ill give it another go
https://steamcommunity.com/sharedfiles/filedetails/?id=3362811409 here is some example from a3
Hey yall quick question. I’ve been running into an “allocation limit of memory” error when trying to add a small lake to my map. I tried drawing the shape as a poly line instead of spline, but it didn’t change anything. Also tried using the lake generator from both prefabs, and prefabs library to no avail. Any ideas?
Sorry that doesn’t help since it’s all in arma 3 tools
Principle of retexturing is the same. There was answer how to do the thing that you asked
If you would have substance painter sources it would be much easier to do
Should I download substance painter?
Anyone know of any good reskin tutorials
Reminder
🙏
Hey guys, can anyone help me out with attaching a mesh to a vehicle prefab? How can i achieve this
Actually waiting on some details about explosions from BI before I proceed
There is a bit of a problem with making it scale the size of the effect dynamically with size of explosion
However I can still make a prototype but it will be a bit dumb
couldnt you make it adjustable? instead of making it automatically change to the size?
thatd be awesome
Explosions are adjustable, that should be all anyone needs to do
But that adjustable data is not easily accessible in script
almost a copy paste from robots
sure
also thats litterly perfect thank you
thanks
ill be adding it to vic explosions if i can lol
in robots mod I also added the component to things like tank guns so they shake the camera when they fire near you but I did not do that here
vehicle explosions should be covered already
grenades then xD
idk about modded vehicles
most inherit from Vehicle_Base, so could just overide that and add the comp
i added it to medium, big, huge and mortar blasts, tnt small medium big, fuel explosion small medium big
it should cover most vanilla explosions that are bigger than the LAV bullet impacts
but I did not test it very thoroughly so you are welcome to do that, maybe the magnitude needs to be raised across the board
idk if this question is for gui or scripting but where is this thing controlled
i just cannot find it
has anyone tried making impact nades?
changing the trigger from timer to collision doesnt work which is weird
Maybe see how the 40mm works to see you can replicate for hand grande
crashes game when thrown
Rename it to holy grenade and says is a feature 
what makes the mortar shoot automatically?
like where in the mortar muzzle component is it
Does anyone know where to adjust the build radius of a base?
I see radio freq radius & capture radius. But I can’t seem to find the build radius
Isnt it the same as capture radius?
I thought so, I set cap radius to 150 but when I load the map and the base building radius is still default at like 50 I believe
Hey. I worked a lot in arma 3 on an altis life mod, and wondered if the new enfusion engine in arma 4 will work in the same way it works in reforger?
I.e if I start making my own mods now with arma reforger, would I be able to import them into arma4 with small adjustments?
I have made this patch, I can seen in the arsenal, but I can’t attach to velcro, someone know how I can do this?
I feel like I'm stuck on an issue that's performance related, with the workbench. Is there a way to increase the limits that the workbench has? Available memory usage, etc.
Hi, I'm not sure in which channel to post this, but I need some help resolving an issue, which keeps me from opening my project: #reforger_workbench message
Are triggered save/spawn 'checkpoints' available through the Enfusion scenario editor? For example I'd like to have a spawn point and armoury spawn at a location upon players reaching that location, to serve as a checkpoint and rearming area. Or if it's possible for them to only become active upon being triggered. I'm new to modding and advanced scenario editing outside of Arma 2d Mission editor. Also is there a way to have triggered AI positions, so that not every AI is spawned on the map at once to save on performance. For example I have a series of preset positions for AI around buildings, am I able to select them all and 'disable' them and have them spawn in only once a certain trigger is reached? Thanks
Does anyone know if there’s performance issues with scripting in reforger?
One of the problems I had on an altis life server in arma 3 was that the server needed constant reboots throughout the day to clear up performance issues
From arma 3, I’d accomplish that by having a player distance check to a hidden marker location… when player is within the distance, spawn the units. If a player distance becomes greater than say that original distance plus 500m or so, despawn the same units. You can have it in a while true loop on the player object.
