I'd say it just incentivizes people to not learn from their own mistakes, or learn the coding language in the first place instead hoping it generates a "working" mod. Additionally, as Arkensor mentioned, it just ends up causing more strain on the devs and community helpers when trying to address incorrect code generated from it.
#enfusion_generic
1 messages · Page 19 of 1
I won't personally stop you, ofc, but I'm going by the wishes of the development team
Well its all up to what you use it for though. If you use it lazy like you mention, then yeah it will will not incentives learning but i dont have hopes for those people anyway they wont sit down and learn. But i want to have a tool that can help you understand at your own pace, and i find that very usefull with ai as well as finding information for you. Thats what im aiming for, like the example image i showed. Where it got the information from the wiki that i had fed to it. where i can ask what IK is and get a reasonable answer and understanding from it instead of having to aimlessly look for it if i didnt know where to go
https://youtu.be/0yYEK5zaihs?si=iA9fD_GeZKIJ44db enfusion could give rage 9 a run for its money if they devs can fix the zoom in and out detail, rendering
In this episode I pour over the screen shots on the GTAVI website for Rockstars upcoming game, taking in each of the areas that have been revealed.
If you though this was worth your time, you can support the channel here:
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this should all go in #reforger_feedback, not here. This is to discuss modding
How do I create a projectile hitbox for my building, I tried using object properties but it didnt work
Is there a way to remove the vanilla vehicles without breaking everything? Because I downloaded a mod that removed the cars, but it also removed all the trucks
Anyone have a clue where the character speed, acceleration and weight files are located at or what they are named?
I'm working on a mod that allows players to set their own name using a chat command. Its only got use in milsim servers, obviously would be abused by randoms. I have it working on for the most part, with chat names and name tags. Right now the issue I'm having is getting clients to update once someone else sets their name. It registers for the host, either dedicated or player server, but clients never see the changes. I assume it's something to do with how I am using RPC
Also if this mod already exists please let me know
is it possible to undock the viewport in de world editor so i can put it in a seperate screen
Hello 🙂 I believe there's a component for these in your gamemode manager
Gotta show a sneak peak, but if you like
How can I increase the maximum health and blood amount of a character prefab ?

I am just now getting into modding arma reforger and wanting to work on an idea that i came up with. Does anyone got any pointers for setting up a completely new gamemode with new models and so on
Anyone know why my model looks like hot garbage in reforger but it looks fine in tools?
What's your texture file named?
Hello, is anyone able to point me to a re-texturing guide please? I'd like to change the texture for my custom variant of the M112 Demo Block
I've worked out how to change the overall colour to red, but this makes all of the writing red too - I'd like a red colour with white lettering, is that possible?
Cant find the Weight Paint Mode, its not showing up
Why
you need to be in edit mode
Enfusion tools will interpret how to display, use and store your texture based on its file name
https://community.bistudio.com/wiki/Arma_Reforger:Textures Textures – Arma Reforger - Bohemia Interactive Community
Usually you use a _bcr texture for base colour, with roughness stored on the alpha channel
You’d have to take a screenshot of the vanilla texture and recolour it in photoshop
Ooooo okay didn't think it was as simple as that - so I'm guessing screenshot the BCR, edit as I wish, make sure it's the same dimensions etc. etc. And then find a way to import back into Workbench as the appropriate filetype?
i think ive done it
My vest now has the Vortex groups from the Reorger Sample Vest
But still have the same problem
Yup basically that!
I have them in the right channels I think but they’re named cover and helmet
alpha channel?
how can i ensure my entity initializes before other entities, if thats even possible?
You need to name it 'name_BCR' for a base colour/roughness map and 'name_NMO' for normal/metalness map
kindly, this is where you need to learn and understand the basics of how colour channels in tools like photoshop work - this is a short google away
Does anyone know how to go about taking off the saving restrictions on combat ops for saving gear thats not from your faction. Do I have to copy all the items into the US box to be able to save them?
does the arsenal config not exist anymore in enfusion? I cant find it to get my item to populate in the arsenal
its Entity lists now
Where do i find that?
not at my PC right now, but just search Entity List and it'll pop up
should be in the Config folder
Possibly?
yep, those are it
So i need to put it in each one, if i remember right
the arsenal one is the InventoryItems
yeah just check the settings and added classes for the comparable item you add to your new faction's list (or override the US/USSR lists)
If i only want it appearing in the US box, i should be fine only doing the inventory items catalog, right?
correct, override the US inventoryItems_entityCatalog to your project, then add it to the multi list in the overridden config file
if its a weapon, put it in the weapon list, if its clothing, put it in clothing, etc.
just make sure its configured right, it'll need some settings tweaked so it appears and is the right supply cost, etc
Yeah, ive done all the stuff in the item, added it to list, still not showing
oh wait, mightve found the issue
double check the list item type and make sure the settigns are right yeah
there a couple like little checkboxes or whatever you need to enable
literally just expand the basic US M16 and compare how that is set up
yeah, im adding a hat, so trying to copy other headgear items
but something is still keeping it from showing
make sure you save the config and reload the world editor
and even close the workbench and re-open it, that sometimes fixes any jank
Still nothing
well headwear aren't attachments lol
sorry, its set to default. I changed it after i took the pic
did you save the config then check in a reloaded world editor, like GM arland?
Yes, it is possible it isnt showing up cause there isnt an icon set within the item?
Idk if that is for inventory icon or arsenal icon
also, is the config overridden for the original US config file or did you like duplicate
Dup
uhhhh, maybe? i haven't messed around with custom items, but when i transfer stuff from one mod to another, it just sorta is plug and play
im sorta at the limit of my knowledge here, other than basic troubleshooting
sorry i can't help much more
Do the override version
Its fine, i appreciate the help. I will see if override makes a difference
duplicate doesn't set the right permissions to the new file and plug it into the Faction config
yeah it needs to be override, or swap the entity list in the faction config to your new one
im assuming it needs to be the last one?
correct
inventory items use the last one, everything else (character, vehicle, etc) use the first
and this first one
uhhh, yeah i think so
hover over the entry in the comparable hat in the US list and it'll show what classes to use
what it is isnt an avilable option lol
then you're hovering over the wrong entry line lol
the Item itself will one thing (your first image), the settings in the item entry will be one or more of things in the second pic
ah, i see
It was indeed the override function that was the issue
You are a G. Saved me a headache. I was going crazy looking for the arsenal config
yeah all the tutorials on the wiki are out of date
Ive come to realize that... It was a struggle getting this clothing item to work. Wiki makes the headger face 180 the wrong direction and the armature is out of date
was killing me for like a week until i cross referenced like 3 differnt youtube videos and was able to pick and choose the files to makeand settings i needed to edit
and those youtube videos are also like 1-2 years old lol
shout out to ActionBeard and TPMTactical for having decent tutorial vids, those guys helped me a lot
I was lucky enough to have misfits creator help me fix the armature and all that. Man is clutch for helping
Bacon was helpful too, and i just had the British forces mod enabled as a dependency even before i got permission to use it officialy just so i could compare how shit was set up properly
Now i have to do this same thing 24 more times for the additions to the clothing... wish me luck. lmao... Once again, thank you!
ive since gotten permission and have started additing their gear to the mod lists, but yeah, just adding a mod as a dependency to compare to and then removing it before you publish (provided nothing from the mod was added to to yours) is a valid way to check your work
ehh, 24 will only take like a half hour
throw on a podcast or whatever and mindlessly click checkboxes lol
ive been doing that for the last two weeks adding shit to my entity lists
its so fucking tedious lol, i wish there was a better way
Oh yeah. they didnt make this process easy
the art of the duplicate button will massively save time
yeah ive gotta do that for vehicles
theres no way to set an existing vehicle to be a new faction other than Dupe or Override, then changing the faction key in two places and the faction labels
Lotta work. Now i just need to discover if i can adjust the icon that displays in the arsenal
that might be broken currently, thats the Entity Asset Viewer thing, and its sorta buggy right now
at least for some vanilla gear, makes backpacks look like boots, and pants look like belts
i put in a bug report on the feedback tracker last week
Ah okay
@sinful oxide 3 YEARS god man thats along time how many people are working on it
not bad ngl for all that it looks very promising ngl
when exporting multiple tiles to blender is the 1 square gap between tiles in blender missing data or just a courtesy spacing
Hi guys, my world editor keeps crashing everytime after i pressed play, and go back to editing mode. The playtest works fine, but when i escape it and switching back to edit mode it consitently crashes every single time.. Anyone recognize this and know what could cause it?
Are there any examples of terrains in arma reforger created using real world terrain data?
Plenty, most tutorials start out with using real world terrain data
https://www.youtube.com/watch?v=pYLSOwWJYCo&t=1s might want to follow this series from pianoman
Part 1/4 hope you enjoy!
You will fine the correct version of QGIS in the google drive for you to download, you can also go to their website and search for QGIS 3.36.1.
If you like what I do, buy me a coffee; it keeps me going during the late-night hours.
https://ko-fi.com/pianomanmods
If you learn more or want to join our team in making awes...
How I add the RHS K4386 to the Catalog for Medium Vehicles
I would really appreciate an answer
How do I add a helicopter to the helipad list? I figured out how to edit the cost and range, but when I edit the faction manager, it still doesn't show up.
I created a mod that dynamically moves weapon attachments based on the state of other attachments. In short: Long Barrel = Muzzle Device pushed further away, short barrel = muzzle device pushed closer.
Today's problem: this function doesn't run by default in MP like it does in enfusion.
In MP:
First Person ✅
Third Person ✅
On the ground ❌
Inventory Menu ❌
Mods like Bacon Loadout ❌
I'm thinking that if I can get it to run when its on the ground, it'll also work in inventory or with bacon.
Has anyone gotten scripts to run on weapons when they aren't in the player's hands?
You need to do the MP part in script, that's pretty much it
Got a question so my enfusion hasn't been working for a bit now and can't find a fix I can open a project and it'll show it's starting to open up but then it'll never fully load I've tried uninstalling and reinstalling checking file integrity and etc does anyone know a potential fix?
do you still have an issue with this?
Yeah I have no idea what to target with the script as it's already set up to do it based on the attachment as is.
@fervent cypress ok i have something we could try if you like. You see my biggest project yet now has been to creat a mod helper AI tool(qwen3 model) that can go through documents and code. Ive collected all 5000 .c files from arma and 6000 api code with their whole wiki website and added them to a database where the AI can retrive the information from. Like this for example, asking the question "Why is my imported weapon missing bones and attachment points in Arma Reforger?" it correctly find one of the possible causes, the information about export skinning and export scene hierarchy that is ofc the usual reason you dont see them.
I cannot seem to load RHSStatusQuo into my mod I am creating. This photo is a reference. Every time I load as a addon/dependency, it doesn't load properly as if, it is brand new.
Anyone know hoe to fix my issue of the server kicking everyone on join?
looks to me like you loaded it just fine!
Is there a place for us to request skilled modders to help with a project?
#creators_recruiting, make sure to read pinned messages to use the template provided and keep in mind: can't pay anyone if it involves use of the Enfusion modding tools, which includes the Enfusion Blender Tools
All good thanks for the help, I know Ive seen the channel before I just couldnt find it again
Hey there guys, I've tried my hand at reforger modding for the first time, managed to import a grenade model, scale is ok, texutre is ok, i used a M67 frag prefab, all I did was to change the meshbody, and here's my problem, when i try to throw the grenade it stops and hovers mid-air
Where should I look for the problem?
would look at the RigidBody component and/or the colliders themselves on the mesh you imported
Everyone keeps saying you need change the mission. But where is the mission located?
In the missions folder 
Being that i am editing US Campaign Config what area do I need to edit?
This is the only missions folder
What is it that you are actually trying to do?
