#enfusion_generic

1 messages · Page 18 of 1

mellow grotto
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Those are cool stickers

warm mirage
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where can i add my vic so it shows up in the spawn for the garage ? so its not only for GM to spawn

drowsy bloom
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Is it possible to create a new prefab, not just an inherited one?

fervent cypress
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no rush, the weapons are fine in game and function. good ui is just polish

drowsy bloom
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There is a setting in blender that auto merges close vertices. It is very annoying

fringe marsh
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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.

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I know you cant hear anything unless you go into preview but even then it dont work

humble mason
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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.

vagrant spear
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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 😦

tepid dune
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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

warm mirage
round gorge
tidal ginkgo
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Anyone know why when I post my scenario on to workshop it just loads infinitely in the game but plays perfect in Enfusion

pulsar nymph
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how do i fix this?

hot stream
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Does anyone know how to change the language displayed in the game view of the World Editor?

fresh estuary
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is it possible to move the rotors and/or remove the windows, seats, and crates from a huey that i've modifyed

fresh estuary
nova delta
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Change the default on the Change Resource Valuen action

humble mason
lament sleet
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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.

quartz sparrow
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For anyone else not working?

humble mason
sterile token
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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

vast tundra
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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?

lament sleet
modern oak
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I'm pretty certain I figured this out, will message ya when I'm back tomorrow

exotic grove
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cant save any loadout on my server, the personal belongings are not allowed, Anyone have a sollution?

quartz bloom
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Anyone know where I can find the water physics stuff I wanna see why my boat ain't boating

empty nexus
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I could not reproduce this. Does it happen only on the server?

fervent cypress
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yes

empty nexus
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oh

fervent cypress
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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

empty nexus
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nah if its server only then there's a busted mod

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I can repro with peertool but only in arsenal box not when held in hand

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anyway try set this to 0 and check that box or whatever

fiery trellis
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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?

sage raven
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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

vast tundra
clear falcon
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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!

empty nexus
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cursed items

warm mirage
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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

twilit barn
manic tiger
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Does anyone have a link to a guide for making .et placable by GM?

pulsar nymph
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what part of a tripod removes the player and gun animations?

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as i want to make a gun that has reload animations but its on a tripod

humble mason
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Do note: Truck didn't comes with ResourceComponent Component to begin with.

spring crest
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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.

round gorge
spring crest
round gorge
nova delta
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On the trunk prefab

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Remove that stuff you added to the truck. You will break it

fickle stag
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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!

empty nexus
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try -profile parameter

empty marsh
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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

drowsy bloom
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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

modern oak
drowsy bloom
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Dang. Thank you. I know it has been done before, I'm just unsure if I can actually do it without scripting 💀

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DM / ping me when you are able to look into or have found anything

vast tundra
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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.

zealous scroll
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Anybody know how long it takes to get a response from github support? 3rd day now

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mf's took my money for copilot but didnt give me access

magic cypress
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@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?

empty nexus
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If you mean BACON loadout editor then yes

humble mason
nova delta
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Or cargo

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The prefab in either the trunk or cargo slot

surreal jay
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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.

round gorge
surreal jay
round gorge
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tell us what the error is is the alternative

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oh its already in the pic

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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

humble mason
# nova delta The prefab in either the trunk or cargo slot

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.

surreal jay
# round gorge as said, script error, update everything the mod and game if thats the case and ...

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.

zealous scroll
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Sounds like you are in quite a bit over your head tbh.

twilit barn
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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.

daring pawn
# humble mason There's a Resource Component on Cargo Entity, doesn't answer the question of how...

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.

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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.

daring pawn
humble mason
daring pawn
# humble mason So, if I want same trucks with different supplies amount, do I have to make diff...

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.

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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.

humble mason
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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?

daring pawn
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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.

humble mason
daring pawn
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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.

daring pawn
vast tundra
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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.

quartz bloom
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May have found a way to re make some of the old arma 3 islands for reforger

humble mason
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@daring pawn @nova delta Thank you guys for helping me. I got what I need for my mission.

worthy chasm
swift field
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All of my prefabs have disappeared, how do I reset it to default?

distant delta
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Hello! Can someone point me to the file that would contain XP values for supply drop off and xp cost for vic spawn?

unique lantern
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I dont know if someone can help me out but I am having problems to multiply my Groups something is blocking it

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Maybe its the AI Limit Treshold ?