Same goes for spawns. Once player distance reaches the marker location, set the new spawn as active
Anyone know where to increase the supply capacity of vehicles like the Chinook heli holds 1000 but the littlebird holds 600 which doesnt make sense lmao
Thanks for the response and useful information. I was hoping it would be possible as I found with larger-scale missions or battles, having too many AI spawned at once massively degrades performance. Is it possible to presassign positions for them to spawn in? For example if I set up 30 units in all standing at windows inside a large apartment block, can I get it so that those exact 30 units all spawn in to those positions upon a player reaching the trigger? Or is it more a random spawner/ambient spawn?
I’m not sure with reforger… but this was possible in arma 3 since you could write a script that fired on the trigger execution, that could then spawn all the NPCs anywhere, and then you can loop through the building index, find the window positions, offset them (based on the index of the window - you’d need to know which window is which so trial and error here) and then move the spawned NPC unit into the position offset from the window
When it comes to performance lag though - how many AI NPCs are you talking about when it becomes laggy?
Like 150% budget with corpse despawn delayed by 40 minutes
Does anyone know why the command trucks aren't working in a custom conflict, all configuration should be correct. What am I missing?
What does the prefix SCR mean?
Script
this convention was initially agreed to distinguish game code generated scripts from scripts created in Script Editor
I'm just prefixing all of my scripts with the mod's prefix so I know which is which
good, it is even recommended over here https://community.bistudio.com/wiki/Arma_Reforger:Scripting_Modding#File_structure 😉
I've got to say though, reforger is very powerful, but damn is the documentation bad for just getting started. Arma3 was so easy to create your own mod, script it, and create your own scenarios. I'm stuck just getting started with reforger. Nothing is really clear.
like I want a mod that is only usable on the dedicated server... I don't want clients having access to the functions to cheat, only the server running the instance should be able to use the functions... yet, I can't seem to find any documentation that allows me to understand how to query the session/player/object to determine if it's the dedicated server, or if it's just a client.
In arma3, this was achieved by simply typing "If(isDedicated)"
RplSession and RplMode should work i think
if (RplSession.Mode() == RplMode.Dedicated)
...
but yeah youre gonna have to search game code for examples and just follow what BI does if you want a better experience tbh
Any idea how I can mark the mod as dedicated server only though? That logic check is good for inside it in the event someone tries to run the mod locally... but I genuinely don't want people to see the code inside the dedicated server mod. Like the last thing I want is people joining a dedicated server and downloading the server-only mod and just perusing it at will to hack it eventually 🫠
Like ultimately I want clients to do something > send that something request to the server > server looks in it's own code and does it, and then sends back the response
That way the server can validate what's requested isn't something ridiculous like kill all players with hacking etc
I think you would get answer more quickly in #enfusion_scripting
Anyone know how to get building assets to recognize prefabs?
I’m trying to use prefab as a base, but when I place a composition like (command tent, medical tent, supply depot) it phases right thru the prefab and snaps to the maps ground..
I believe prefabs have a toggle able tag on the generic entity tab at the top where it snaps to ground
Maybe disabling it would work?
Hello Rey, I know this has nothing to do with you but I have a big problem in our server basically we keep having this error like spammed continuously and it has something to do with a mod that creates a conflict with bacon (I think), would you be willing to give it a Quick Look and help us out? Or any idea who I can ask to get some help? we are a very big group and even our developers can’t find a solution. I’ll leave the error here, if it’s off topic I’ll delete it. Thanks in advance.
It’s not the prefab that’s snapping to the ground, it’s the (command tent/supply depots/medical tents/ helipads) won’t sit on top of the prefab, it’s as if it doesn’t recognize the prefab to exist
When is someone gonna make a mod that allows you to type in the radio freq? It would make life so much better 😭
You can already type in your group which is linked to your default radio
You have mods with scripts that spam errors. Remove the mods those scripts are from and errors spam will stop.
Thank you kind sir
Hi everyone!