Update the US_Campaign.conf with Predefined Squads. To which, It works in World Editor. But, Not in the actual game. I am told by TPM that I have to update Missions. But, I haven't any idea what he means. There is multiple confs there and, Eden being the map I am on. I open it. But, I don't see anything about updating the faction.
I created the presets. But, His video doesn't show him editing anything pertaining to a missions folder. (I directly message him on discord w/his consent)
First Message #enfusion_generic message
Second Message #enfusion_generic message
But it works in world editor?
Yes
It makes no sense. He actually shows it working in the game. He is saying I am missing a step. Yet, I have combed his video thoroughly. The only step I haven't done was the group flags.
But even then, It still works in world editor. I even removed ALL mods.
Here is what he says.
Right so you may want to override the faction that is present in the mission you are playing
What is Allied_Campaign?
It is my campaign. I tried using Allied and US before _Campaign.conf
For the faction squads
This is the missions file I am using
There is no file called allied in the game so I dont know what that does etc
I just renamed it.
So I guess this is technically a new faction, so it needs to be added to the faction manager inside the world/mission
Does anyone have a tutorial to create a prefab that can be built from the command post? I've been struggling with this since this morning 😄
I want to build my own prefab/asset, not modify an existing one.
how can I override a script that I took from another asset? so when my mod is downloaded the game uses my and not theirs?
Generally, most script overrides call super which will result in both being executed - at least that is good practice to maintain compatibility.
If they don't, that can indeed mean not all of them get executed, however it depends on load order (the method from the mod loaded first is "in the bottom" and gets called through super in the second mods "top" override, or potentially not).
You can influence this order by dependencies as that means something has to be loaded first.
However as I said, ideally this should not be a problem at all if everyone calls super.
alr ty
Does anyone know how to delete the objects around the area? I hit delete but they still respawn. (PS: if anyone also knows how to make the supplies regenerate faster, that would help too.)
hi, so i do a lot of importing for dayz and have just started a reforger project, my question is before i start to look into it how different is importing buildings in reforger compared to dayz? i will figure it out today but if anyone has done this and has any tips please let me know
anyone here using AR Tools on Linux and has solved problem with world editor flashing when hovering mouse over it?
I'm sure I spoke to someone about this and the easiest fix was to just put the prefabs underground 🤣
Im a little new to map creation on reforger but could anyone help me out? im working on a map right now and ive run into quite a road block, anyone know anything about arma reforger tools and how i can fix this
What is the actual issue though 🤔🤔
Im trying to make a base on the Takistan map, but it is only a mod download and im not sure how to get it into the editor if that makes sense
Anyone know the makers of the SWAG infiltration mod?
Yeah so you can add it as a dependency in the editor and then you'll have the world in there to create a sub scene of as usual if that's what you meant?
Yes, so how would i get to the dependency option, do i have to make a new world?
When you're in your main project screen it will be in options and there you'll be able to add addons
@neon gyro Create your own prefab if this is not possible then "Hide" the unwanted objects by disabling the mesh object and rigid components or like Regular Clouds said move them below the ground.
hi guys, sorry if my question is too "obvious" but I do not have experience with mods yet, just a regular player. I noticed that modded servers are too unstable, like constant disconnections or other server related issues. So I wonder if community can prepare good and different mods, what about server side? Is it possible to write for example my custom implementation on lets say Rust for instance? So I can get a more stable experience comparing to existing solutions except WCS lol
Or it's impossible to do and this things is internal so we can't control them?
because theoretically as I see it, it would be interesting idea to me to experiment with server setups, and then go to do some moddings if I will be able to achieve it lol. Stable experience is more preferable to me at this step, as well as technical interest to create more stable server implementation which will cost lower and provide better gaming experience to players
@neon gyro look for a component that has the resources settings.
You can change the regeneration rate there.
I will send a pic tomorrow if you need.
Mixture of both, I'd say. Vanilla issues and mod issues present server issues. If I'm not wrong, I don't believe strictly server mods (where the player doesnt have to download the mod) are possible.
Best we can do really is inform modders on how to properly develop a mod and give feedback through the feedback tracker to the game devs on what to improve and what issues exist. As long as modding exists, there will always be not great™ developed mods. Best to learn and educate others on what to do correctly (having cohesive documentation from the devs also helps)
so server side is closed source and we can't control it, right?
just wondering maybe I can do a better setup like an experiment, like integration with custom server implementation or wrapper around official one, so I can theoretically offer better session & packet management and other stuff
I tried changing the part where it says it's for regenerating them from both containers and even the sign, but it doesn't change anything — it's still 100 every 10 seconds :c
All we have available is what is through the Workbench that can loaded as a mod through the Workshop, that is all. No loading DLLs or custom executables or anything of that sort
There's a lack of updated info on YouTube and the wiki about almost everything XD
Yeah. I know the struggle regarding getting info, just mess around with things. The workbench is very powerful and you can change almost everything just need to find a way.
Are you using duplicated or inherit or override prefab ?
Is there a way to make encumbrance speed fall off not as bad while keeping it ruthlessly bad after 70-80kg?
I'm trying to make my arsenal with Status Quo, but even though I disable some weapons and change their price, the changes don't take effect
Because you are using wcs_arsenal and it is overwriting your configs
how do i add a action logic to a rock so my players can mine cooper and other stuff
is there ways to move the location of a weapon while its not beeing hold , aka like how its on the back atm, if i would like to move it to a side sling or on a chest rig
What could be causing this? I have conflict PvE scenario going on Everon and it all works great in workbench test but when I upload it and run it on the dedicated server it spawns me in the ocean and it doesn't show any base characters. I'm using WCS loadout Editor and it looks like this.
I would like to modify the vehicle spawn rank, could someone please tell me where I start? Which component or script is responsible for the modification? Thank you!!!
I don't think the loadout editor would cause that issue, unless removing that mod fixes the issue.
Override the prefab and edit it in the editable vehicle component
yeah what gramps just said, if there is a base model try that first and see if it changes it for the rest of the models.
yeah I tried to take it off and same thing. I'm thinking its either load order on the server side, or some other mod that's causing it.
Could you send me a picture of this or something similar? As soon as you can, it doesn't have to be now.
That was amazing, thank you so much.
I got it, thanks again
Well I found out its something to do with TAO mod that is used by the GRS Weapons pack.
RESOURCES : GetResourceObject @"{DFFC0A34A77ADCB4}anims/workspaces/player/player_main.agr"
ANIMATION : AnimGraph load @"{DFFC0A34A77ADCB4}anims/workspaces/player/player_main.agr"
ANIMATION (W): Animation graph {DFFC0A34A77ADCB4}anims/workspaces/player/player_main.agr contains errors:
when I take this off, everything works as normal. The base players show up and you can spawn like normal. Not sure why but I guess I have to ditch it for now. It was the most requested mod too haha.
Got an issue with my faction loadouts, i havent messed with the SCR_CharacterIdentityComponent but for some reason it won't randomize my characters so everybody is has the same body. As far as i can see this should only be a issue if you use the Override option in SCR_CharacterIdentityComponent, as far as i can see this is not enabled on my loadouts but the issue it there nonetheless. Anybody got any ideas as how to fix this issue?
What name does a compartment slot need to be to set default occupants for the back of a transport truck? Just trying to pre-place characters seated in the back of an m923a1
The individual cargo prefab (the back of the truck) has the passenger slots setup already so i just edited and overrode that prefab to have default occupants for each slot and swapped the full truck prefabs cargo slot with the new cargo prefab
is it just me having this visual bug in the server list or is this actually smth everyone has? lol
I swear by all the gods that wcs_arsenal isn't loaded, neither on my server nor in the project
maybe its not in config but it still get downloaded because some other mod
I think I'm going to cry
"Hi, I have a question regarding the HQ supplies. I increased the starting supplies to 2000, for example, and these boxes appear around the HQ. Does anyone know how to make those boxes not appear?"
There is absolutely no way that your mod or your server is using a config from a mod that isn't used on your server or as a dependency of your mod.
getting this error spammed when loading an old scenario
Tbf, Everon is a bit of a larger map
When I upscale a prefab, my character clips through it like this. Is there a way to fix this?
The boxes appear, because the base has a resource generator with two actions
- Store
- Generate orphan boxes (Dropped supplies)
They appear because you set the starting supplies to more than the base can store when it comes to the aggregation of detected storages
which means action 1 was not able to fullfill the generation request, which makes it go into action 2
Quick question, how do I go about this. I'm trying to set down all the arsenal boxes on my MOB in conflict PvE setting in workbench. They always change to the US faction even though I put down a Russian box. What setting do I look for to keep them from changing so I don't have to add all the weapons and gear to one box?
Does changing the faction affiliation not work for that?
It doesn't. If placed on a US base, it always reverts to the US faction for some reason. I've tried everything I could think of so far to no luck. It works in game via changing it in gamemaster, but I was trying to do it so when the map loads up its already done.
What prefab you using? That sounds really weird
the base game arsenals like the box that has everything gear, weapons, clothes.
It works fine if its off of a US base or MOB. It reverts to US items if located on the base.
I'm really not sure but could it be to do with the actual conflict bases/capturing area if it's only doing it within base radius's? Sorry, just a thought as really stumped on that one 🙁 What about the noaffiliation arsenalbox types? (Again, no idea how those work I'm afraid)
Ill check it out and see what it does
Ao so they revert to US inside a USSR-occupied base too?
I haven't tried that yet but I'm sure they do. I think its the base logic or something that does it.
Hi,
I have a quick question regarding the World Editor in Arma Reforger.
Is it possible to delete an imported satellite image (SuperTexture) from a map without deleting the actual SuperTexture files themselves?
After removing these files, I noticed that all 3D vegetation like grass and wheat is no longer visible on the map – even though the layers are still painted. All objects that were painted using terrain layers are now missing their 3D structures. What could be the reason for this, and how can I fix it?
@exotic stirrup sorry for the ping but wanted to go back and appreciate this minor detail nobody realized besides the team that worked on this trailer.
The script editor
was a nice touch
Is there any script that saves the Hydr0_5kunk metabolism state using EPF ?
Anyone ever get this one? It happens when I open the regular arsenal not bacons. Its stuck like that until you leave and rejoin.
Lol wut
I think its something with the better inventory mod. Now I cant find out what other mod is calling for it in the project to take it off haha. I wish I could disable the base arsenal button so people dont click on it and are forced to us e the bacon loadouts.
I mean I am pushing the limit for mods I think. 160 something wow!
I wouldn't use better inventory anyways, I haven't updated it in months so it's basically 
Is there a work around to get Gramps PVE stuff to use FIA vs USSR? I already started making the FIA into WW2 German, and is only US vs FIA(Germans) or will I need to remake the USSR team into Germans as well?
What info does a marker on the map contain? Like am I able to make a prefab spawn on a custom map marker?
Anyone have experience hunting down RPL JIP Errors?
Everything runs fin in tools, load the mission on the server and no one can get in.
Been chasing the issue for days now and I cant seem to get it
I'm struggling with importing textures anyone have any tips
If you’re playing on a modded server definitely one of the mods causing it and I don’t think anyone’s gonna be able to help unless you direct to which mod it is
Hi, Im looking to make a cinematic using the cinematic timeline and using vehicle track, however my cars are modded and cannot get them to move. However, I can get the base game cars to move. Anyone able to help?
i mainly play wcs, but recently ive been intrested in the a10 warthog mod, ive been trying to fly in game master, was wondering if there were any controller players in here who know how to fly the plane who could help me learn
Yeah it was the better inventory mod. Found out another mod snuck it in there. Seems to have fixed it but that was wild never seen that before. I also found out that have 20gb worth of mods keeps the rift raft out of the servers 
Does someone know how I get a second tab in there ?