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Or maybe its that

unique lantern
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It might be another Mod blocking it but it must be a script then or something

unique lantern
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Disabled all mods still not working

modern oak
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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

hazy canopy
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I’m lost.. How do I change this image for our PvP servers?

vast tundra
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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).

daring pawn
unique lantern
unique lantern
hazy canopy
unique lantern
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But 2 weeks ago my Icon stop working so idk

hazy canopy
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I will test it out on our test server first

unique lantern
hazy canopy
unique lantern
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I will try also bcs this is on my To-Do List for the Server

modern oak
unique lantern
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and trying to multiply the groups from AmbientSpawn

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I am using 4 Mods in the Workbench its still faulty thats why I need help

modern oak
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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 🙂

twilit barn
wild cipher
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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.

daring pawn
# wild cipher Hi so I want to make one of my slot manager slot move with a turret bone but the...

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.).

wild cipher
daring pawn
wild cipher
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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

daring pawn
# wild cipher imagine the BTR turret and u want to add a screen to it normally you would just ...

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.

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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.

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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.

hazy canopy
# unique lantern It should be the Icon in ur Missions .config Szenario

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

round gorge
hazy canopy
alpine atlas
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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?

vast tundra
agile plaza
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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

lofty owl
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im making my first mod, its a helmet model and i have absolutely no idea what im doing

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can someone help? i dont know how to impport the files into blender since they are png

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what even is this

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I’m so darn lost

bright sable
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looks normal to me

lofty owl
hexed spade
prime hull
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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

prime hull
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Looks like I have everything installed. Only change Ive made was adding a couple new mods to update my scenario. Im lost

pulsar nymph
distant delta
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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.

hazy canopy
# unique lantern Tell me if it works

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!

ashen pelican
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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

obtuse thicket
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The fact that you can play the game in editor is hilarious.

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ight lets do this

lofty owl
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Can someone please help me make a mod😭

modern oak
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What sort of mod

lofty owl
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I FUCKING DID IT LETS GOO

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I still have no idea what I’m doing but finally there’s progress

lofty owl
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Anyone know why I spawn in the water in tools

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In the world editor

alpine atlas
vast tundra
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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

empty nexus
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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.

alpine atlas
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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.

obtuse thicket
#

do we have a way of making rivers flow faster?

round gorge
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if EPF you didnt set it up correctly

lofty owl
round gorge
lofty owl
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I do

round gorge
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which ones

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just answer my question directly please, if someone wants to help and has to drag answers out of ur nose its hard

lofty owl
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None I deleted them

round gorge
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what map are you trying to spawn on and do you have the setting enabled to spawn on the camera position?

lofty owl
round gorge
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no its not

lofty owl
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Ah

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I’m stupid

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Thanks

real kettle
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What did I do here?? My terrain is gone..

vast tundra
alpine atlas
vast tundra
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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.

solar dock
#

Do any mods add gun trucks? Vietnam or Iraq idc

glass hedge
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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?

humble mason
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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?

sudden yoke
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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?

sage raven
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Any good Technical/Hilux mods that aren't WZ Vehicles? i don't need 2 dozen other trucks i wont use

inland tusk
plush galleon
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How to fix this error?

slow bolt
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? well inherit from base helm doesnt work but from any normal helmet like pasgt does

warm lotus
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Is it possible to edit the scale size of a model through enfusion itself?

empty nexus
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in import settings you can scale it up but it wont scale armature and colliders

pulsar nymph
sage raven
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our group did use that one for a while though

clever elm
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anyone here know an easy way to make flat nice roads uphill?

warm lotus
sage raven
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that has a Hilux in it, or a generic Pickup truck thats not too modern?

quartz bloom
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Any modeling gurus on here?

bright sable
quartz bloom
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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.

real kettle
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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

golden yarrow
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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...

magic cypress
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Hey guys, is there a way in a script to compare a player's rank against the required rank defined for attachements items?

daring pawn
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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. 🤔

inland lance
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purple rectangle is just where the door box starts and cyan where it ends

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if a door is actually obstructed the entry position sphere for that door becomes red

lofty owl
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anyone know how i can fix the texture so it doesnt look so shiny?😭

empty nexus
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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

lofty owl
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Ok thanks

empty nexus
daring pawn
tacit stump
#

Which light flags should be used for indoor lamps/light bulbs with best look/performance ratio in mind?

tacit stump
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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

tepid dune
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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

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please at me whoever responds

inland tusk
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I cant upload my scenario as this drop down is blank? I have to select a category 😦

vast tundra
languid lichen
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yeo anyone have any idea as to why when i duplicate an emat and adjust it it adjusts the original emat?

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ahh nevermind it seems to be an enfusion bug

daring pawn
# tepid dune How can i get reloadz modded cars added to the us vehicle depot? i have tried ev...