When working in Enfusion computer freezes completely at a random moment. Has anyone else had this problem?
https://reforger.armaplatform.com/workshop/645B2325E8D46A99-COALITIONJamming2.0 looks like this mod
in any case, try to disable mods one by one and check when it starts to happening
and check which combination of the mods it is
Thank you very much !!! Your the best
my linux device was identified as PS
Will there ever be a MV-75/V-22 mod? I remember someone making one what happened to it?
an aircraft like that in reforger would be pretty complicated, might be safe to say they hit a roadblock somewhere
how do i get supply cache to attach to the prefab?
Its in arma 3 no? i imagine it'd be pretty simple
im not a modder so i prob shouldnt speak
its def not simple lol
way different setup in enfusion compared to a3
base game doesn’t even has a plane
Can you try to hold CRTL and move it down along the green axis? I haven't found a way to have real exact placement options (e.g. with arrow keys or something like that) in the world editor
Can you use Vector tool to paint street lights along the roads? I can't seem to figure it out
Would be really cool to see actual weapon wearing down from excessive firing and use and then causing the jams
Although, heavy rain can definitely force enough oil out to cause jams, just using your gun is what actually starts to cause the jams from gunk building up
anyone have the issue where the sat map is the not the same size as the terrian but it is in qgis???
so im using the helibase.et and inheriting it and adding a mesh but it then hits me with VEHICLE (E): Helicopter - no physics component! but it has a physics component
Look up the stone pillar thingy and just replace it's prefab
Please can I ask for help.
I saved and closed my mod. I came back later to carry on working on it, but when I open tools, the mod that I'm working on is gone. But it's still in my documents, how to I open it in tools?
Rescan the folder
When you open tools and click add project, select add existing project instead
How do I do that?
How do we rescan folder? Same thing happened to me and when I got my mod back its locked. I'm so fooked lol
I'll try that. What causes this?
I'd listen to stevoyd buddy, I only got it back but its locked
Like at the startup, when you first run the tool, you have to scan for the base Arma Reforger project
Thank you.
There was something about this in the documentation regarding locked projects and unlocked projects.
EDIT: you might have to use the "Add existing project" button instead to grab your editable version
Think it may be lost in the void after the crash il only getting a locked version. Kind of important its the scenario mod for my server and the community is crying at me 😂. I saw some info about inserting a clean batch but this was beyond me
None of that is working.
What should I do now?
What's the path location for the mod that you added? to both of you; @wintry root @swift field
What do you mean? Sorry, I'm 100% savy with this and the lingo.
C drive into steamapps
the path is the location on your computer. It should be;
C:\Users*user*\My Docuemnts\My Games*ArmaReforgerWorkbench*\Addons*yourmod*\
C:\Users<user>\OneDrive\Documents\My Games\ArmaReforgerWorkbench\addons\Task Force Excalibur Patches
You should not be using OneDrive
So, move it to my hard drive?
I think I'm a one drive moron 😂
I thought I sorted that and deleted onedrive
It happens - just make sure you follow through the guide. It's not a real local path which is probably why it's still locked.
Yeah, I had to write to Microsoft to complain about their OneDrive nonsense how they enforce it on everyone, then years later say "Ohhh, you gotta pay for that" and then limit you to 5GB free storage, after years of them backing up your entire OS to it 😠
Love you buddy, thank you. I will get on the case with this info.
Took me about a week to sift through everything, fish out what actual files I needed and delete it all so I wouldn't get charged
I better be careful then
So, move it to C: drive and hope for the best?
Best to hvae OneDrive backup only your absolutely critical stuff you can't possibly lose (like tax documents or contracts etc), but don't have it backup stuff like games and pictures and videos etc... keep all that stuff to your own drives
Thank you.
I don't think you can now matey... I think that's it. You might be able to get away with creating a new project locally in your drive, and then copy files out of the old location into the new location, and see if that allows them to be used?
