#enfusion_generic
1 messages Ā· Page 20 of 1
oh, maybe just aproblem on my end then, all downloads seem to fail
Experimental has separate workshop, so your addons from stable branch can be not uploaded or have different id
Anyone know of any good military gear 3d modellers. Aside from Akcent, Hyoon and 3DMA.
Trying to diversify my mod with some more, maybe lesser known assets.
Thanks in advance.
Does anyone know, if its okay to do a map thats orientated to Tanoa or Malden from Arma 3?
hello, i ran across a issue that is stumping me with enfusion , hoping someone can clear this up i was working on my mod and now resource folder is locked on core and i can not get back to my files
Check your messages!
How do I disable armavision?
dont know why the map is all blue, any ideas?
man, global warming hit Everon too?
Does anyone know the error that can cause misalignment in the GM editor?
My scenario comes with 4 factions automatically set as playable, but when I open it in my server, it says that the FIA (which is not present) is playable, and 2 of my other factions are unmarked which should be playable???
In better words: Things (factions, spawns, objects) are showing up incorrectly as something else entirely
are you running Reforger Plus? that mod is known to do that
there is a fix though: https://reforger.armaplatform.com/workshop/651D47734281507E-STF-ReforgerPlusFixes
Heya fellas, relatively new to modding, but still working on a project to learn the ropes. One thing that I've been looking into, but haven't quite been able to find is how to go about adding mappable keybinds as part of the mod (Like for example the keybinds for the vPad mod). Is there are particular place I should be looking for this info? I figured that either it's in scripting and I just haven't been looking hard enough, or I've been sending myself in a wild goose chase by looking in the wrong place.
Thanks in advance for any help!
if anyone knows how to rig clothing (Shirts) can you please let me know
You miss the Satmap
Hi everyone im just wondering if there is anyone in here who is familiar with arma reforger tools and was able to lend a hand. i am trying to make a custom coflict map on everon and im having problems with weapons and vehicle ranks i also need a couple other things adjusted if anyone is able to help please give me a msg
Hello š , I just joined the Discord. Is there a channel for recruitment or for finding developers/modders for Arma Reforger ?
Thank you š
I made a template of my faction for a friend, he's going to make his own faction. I changed the editableentitylabel to a different faction ID and enum, i also changed all references to the my faction. Still, when we load up a server with both factions, my faction overwrites his
Anyone got an idea for a place to start working on that?
I can see the GUID for both faction.conf are similar
Anyone?
what is the best way for working together on one mod with 2 or more people?
What are u doeing a Map oder something else?
just some configs and things like that
i did it so. that i uploaded the layers files oder just the complete project in a cloud and give them permission
and then they need to download it every time?
just if you or anybody else upload it
yeah that's what i meant....there must be better ways š
is it possible with git?
where ever you can upload
Verryyyy brand new to reforger but Iām hooked been sleeping on this game
In the scope of modding, would it be possible to make a telekinesis mod? I was thinking a mod where ingame I could utilize the lightning strike and bleed out effect
Guess no one is having the issue Iām having. I even reinstalled , and it still locked on core no Matter which mod I open, this is my mod with no dependencies, the pic I sent was a example of what it looks like, I select my mod, and in resource 1 it stuck on core and I canāt move to my mod folder
If you can code it, maybe just look at the base code/script of the some funtions
me and my team at Galactic Forces use github š
Simple as having one person push changes they made, and you pull them. Or if you have made changes you simply push them and ur friend pulls them.
@urban hazel sorry ignore this ping just trying to find our DM.
Is anyone up for a side quest? š making a superpowers mod with no clip/telekenesis/ fire bending and lightning outāve the hands with a force field to stop bullets
Iāve been working on it all day with cursor, but i canāt figure out how to test it in-game. I think itās a settings issue, is there a setting that lets every class/faction spawn with custom keybinds/actions?
Good evening everyone, I'm having a problem with duplicate GUIDs. Is there a way to fix this?
Hey everyone, I've encountered a weird problem where placing any composition (even the simplest things like {42417A541F82B0F9}Prefabs/Compositions/Misc/SubCompositions/ChairMilitary_Cluttered_USSR_01.et) results in JIP errors on peertool clients. Is there anything I have to configure in the scenario for the replication to work?