That wasn't me, but I'll let him know 😁
drag & drop .png, jpg tiff.. into worbench resource browser > texture imported
Hi! I want to retexture the Mi-8 in black with a custom white balaclava design on the left side. I’m lost in Workbench — how do I apply a custom PNG texture to the helicopter properly?
Any help would be great!
Can create a duplicate of the heli's material (.emat) file to edit the color within workbench to make it black, then apply it to an inherited version of the heli prefab.
As far as the custom white balaclava, maybe potentially handle it with a decal?
I think this video covers it well https://youtu.be/oXCn64ZCzcw?si=MaPd20C9TujwkLnO
This is part 3 of a 6 part series of tutorials showing how to create a mod with three vanilla Arma Reforger vehicles, the M1025, M923A1 ,and UH1H Huey. In the videos I'll go step by step starting from opening Arma Tools and going through duplicating the vehicles, to changing colors and components, then uploading and testing. My aim was to try an...
thank you
Anyone know how to fix images for meshes not showing up for ps5 but showing up for other devices
Hey all, doing some terrain editing for Reforger. Am across how to import satellite and heightmap for real-world locations, but is it possible to export an existing terrain (or even just the heightmap) from Arma 3?
doing a vehicle catalog when i override armas one for US it only allows me to disable one variant the the rest get "disabled" but when i save all and reopen the file all but the first one actually save when the rest disable they dont go bold like an actual edit should any idea how to fix
Can someone explain how do you limit what you can build on terrain/map using supplies?
I would like to make a limited build set up, so people are not creating machine guns all over the map and stuff like that, as it won't fit the theme of the map
Would it be possible to make a mod where console players can change their display name?
Not asking someone to do it, just wondering if it's possible
Hello.
Im trying to make a Heli right
I got the modell in to tools
But im kinda stupid so
(i have tried looking)
Dose anyone now of a site or something to help me out to put on the right stuff and other things for the heli?
Thank you for ur time reading this
And thanks to who evere kind person can help me out
https://languid-atmosphere-e75.notion.site/Helicopter-Configuration-afc67ed84f714bbdb87ea9b37dc60d95
languid-atmosphere-e75 on Notion
There is no set process for configuration, just that there are many things that need to be done. We can start creating our prefab, but we will have to make an animation workspace, we can start making animation workspace, but we need a prefab. There is no set order of operations, so during this guide you may find yourself jumping around a lot.
Can anyone tell me what i would need to look at if i want to make a different vehicle into a MCU?
is WCS Armbands compatible with Zeliks Character? My group's server has Zeliks as a dependency for some gear mod, and we know that has an Armband slot already
personally i would just try it and see
im away from my pc for the rest of the day, or else i would
So I've modded a gun in how would I go about moving the hand positions when holding the gun
Is there a way to stop the grass from covering the ground?
If i add a building to a map does anyone know how to update the player map to show that building?
I build a town but it wont show on the player map when I hit "M" in game
does anyone know if bacon loadout editor has any sort of wiki for making mods compatible with it?
@empty nexus
If you make your weapon like vanilla then it will work, no wiki required
im working on making a custom mask and not sure how to configure it.
how does the non-commercial license of reforgers workbench transfer over to paying modders?
like, while work done on workbench cannot be paid for, as that would break the NC license, what about work such as models?
Can you pay modders IF you pay them for their work done on other software?
Sure you can commission a model if you want, so long as the artist doesn't touch modding tools while working on it
so...... hypothetically, paying them for the model, not for the implementation, is alright
but
how does that extend to paying a modder to model something, but that modder implements it into reforger on their own time, unpaid
like, thats such a grey area since workbench cannot be used to profit, but you're not paying someone for using workbench, youre paying them for their work modelling an item for example
at which point does it constitute it as an transaction made within workbench, and not for assets?
because I totally believe this to be okay, from my view, but I don't know if this is correct from BIs view
https://www.youtube.com/watch?v=srWNBHWiw6M
Just released the first public version of my AI assistant for Arma Reforger. Collected alot of documentation from the wiki,code and api so it can answer questions on everything from modding to scripting. https://i.imgur.com/oeeR9wK.png
Download: https://github.com/steffenbk/Arma-reforger-AI/tree/main
This project is a modular, AI-powered Retrieval-Augmented Generation (RAG) system designed to assist Arma Reforger modding. It combines intelligent document search, chat-based interaction, and persistent memory to provide accurate, fast, and context-aware responses to modding-rel...
somebody that can work with tools and can help me
somebody that can change things from arsenals
Would that modder still implement a model into the game for free if you didn't pay them for the model? (Probably not) That kind of makes the implementation part of the paid work, which makes it not ok.
When did the "Preview" watermarks become a thing? Just noticing it
Can you show some sample code it produces?
wuh???
Because i just use random id, replace it with your own
lmao, mb
The person that created the model can't implement it into the game for you. You should check the ip channel as it's been talked about there numerous times.
Hello I'm new here, I want to learn how to make modded helis, what can I do?
How good is it with scripting?
If you're looking to modify existing helicopters: https://community.bistudio.com/wiki/Arma_Reforger:Car_Modding
If you're looking to create entirely new helicopters: https://community.bistudio.com/wiki/Arma_Reforger:Car_Creation
These are technically ground vehicle tutorials, but afaik the process is mostly similar. (please don't quote me on that).
(this stuff may not be the greatest starting point for a new modder!)
Super interesting - will be checking this out
So my buddy is struggling to make an extremely large river. He tried the river entity and it isn't letting him make it wide enough. Anyone know the best solution without using an ocean for it?
Two smaller rivers, side by side? (sorry if my idea is dumb, its in good faith!)
@empty nexus @pulsar nymph currently generating script part is its weakest link that im working on improving that.
Well I hope you succeed!
Hi, something makes me think it's not normal to have an empty file with a component name in that folder. Can anyone confirm if I can delete that file? I must have dragged it there without even seeing it.
Can someone help me understand why my mod wont post?
BACKEND (E): [RestApi] ID:[24] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:524 - Unimplemented 5xx, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""
it freezes here then just skips to fail giving this code in the log console.
does anyone have a tutorial on how to add a sticker or text to a vehicle? i swear ive seena tutorial like that but i cannot find it anymore(((
Good evening, I have a question, is it possible for several people to work on a project (map)?
maybe via github but not sure//
i wanna know aswell
Still looking for someone who can help solve what's causing the REPLICATION JIP Error in my scenario.
If anyone know a fix please reach out!
Hi All, I am trying to spawn AI on top of an object above water using the SCR_AmbientPatrolSpawnPointComponent but they spawn in the water instead of the object. How can I archieve that they spawn on the object? thanks in advance!
Does anyone know if it’s possible to change platoon net or is it hard coded to 48/42 mHz? I have no experience with coding if that’s the solution so if there’s another way or maybe someone can show me how to change it in the code (given that I know next to nothing), I’d appreciate that.
Hello guys sorry to bother, did anyone encounter this issue?
mod is outdated
Can anyone help me get a polyline to display on the 2d map as a coloured area?
Is it possible to specify the version of a dependency used in a mod? Or is it only specified in the server config file?
anyone have any idea why my AIs clothing has suddenly started doing this?
think it started after i used the register editable prefabs plugin
fixed it, one of the components had an override for the body mesh that worked but would still be nice to know the root cause
Hi everyone. Dont know if this is right channel, but wanna start modding and just wanna enquire if the recommended pc specs of arma reforger is good enough to start with as an entry level pc?
You dont need a high end pc, if you can run arma reforger thats totally fine.
For the most part of modding you either need scripting programs (just for qol)
blender (free and also on steam) or other third party programs like substance painter.
Blender and sp only if you wanna do modeling or smth like animations etc.
Just check the rec. specs out for those if you wanna start modeling but as far as my experience goes and Im modding on a laptop for a year now it should be fine
on my desktop im running an old cpu (Ryzen5 3600xt with 32gbRam (3200mhz) and a Nvidia 3060TI graphics card which runs everything fine
laptop specs are a bit better but they are lets say special compared to a desktop pc, this would go too far and wouldnt really help you
Thanks for the info appreciate it. Basically wanna create maps and pve scenarios for them. So think i should be fine fine those pc specs lol
Are there any resources for the input system?
Is that what you need ?
https://community.bistudio.com/wiki/Arma_Reforger:Input_Manager
Yes awesome. Don't know why I couldnt find that lol.
I'm trying to understand how server owners disable third person view, is this with a mod or there is a vanilla option ?
Thanks you!
Nice knowledge trade haha
How do I make an impact grenade? Is there an easy way, or do i need to learn to code?
no easy way I know of
oh fu
i need help, when i have mods enabled it wont allow me to go in game master, it pulls up a list with mods that dont work or somthing but they work in muliplayer
im getting an error with peertool, not sure how to fix? tried veryfing game files didnt help
RPL : ServerImpl event: authenticating (identity=0x00000000, address=127.0.0.1:64635)
RPL : ServerImpl event: connected (identity=0x00000000)
WORLD : UpdateEntities
NETWORK (E): Trying to register connection of possibly unauthorized client.
WORLD : UpdateEntities
RPL : rpl::Pip::ProcessNetToGame
NETWORK (E): RplConnection::ValidationError remote script source code checksum does not match! local=0x749373ED0666F74F remote=0x4ED53B5608DC81EE
WORLD : UpdateEntities
RPL : rpl::Pip::ProcessNetToGame
DEFAULT : Disconnecting identity=0x00000000: group=4 reason=2
NETWORK (W): RplAuthBackend::OnFailure called (identity=0x00000000, group=4, reason=2)
Whats a good Night Vision mod? looking for 80's/90's stuff, not modern
i know Cold Front Equipment had some, but thats been removed
Cold Front hasnt been removed
they rebranded, you gotta play on their server to downlaod the mod as it's currently set to hidden tho, once you play on the server, you'll be fine.
(I've got the code for it if you want to add it to your own server)
just checked, You gotta play hte Northcom servers to get it, it's only got alot less Soviet stuff because, obviously they split off from Cold Front
The original got taken off the workshop and the main creator left the team.
I have the replacement Northcom mod already, direct from 401k
Was just wondering if there was anything else from the 80-90's era with NVGs
Has anyone that tried hosting a dedicated server run into this problem?
NETWORK : Starting RPL client, connecting to address "Public IP Address:2001"
...
ClientImpl event: handshake timeout (identity=0x00000000)
Kick cause code: group=1 'REPLICATION', reason=3 'CONNECTION_FAILURE'
looks like the client sends the connect request but never gets the server’s handshake reply, i spent 2 entire days trying to find a solution but nothing worked
tried hosting a LAN server but everyone that joins gets kicked because of 999+ ping
Hey guys, I'm getting an error whenever I try to load up my world file after starting Arma Reforger Tools. I think it has something to do with some dependencies I removed previously. How do I add them back to the project if it keeps crashing when I try to load it up? I tried to even launch it with add ons.
I've noticed that WCS has a very agile AH6M, what do i need to do to archieve the same? what mod does this for them? Thank you in advance
scroll all the way to the bottom.
Also dependecies can be changed in text editor in the gproj file
I should have learned this already, how do I update my own dependencies on reforger tools?
Anyone know why I am having issues changing the weather or time in an exact copy of the Eden conflict scenario? Started off thinking it was a mod that was causing it removed all mods, checked it still wouldnt let me change anything in GM on the server, went to my scenario checked and messed with the mission header and world subscene settings etc and it still wouldnt let me so I figured I would copy the vanilla scenario over and try and I still cant get anything to change in Time/Weather
edit this is as an admin in a conflict scenario changing it to night or turning off rain as GM.
When setting up the mission config it gives the option to over ride the scenario weather maybe this has been enabled
Iv never edited it via object properties I configure it in the actual mission config.