If not, you'll have to copy the contents out for scripts, and just flat out recreate your file links and config files etc
Iv been freaking out about this all day your a legend, people trying to steal my server name and everything. We need Arma police
And what happens to the mod that I have already published?
Anyone have knowledge on creating actions? Is it something that should be done on the prefab or the scenario and how do I make a basic action?
If it's already published, it can just stay published.
If it's something you're actively developing, you'll probably need to start again in a local folder so you have proper ownership of the files.
You may want to wait for a dev to respond to see if it's recoverable, but the warning in the guides does state not to use OneDrive
Legend.
Thank you.
Yooooo. Does anyone know if there is a way to separate audio tracks for reforger on windows? Like set VOIP to audio device 1, effects to audio device 2? I'm sure it can be acheived with a mod but was curious if its possible without a mod
Not really the right channel here, mate. If it's modding help you want, then #enfusion_audio, if its not modding help and basic game settings, then #reforger_discussion would be where to ask
nah, if anyone has info on it from a modding perspective then that info would help as well so this is a good channel for it. Thanks
Spooderman in the house
But wouldn't people who know audio modding be in the audio channel?
And people who know basic game settings be in the basic game discussion channel?
You've basically tried to hit both sides, and it's more likely you'll hit neither on this board.
Hey guys does anyone know how to add to existing stuff in the engine I'm trying to add some stuff to the restriction zone entity, like giving it a timer to despawn or something like that. Anyone know if that's possible or could you link me to a video on how to do this and if not maybe help me out I'd really appreciate it, thanks.
How can i use my Veichles Catalog into Wcs duplicate Us_Campaign.conf? I need to create from scratch Us_Campaign.conf?
You override it
Yeah
Question
How do I import a functional vehicle model from blender?
How do I make a vehicle model functional
I uploaded my work to the workshop with the status Project uploaded successfully but I can't find my work in the workshop.
- what workbench did you used - stable or experimental?
- what reforger game did you used - stable or experimental?
- what tags are you used?
- what was your mod visibility set to?
Hi folks, just wondering in terms of the future view for ArmA and Enfusion. Would it be wise to learn the Enfusion tools for building SP or MP scenarios or is the plan to also eventually develop an EDEN editor? I can see there's a LOT more options/power/complexity with the Enfusion tools, which can be good and bad for regular mission building tasks- but I'm wondering would it be overkill/I be wasting my time diving into mission building with the Enfusion tools for now?
dose anyone know the hexdecimal coller for forest_pine_01_base
I use it on Steam.
what tags are you used? = not tag
what was your mod visibility set to? = public
on steam you have two versions of game and tools
check the tools
Please provide a method for verification.
check name in steam
you can post pic
Should I use Experimental Tools or Arma Reforger Tools?
Experimental Workshop is separate from stable (non experimental) - mods published to experimental workshop are not visible in stable version of the game and vice versa (mods published to stable Workshop are not visible experimental version of the game)
let me know if that was unclear - I can adjust it a little bit
why does my model look absolutely horrible ingame compared to in tools
is there any way to prevent this error in the peer tool?
There are some problems with peertools that i worked on today, so no you can not resolve this right now on your own. You reloaded the mission while peertools were connected probably?
no this happens 90% of the time i open peer tools, i cant even get the peer loaded into the server
sometimes it just works i dont know why
Go to the texture file
but ty for working on it 🙏
RPL : ServerImpl event: authenticating (identity=0x00000000, address=127.0.0.1:57046)
RPL : ServerImpl event: connected (identity=0x00000000)
WORLD : UpdateEntities
NETWORK (E): Trying to register connection of possibly unauthorized client.