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.
▶ Play video
tepid dune
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thank you

ashen pelican
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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?

jaunty nacelle
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Any info on this would help! Prayge

ashen pelican
lofty owl
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Can someone help me with this helmet mod I’m actually at my wits end

jaunty nacelle
lofty owl
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In reforger tools how do I put more than one camo/material on a model?

true crane
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i just duplicate the prefab and make a new material for that one 🙈

digital pagoda
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You can probably identify the component by looking in the script, but I think it should be InventoryStorageComponent maybe or something like that

vagrant spear
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any easy way to blacklist items in the editor mode while in game?

sage raven
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for an arsenal? just don't include it in the modded arsenal/Entity list for that faction

real marten
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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

tepid leaf
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this just a thing for now or is there a fix?

daring pawn
modern oak
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I think he was trying to help

lofty owl
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Can anyone help me with texturing a helmet in reforger tools

daring pawn
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Does anybody here know how to handle this situation?
Cannot make the passenger (patient) lay down.
I have posted more details in "Enfusion=>Configuration".

#enfusion_configuration message

worldly wedge
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I never did figure it out but I think that’s what it is, after messing with other stuff and never revisiting it

pulsar nymph
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Have you tried changing the index number for the seat type?

worldly wedge
pulsar nymph
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Like the one for the driver and passenger

worldly wedge
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Yea I know what your talking about it didn’t change anything

daring pawn
#

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.

pulsar nymph
#

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

daring pawn
#

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.

muted rampart
#

Is there a fix for WolfsBuildingPack is glitching below the map when hitting Play in Tools

velvet acorn
#

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

bright sable
velvet acorn
#

I thought the rule was they would take the version that was in the workshop at the deadline

bright sable
#

That would be a sensible solution.

velvet acorn
#

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

tepid leaf
#

this is the log for my post above where the reason for failure is blank

daring pawn
tepid leaf
#

hm, shouldnt, dont have any, maybe if i run in admin? idk lol, never had trouble before

daring pawn
# pulsar nymph It worked?

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. 🍻

tepid leaf
#

Just gonna restart and make a new mod for them

small kraken
lofty owl
#

Can someone help? I’m making a helmet mod and I have no idea how to texture it in reforger tools

small kraken
# small kraken

I fixed the black scope by remembering to actually UV unwrap it...

lofty owl
#

How do I add a roughness map in reforger tools😭😭😭

empty nexus
#

It's part of the BCR texture map as per the link I sent you

simple oar
#

.

lofty owl
empty nexus
#

Well you're going to have to learn if you want to make mods that involve textures

lofty owl
empty nexus
#

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

lofty owl
#

I didn’t even know prerequisite was a word bro I give up, thanks for trying

true crane
#

Try to learn about PBR Material/shader. With that you will understand how to make material, texture and how to implement in Arma reforger

lofty owl
#

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

ashen pelican
#

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

true crane
lofty owl
lofty owl
true crane
true crane
#

no, in blender

lofty owl
true crane
# lofty owl

Rename both material, Arma tools dont like when you have the .00x at the end. export and see if shows both material

lofty owl
#

i dont know how to use both materials at once so it just looks like this

true crane
#

Just rename it the material.
Eg: M_Strap
M_Helmet

lofty owl
hexed spade
#

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?

remote bronze
somber heron
#

How do I send pics/videos lol I was hoping to show my db9 and get suggestions

opaque jewel
vocal ferry
#

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

nova delta
#

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.

lofty owl
#

how do i open object properties window

empty nexus
lofty owl
#

Thanks I’m stupid

#

i cant equip as its not showing up in vicinity, what did i do wrong

wanton stratus
#

Does anyone know how I can load a workshop map into map editor in the reforger tools?

pulsar nymph
#

i am able to make a projectile visible when it hits something right?

#

like a arrow from a bow for example

steel gulch
drowsy ruin
#

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???

pulsar nymph
#

so for example "get out - seat right" would need the anim for that side

#

it seems like you have them flipped

lofty owl
rare spruce
#

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.

stark acorn
#

Animation editor should be used for it

rare spruce
#

Will that have a similar node system?

stark acorn
#

You can see how S105 is using proc anims in animation editor

rare spruce
empty nexus
#

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

stark acorn
#

indeed, using Animation Editor will be way to go

lofty owl
#

how can i make this helmet invisible in 1st person

unique lantern
#

How do I change the Enemies from FIA Team to USSR Team

#

it always spawns FIA

#

Does someone know the reason ?

ashen pelican
round gorge
golden yarrow
#

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...

steel gulch
golden yarrow
#

I also have a custom player loadout that spawns that Radio_1 prefab of mine in the players inventory

drowsy ruin
golden yarrow
#

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.

pulsar nymph
#

So if it’s seat passenger r1 you need to switch it to the right anim

golden yarrow
#

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

drowsy ruin
lofty owl
#

Can anyone help me add my models to arsenals from reforger tools

pulsar nymph
# drowsy ruin Ok, but where do I do that? In the compartment manager, in the animation graph, ...