Console errors
WORLD : UpdateEntities
RPL : rpl::Pip::ProcessNetToGame
RPL (E): IReplication::JIPError: Inconsistent item table on Slave connection. Item is missing or different item was loaded in its place. (item=0x40031588 layout=script::Game::RplComponent con=0x0)
RPL (E): IReplication::JIPError: Inconsistent item table on Slave connection. Item is missing or different item was loaded in its place. (item=0x4003158A layout=script::Game::SignalsManagerComponent con=0x0)
RPL (E): IReplication::JIPError: Inconsistent item table on Slave connection. Item is missing or different item was loaded in its place. (item=0x4003158B layout=script::Game::SCR_DestructionMultiPhaseComponent con=0x0)
RPL (E): IReplication::JIPError: Inconsistent item table on Slave connection. Item is missing or different item was loaded in its place. (item=0x4003158C layout=script::Game::SCR_LampComponent con=0x0)
RPL (E): IReplication::JIPError: Inconsistent item table on Slave connection. Item is missing or different item was loaded in its place. (item=0x4003158D layout=script::Game::ActionsManagerComponent con=0x0)
WORLD : UpdateEntities
RPL : rpl::Pip::ProcessNetToGame
RPL (E): IReplication::JIPError: Terminating connection. (identity=0x00000000)
So... Its possible to create and enforce predefined groups for the spawn menu, is it possible to also create predefined platoons and use them to group the groups?
some of the editable compositions are not designed to be placed on the map, they are for MP usage with gamemaster or conflict. there is a base prefab variant of those usually which you can place down. However I do not see any E_ prefab in what you posted, so you are sure you already placed that one? Also after editing you will want to load the world again before trying to join with peertools.
Yeah, I didn't know that I had to reload world before trying peertool. It works fine now
Hello
I am trying to delete a prefab building/composition via script
I am following tutorial for deleting an entity shown here (bottom code sample):
https://community.bistudio.com/wiki/Arma_Reforger:Entity_Lifecycle#top-page
I can debug and step through delete this; getting called on the entity - but entity does not delete from world
Does anyone know why building will not delete?
at a bit of a loss, my project seems to crash when entering play mode and I can't figure out why. Nothing changed to my knowledge it just stopped working :/ there's no info in the logs to help, any of our green bois able to help out with pointing me in the direction of the crash? Crash GUID: bdbbe1c5-66d9-44ea-bcf3-4de30eff42d1
There is DeleteEbtityAndChildren (or similar) function for your task (in EntityHelper as I remember)
thanks - that almost works... but it leaves the doors and windows for some reason š«
I got the same result using RplComponent::DeleteRplEntity
tried to descend hierarchy manually and call DeleteRplEntity on all the children but that didnt work either (same result)
Use delete entity and children method helper.
And for buildings, especially the interior some complicated hacks are needed. For 1.6 we will add a new utility to handle it
Thanks @remote bronze - plz see above gif where I tried calling SCR_EntityHelper.DeleteEntityAndChildren(...);
It almost works... but the doors/windows remain (all other interior elements to delete as expected)
What sort of hack is needed to delete these extra things?
So i'm sure this question at some point in time has been asked before, but i'm trying to figure out how to have two people working on the same project. I have tried doing the contributors box on the publishing adding their email associated with their account. But when they go to scan for project invitations, theirs says they have no pending invitations.
Sending out an sos
use git
I still
Have this error and canāt not work on any mods
Hi, how do I see in real time the things I added to an object in the BaseLoadoutClothComponet module so I can change the coordinates of the added object?
Does anyone have info or know how to make a remote turret?
Just like a regular turret exept thay the player doesnāt turn with it
hello folks
i am so close to getting a mod working - just need some help to understand the final bit
basically all i am trying to do is have a user perform an action (ie push a button) and then spawn some entities..
i have this fully working in workbench running locally, but using peer tool (or my server) i can see that the entities wont spawn in if a client performs the action..
i think it has something to do with Authority/ownership, and client probably needs to make Rpc request but i am not so sure (as that didnt seem to work either).. can anyone help shed some light on what I might be getting wrong? thanks
Within your scripts you need the replication in order for the client & server to communicate to each other.
If it's already there and your not having any compiling errors prefabs may require RPL components.
Similar to build, your spawning in a object without RPL the server just denies it.
thanks onlybans
as far as replication goes i know these entities have RplComponents and if the authority spawns them in the clients DO see the newly spawned entities
my current thinking is on the custom user action, i should check if the invoker is Authority/server, and if so, simply invoke spawn entities method, but if not, then make Rpc call to the spawn entities method (ie. have the client tell the server āhey run your method which spawns in these entitiesā).. is that the right way of thinking about this?
Correct, I learned this with my decommissioning mod. The way I was explained about RPL was probably the easiest way to understand.
For you it's when the client activates the button the client is telling the server hey spawn this entity, without RPL/RPC the server would just deny it as there's nothing to back it up saying it's okay .
ok thanks ill try that process out again and see if i can get it to work
I dm you a something that may work, don't be afraid to cross reference existing scripts to see how you can set it up.