Ill see if i can get it to do it with the mission config
Hopefully it overrides it
Ill have to check it after work unfortunately lmao been up all night trying to figure it out, Thanks for the help
why are these channels all so poorly named and with such terrible descriptions of the channels? I got no idea where to ask questions.
im currently using reforger tools to open enfusion engine to open workbench to open world editor to try to figure out whats wrong with some armor plates and 
Yeah what is your actual problem?
not sure if sarcasm
but im trying to figure out what would cause the armor on the side of a vehicle to be counted twice, as if its doubled sided or idk
an AP shell was able to pass through the front and back of the armor but it went through 4x 20mm worth of armor plating
not my mod, just trying to figure out the cause and I legit got no idea which channel would be best for this kind of question
Hmm maybe the models channel? Tbh with you I just put all of my queries into this or scenarios depending on how fitting they are and I normally find a nice person happy to help out
I must be asking weird questions cause I swear I got a 10% chance getting an answer in here... or maybe im thinking of #reforger_questions. models, I think, idk, would be more for... "Model creation and usage within game modifications" or whatever tf that means. I'll add it to the list of possible channels.
I think this would be considered already modeled, just the settings on the armor are entered improperly. 
Yeah I've only played with this sort of thing a little so don't really want to advise on something only for it to be a waste of time
im going to get muted again if I ask the same question in multiple channels, probably gonna get warned for talking to myself in here. probably should give up on bohemia helping me find a solution and just go ask bacon or spacestrider directly.
Sounds like a question for
https://discord.com/channels/105462288051380224/976159912679850004 or https://discord.com/channels/105462288051380224/976160077285310485
Why not ask the mod maker themselves? They may have their own showcase.
https://discord.com/channels/105462288051380224/979405352850305144 is pretty active too.
Most people are in the same relevant adjacent channels anyway.
How do grenades actually trigger the explosion? Is it through the grenademovecomponent?
whats the other option? I forgot, post screenshot.
no clue, thats why im asking 😄
im trying to bruteforce an impact grenade script through 3 AI-s, its horrible, the code works, detects the impact and the force of the impact, just no clue how to actually trigger the explosion
how do i change my passenger seating position ? they're like in a turret i want them like in a hue ou a car seat

can't you just use a vanilla grenade as the base and then build your thing around it? or idk if that would work with impact...
trying just that
actually maybe i'll see if I can take a look within the hour but idk tht much about making weapons just, familiarized myself with a lot of the setting options
for the love of god i cant trigger premature explosion (the grenade is very safe)
can you try to mimic what ever the RPG uses to detonate on contact?
collision trigger or something
tried that, nope
im having some troubles here. I have a config that I made to add just the weapons and ammo of the new WCS updated mods, since the prefabs have moved to a different mod, the mod I was using doesn't work anymore. Now I cant get my campaign faction manager to reflect any changes I make. Im trying to get all the items to show up like when I add a mod that has a config, it usually just adds the items to my manager. Its not working that way for some reason. Its making me re add them so is there an easier way then copy and paste 4000 times
I am struggling with trying to disable certain JLTV's that i dont want on my server but for some reason it wont let me change/overwrite the existing ones in the US_campaign.conf which is where they are being pulled from, if i try and disable them from the Entity catalog nothing happens in game so i am assuming i have to get thm from the US campaign like i am having to do for weaponry to make that work aswell
Does anyone know how I can get the command tent to stop snapping to the terrain and stay in a static position I set it in? I am having an issue where they are sitting on top of entities and not the actual terrain so the tent and everything just snaps to the terrain below and is under the map.
The TimerTriggerComponent triggers the explosion for grenades. If you have your timer set to 0 all you "should" need to do is call SetLive on impact
Other projects open up fine
Thanks for the help 😄
Which config file am I looking for if i'm going to create a mod that reduce fuel consumption to 1x
best bet would be asking in #creators_recruiting, following the template in the pinned messages. But good luck as you can't pay for mod creation and creating a terrain is a lot of work. Maybe you'll find a kind soul, who knows
I know how where to do that individually for vehicles but if you're looking for faction or server wide config stuff try #enfusion_configuration
Why can't we have this kind of destruction?
Probably doable tbh
the servers I play on disabled all building destruction cause of lag and also I assume a lack of building
you can, but then the server is limited to 5 people max, only works on PC (and requires a RTX 5090)
💀
Is there any way of snapping in degrees while moving or rotating Objects (something like Unreal Engine)?
hold Ctrl while rotating
Takes time ig
Also i think Bohemia wants to revolutionize destruction in arma
If a mod is 3gb+ is this causing issues for people joining / downloading the server?
Can't see why once it's actually downloaded etc. Assuming the mod works as intended
because how the workshop works or doesnt work, I appreciate ur answer but an answer by someone who actually knows and is not guessing would be fire
Does anyone know how make consuming work
hey o/
am wondering is there any thought/idea/whatever on linking via some bohemia account different player PlayerIdentityId ?
my use case is some (koth) players start on console and then switch on pc and want to keep/switch their progression which is based on this PlayerIdentityId
right now i cant confirm its the same person/owner and i wonder if its a case that enfusion/BI will/may support one day ?
Console players aren't required to login with their BI account?
Is there a way to lower Residual Ambient Sky Intensity below -12 ?
The night sky is still very bright, I am trying to get it closer to ground color, considering there is no external light source, as moon is removed
is there any particular reason why helicopter pilots are the only people in the game who can continue firing while they are dead? why of all people do the rocket dumpers and kamikaze rocket dumpers get that absurd perk?
I'm trying to set up a predetermined weather "playlist" for my scenario that lasts 24 in game hours. Is there an off the shelf method for doing this or do I need to roll my own? The Weather Editor makes it seem like you should be able to but it only gives you one pre-set state slot.
I am working on a mod brand new to it I redid a us transport truck got everything set and saved published it and I can not get it to show up in the vehicle depot or in gm placement screen ive added it to us faction and catalog if anyone who does vehicle mods could help me figure out what im missing that would be great
Can anyone tell me why i get this message when i try to open a world that i want to make a conflict layout for
😂
Hmm, yeah i see they added one them self indeed. kinda wierd that ''game mode setup'' brings in another when one is already present. I guess i can delete the one that the game mode setup created?
Vermaak ik je?
I believe so
Thanks 🙂
Yup no more errors
My god, what programmer put that shade in there. Massive burn
Does anyone know what mod adds the pit vipers
You know they got emails internally and just got finally pissed off 😂
Even capitalised ‘You’ twice lmao
You know who You are 😂
Im not sure where to ask about experimental build stuff so it doesn't get buried quickly. Why would my custom conflict scenario have the commander role in workbench, but not on a dedicated server? Im so confused...
In workbench everything is fine, but I load it up on a server and the commander group is not there, and neither is the action on the HQ sign to volunteer to be the commander.
Is there some config file setting Im missing?
Yoo
I even found and tried this mission header setting ```json
"m_bCommanderRoleEnabled": true,
Dont mission header booleans need to be specified as integers? as in 1/0
maybe? IDK, either way, Ive got it set to enabled in the game mode of the scenario as well, and it works in workbench.
Everyday the requests in creators recruiting just get more and more insane
“Hi, I’d like to make a entirely new game in enfusion engine”
For free!
Well it's good to have ambition. However, youngsters and first timers, definitely have limited to no concept of the amount of effort that has to go into their scope.
Not many people have the 3 years or so, to commit to learning, building and financing their fantasies.
That part always makes me chuckle
Yeah I get that, just always funny to read through some of the requests
agreed
@sonic coral I figured out the weather thing if its still an issue for you too. You need to create custom weather states that each have a single transition set to a probability of 1 that switches to the next current state. It took me ages to get my head round it.
Good morning lady's and gents, I recently realized that my modded weapon's iorn sights are wildly inaccurate. From where im aiming at a target 100m away it shoots a good foot below where I was aiming. I tried following the wiki tutorial on zeroing a weapon and was able to complete all the steps, but no mater what I adjust it just keeps hitting a foot below. The Iorn Sight is just a reskin of the base red dot. When I have other scopes and modded scopes attached, the error is minimal.
In the wiki I know it says that if things are funky with my irons its a projectile issue, but the modded weapon is basically the same weapon as thebase game M16A2. Just a different skin. Id really like to avoid making unique ammunition and magazine if possible. Any help would ve greatly appreciated!
If it fires the same ammo as the m16a2, just copy the zeroing directly from the m16a2 then fudge the offsets until it is close enough
99% of the zeroing in my mods has come from copying the zeroing of a vanilla weapon that fires the same ammo and then fudging the numbers until it fits
Awesome, job well done!
Makes sense when you approach it that way.
I didn't look into it yet and didn't know one can set probability sets, that's cool!
When I have a mission with dependancies such as EDF and I hit play on my world how do I make sure the addon is loaded for that play session?
Is there a option to hit play and load with addons or is it automatically loaded because it is a dependancy?
third time asking this today looking to add some additional camo patterns to the Boonies in the modular helmet mod but trying to do my due diligence anyone know how to get ahold of oxide three here?
I'm sure these lads can help ya https://discord.com/channels/105462288051380224/976231628785475624
Even better if you ask the mod maker themself
ive got the ability to retexture them im just trying to get ahold of the author considering the APL-ND
but every attempt to find them has ended in failure thus far
Even here? https://discord.com/channels/105462288051380224/1049297536617291827
They might have their own discord, too.
Heard they dropped off the map in their own discord too (was never in that one) but im going to keep trying to get a hold of them.
Good luck!
Thanks looks like I'm going to need it.
hey i have an issue between myself and project mythic i made a retexture of one of thier mods when i made it says apl so i assumed it was okay it still says this
however
they claimed its not aplnd
i will state neither said has bad blood nor do i wish to really fight them on it because i respect their wishes bbbbbbbbbbbuuuuuuuuuuuttttttttttttttt this could cause future issues between modders so if bi could shed some light or help us figure that out it would be great
Hi, I want to create my own watermark on my server, but I don't know how to add it to a mod and then upload it so it's available. Can you help me with this? I'm sure it's simple. But I can't see the start.
Above all I want to modify the start along with the standard etc.
the link to enter enfusion does not exist anywhere.
Can someone explain this error and how to mitigate it, I understand it says that somehow memory buffer is met, but I don't understand how to increase it. I am not running out of physical memory. It started happening after painting trees, but the strange issue is that it's happening across different maps not just for me but around 5 people that I saw in 2 weeks here were reporting the same error.
At first I created a very large area map, and this error prevented me from building at early stages, but I decreased map size and it disappeared.
Now it's showing up after I build about 12% of the map, it happens on loading of the map, but I don't know how alleviate this buffer error. I don't have any scripts running as of yet. I just built certain bases, but without having anything excessive, most of the ground have no texture, only trees and some buildings.
I already posted this in terrain and no one knows how to mitigate it.
It is an out of memory error happening due to a bug. you are not actually hitting any lower limits. it wants all your system memory
Can someone tell me in which section I can edit a script for the Everon map, adding a personal image?
It is the beginning, when the mods etc are downloaded
Anyone know of a tutorial for creating a custom faction from mods on the workshop?
For PVE.
Modding bootcamp vids are for you
Yeah, that's all way more than I'll ever want to do. Literally all I want to do is just put like RHS or whatever uniforms and stuff on a faction.
https://youtu.be/NdC8Z4zo7f8?si=NHCkDJhjZGrx0-ZB
https://youtu.be/JlXCEhwPw-c?si=Gk421j83OvHPx83X
https://community.bistudio.com/wiki/Arma_Reforger:Faction_Creation
Part 1 of my stream of me going through BI Studios Arma Reforger Tools Faction Creation Tutorial! This segment is an introduction with some tips and I go over my process. We will end the segment by talking about how to change uniform item textures and materials using overrides.
Please follow/like/subscribe if this helps you and leave a commen...