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

pulsar nymph
drowsy ruin
pulsar nymph
#

Did you dupe all the files?

#

Because it shouldn’t do that

drowsy ruin
pulsar nymph
drowsy ruin
pulsar nymph
drowsy ruin
pulsar nymph
#

it should be as simple as just duplicating the vanilla anim graph for the vic and just changing a single anim

fair bolt
#

The anim file starts with either p_ or v_

#

V for vehicle p for player

surreal jay
#

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?

sage raven
violet shuttle
#

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?

somber heron
#

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 😄

somber heron
vocal ferry
#

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

pulsar nymph
#

To the move the hand on the default stance you need to make a Ik pose

crude torrent
#

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?

remote bronze
# crude torrent unsure where to ask but im unable to load my custom map + scenario, when using t...

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

crude torrent
#

i know its not vanilla as its a custom map i made with just the GM mode setup from a tutorial

errant cradle
#

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)

autumn shard
#

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?

keen moon
#

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

cyan remnant
#

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

surreal jay
#

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.

zealous mountain
#

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?

somber heron
pulsar nymph
#

if its to do with bones dm me i can help

zealous mountain
#

Anyone know how to fix this?

#

I don't have any dependent mods with those IDs

somber heron
#

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

pulsar nymph
somber heron
#

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

violet shuttle
#

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

zealous scroll
#

Anybody know where the play from camera behavior settings are? I found it before but can't remember where.

sour herald
#

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?

dusty axle
#

@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

royal niche
indigo jewel
#

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

snow yew
#

anyone know why i suddenly cant duplicate/overwrite any files from my dependencies?

#

all my files are read-only now as well 😦

#

sorted it 👍

hollow raptor
snow yew
light belfry
#

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.

  1. New World
  2. New Terrain (1km x 1km)
  3. Create Submap
  4. Game Mode Setup, Template: "ScenarioFramework.conf"
  5. Follow https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework_Setup_Tutorial to create spawn
  6. 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

light belfry
#

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?

light belfry
#

For future reference, it's because in the new world, I did not include CameraManager

smoky sinew
#

Hello Zelik i dont understand what i have to do for fix clothes issue

smoky sinew
#

Zelik send this screenshot for fix but i dont understand what i have to do?

pulsar nymph
#

is it that hes wearing the wrong thing?

smoky sinew
lofty owl
#

Is there any tutorials on how to reskin while keeping the stitching and stuff

pulsar nymph
hollow flame
violet shuttle
#

yes

#

I even tried to add and change for the USSR faction everything related to this helmet (Balaclava, headphones, even a clean helmet)

pulsar nymph
#

Has anyone messed around with cross animating?

#

For example, a gun shoots and then the hatch on the turret opens to eject the shell

empty nexus
#

Could script this from inside an animation event or muzzle effect component etc

pulsar nymph
cyan wing
#

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

viscid sentinel
#

I’m kinda new to enfusion do I do all my animations in enfusion or should o do them in blender?

lean cosmos
#

anyone know of any mods that add trenches or bunkers like these ones pictured here?

sage raven
#

Trenches will do some of that

#

Placeables or Structures byHeine will do some other ones

lean cosmos
sage raven
#

Very modular, requires a bit of work on the GM side to make stuff usable

lean cosmos
#

thank you

pulsar nymph
#

All other animations need to be done in blender and then imported to enfusion

#

The boot camps cover animations quite well

viscid sentinel
pulsar nymph
#

It’s all scaled and had the correct syntax + necessary info points

wild mauve
#

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.

round gorge
balmy radish
#

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

pulsar nymph
#

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

keen acorn
#

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

keen acorn
#

I have? Do you mean install and reinstall?

round gorge
#

if its still not working try again tomorrow or smth

#

maybe server issues

keen acorn
#

unfortantely ive tried that... i never get lucky.

round gorge
#

nothing you can do about it

keen acorn
#

its made me not be able to upload mods for the last couple months

#

that sucks

slow bolt
#

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

pulsar nymph
#

how is the antenna on the vics set up? cant find anything in the anim graph or even in proc

pulsar nymph
lofty owl
#

can anyone help me with a reskin

#

idk how to do it

noble river
pulsar nymph
#

Any reason why an animation would work in one world but not in another?

empty nexus
#

haha wat

pulsar nymph
empty nexus
#

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.

acoustic folio
#

This please ^

empty nexus
#

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.

remote bronze
# empty nexus On a side note it would be nice if modders and server owners had a way to at lea...