Anyone know how to set up a modern civil war style mod that overrides USSR into a US based militia? Not looking for the mod that's already been made, not trying to use the RHS packs as they take up too much mod space. If someone could help walk me through the steps that'd be much appreciated
maybe start here
https://community.bistudio.com/wiki/Arma_Reforger:Faction_Creation
In this lesson we will learn how to create a custom faction.
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Discord........⤠https://discord.gg/houseoftrash
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Please anyone this is driving me insane, Iāve even uninstalled and reinstalled and Iām just stuck on the core files
Check from which folder is loaded
Workbench just loaded packed version, instead of source.
Even when I make a new mod it does it.
Send a pic of the new project ?
Most common issue is instead of selecting the source project people tend to select the packed project, exactly what @remote seal Vlad said.
I have even done this a few times, especially when you scan for projects.
But a new project should not be locked at all.
When you open workbench at the window where you choose what project to open is there a lock on your project ?
Ok Iāll double check when I get home, thank you for pointing me in the direction
Hi everyone, could you please advise how you created light portals on vehicles?
Hello, excuse me, do you know the geometric characteristics that the objects added must have? What is the maximum number of vertices that an object such as a house, a vehicle, a uniform, etc. can have? I can't find this information anywhere.
question: if a mod i am retexturing does not have a USSR config for me to put my new stuff into the arsenal, how would i acquire one?
From the Arma reforger folder
anybody have the blend file for the sample car animation blend?
i cannot download it from the github
Hello all - quick question, what is a good way to debug RPC calls in workbench?
Prints
yes with prints I ran the dedicated server tool and was able to see the issue
Well there ya go then lol
Not really much you can do other than check the values on server vs client. The easiest way is generally to print the data.
yep.. this is the way! lol
Hi everyone. Please help, I just started learning Enfusion Workbench and I can't figure out how to instruct the bots to get into the helicopter and tell them to fly to the waypoint. Is this done via scripts? Or can it be done with regular prefabs?
Why i cant import .wav file?
oh nvm, i just import it manually by dropping in folder with my project
I was just curious if anyone knew the specifics of why BI decided not to go with UE engine and stay with their own proprietary build? Im in no way advocating -just wanted to know the details of the shortcomings of UE for a game like this
Any way to add an action to the actionmanager component of a vehicle without having to edit the prefab? I used Grays Adjustable Doors mod as a reference and it seems the prefab of the doors are modified. Any other methods?
Hello... why when spawning AI via script why are they not attacking? Any ideas?
I am not BI but this just makes the most sense..
UE isn't used to make games on ArmA scale..
They would likely need to get down into the engine level to implement things like replication scheduling - which obv they wouldnt be able to do if paying for a UE license
Also, the engine is the core of the business from which ArmA + other things BI does grows.. not owning the engine would mean they would be at the whims and direction of UE and that presents a huge risk for a company that makes ArmA games as its core competency
Thanks for answer. yes I was mostly interested in the Scale aspect, I see alot of UE promoters saying Arma's etc could "easily" be handled by UE but I just dont see any games that showcase that at all
yea... talk is cheap š
they might be looking at reforger now - forgetting that ArmA 4 is going to be way bigger and more complex.. and that reforger is a test bed
You need to be on the prefab to change / add components
Actually you might be able to change some things with script lol
The closest would be Gray Zone Warfare and they needed to do a lot of custom solution to just handle 6.5x6.5km map, so imagine something like Altis which is 30x30km
There is also interview of our CEO and lead engine programmer that also goes over the subject of why using own engine and not UE
Huh -never heard of it. looked it up and looks pretty but alot of bad reviews (not always telling). Does game feature free roaming AI as well?
Ill have to track down that CEO breakdown as i find this stuff interesting
LĆbĆ se ti co dÄlĆ”me? PodpoÅ nĆ”s: https://visiongame.cz/podporte-nas/
Ve druhĆ© ÄĆ”sti FPI Marek Å panÄl vzpomĆnĆ” na sĆ©rii Take On, vývoj ARMA III, Vigor, Ylands, vysvÄtluje proÄ Bohemia Interactive stĆ”le investuje do vlastnĆho enginu, popisuje vývoj ARMA Reforger a naznaÄuje co pÅijde po nĆ. MluvĆ o iniciativĆ”ch Bohemky, ...
This is the CEO interview a year ago
And this is lead engine programmer interview like out few days/week ago
Thanks a bunch man -gonna watch these ))
No
hello evebory , iam tryng to do a vehicle, but every time i try enter in the car the game crahs , i think is because o vehicle coliders
is wrong to make like this?