Enfusion Workbench | Create a custom character, and loadout.
Thank you so much. I did not realize that was a thing!
I’ve covered some basics on my YouTube but I haven’t went over factions it’s a matter of creating a custom enum for em and setting em up in config the character ETC
That’s a thing?
Wow it is ok that I didn’t even know
can someone make a tutorial of how to upload a map with GM for some reason when I build shore map it doesnt work when I upload it to the workshop there is no waves on the beaches or anything the water is just flat
I don’t believe the AIMs have missile guidance on regardless of AA them use the apaches FIM missiles
like I said regardless the missiles work it’s the server you are on that does not.
@mortal sorrel
Is it possible that it does not work on my server, but the other site works on it? I really do not know the problem and these mods are shocking.
Are you using any heli mods that may override the WCS_Armaments mod?
@hollow flame it’s under my understanding the WCS guidance system is still working yeah?
Hello, I want to make a map, but I encountered a problem. I put a permanent decal on the map, unchecked "terrain only" option in decals properties. Everything works in Reforger Tools. In the game the decal is visible only on the terrain, but not on objects. Please tell me if someone knows how to fix the problem.
Here is an example
Does anyone know how i can locate the config where i can configure the time to build something?
https://discord.com/channels/105462288051380224/976159873517629500 Is the place for everything terrain and map-making, they can help ya
Might as well be speaking mandarin to me.
I keep getting this and cant figure out why...
@queen hazel ah lol makes sense also I wasn't waiting 5 mins to respond yk
How many systems will be added from VBS 4 to ArmA 4?
See the latest enhancements from BISim's 25.1 release! This update brings new features, performance improvements, and expanded support across our entire simulation ecosystem, including VBS4, Blue IG, and Mantle.
Watch the trailer for a quick look at highlights like:
- Enhanced terrain realism and environmental effects
- New training use cases a...
When did this come out
This is for military only.
That's stupid
I hope Marek Spanel and his Team will add as much systems as they can to ArmA 4. Especially the VBS 4 "Global" System, or how ever i should call it.
I also hope there will not add crossplay to ArmA 4. PC only.
Why?
Hm hopefully I wanna use VBS ngl
💥 Reasons Against Crossplay in ArmA 4
1️⃣ Different Controls & Game Balance
- 🎯 Precision: Mouse & keyboard are more accurate than controllers.
- ⌨️ Complexity: Many commands & menus are faster on PC.
- ⚖️ Uneven Playing Field: PC players often have a clear advantage.
2️⃣ Technical Limitations on Consoles
- 🖥️ Performance: Large maps & heavy AI can strain consoles more.
- 📦 Modding: Limited or curated only on consoles.
- ⚙️ Editor/Scripts: Not all content works across both platforms.
3️⃣ Modding & Community Content
- 💾 Mods are a core part of ArmA.
- 📌 Cross-platform compatibility is hard to ensure.
- 📜 License & copyright issues differ per platform.
- 🔐 Security: PC’s open file access means higher exploit risk.
4️⃣ Update & Patch Cycles
- ⏳ Console updates need certification (Sony/Microsoft).
- ⚡ PC updates can be released instantly → version mismatches possible.
5️⃣ Anti-Cheat & Security
- 🛡️ Different cheat methods on each platform.
- 📂 ArmA’s scripting nature creates more exploit opportunities.
6️⃣ Target Audience Philosophy
- 🎮 Possible intentional split between PC & console communities.
- 🧭 Focus on the core simulation experience on PC.
- 🤝 Crossplay might only work in specific co-op scenarios.
💡 Conclusion:
Crossplay would make balance, modding, and updates far more complicated.
Bohemia would likely need aim assist, modding restrictions, and synchronized update schedules → but this could limit ArmA’s openness.
That's why Bohemia should ignore PS5, Xbox, a very small community and bring ArmA 4 for PC's only. PS5 and Xbox have already access to ArmA Reforger. So they can play Reforger instead of ArmA 4.
im trying to make custom chat commands how do i do that i tried some scripting but the command stuff aint working
- Target Audience Philosophy
Bohemia might deliberately keep the PC and console communities separate to avoid diluting the core simulation experience in favor of simpler console controls.
Crossplay might be considered only for certain modes (e.g., cooperative scenarios), but not for the entire game.
Sure but yk it's a wider range of people I get what your saying with all that but you also gotta think they're a multi million dollar company I'm pretty sure they would be able to figure it out at some point
Or yk up to server host if it's crossplay or not
ArmA 4 don't need PS5 and Xbox players to be a banger.
PS5 and Xbox players got their taste what ArmA is about, while playing ArmA Reforger. So now they can go and switch to PC.
Sure but still
Also yk not everyone wants to drop $1500 on a pc for 1 game
what is yk?
You know abbreviated
So they can go and play Battlefield 6 or something else instead. ArmA was always exclusive game. That's why we play ArmA III even in 2025. There is also other Problem, it's the PS5, Xbox Community itself. Most of the players are children.
ArmA was always aiming on older players. Adult and mature. For me they can rise the costs for ArmA 4 to 250 $. Or Even 500 $. They will get their support for sure.
Still:
There are 6 really compelling reasons not to bring ArmA 4 to consoles. I hope that Marek Spanel will take all of them into consideration. I am certain that the ArmA community and I mean the real, original one that includes the PC players will make ArmA 4 a banger, just as ArmA has always been.
And what you think without chatgpt? 🤣
What do you want, it's time saving tool.
What you write is bullshit, but yeah you save time 🤣
Sure but still also what's wrong with kids who like milsims also BF6 doesn't hit 100% of the mark for a milsim it's like 50%
i mean, AI it's the future. Why should i type all the text by my self. All of those reasons are clear and accessible from the net.
It became even more clear with the EXP from PS5 and Xbox, why ArmA should remain for PC players only.
That's not true. Look at the community, most of them join Reforger because they see nice shortys on Youtube, which show killing or what ever.
You answer is unqualified.
I think that's kinda the point dude
Well I don't think that's the only reason
You is unqualified to understand what bullshit is AI writes 🤣
You didn’t even bring up a counterargument. You’re just calling it bullshit without backing it up, so I see it as rage-bait and will end the conversation with you. Before I block you, this is your last chance to explain yourself.
- Arma is not for balance
- How consoles limit you?
- Cross-Platform isn't so hard for modders, and they can ignore it without any consequences
- Why you need to update game every day?
- Cheats on consoles? You are in our universe?
- Cross play not divide communities, it's extend them
ChatGPT just write generic bullshit "supporting multi platform is hard" without understanding reality
This specific feature can stay in Reforger, it’s not the main focus of the game anyway. ArmA offers much more than just combat. However, I’ve noticed that some players approach it more like an arcade shooter, similar to Battlefield, which doesn’t really capture the depth and tactical nature of ArmA.
ArmA has its roots in VBS (Virtual Battlespace) and is built around teamwork, strategy, and realism, something many in the PC community value deeply. My hope for ArmA 4 is that we keep that spirit alive and maintain the game’s focus on these strengths.
If you’re new to the series, I encourage you to explore the broader gameplay, and if you ever decide to move to PC, you might discover a whole new level of the ArmA experience.
Vlad your 100% correct also ngl as a owner of a modding studio I 100% guarantee you that my mods won't have issues on consoles even if they're completely custom
I payed attention to your post, so don't get me wrong buddy. But technicaly, ArmA 4 can not come out with all their features to consoles. It's basically that simple.
Yk the next gen consoles have been announced or something along the lines they're in the works
Wrong, it's already the case in ArmA Reforger. Please bring up your own crossplay server, to see the limitations caused by Crossplay.
I don't have a server I'm a studio not a server owner
You don't own a ArmA Reforger gaming server?
Our goal is to provide the highest quality mods on reforger for everyone
We playing almost every day every week TvT games at 128 players + 24/7 conflict server - we don't see this
Stop it here before I mute you two for off topic 
No like I said its a modding studio not a server we don't run a server we make mods
Go to another channel
Meh, I always liked that you can essentially do whatever you want in Arma - Conflict, you can go shoot people, defend bases (more shooting), capture bases (pew pew), hang back and run logistics, build bases, run air support/transport, pretty much whatever you want!
Oh yo wait Mario you able to talk in dms?
Please generate an ArmA 4 channel.
!mute 1385021218712715386 1d Failure to comply with off topic warning
Silence!! ò_ó
...
I keel u, @silk surge!! Ò_Ó
It absolutely does, Bohemia made 1m sales shortly after release on ps5
Like any company, they want money, console players equal money
ArmA has its roots in VBS (Virtual Battlespace)
- Its Arma, not "ArmA"
- No it does not, its the opposite. VBS has its roots in "DARWARS Ambush!", a mod for Arma/OFP.
ArmA was always exclusive game.
Look up "Operation Flashpoint: Elite".
VBS has no relation to the Enfusion Engine, there is nothing that can be ported over.
Also the Enfusion Engine itself is not necessarily Arma, the engine powers multiple games. And only because you want Arma to not be on consoles, doesn't mean the Engine should not be able to (Mind you that you're posting in the Enfusion channel, not in the Arma channel, #general_chat_arma would've been more appropriate and you can continue there after your mute)
A little bit of research please if you want to argue about stuff like this.
Anyone receive an email like this but never used the report button ?
I'm scared for my account now lol
got the same thing
@digital pagoda @inland lance #reforger_discussion message
Basically
Your mods got banned for like a minute
Okay, thank you 😂
Made me a very good laugh
human error
could someone help? i deleted mods from arma refoger addons and reinstall them but still have this problem
oh its works thanks
Is there a base game way of setting map marker visibility by faction? MapDescriptorComponent seems to be a dead end.
bruh
Hey, i want to add a Third-Person only in Vehicles. Has any one a Name of a mod or other methos?
Third person vehicles only I think it’s called
As long as your map remains under 200 km2, as developers recently stated that anything of 200 km2 or bigger will crash on consoles, so clearly there are console limits, not that modding for PC is as limiting, but as soon as you hit 560 km2 range you will start getting memory buffer errors
Ok thanks i‘ll check it later
I could be wrong but it’s sm like that
Hi, does anyone know how to lock this item so it cannot be replaced? also how to exclude it from being saved to loadout
Yea i found it, thanks mate
did you ever solve this?
Well there's a possibility that our zombie mod won't work for consoles then
As the map is 600-700 square km
Well it's gonna have two full custom city's and 5 small towns tones of POIs and also every part of the map will have its own style and no copy and pasted buildings either
call me back in 10 years when it's finished
Well have it finished in a couple years if we get the funds to make it
What funds lol
You can’t monetize tools
gofundme or kickstarter if we want
never said that my guy were gonna use funds to hire people to make models etc
You can’t get funds to work on a map. Donations that are for working on something related to the tools is still payment and funding.
False. I worked on a 784km2 map.
how? if i pay people to make models that will be implemented by other people how is that paying someone it says you can pay people to make models and such for you
yea i still dont see tho how paying people to make assets is bad they arent making the map theyre just making assets for the map
That’s not what you stated above. Just mentioning the relation between topics
Models are fine as long as they do not touch enfusion tools that includes blenders enfusion tools setups and or rigging
yea just models also how do you have arma 4 tools?
Hes just cool like that
nah i want them too
Open enfusion
fine
i only have reforger tools
That’s enfusion engine.
how do i open just enfusion then dude i dont use it enough to know ngl
How do I disable wetness on a model?
Mesh object/and or the ematerial itself
I.e. whenever it rains, I don't want it to have that dark/damp look to it
There’s wetness modifiers in the above I stated^
well im wondering how you got arma 4 tools thats the thing
The activity on his status is a custom named activity. He trolled you
ah lol ngl i forgot you could set your activity name
Idk what you’re talking about 🤷♂️ 😅
lol hey btw you play bacons robots recently
No
i like setting up a bot base at night then putting a bunch of soldiers in lavs its fun to watch
ah you should ngl its fun to watch
What's false? The fact that developer states that consoles will crash at 200 km2, or you would get the memory buffer error?