NETWORK : Player connected: connectionID=0
NETWORK : ### Connecting player: connectionID=0, Name=
WORLD : UpdateEntities
RPL : rpl::Pip::ProcessNetToGame
DEFAULT : Disconnecting identity=0x00000000: group=6 reason=2
NETWORK : Player disconnected: connectionID=0
NETWORK : Total number of players: 1
these are the console logs if they help at all
can someone send me mod that add mechanix gloves to the game
when i type mechanix in workshop nothing appear
I was told to ask this here so forgive me if its been asked before, but how does one go about getting a vehicle to spawn already crewed? Im at a loss.
before you place it in GM press B
as in keyboard B, no clue about controller buttons
gotcha, but is there a way to add it as a componenet for a vehicle or does that require scripting.
So that players dont have to press B each time
trying to figure out a manned gun situation but with ai crew already present
Things that arent standard features require scripting
figured as much. I thought the default character drop down in the turret component would do it but i guess that’s only functioned by the GM, B hotkey
Ah I suppose it's for vehicles that define the default occupant, not sure if turrets do
It’s rhs
I don’t see direct fx
which one
The first one
hi do you know if there is a mod that blocks windows resizing? or the use of the Alt + Enter shortcut?
did anyone synced Zeliks Persistent Banking with the Shop System by Ekudmada?
It´s a Windows and a Game Shortcut at my knowledge and it cant be blocked
😦
I have a weird question for those who may have an answer
How can I revert my Enfusion project back to a previous version / replace it with a previous version
I have deleted some critical files in error and I cannot recover them with ctrl Z 💀
Have a version control like SVN or git. Or keep a copy as windows folder
So essentially I'm SOL. Sweet!
Please don’t tell me you exploded project buhurt
Can someone help me out with this;
Trying to blacklist a helmet attachment (Thermal) within the arsenal. (Want players to be able to use it but not save it)
Adding it to ArsenalLoadoutSaveBlacklists.conf under SCR_LoudoutSaveBlackListItem is being completely ignored during save when attached to the helmet.
When not attached (in backpack or some other inventory slot other than helmet) it gets blacklisted, so not savable which is good.
Also tried different lists with item types and modes but no luck. Anyone else experienced or tried/solved it?
Hi guys, does anyone know how to get a character's target movement speed below 0.4 m/s?
I have lowered it in SCR_CharacterCommandHandlerComponent and it works down to 0.4 m/s but anything lower and it caps at that speed. I have an animation that moves at 0.1 m/s
I'm wondering whether there's a minimum speed set somewhere I've missed
did i follow a bad tutorial or is the ground supposed to look like that
How did you get here in the first place
Just followed a tutorial on YouTube on how to make a map but I now realise it might be outdated
And do you have a height map and satellite img? i.e
Ime go to the wiki, follow that guide, use instant terra
and then you can use the brushes from the library in the workbench to paint the terrain etc
Let me save you some trouble, here's a playlist I made https://youtube.com/playlist?list=PLjH2D00ZYRp_mjJUHzFrumGwIOdsLXpJT&si=uJ40ZiXezq0ZDojo
anyone know as to why i cant find the override or duplicate option in addons?
I have what is probably an obvious or stupid question about modding: Is it possible to use base game things as a basis and build off of/modify them? Someone told me this isn't allowed, but I've seen vehicles that seem to be reskins/slight modifications of base game ones in super popular mods so I'm curious.
You can't export meshes or textures from the game to modify, but whatever overrides and modifications are capable in workbench is allowed. To keep it simple, as long as your modifications to base game things is done within Workbench and doesn't violate any licensing (including the Reforger EULA and the Workbench EULA), then you're good.
Then when uploading to the Workshop for public access to your mod, you must abide by it's EULA, like for instance: no malicious or purposeful game breaking mods
Probably doesn't hurt to read up on the EULAs if wanting specifics 😄
I wanted to try and build off the American mortar/mortar system in game to make an M119 howitzer, but I didn't know if I was allowed to do that. I have basically no experience with the engine but I just wanted to know if trying something like swapping out the models, animations and stats on a mortar for my own as a way to do this would be something against the rules.