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

empty nexus
#

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

frosty ravine
empty nexus
remote bronze
empty nexus
#

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"

half lantern
#

What side of the Arma Reforger tools handles the player rank within the server?

crude torrent
#

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.

lofty owl
true crane
crude torrent
true crane
#

make sure the is opening the one without the lock on

crude torrent
#

he didnt get any pending invitations

#

thats the issue were having

true crane
#

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

crude torrent
#

he is stated there

lofty owl
fiery quiver
#

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?

snow yew
noble river
#

It also looks the same as the original on pc and xbox. Ill get you a screen shot of what I changed here.

storm gull
#

Are bohemia tracking they have absolutely fuckered the paint tool in this past update?

noble river
#

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.

storm gull
#

apparently I just need to updoot the sat map

fiery quiver
wild mauve
noble river
#

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.

austere charm
#

i forgot, how do i add mods so i can use them for example props etc

noble river
crude torrent
round gorge
frosty ravine
lucid tapir
frosty ravine
lucid tapir
#

I quit playing arma 3 a bit after tanoa released

half lantern
#

How can I test the rank system in reforger tools?

#

I can't seem to get it to show a rank

fiery quiver
# noble river

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🙏

fervent cypress
#

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?

empty nexus
#

Dont think so

empty nexus
#

For runtime positioning of things I just use PointInfo

fervent cypress
#

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.

raw falcon
#

Anyone know if I can increase view distance of DecalEntity? They seem to fade out pretty fast.

smoky sinew
#

when i use this on Chimera character my spawn EPF dont work i spawn in ocean and only with camera

lofty owl
#

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

left mason
#

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"

fervent cypress
#

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?

noble river
noble river
#

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?

fiery quiver
#

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

noble river
#

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.

fiery quiver
#

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.

noble river
wanton hatch
#

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

twin sonnet
#

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!

little pasture
versed herald
#

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

cyan sable
#

I made all the servers in the world. What do you need help with?

wintry root
#

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

robust pier
#

does anyone know why reforger tools shows the enfusion logo, then closes?

lament sleet
#

Or give us more information

robust pier
lament sleet
robust pier
#

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

lament sleet
robust pier
#

im currently uninstalling all mods to try lmao

lament sleet
robust pier
#

i put steve irwin on a patch thats it

lament sleet
fiery trellis
# fervent cypress First Image: I've marked the default deployment points for both the M16 Carbine ...

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.)

fervent cypress
#

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.

rustic flower
#

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

fiery trellis
fervent cypress
#

Correct

fiery trellis
#

Aha, interesting. Havent experimented with that yet

fervent cypress
# fiery trellis 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.

arctic radish
#

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

blazing depot
#

does anyone here know how to use the custom tracks for the Cinematic timeline?

i really wanna know bro.

zealous scroll
arctic radish
zealous scroll
arctic radish
zealous scroll
#

Yes

zinc raptor
#

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.

empty nexus
#

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.

zinc raptor
sharp vale
#

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?

empty nexus
sharp vale
#

!verify

hazy mangoBOT
sharp vale
#

HF... @empty nexus u r the maker of one the mods i want to add to an existing mission lol

snow yew
#

anyone know how i fix this issue with the peertool?

remote seal
remote seal
#

5EF...DC8

snow yew
#

could it be the dependency?

#

and yes its my addon from the workbench sorry

remote seal
#

But I have symlink from .../PeerPluginN/addons to .../ArmaReforger/addons, so any dependency from workshop is loaded from same place every time

golden moon
#

!verify

hazy mangoBOT
snow yew
#

now onto the next issue... how do i fix this?

remote seal
#

it just start to work after something

snow yew
arctic radish
#

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

keen path
#

click the weather editor button on the toolbar up top and there are cloud settings

arctic radish
keen path
#

Weird, did you edit your volumetric_Clouds emat file ever?

arctic radish
#

Nope

#

And it's fine in the main worlds for the game

arctic radish
keen path
#

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

arctic radish
#

Yeah I was about to try that

keen path
#

Did you copy it with all the parameters and settings?
Save it and restart workbench just in case for it to apply

arctic radish
#

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

arctic radish
#

I CAN?

keen path
#

Just close the script editor (it blocks running multiple workbenches)
But yo ucan run the workbench multiple times

arctic radish
#

OOOH

#

Is it possible that this could be caused by not having the ocean stuff setup in the GenericWorldEntity?

arctic radish
#

@keen path Any ideas?

keen path
# arctic radish <@558719861463842852> 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

arctic radish
#

Anything diffrent in your GenericWorldEntity?