Memory buffer errors happen for people on different gear, it doesn't matter what brand of CPU, and what GPU they have, some will get it at higher sized maps, some with smaller sized maps, but it's a recurring error.
So, neither is false, it's as real as it gets.
Can someone help with fixing this error? It's concerning because it started happening after 12% of the map was complete and I am concerned that it might increase with more prefabs placed.
How do you mitigate this error, or how do you increase memory buffer size?
I have tons of ram by the way
What’s the best way to about a decently modular gun?
For example the top part for the sights can be changed iht and one of the options has an rail to add another scope
How could I go about this?
Nested attachments are cursed
If the scope is one more level, under an attachment, it doesnt register to be usable
So difficult to make is what your saying
Have a look at the scope scripts and see if there's a way to register them manually
Hello is there a way to change control mapping inside world editor ? when i have control of character inside editor the control are right (azerty) but when moving camera in editor it's qwerty.
Can anyone help with maybe writing script for AI spawning on startup and not having to use GM all the damn time?
Press f10 for pause menu
for some reason when I build Shore map in the editor it works and when I upload it to the workshop with GM the water is just flat theres no waves on the beaches or anything is there any way to fix. this is probably a very simple fix something Im probably missing but the map works completely fine.
Help with creating Scenario
My friend and I enjoy playing various premade Scenarios, (he's on ps5, I am on pc) however we have found some other mods, that we wish we could add to these scenarios.
I host the server inside the Multiplayer menu, and when I load the mods with the scenario, they do not load with it. (examples are weapon, vehicle and night vision mods) The scenario is a remixed version of Conflict Everon.
Based on internet searches, I have come to the conclusion I need to modify the existing scenario in the Workbench, adding the mods with it. The method I have tried is:
- Loading the scenario
- Saving it as something else.
- Right-clicking the new "scenario" and loading the other mods as addons
- Finding the .conf file of each mod and overridding them into the new scenario
- Publishing the scenario so he can download it.
The problem I have is the "scenario" isn't something I can select from the drop-down menu, when hosting the game. Instead it can be loaded as a mod.
Either way, what I am doing isn't correct, and it's not working. All of the guides I find relate to hosting your own 3rd party server from somewhere else, and not back inside the game.
Can someone help me with the steps to modifying an existing scenario, to allow me to add mods to it? I can't seem to find a guide online that outlines this. Thanks for your time.
no need to change that in game but in editor the camera editor has the wrong keymapping not game inside editor
How would you fix it?
Is it something that Bohemia Interactive is already looking into, or is it something that I can fix myself?
What would you suggest that I do?
Fix what? Bodies flying everywhere? More… more!!!!
who said it was a problem?
Have you find a solution for this ?
have you tried changing wind settings in game? wind direction will effect where larger waves appear
yeah I tried that but even in GM in the editor it doesnt work either.when I build the shore map in the editor in GM and then save and reset the map the settings dont save.
nope, not yet
btw gecko if your wondering why i need funds for the map i wanna hire professional city planners and other people so the map feels well real per say
im new to this side of Arma i am usually just a player, more recently i have been game master for a server i am heavily involved in now, my question is, how can i make bases that do not respawn all the props and entities everytime the server restarts, its proving to be a real pain in the arse, any help would be greatly appreciated. Props i am using are add on mods, on a mod map.
Is there an animation or setting where I can have my character stay seated when using a door-mounted turret? He is standing by default and I obviously don't want that on a door-mounted turret lol
I think you do need to run a server outside the game to get mods, not sure tho
I am having issues with a mod i used a us transport truck as my template and edited the performance and color of the truck I added it to the us catalog and us faction I selected the settings for building and edit for the truck in the catalog but I can not get it to show up in the vehicle depot or in gm mode when I try to use the mod can anyone help me figure this out
If I have a gun with multiple barrel lengths how can I go about implementing them?
And a bit harder, how can I make that ris rails on said multiple barrels work?
Base prefab with whatever barrel length you think is most normal, then inherited prefabs per barrel length, barrel models can be an attachment slot prefab but each one will need a different muzzle reference point
Add memory points for each barrel length’s muzzle on your receiver (e.g barrel_muzzle_short, barrel_muzzle_long)
Then your short barrel weapon has the short barrel attachment and has its muzzle end position set to barrel_muzzle_short
linux is not in the list of "all major platforms"?
Because it’s not a major platform compared to Xbox, ps5 and windows (may god have mercy on my soul for crossing the passionate Linux community)
@pale dawn https://gs.statcounter.com/os-market-share
Linux has less than 1.5% global usage on averga even according to that
3% according to Steam hardware survey (which might include some Steam Decks?)
Yeah but that is people using steam
Different set
More helpful IMO, the 1.5% includes mobile devices
Also linux users are less likely to partake in surveys or share information.
A bit of personal opinion here, but they seem to be pretty vocal about making sure you know they use linux so I would not be surprised if opposite happens if anonymous data is used
Windows sucks.
When microsoft goes bankrupt, all the tools and game stop functioning?
Linux seems like a no-brainer,
playstation and xbox already supported, linux seems like a natural inclusion
most likely the effort vs potential gain does not balance well. even if microsoft goes bankrupt, windows will not vanish.
[RestApi] ID:[87] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error - Cannot send request
does anyone know what this is, im not able to upload an update to a mod im working on, usually i can just keep trying to upload and it works eventually, but this time it isnt allowing me to publish
hey im just wondering would there be legal reprocutions to ripping models from say BF1?
just since i cant find good models for this one gun
other than getting banned from the discord, game, and workshop?
DCMA from EA/Dice, followed by legal action
ty for letting me know that
the Fuzz have that gangsta lean going on
any ideas anyone?
Yea idk why I asked so yea
Now you're on the watch list, good luck.
Not sure where to ask it so if this is the wrong place im sorry. I can't seem to get the understanding of Colliders, I have watched many different videos and read many websites. I have created the LODs and then done the Colliders in blender but no matter what I do or how I do it the objects work with, when placed on a map are still able to be walked through and im to the point of losing my mind.
You're placing xobs on to the map, if you want the colliders to work create prefabs with the correct components
Im using the xobs but it's not prefabs im using, im using stuff I downloaded from the net.
Yes, like I said. If you want colliders to work create prefabs with the correct components.
so im not sure what you mean by prefab. as I though prefab were the things that come WITH enforger
Yes and you need to create your own
If you don't understand you should be on the wiki reading. No one can help you if you don't understand what they're talking about.
I have been to the wiki, to arma platform on youtube and someone called the piano man, here is what I have...
anyone have any idea why my scenario freezes and crashes on my server but works fine on someone elses? even with identical mod lists
Has anyone else had issues with members of one faction desyncing and floating 100 feet above the ground for some players and appearing fine to others? Problem fixes if either re-logs, but will come back over time. Only desync is height straight up -- everything else is synced. WE believe it may be a mod since it's only affecting one faction
No. You can check what the vanilla models have by opening the XOB in the Workbench, in this case 6k and 8k faces with LODs going down to 200 and 300.
alr man thx
ill keep that in mind i forgot you can do that ngl
I’m not sure where this goes, but I posted originally in workshop
Hello, I’m new to running a server. My buddies and I have been doing it for about a week. Mostly spent troubleshooting and finding the right mod order. I’m stumped on this one. I tried the medkit fixes broken bones mod and nobody liked it except me lmao. Now the issue is our bandages show up as medkits, no saline, no morphine (they’re all rolled into one in the bandage medkit). I took that mod out and also ACE medical prototypes. Bandages as medkits are still showing, morphine and saline are back, but now phenylephrine, metoprolol, smelling salts, and naloxone are all gone.
Please ask anything if this was confusing.
Here is the mod list straight from our server .json
For some reason I can't seem to be able to copy/move edds from the different mod into mine. Is there anything that can be done about it? Like, can I export those somehow to adjust?
Really dumb question I know but how do you make a generic entity .et file in workbench?
or just an .et file in general cause the only way i know rn is duplicating something then deleting everything out of it?
So I can add components like InventoryIem and MESH
Is there any mod to open the map in a window like you can in SQUAD?
If you want a empty .et drag your xob into the world
And then drag it back into your prefab list
My Vehicle Service points does´t work, any one have a idea how to fix it?
At the US faction it works but not for FIA or USSR
SCRIPT (E): 'SCR_ResupplySelfSupportStationAction': should check if Item is in storage but no storage manager found so this step will be ignored!
Bumping because pls help lmao
Processor(CPU) : AMD Ryzen 5 5500 Processor
Memory(RAM) : 32GB DDR4 3200Mhz High Performance Gaming RAM
Graphics Card : GeForce RTX 3050 6GB Gaming Primary Drive : 512GB NVMe SSD
Would this do the trick for the modding?
With High Performance Gaming RAM you should be fine
Arma Reforger gameplay and performance benchmark at 1080p and Low, Medium, High, Ultra Settings on i7 10700F + RTX 3050
If you like this content and want to support this channel:
○ While purchasing any game on Epic Games Store, use a Creator Code: ►MxBenchmarkPC◄
○ You can directly support this channel by joining this channels membershi...
the cpu he uses is just a little better than urs
So its worth getting u say?
Imo not worth to spend the money just to do modding with it, unless your willing to keep it as your hobby and you wanna spend money on it.
Also depends on what ur spending etc. I cant give you a guide on what pc parts you should buy
Well if it can play other games on it then i think its worth modding as hobby and gaming
Cool. Btw thnx for all ur great mods u made so far
Really depends on you, your budget and what you wanna achieve with it
Theres enough reviews and tests about pc setups online
Cool. Think im go for that one as its decent priced. Plus wanna build mods for our server actually
make sure to check prices on parts and pc setups before you blind buy smth
Yeah definitely. It is from a supplier here by us
I asked this earlier but I see that I wasn't clear in what I was asking so Zelik tried to help me but when he sent me was for stuff ALREADY made. SO Im trying to use objects already created NOT from premade arma stuff that I downloaded from places like TurboSquid. the items are in FBX already. I can get the textures added with no issues. I follow videos from "Arma Platform" youtube and from "the Piano man" youtube on creating LODs and Colliders and I do step by step exactly what they say to do in their videos, and Enfusion SHOWS that the colliders are there and everything LOOKS good but even with the colliders the character still walks through the object as if it's not there. so im not sure what im doing wrong. I wish Enfusion had a simple "collider creation" feature lol but yeah even though efusion shows it has colliders it acts as if there isn't one there.
If it shows the colliders in the XOB, make sure:
- The collider has the right type
- The prefab you set up has a RigidBody component with ModelGeometry (and for static objects, Static) enabled.
It's not arma prefabs.....
An XOB dragged into the scene will not have collisions
You need to make a prefab which has the component
It also doesn't look like the EBT plugin set your things up properly in Blender
So i have read through the wiki and videos and more and no offense Im not sure what you mean. just a break down I can use Unreal Engine to make movies with ease but working in enfusion is 100% new to me
Should look something like this in Blender if you use the Enfusion Blender Tools correctly
And then regarding prefabs, basically the XOB file is just the 3d model, it has colliders but won't have collision when dragged into the scene itself
You need to make a prefab which has the MeshObject component (with the model selected) and a RigidBody component as described
Prefab configuration is described here https://community.bistudio.com/wiki/Arma_Reforger:Prop_Creation#Adding_basic_configuration assuming you are making a simple prop and not e. g. a weapon or vehicle
I know i sound dumb with all this but that just confuses me more..... if I use a prefab model instead of the model I want it defeats the purpose of the model I want. like how does using the prefab and it being seen help with the object im using... as I said I have seen videos and such that CLAIM its what Im supposed to do and none of the videos talk about prefabs. so I dont want to come off rude Im really trying to learn this stuff cause I have a killer idea for a mod in my head and want to make it happen in Arma Reforger.
yeah zelik sent me this link and I have already read it before she linked it. this page only further confuses me in what im trying to do.