Thanks for the input, will this cause any conflicts if other mods also edit the prefab of vehicles? I am trying to figure out the best to do this and not have conflicts with other mods
Also to add upon that, is there a way to use a config class instead of defining a new configuration when adding the action to the actionmanager?
What solved it?
I tried to enter all the servers that have mods, but this problem comes out to me
And when I enter a normal server, it enters me
I read that article which also mentioned Arma 4 will have a 900sq km map (which would equal 30x30 km). Does this mean Altis map is confirmed for Arma 4?
Anyone know what this error is? Can't publish my mod, never had this issue beforew
The map of Stalker 2 is 60 sq km large and in UE 5.
But all of these have differing focuses than enfusion and the access of vehicles & layout of roads and focused urban environment and content have all the impact of oneās movement on any given map.
Thus a map maker can make a map feel much larger or smaller than it actually is.
Similar to urban design/architecture.
Hey does anyone know what the IntercomTransciever is for BaseRadioComponent?
I know what RadioTransciever and RelayTransciever does but dont know Intercom
Not only map maker, but pace of the game, you could have vehicles and characters going slower than real life, and it will make your map feel bigger, there is many tricks to make it so
Hey guys, any possible help with custom factions in ArmA Reforger? I did manage to make it show in game, but when I try to spawn, I cant choose character/loadout and because of it I cant spawn at all. Been stuck over 1 month rn....
Have you made a spawn point for the faction to spawn at ?
There is a few things to check, but can't remember off the top of my head right now.
But mainly spawn point and faction manager is most important for spawning in game.
Your faction needs to be in the faction manager and set to playable, then you need a Spawn point affiliated to that faction.
Any idea what Error code 524 is when trying to publish a mod?
Can I force a ping for peer tool to test how well my code handles high ping?
I can see it in GM, so I pick is as playable side...after that, I create spawn point, which allow me to go to spawn screen, choose a predefined group what I have made, but I cant choose loadout and role...so I have empty screen there and no ability to actualy spawn
Can anyone tell me how to open .pak files
I will have a look on my side.
Is this a custom scenario or vanilla scenario ? š¤
Vanilla
Planning to make it as faction, which will change always US faction in the future, so when we play custom scenario from someone, it will change the US faction to ours.
What spawn point are you using?
US One
Without that I dont have even option to spawn
So your faction overrides the US FACTION and uses the same factionkey ?
Its based on US Faction, it doesnt overrides, but I made it based on it
Is anything I can send, screenshot, link on the mod or anything? Because me explaining something, I am doing for first time, so I am digging throught its really hard
I could be wrong but spawnpoints are factionKey based and you need the correct faction key in order to spawn.
Send a pic of the GM faction window to my DM.
It could also be the gamemode that you are trying to play.
If you want to achieve the goal of playing your faction on any scenario that has the US it would be best to overright the US FACTION this way the factionkey and othe important settings stay the same as the scenario.
Roger...I have send you those photos
@native ravine
Im looking for a solid dev for my server if anyone knows a guy
Looking to add my own Freemode style scenario and dive into creating or modifying existing maps.
Need help adding a scenario. im not using Nitrado
Just wondering how different is VBS4 to arma when they use the same engine? like getting some features into vbs to arma is somewhat different or? like examples shooting from vehciels here and terrain deformation
https://i.imgur.com/jXsLhWu.jpeg
https://i.imgur.com/mkikCD7.jpeg
Arma Reforger is on Enfusion engine, while VBS4 is on Blue IG engine
They dont use same engine 
just a little bit of googling would tell you this
i was so sure i heard it was on the same engine somewhere, shouldt have checked my bad then
bumping this as no one has answered it yet and google wont provide an answer
Hey guys, anyone working with Callsign for Predefined groups? I would like to change the callsigns, because I can name the group for example: WOLF 1-1, but behind it is still: (ATLAS RED 1), any ideas, how to change it?
So this happened after the last tools update just now.. wtf..
what did you do bohemia š
does a changelog for Arma Reforger Tools exist for a update?
weird question i am working on a arma reforger map and want to use a height map. where could i find one? that i actually could use?