#

Other than the ocean, but that doesn't seem to impact it

keen path
#

Arland

#

You can try bigger bounds and then save it and restart it

arctic radish
#

Nope, because everything but block size gets reset to its original value when I change it

keen path
#

What if you close workbench and just change it in a text editor

arctic radish
#

Nope, gets reset when the world is loaded in the editor

#

@keen path Can you show me what your volumetric cloud emat?

keen path
#

I only changes this

arctic radish
#

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?

keen path
#

I just use the mpTest and arland, I don't hjave a terrain, I ddcunno how to make it

arctic radish
#

And it looks ok in mpTest?

keen path
#

cloud size 5

arctic radish
#

What about with the default cloud size?

keen path
arctic radish
#

Weird that it looks ok with the base game worlds with the exact same emat with a value of 1 for clouds size xz

keen path
#

yea there's another thing that breaks it I would guess it's the bounds or sth

arctic radish
#

Yeah I'm completely stumped

arctic radish
desert lodge
#

WHY do prefabs randomly decide to revert to previous version of themselves ;_;

nova delta
#

Entity mode are modifications you do to the specific selected entity on a specific world, and they get saved on the world files.

desert lodge
#

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.

nova delta
#

That is quite diferent to modificstions done to a prefab, which get saved on the prefab .et file.

nova delta
#

?

#

,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.

desert lodge
#

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.

pulsar nymph
#

anyone mess around with adding screen shake from buildings to explosions?

empty nexus
#

Yeh plenty of that in robots mod

empty nexus
#

Actually considered a spinoff mod that only enables shake for all explosions

#

But detecting their damage for scaling the shake is a little wonky

pulsar nymph
#

Standalone mods are dope

empty nexus
#

I can do a test version later if you remind me in like 7 hours

magic cypress
#

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?

empty nexus
#

They go in material .emat files

magic cypress
#

Yup but for exemple if i want to export the edds to photoshop i cant right ?

magic cypress
#

I meant like in Arma 3, when you export a .paa file to Photoshop to modify it

digital sluice
#

Can’t export .edds files, best we can do is screenshot and stitch together if changing something outside the scope of .emat files

magic cypress
#

Hmm, so you must have the source image to modify it. It’s weird that Bohemia designed the system like that

silk swan
#

It also prevents people from stealing/ripping textures, so if you need the source files simply ask the developer for those.

stark acorn
#

There was some time ago TotalCommander plugin shared which had option to convert EDDS to DDS

lofty owl
#

day 19 of asking for someone to help me reskin because theres no tutorials online

empty nexus
#

No tutorials to do what exactly?

lofty owl
stark acorn
stark acorn
#

Try to search in google and youtube about it

lofty owl
#

i have already but ill give it another go

stark acorn
charred condor
#

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?

lofty owl
stark acorn
#

If you would have substance painter sources it would be much easier to do

lofty owl
west ice
#

Anyone know of any good reskin tutorials

quaint oracle
#

Hey guys, can anyone help me out with attaching a mesh to a vehicle prefab? How can i achieve this

empty nexus
empty nexus
#

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

pulsar nymph
#

couldnt you make it adjustable? instead of making it automatically change to the size?

pulsar nymph
empty nexus
#

Explosions are adjustable, that should be all anyone needs to do

#

But that adjustable data is not easily accessible in script

empty nexus
pulsar nymph
#

is it a component?

empty nexus
#

sure

pulsar nymph
#

also thats litterly perfect thank you

pulsar nymph
#

ill be adding it to vic explosions if i can lol

empty nexus
#

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

pulsar nymph
#

grenades then xD

empty nexus
#

idk about modded vehicles

pulsar nymph
empty nexus
#

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

snow yew
#

idk if this question is for gui or scripting but where is this thing controlled

i just cannot find it

pulsar nymph
#

has anyone tried making impact nades?

#

changing the trigger from timer to collision doesnt work which is weird

true crane
#

Maybe see how the 40mm works to see you can replicate for hand grande

pulsar nymph
true crane
pulsar nymph
#

what makes the mortar shoot automatically?

#

like where in the mortar muzzle component is it

pulsar nymph
#

nvm its anim graph shit

#

fuck that lol

hazy canopy
#

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

lament sleet
hazy canopy
neon imp
#

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?

dense igloo
#

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?

worldly charm
#

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.

abstract vortex
#

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

drowsy fog
#

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

neon imp
#

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

neon imp
# drowsy fog Are triggered save/spawn 'checkpoints' available through the Enfusion scenario e...

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

noble spoke
#

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

drowsy fog
# neon imp From arma 3, I’d accomplish that by having a player distance check to a hidden m...

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?

neon imp
# drowsy fog Thanks for the response and useful information. I was hoping it would be possibl...