You create a prefab. A prefab in this case is a resource which has your model (MeshObject component) and additional properties (like RigidBody component which enables Physics).
If dragged into the scene directly, an XOB just becomes a GenericEntity with a MeshObject component, so it will not have collisions.
I appreciate the help and I get what your saying.. and I see what the page says but it still doesn't compute to how using prefabs ties into me using a 3d mesh I get from somewhere else.... IE Im using a work bench as it shows in my screen capture.... if I put a prefab of something in.. the prefab will have colliders I get that... but now I have the prefab visible and the workbench too... now I have a workbench I walk through and a prefab that isn't connected to what I want in the scene visible and has colliders... how does the prefab fix my 3d mesh no having colliders, the page you and zelik linked to doesn't have anything connected to what im trying to do. and only further confuses me.
also all of the arma stuff have padlocks on them
Your MESH might have colliders but the prefab needs a rigid body component
A mesh is just a mesh, you can’t do anything with it, you need a prefab which you can add things to it that the game engine recognizes such as colliders via a rigid body component
He needs to create a prefab for his custom xob so he can use it in the game. Maybe that will clear things up?
Not an already made prefab of a vanilla item, but you need to create one for your custom item
I think he's getting confused by the word prefab
exactly
I downloaded somethign that ISN'T a prefab. I follow all the wikis and videos telling you how to create a custom LOD and Colliders and and I do it step by step identical to the instructions and even then when I put it into the scene. it STILL is like its not there physically, my character still walks through the custom item even though it says i have a collider attached.
this is why I wish the enfusion app had some kind of easy collider system where you can add an invisible box that is a collider to the object LOL
Dude, a prefab isn’t something you can make in blender
im not making a prefab. though
Im trying to import an object NOT from arma
Dude, you need a prefab if you want your mesh to have colision
then explain how to connect the prefab to the mesh im importing and make it so the prefab is invisible. the wiki doesn't say how to do that.
im not trying to do this but this is just to give you an example to understand what im doing....
^
imagine if im trying to make a medevil theme for arma reforger, so that instead of guns you run around with swords and have a castle.... if I put in a castle but I have to attach a modern object to the game to get a collder to keep from walking through the castle as if it's not there the object say a phone, isn't medevil throws off how the theme looks
I add the phone but the castle is still not solid and my character walks through it still and now I have a phone in a medevil world
and a castle that still is not like a solid object
Brother what
you should read up on what a prefab is
A prefab is just something with components that the game engine recognizes
I have read the wiki MULTIPLE TIMES
A prefab is just something that makes your mesh turn into something the engine understands
It is invisible by default
the prefabs I insert in the scene do not end up invisible
Yes because those are already configured prefabs😭
that wiki page i linked has a step-by-step guide on creating your own prefab
just answer my very simple question, what is your mesh?
Is it a prop or what?
This will help tremendously if you just answer it
it's a work bench I have said that earlier, I have meshes from a certain type theme I am trying to create. and the WORK BENCH when I have stated so earlier and even show pictures of in my screen captures I have added LODs to and well as colliders... how ever SAID object still doesn't work as if the colliders are there
Ok very nice, search up prop_base in the search bar
Then right click it and inherit it
Name it something like workbench
Then drag it into your world
And let’s hope it’s not a phone
Are you trying to add colliders to your castle?
That original statement no offence didn’t make the best sense could you re iterate?
oh look a prefab thats not invisible......
Prefabs can have meshes that you configure, base prefabs dont have any until you place your own
thats a base prefab over top of my workbench
Retro what are you trying to do?
I said it simple earlier gramps understood, this is turning into something not simple.... I am downloading meshes from other sites like turbo squid. Im trying to put said meshes into my scene to create a theme in arma and after reading the wiki multiple times and watching multiple step by step videos to add LOD and Colliders to the meshes. the meshes STILL are not solid and can be walked through.
Did you add the rigid component? Is your collider importing after you imported the fbx, does it show you have a collider?
Ok so first question do these models have liscenses that allow you to import and use them in ENFUSION/Arma Reforger.
Second. The mods and colliders must be attached to the mesh itself via blender unless you set the colliders up in model settings and rigid body.
When you created the entity you need rigid body component and select the flags inside that component.
Exactly what vape said.
Yes no rigid body = no world simulation
the meshes have OPEN license, and as you see i have LOD and colliders attached in blender
Great. Colliders are set up in rigid body.
Add a ridgid body component to the basecontainer with your class of desire.
And then click (Model Geometry).
For lods they are controlled in mesh object. In the settings below.
No this rigid body model geometry thing im lost there
hope this helps! If not leave a comment, I'll try and see what I can do.
and im sorry to be causing everyone issues im really trying to grasp this
Watch the video
Please refer to my videos if you need to
A straightforward Modders guide to modding on ARMA Reforger. In these videos i will go over different workspaces to help you familiarize yourselves with the arma reforger tools.
#arma #armareforger #modding #bohemiainteractive
A straightforward Modders guide to modding on ARMA Reforger. In these videos i will go over different workspaces to help you familiarize yourselves with the arma reforger tools.
Easy LOD Creation: https://instalod.com/
#arma #armareforger #modding #bohemiainteractive
If anyone has an issue with you asking questions their in the wrong discord your good my guy.
Lol of course this guy made tutorials okay I promote yours for now on
and if these videos versus what i have been watching helps I will too
Additionally lods are never exactly required in order to upload assets but are good practice and should be used. Things that are extremely expensive in verts/polys ENFUSION as a whole actually does a great job handling stuff without Lods but at an eventual point can cause issues.
don’t tell that to bacon he’s the lod police
I had a killer idea for an arma reforger complete overhaul DLC and so Im seriously trying to learn all this from scratch to make this game idea a thing. one people keep telling me im stupid for an im trying to make it happen even still.
thanks this is some good info
Also @hallow cloud please ensure you are not using 4K+ textures these are not well in ENFUSION
what do you mean?
Don't use 4k textures
4K textures are a no no in enfusion.
If any model your using comes with 4k textures replace them below 4k or don't use it at all.
Ok good yeah the textures im using aren't 4k (wipes forehead)
For one. Size cost. Very expensive. Two. Very unneeded.
The human eye can make something in insanely low quality look good from a distance.
so what im TRYING to do, is create a make shift version of Fallout's Nuclear Winter inside of Reforger.
Like a map?
the map will come later after I have learned everything
You’ll be here for a while but check out some of the videos on my YouTube they may further assist you.
I will for sure... and thank you for not telling me my idea is stupid
No idea is stupid. Creativity and learning is of importance just takes some time to learn things that’s all.
Once I learn the basics of adding items, then it will be making the weapons work, then the map and finally making my "battle royale eye of the storm" idea work.
One thing is to learn everything one step at a time
Dont skip out of making for example animations because they prove to be hard
Instead ask questions and learn, it’ll help a lot in the long run
yeah im focus on this work bench for now, nothing else till i get that working.
Hi guys, i want a VBIED mod is there a mod that creates a huge explosion?
theres a Nuke
over exploitation 🤣
game master fx has a few types
try the Banana Peel Mine
Anyone know how to set it so i can load a crate into a vehicle and out again?
Tried SCR_loaditemsaction but im unsure if thats correct
Perhaps the crate would have to be an item
If i pull the crate onto a truck in GM, it will sit on the bed. I just dont know how to make it possible for players to do it ingame. I assume its somewhere in the ActionsManagerComponent, and that its possibly something that requires scripting, i was hoping to avoid that though
I want to thank everyone who tried helping and @sinful oxide your collider video was what I needed exactly... I still have to remove the mesh I created using it as it has a box collider and its a bit off for the object but with your video and NOW the wiki I know I can use the Convext collider and get things right!!!! Thanks!!
I can´t interact to the Vehicle Station at the FIA oder USSR faction but at the US it works, it just tell me this
SCRIPT (E): 'SCR_ResupplySelfSupportStationAction': should check if Item is in storage but no storage manager found so this step will be ignored!
Hello, does anyone have the SCR_DataToSpreadsheet plugin file or is there an alternative to batch export data to a spreadsheet?
That's the Fallout 4 workbench. 
2 variants of the Weapons Workbench smashed together into a new one. I don't know where you got that model, but that could be an issue.
Hi all, just a question. Im new to world editor. I found a tutorial to create my first mission, at the begining in the video the author show how to put some manager to configure de game. He use HitRegManager, and GarbageManager. But i can't found it in the research or in the file lists. So i presume that ther is some modification and it's not used anymore? Is this right? Or there is another manager to place for the same features? BTW: The documentation are very poor to the official Bohemia website. Is there some more detailed documentation out ther?
someone made it custom and has it on Sketchfab. I have it working SORT of via @sinful oxide 's video the only issue I have is its step with a box collider and if I climb it, I am standing mid air over it and it stops you a foot infront of the mesh. So far if I use UCX colliders, those don't seem to work.
Use UTM
And don’t make a box around it
Copy and paste your model on itself (reduce poly count if required) and then re name that to UTM_
thanks!!!
the UTM was JUST what I needed!
Anyone understand scripts a ton?
so I made tried to make one so it would default load you as a sergeant until a number of people were in a server then it would load people as Private, but I couldn’t seem to get it to work? Does anyone know why that could be
Howdy y'all, anyone know how to fix this?
dont have an entity out of world bounds 
Yes, however I do not know how to move it back in bounds. At a Notepad level, the coords are 0 0 0
Just because someone put it on sketchfab doesn't mean it's not ripped. If it's found to be ripped, you could be held liable for that.
Hi all, I'm using Delete Entity to delete player-made defense via construction truck during the mission. Where can I find the Prefabs that the players uses so I can add the name to the filter list?
How can I add my own icons to the SCR_MapDescriptorComponent?
Damn you jenkins!!🤣
Anybody know how to make a custom loading screen? I tried using the Custom Loading Screen framework mod. Made my own with it as a dependency but it didn’t work? Also using GM Scenario Worthy Islands. Tried with the loading screen as first and last in the mod load order. I use a Bacon provided server.
How is bullet damage calculated in ShellMoveComponent in Reforger? Like, what's the difference between Projectile Effects > ProjectileDamage > Damage Value and Show penetration config > DamageValue? Is there a way to get a rough damage value from the workbench without having to open every weapon in game and test fire it? I'm making a spreadsheet and the latter would take hours and be inaccurate.
Also the wiki says the damage formula is "Damage = Diameter * Penetration Ability * Init Speed" but changing Diameter or Init Speed doesn't change the damage calculated by Show penetration config
Ok so this is not very accurate. Resolution lods are there for a reason and spreading that kind of information is hurtful for mod quality. Sure Enfusion handles more polygons better, but this kind of mentality leads to mods with assets that are hundreds of thousands of polygons without any resolution lods at all. At some point when there is enough of unoptimized things like this on the screen it starts to take its toll.
Optimization of assets is very important
You’re looking at it from a developer side of things. We’re looking at it from a modding side. It’s not spreading misinformation Would you like to teach everyone how to do all that stuff?
The point short and simple is yes it’s good practice. But not everyone knows these things and it’s safer to know it’s not a requirement but an optimization.
A lot of these guys are newer and don’t have an understanding of the asset implementation side and are unaware of the many different factors that go into the creation of a perfected game ready asset. It’s good to see them modding and doing their own thing it’s just a big learning curve for most. Although yes it is simple.
And to be frank if lods are a huge concern why are the 600 vanilla errors a not concern when I open the workbench and just crash.