That's probably not how it would work out but if it did then adapting the existing artillery in game seemed like the easiest idea
Anyone know why my projects are posting to the workshop with a different name? I’ve changed my name everywhere but its still using my old one
How do I make it so I load back into a server to the same character I left as, we’re trying to do combat ops and every time we load back in we have to start with a fresh character
You are allowed to take a vanilla prefab and modify it
Just not allowed to modify their models
I cant download my own mod any longer. I just get a generic error that the following mods cant be downloaded. Does anyone know how I would troubleshoot it to find the cause??
You’d have to store whatever it is you’re progressing in, and then load it to the character when you rejoin
does this mean taking a screen shot of the 2d BCR map and editing it in photoshop is not allowed?? I don't want to get banned but its the only way I found out how to change camos correctly with the zippers and seams left intact.
I believe that is still allowed, just not the export of the raw texture file
hello everyone,
I had found a mod that allows to fix a problem of brightness when we approach the windows. but I do not remember the mode, it tells you something?
Not that Im complaining but does WCS prefabs have a script in their core that auto populates control points?
How in the world do I add a command to the command.conf file?! I have been staring at this tool kit for too long…
Hi all, I’m trying to be able to write dynamic text on a prefab in reforger. Does anyone know whether it’s possible? I want to use the same base sign but number them differently in the world editor with text on the sign itself ingame
You’d have to load it into Enfusion and check
Backend servers were down
Hey 👋
I have made a modified Everon with new locations/buildings etc.
Iv done the main navmesh and wondering if the lowRes navmesh just as important, the AI walk around and use the buildings perfectly without the LowRes.
Reason I'm asking is that my scenario is only ~150mb but with the navmesh it is 750mb.
Anyone made Ai use vehicles?
I used GetInNearestVehicle for the waypoint command but they just stand around doing anything but getting in 😂
Is there a way to make it so the in game kill count, counts killing ai instead of player kills?
Yeah its not scripted into the vanilla so you need to use a mod like gramps or write a script for it.
You can probably extend halt and defend behaviors to hop on nearby turrets.
Probably would do the same for mortar defenses and just make sure they fire single round barrages.
How do I make the Conflict Escalation gamemode appear so I can place it on a map?
does someone know if the models from nonecg are fine to use? im asking cause there is also cgshape and it seems like both of them are selling the same products
check license it will tell you, also to use it in what form?
So if a map was released to be fully editable under APL SA how does one go about unlocking stuff etc
Is there any tutorials on how to reskin other mods
- Load image in photoshop (or any other image editor)
- Reskin
I mean the extracting part
Either ask the author for the assets or screenshot it
Erm nvm
I don't think we're meant to extract textures
For vanilla stuff, most people take a screenshot and edit that, cuz the devs ain't gonna give us the vanilla textures.
They take screenshots and edit them
Does anyone have a discord or contact for Oxide Three? Trying to get permission to add some different camo textures to his covers for their helmets
How do I make the Conflict Escalation gamemode appear so I can place it on a map?
Hey, guys a quick question, when you create a custom faction, do you need to add weapon prefabs to an actual character you create, or you will add the weapon loadout base to FactionManager?
you might have hit the limit of 5 surfaces per terrain block. you can check with the "Info & Diags" tab in the terrain tool
Thanks! I'll give that a try!
In the load out faction manager there's a place where you put the "resource load out" and that's the character with the exactly load out you want the spawning player to wear. So yes, you need to config a character in a faction before you reference him in the load out manager
Hello there, I have a problem that I just cant figure out. I’m trying to set up the Counter-Attack from Gramps’ ConflictPVEREmixed 2.0 Mod, but it just wont work.
- I copied his Counter from the map, but it doesnt work.
- I tried to create it myself—still doesnt work.
- I even tried placing them much further away, but no luck.
I’ve included some screenshots:
- Screenshot: Loaded all essential Scenario Mods (0x Mods, 0xWorthyIslandConflictPVE, ConflictPVERemixedVanilla20, IPCAutonomous CaptureAI -dev, Worthy Islands) and opened [Gramps Scenario Eden] and tried to start it and it worked.