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?

drowsy fog
#

Like 150% budget with corpse despawn delayed by 40 minutes

rustic flower
#

Does anyone know why the command trucks aren't working in a custom conflict, all configuration should be correct. What am I missing?

neon imp
#

What does the prefix SCR mean?

stark acorn
#

Script

#

this convention was initially agreed to distinguish game code generated scripts from scripts created in Script Editor

neon imp
#

I'm just prefixing all of my scripts with the mod's prefix so I know which is which

neon imp
#

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)"

snow yew
#

but yeah youre gonna have to search game code for examples and just follow what BI does if you want a better experience tbh

neon imp
# snow yew `RplSession` and `RplMode` should work i think ```c if (RplSession.Mode() == Rpl...

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

stark acorn
hazy canopy
#

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..

pulsar nymph
#

Maybe disabling it would work?

crisp pumice
# stark acorn I think you would get answer more quickly in <#976155351999201390>

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.

hazy canopy
drifting bridge
#

When is someone gonna make a mod that allows you to type in the radio freq? It would make life so much better 😭

pulsar nymph
empty nexus
haughty scarab
#

Hi everyone!

When working in Enfusion computer freezes completely at a random moment. Has anyone else had this problem?

stark acorn
#

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

crisp pumice
#

Thank you very much !!! Your the best

glad drum
#

my linux device was identified as PShmmyes

fossil karma
#

Will there ever be a MV-75/V-22 mod? I remember someone making one what happened to it?

limpid cloak
hazy canopy
#

how do i get supply cache to attach to the prefab?

fossil karma
#

im not a modder so i prob shouldnt speak

limpid cloak
#

way different setup in enfusion compared to a3

round gorge
stiff pendant
cursive kite
#

Can you use Vector tool to paint street lights along the roads? I can't seem to figure it out

cursive kite
quaint igloo
#

anyone have the issue where the sat map is the not the same size as the terrian but it is in qgis???

alpine venture
#

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

languid lichen
swift field
#

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?

wintry root
#

When you open tools and click add project, select add existing project instead

swift field
wintry root
#

How do we rescan folder? Same thing happened to me and when I got my mod back its locked. I'm so fooked lol

swift field
neon imp
swift field
wintry root
neon imp
#

Like at the startup, when you first run the tool, you have to scan for the base Arma Reforger project

neon imp
wintry root
swift field
neon imp
#

What's the path location for the mod that you added? to both of you; @wintry root @swift field

swift field
wintry root
#

C drive into steamapps

neon imp
swift field
swift field
wintry root
#

I think I'm a one drive moron 😂

wintry root
#

I thought I sorted that and deleted onedrive

neon imp
#

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.

neon imp
# wintry root I thought I sorted that and deleted onedrive

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 😠

wintry root
#

Love you buddy, thank you. I will get on the case with this info.

neon imp
#

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

wintry root
#

I better be careful then

swift field
#

So, move it to C: drive and hope for the best?

neon imp
#

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

swift field
#

Thank you.

neon imp
#

If not, you'll have to copy the contents out for scripts, and just flat out recreate your file links and config files etc

wintry root
#

Iv been freaking out about this all day your a legend, people trying to steal my server name and everything. We need Arma police

swift field
vast tundra
#

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?

neon imp
# swift field And what happens to the mod that I have already published?

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

steel plume
#

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

neon imp
steel plume
wintry root
#

Spooderman in the house

neon imp
surreal jay
#

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.

dense igloo
#

How can i use my Veichles Catalog into Wcs duplicate Us_Campaign.conf? I need to create from scratch Us_Campaign.conf?

dense igloo
quaint robin
#

Question

#

How do I import a functional vehicle model from blender?

#

How do I make a vehicle model functional

sand vale
#

I uploaded my work to the workshop with the status Project uploaded successfully but I can't find my work in the workshop.

stark acorn
winged comet
#

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?

coarse escarp
#

dose anyone know the hexdecimal coller for forest_pine_01_base

sand vale
stark acorn
#

check the tools

sand vale
stark acorn
#

you can post pic

sand vale
sand vale
stark acorn
# sand vale 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

lofty owl
#

why does my model look absolutely horrible ingame compared to in tools

snow yew
#

is there any way to prevent this error in the peer tool?

remote bronze
snow yew
#

sometimes it just works i dont know why

pulsar nymph
snow yew
#

but ty for working on it 🙏

pulsar nymph
#

Then to import settings and change the direct fx to Srgb

#

Or vice versa idrr

snow yew
# snow yew no this happens 90% of the time i open peer tools, i cant even get the peer load...
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

onyx bear
#

can someone send me mod that add mechanix gloves to the game

#

when i type mechanix in workshop nothing appear

junior sail
#

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.