Yes I would like to teach everyone that it matters.
at the moment modding tools are essentially the sdk, there's no such thing as "developer side" or "modder side". you are working in a game engine, the only difference you're not getting paid for it. 😆
I'd say optimizing assets is an absolute must have if you want anyone to actually use your mod, and/or for a wider adoption by the community.
have to start from somewhere
lods resolution lods is pretty easy concept
you dont want to draw 200k polygons at 2km distance
thats just crazy
as to How thats made, well. That like all of modding requires specific set of skills
those skills are learnable
and there is tons of material out there to learn 3d modeling
Tbh YOU are looking it from the non modeler side (Not even the modder side)
Not all modders are innexperienced on this side. For many it is quite basic thing
LODs are not even a tech from the 2000s
It's older
It's a common thing that should not be skipped and the reason why we can have games as we have right now
The reason why people do ot seem to know is because of people telling them wrongly that it is not important
Or that it is not a basic thing, when it is
You’re not getting it.
I never said they are not important and you don’t need to school me I’ve been doing this for years and have thousands of hours on the arma reforger tools.
What I am saying simply is to the guy is it’s not a concern atm, it’s a good thing to have especially with higher quality stuff to ease out on performance. You’re right in your case yes. But are you the one going out of your way to ensure every mod contains assets with lods. This isn’t an unwritten rule and if you know the engine enough to know its constraints there’s a reason I told the guy he doesn’t need to worry about it currently in order to have the asset in game. But yes you are right.
Don’t blow this out of proportion this is seriously stupid arguing over lods.
You said never, meaning it's not required ever
Which is not good advice at all
At this point it is the contrary
We've had many weapon, buildings, etc mod packs in arma and dayz history that as soon as you load them, you get insane performance drop just because of no LODs (Arma Reforger included in some mods before)
It does affect more than you think
You are promoting this bad practice
So stop it
At least on the official discord
Whenever you tried to do good or not
Do not promote this
You’re telling me to not tell someone they don’t have to worry about lods?
Read your whole message, you made it very enticing on to that it will be fine regardless
Specially on the last part
Because you physically don’t need them. I’m not going to lie to someone.
Don't be the reason we enforce it on engine 
Argument aside now this is turning into more so you want us to do it. This isn’t coming from a perspective of good practice this is you trying to force it on us.
It's because it is good practice 😅
and basic thing
You can’t force that on people.
even if half assed
Your advice is bad advice and that all we were telling you
Sp avoid doing it further, you just promote bad practice with that
people go for the easiest route all the time
So I sit there for an hour take my time out of my life to do that and you only see me tell him he doesn’t need lods and that’s what we take from this?
Bad advice is bad advice, don't feel bad for other people telling that it is bad advice
I’ll only consider that bad advice when it is intentionally directed in a way that it wasn’t intended, it’s being misconstrued.
You have not been responding in good faith in a while, I recommend leaving it.
There’s more concerning things then lods in this situation Mario, it was only mentioned due to what he was currently doing.
Okay so you are just not taking this constructively
No it’s quite insulting being shoved in a corner over something so little
!mute 496082959581970444 2d Cool down a bit please, read the intention.
Silence!! ò_ó
...
I keel u, @sinful oxide!! Ò_Ó
myvapeblewup#0000 now has 5 infractions.
Let's avoid clutter here from now.
Just to be a bit clear, we want to avoid promotion of bad practices as much as possible. So If you promote such things, we will correct you. There is nothing personal here. The more modders follow proper practices, the better it becomes for everyone
Heads up, thats a Fallout model and will get you nuked, on top of that it looks like a ripped fallout model.....
from what hes said its a model made * by someone else on sketchfab
Ripped model is a ripped model. Independently of if it has changed hands multiple times
meant made not found
havent had my coffee yet😆
Usually very similar models to one game are ripped but hidden with changes
So i would always stay away from that
Even if the model was remade from scrach, but with a ripped model as base
Still an issue
so for example having a ripped model in the same blend file to copy it would be a problem?
kk, i just know its a common thing to do!
I think he means to use it as reference when making your own model
I believe in that case SWAT will not raid you, so long as you never publish it
yeah i meant this
Ripping models is bad and using ripped models is bad yes
Like tbh i feel gping to the trouble to copy a model like that is more work than doing your own
It depends, some references might be hard to find, but in general yes
It is indeed ripped i looked into it with him, he understands it cant be used. The site he got it from wasn't clear so he didn't know. A good now
This is just for fun, but what do you think is difficult makeing a vehicle or a weapon?
Bacon, do you want to be friends?
both. vehicles require more work however.
Ok thanks
I gud nuff gun is easy af. A gud nuf car requires alot more enfusion knowledge
Nuff?
short for "enough"
Oh then that probably just means someone duplicating the m16 and slapping on their gun model 😆
Gud nuff ain't it if the sights line up and it kills lol
I know its pretty dumb question, but i was wondering if a procedural generated map like this one for gmod would be possible.
https://steamcommunity.com/sharedfiles/filedetails/?id=2188747166
I dont know anything about making mods, I just had the thought
Maybe via custom splines for walls generated with constraints
I think @jade current was working on something similar
You remember the weird results I got don't you?
I would say that it's possible, you'll have an empty Terrain and another mod will add structures directly at the start. The main issue is with conflict, spawnpoints and stuff like that, you will probably have to create game mods from scratch to handle dynamic points generation.
The main issue is that if you want to create the heightmap and the map screen dynamically. Currently the map screen is handled by an image, and I don't think you'll be able to change it dynamically, so you'll have to create a new map screen menu just for that.
Also i doubt the heightmap, textures and stuff like that could be handled dynamically, i'm sure that they need to be packed before loading it into a server
Id consider that as a procedural building instead
not really a map/terrain in arma concepts
wow that conversation was mind-blowing. Here's a script that does LODs for you in 35ms. Feel free to spread it to all the heathens 🙂
Saved, I am pro 3d artist now
If anyone can help with how-to delete the Ai in my scenario when server player count reaches (50) I would shake your hand backwards
one possible approach would be to listen on player registered, get current count of players from player manager, then go to group manager and ask for all groups, then go through the members and check if they are players or ai via isplayer utility method we have somewhere and then boom they are all gone. but this would probably look meh.
if you just want to stop spawning new ai once the player limit is reached you would just set the ai limit that i think is scripted anyway? sorry i do not have exact names in my head right now, just some idea brainstorming
I have a hard limit of Ai, & once deleted/neutralized they don’t respawn
I have Ai groups using simple defend waypoints spread throughout the map (around 80 Ai troops within 20 groups) to lower server load
With the additional 2 Ai groups nested with the command tents
But I find myself tasking GMs to clean up remaining 15-20 Ai troops that haven’t been found by players & at 100+ server pop it’s just added tax that’s not needed
What can i do to fix this?
Server Console:
NETWORK (W): RplAuthBackend::OnFailure called (identity=0x00000000, group=4, reason=2)
What would it take to let us shoot out of vehicle like arma 3?
Mod version you have downloaded doesn’t match the mod version required by server, delete the mismatch & connect to server to download the correct version
So i just delete my mods and connect to the server and download the mod within the joining of the Server?
Yes, if can find the specific mod causing error then you would only need to delete it and maybe its dependencies
Best way is to delete all & reconnect to the server
Okay thanks, but to be clear this is a local problem?
Yes it is usually client end
Thank you
the Project Sonar mod sends these three lines to the console at 31 times per second, and im not sure why
18:35:09.864 WORLD : UpdateEntities
18:35:09.864 WORLD : FixedFrame
18:35:09.864 SCRIPT : UpdateTrack 0:(Radio Everon) - tInd: null, tLen: null
seems like some debug text the modder forgot to turn off, happens quite often
Insta lod is also goated
This made my day !!!!!!!!
does anyone know how to play as a custum character in editor?
It's not, just use the decimate it's easier in 99% of use cases, especially below LOD1 which you might want to do manually but then again also probably only in 1% of the time
Fair enough
is a telport mod existig like for a entrance to a bunker which is under the Map?
you can easily script that, but I dont think theres a modular mod for it
Okay, thanks anyway
What would it take to let us shoot out of vehicle like arma 3?
i am getting some mods that got banned that my server is using. weird is the server is up. you can load for a little but then it will kick you. at first it game me a list but is not giving it to me anymore
Quick question guys, what do I do if I can't find a helmet thats in the arsenal, but its not showing up in Enfusion. I want to remove it from view in the arsenal, but its not in any of the EntityCatalogs?
A new error is killing my server
Class: 'SCR_PlayerFactionAffiliationComponent'
Function: 'Rpc_RequestFaction_S'
Stack trace:
scripts/Game/Respawn/Factions/SCR_PlayerFactionAffiliationComponent.c:195 Function Rpc_RequestFaction_S
scripts/Game/Respawn/Factions/SCR_PlayerFactionAffiliationComponent.c:177 Function RequestFaction
scripts/Game/GameMode/FactionManager/SCR_FactionManager.c:717 Function OnPlayerDisconnected
scripts/Game/GameMode/SCR_BaseGameMode.c:916 Function OnPlayerDisconnected
___
Class: 'SCR_SpawnPoint'
Entity id:6917529027641082366
Function: 'ReserveFor_S'
Stack trace:
scripts/Game/GameMode/Respawn/SCR_SpawnPoint.c:197 Function ReserveFor_S
scripts/Game/Respawn/RequestHandling/Implementation/SpawnPointSpawn/SCR_SpawnPointSpawnHandlerComponent.c:108 Function SpawnEntity_S
scripts/Game/Respawn/RequestHandling/Base/SCR_SpawnHandlerComponent.c:102 Function HandleRequest_S
scripts/Game/Respawn/RequestHandling/Implementation/SpawnPointSpawn/SCR_SpawnPointSpawnHandlerComponent.c:48 Function HandleRequest_S
scripts/Game/Respawn/RequestHandling/Base/SCR_SpawnRequestComponent.c:366 Function ProcessRequest_S
scripts/Game/Respawn/RequestHandling/Implementation/SpawnPointSpawn/SCR_SpawnPointSpawnRequestComponent.c:81 Function Rpc_RequestRespawn_S
NETWORK (W): RplAuthBackend::OnFailure called (identity=0x00000004, group=1, reason=4)
RPL (E): RpcError: Calling a RPC from an unregistered item! itemType='script::Game::SCR_BudgetEditorComponent', rpc='OnEntityCoreBudgetUpdatedOwner'
NETWORK (W): RplAuthBackend::OnFailure called (identity=0x00000000, group=1, reason=4)
As far as I know, both my spawns and factions are setup correctly?
If you have anything dm me. I am at a COMPLETE loss as to what to do
I'm doing some testing with locked mods. I made a new world editor layer, edited it but it's telling me I need to save the layer before I can play it but the new folder/OK buttons are greyed out. How are modders supposed to do anything when everything is locked.
just create new project that depends on these mods or just open it with them
Any way to change the diag menu shortcut? Windows + Alt + arrows messes with windows even in fullscreen. Whoever set that keybind is a genius. Ctrl + Windows kinda works but the arrow keys don't work. Maybe it's a linux thing.
Edit: Fixed it. Disabled all windows keybinds in Linux.
Can confirm using basically the same script for all of British Forces mod and ARMA-RY
Is there a dev available that wouldn't mind me asking a quick monetization question in DM?
It's classified
do anyone know how to get ahold of this modder darkgruy servers where no help
Thanks but I need a ruling if something is a gameplay advantage or not. It's not in my opinion, but want to make sure it meets the criteria.
It's not cosmetic, but it's just for entertainment.
u might have to ask bohemia dev but if it doesnt give any advantage its good i think
Can experimental not download mods?
What is the max cooldown for the respawn that i can do?