- Screenshot: While Capturing there doesnt spawn any Counter Groups
- Screenshot: After Capture
Hi, i have a quick Question. I made a Custom Arsenal ( Item Entity List) all good but where can i edit the Names and Description shown ingame in inventory and Arsenal of Equipment when i override the prefab?
you were right
I'm still having this issue, does anyone have any ideas?
might have better luck looking searching through #enfusion_terrain or asking in there
I've looked and found no one else having this issue for some reason
Thank you 🙂
do anyone know how make a new car to work so can get in it and drive it im new to doing this
Is there anyone who can make me a tutorial on how to make a remote turret? Because I can’t find any updated videos and I’m very new to making mods.
Make a turret like the btr
And make the player position not be rigged to a bone that moves with the turret
I'm trying to put an M249 on the base truck, but I don't understand how to add a gunner. I placed the M249, and that's as far as I got because I don't know how to assign a gunner seat.
You added it in slot manager right?
And you can’t just add a m249 you need to make it a turret
How do you get in game chat to work on a new world
Use Microsoft Co Pilot for steps to try resolve your issue
Has worked for me a few times
You need a Chat module on your Map, There are many good videos on how to set up a scenario from scratch
I have a world setup with Gamemode_editor I need it like that as when you spawn in you pick police / medic / civilian, then need the global chat working so admins can login to game master with #login
🛠️ How to Use It in World Editor
-
Attach to
ScriptedChatEntity• Make sure your world includes aScriptedChatEntityin the hierarchy.
• This entity manages all chat channels and routes messages. -
Configure Channels via
SCR_ChatChannelManager• Use theSCR_ChatChannelManagerto register and manage multipleSCR_ChatChannelinstances.
• You can define custom channels or modify existing ones. -
Customize Channel Behavior• Use functions like:•
IsChannelEnabled()– check if a channel is active.
•ProcessMessage()– intercept and modify messages.
•GetWarningMessage()– display custom warnings for restricted channels. -
Script Integration• You can script chat behavior using Enforce Script:SCR_ChatChannel channel = new SCR_ChatChannel();
channel.SetEnabled(true);
channel.SetWarningMessage("Only faction members can use this channel.");
Tried doing the above but still having issues, the hi comes up to enter text but any messages I try send don’t appear as sent in the UI
Or are not actually sending not sure what the issue is
This is the Module you have to add
what program should i use for height maps and satellite maps
Does the target system work fully as intended at this point or is there more to be done on it?
Please no chatgpt for arma modding. it is incapable of producing anyf meaningful output and just causes everyone more work when we are confronted with nonsense code questions
Anyone here have a minute to help me with something?
instead of asking someone to help just ask ur question
Fair point.
I've got most of everything down for making a mod. I just need to know what to do to make it a placeable entity you can select in game master.
Thank you. this is what I needed. The other tutorial with the box was lacking these details.
Hello everyone, do you know if there is a mod against gamma boost?
Big Noob Question: what would I have to learn to implement some new mechanic like thirst, water that you consume, replenishing thirst from water, adverse affect from being too thirsty, visual hud representation of thirst?
Does anyone know how to fix this error I'm getting on the console: RESOURCES (W): Clutter set '' not in cache! Config reload needed.?
Gotta show a sneak peak, but if you like AI for assistance, ive collected all the wiki pages, and all scripts and api documents to help making mods and coding in arma. In the process of categorising the data and slimming it but very close. Also runs locally on your pc
from Arkensor, so probably applicable #enfusion_generic message
Model im currently using that seems to produce very good result is the qwen2.5 14B. I've copied all 5731 coding scripts and the 6676 api documents. Then processing that now, so what i've already tested with a smaller sample data pool, its very handy for debugging and looking over code snipits
Yes chatgpt is pretty bad. But ive had great success with claude sonnet 4. Uploading scripts into a project folder and other information on how to make scripts from their wiki managed help me a lot to understand and debugg code