empty nexus
#

before you place it in GM press B

#

as in keyboard B, no clue about controller buttons

junior sail
#

So that players dont have to press B each time

junior sail
#

trying to figure out a manned gun situation but with ai crew already present

empty nexus
#

Things that arent standard features require scripting

junior sail
empty nexus
#

Ah I suppose it's for vehicles that define the default occupant, not sure if turrets do

pulsar nymph
lofty owl
onyx bear
pulsar nymph
onyx bear
#

like gloves

arctic bloom
#

hi do you know if there is a mod that blocks windows resizing? or the use of the Alt + Enter shortcut?

exotic grove
#

did anyone synced Zeliks Persistent Banking with the Shop System by Ekudmada?

exotic grove
drowsy bloom
#

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 💀

remote bronze
#

Have a version control like SVN or git. Or keep a copy as windows folder

drowsy bloom
#

So essentially I'm SOL. Sweet!

loud vector
drowsy bloom
#

Nope. SSEM

#

Buhurt is fine

inner atlas
#

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?

drifting hinge
#

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

lofty owl
raw talon
lofty owl
#

Just followed a tutorial on YouTube on how to make a map but I now realise it might be outdated

raw talon
#

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

surreal shard
#

anyone know as to why i cant find the override or duplicate option in addons?

cunning portal
#

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.

digital sluice
# cunning portal I have what is probably an obvious or stupid question about modding: Is it possi...

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 😄

cunning portal
#

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

split rain
#

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

torpid mirage
#

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

pulsar nymph
#

Just not allowed to modify their models

iron socket
#

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??

neon imp
noble river
digital sluice
arctic bloom
#

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?

raw talon
#

Not that Im complaining but does WCS prefabs have a script in their core that auto populates control points?

vivid basin
#

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…

fringe zephyr
#

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

fringe zephyr
wild mauve
#

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.

hazy canopy
#

Anyone made Ai use vehicles?

I used GetInNearestVehicle for the waypoint command but they just stand around doing anything but getting in 😂

median latch
#

Is there a way to make it so the in game kill count, counts killing ai instead of player kills?

noble river
vivid basin
neon gyro
#

How do I make the Conflict Escalation gamemode appear so I can place it on a map?

alpine tide
#

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

round gorge
balmy kernel
#

So if a map was released to be fully editable under APL SA how does one go about unlocking stuff etc

lofty owl
#

Is there any tutorials on how to reskin other mods

empty nexus
#
  1. Load image in photoshop (or any other image editor)
  2. Reskin
lofty owl
empty nexus
#

Either ask the author for the assets or screenshot it

lofty owl
#

Erm nvm

twilit barn
#

For vanilla stuff, most people take a screenshot and edit that, cuz the devs ain't gonna give us the vanilla textures.

lofty owl
#

I don’t know how to phrase it

#

Like some people retexture rhs gear

#

How do I do that

empty nexus
#

They take screenshots and edit them

wanton jolt
#

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

neon gyro
#

How do I make the Conflict Escalation gamemode appear so I can place it on a map?

storm gull
#

I cant paint certain parts of the map with different paints

#

what the heck

cursive kite
#

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?

high dragon
vital jasper
unique lantern
#

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:
  1. 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.
  2. Screenshot: While Capturing there doesnt spawn any Counter Groups
  3. Screenshot: After Capture
clever flame
#

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?

arctic radish
digital sluice
arctic radish
dark tusk
#

do anyone know how make a new car to work so can get in it and drive it im new to doing this

neon gyro
#

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.

pulsar nymph
#

And make the player position not be rigged to a bone that moves with the turret

neon gyro
# pulsar nymph Make a turret like the btr

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.

pulsar nymph
#

And you can’t just add a m249 you need to make it a turret

sterile dome
#

How do you get in game chat to work on a new world

sterile dome
#

Has worked for me a few times

clever flame
sterile dome
#

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

  1. Attach to ScriptedChatEntity• Make sure your world includes a ScriptedChatEntity in the hierarchy.
    • This entity manages all chat channels and routes messages.

  2. Configure Channels via SCR_ChatChannelManager• Use the SCR_ChatChannelManager to register and manage multiple SCR_ChatChannel instances.
    • You can define custom channels or modify existing ones.

  3. 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.

  4. 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

clever flame
lofty owl
#

what program should i use for height maps and satellite maps

vestal quail
#

Does the target system work fully as intended at this point or is there more to be done on it?

remote bronze
crude oak
#

Anyone here have a minute to help me with something?

round gorge
crude oak
#

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.

crude oak
#

Thank you. this is what I needed. The other tutorial with the box was lacking these details.

arctic bloom
#

Hello everyone, do you know if there is a mod against gamma boost?

twilit smelt
#

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?

quasi moat
#

Does anyone know how to fix this error I'm getting on the console: RESOURCES (W): Clutter set '' not in cache! Config reload needed.?

keen forge
#

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

keen forge
# digital sluice

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

keen forge