I download maps from a site where it allows to download a file name .tar.gz and i convert it in QGIS(Free) to an PNG and it worked for me good
Ive never seen a response to "VBS" that is not outright antagonistic by either moderator or Dev. Its not like people are scrambling "They are the same!!" -obviously we all know the story. But they did share many initial code and Devs and fall squarely in the same type of Genre (yes i know one is now used exclusively for Military while other is public gaming). I used to own both -I just dont see the need for such bad tempered responses -its weird
Check the pinned posts in here https://discord.com/channels/105462288051380224/976159873517629500
any documentation on gamemodes? always been thinking and not doing anything
people know the difference far less than you credit them.
like the person you replied to.
there is no "getting some features from vbs to arma"
sure there is shared past. but that has branched in completely different directions already
and if we dont point that out, people assume they are the same
Having the same exact logo doesn't help separate the two I'm sure
Heyo I am trying to make a flyby but running into something weird the plane is unrendering if you dont look at it directly any idea how to fix that guys?
Move the whole entity instead of just the mesh within local space
Camera frustum culling factors in the origin of the entity
Thats understanable but what isnt is the unsaid feeling of contempt when even mentioned. It could easily be a nice friendly exchange "Oh yeah, we used to be connected but are now different companies entirely. Here are some things they do have in common ..." etc..but its NEVER like that . Its always reacted to with a sense of utter contempt like "How dare you !! They are NOTHING like us and have ZERO affiliation". Again, its just weird. Ive seen other Wargames mentioned and a small conversation of similar feature was allowed to be expressed without condemnation to "Offtopic for THEE!!" Now if it was Codemaster.s.....Id get it...
Its probably just to get it over with.
thanks bacon ill give it a go
I think people are just tired of it. As it always gets brought up over and over
Right but why wouldnt it? Meaning "hey this cool military simulator does this?", "wouldnt it be nice to emulate X,Y,Z..." - makes sense dont it? If people compare some aspect of Arma to DCS do we all freako out and go "Differnt game ! Foul ball". Its like theres some inherent bad blood and the higher ups just dont even want it mentioned at all
Now if people were demanding or bemoaning "Hey why dont we have_X since VBS does.." - then i could see the frustration
how can I move the position of the numbers I added ? they appear to be locked (all the layout seems locked) I just want to put the red numbers on the right side
managed to do it but it shows like this in game. any idea why or how to fix it? thanks!
sometimes WB need to restart to update layouts...
Has anyone ever gotten the in game Zeroing Generator for prefab wepaons to work? Ive tried a couple times now and cant seem to get it to work.
anyone know what causes my edited mods to turn silver on playstation only?
There is not bad blood from company, dont speculate
Its just that it gets repeated all the time, people tell those that it is mot the same. Then it gets asked again and again
People with green names here also express their opinions. They are not representatives of BI and if they get annoyed its their own personal behavior. Not the company.
See them as any other user in here.
This is usually what happens š
thanks. but whenever I restart workbench the layout goes back to this. (To have the red numbers on the far right I need to put "OpfTickets" under "ScoreRed"
Editing layout prefabs wont allow you to re-order elements inside by moving them around. You probably could get a similar result by assigning the Z Order to each elements one by one
What is the name of the layout you are trying to edit ?
(also for futur reference, if you need UI/UX related help dont be shy to ask in #enfusion_gui)
Oh thanks I will ask there thank you. the layout is {47864BB47AB0B1F4}UI/layouts/HUD/CampaignMP/CampaignMainHUD.layout
Should be enough for your usecase, but be advised modifying prefabs inside your layout is bad practice as it is unsafe (if we ever update this layout, it might break your own layout)
Oh wow that worked, thank you!!
and thanks for the advice I'll try to use my own layout as soon as I figure out how to do it.
Hehe -ok fair enough, thanks for your response. Hopefully some day, fruitful discussion and appreciation (or the opposite) of features could be discussed freely here. Im not kidding or appeasiing -but when i had VBS Private edition -the AI was 5x worse than Arma's as I would get a frozen "Cant get there" while they were in open desert. Looks like theyve come a pretty far way at least as far as thats concerned but proofs in the pudding
You can use off topic channels for that
In this case, it was off topic here
Shooting from vehicles aint Off-topic as its a part of Arma franchise up to Reforger
it's not part of Enfusion
Go to off topic
Or design channels
So we cant discuss if it will become a part of Enfusion as Arma 3 had it? Seems a legimate question or discourse?
It's not an engine thing
It's a game thing
if you want game designers to see or discuss this, best to do it on #game_design or #gameplay_arma
The people that would design or decide to have that, read there from time to time
Ok
Because people seem to think that because something was done in VBS, its going to happen in ARMA and its unhealthy, especially now with VBS4 which is completely different.
Why bother re-explaining over and over in detail? The comments normally involve "oh wtf how come all this stuff isnt in ARMA?"
Yo cuz -chill out. Was already resolved if you read above. And like I said - as a common genre'd program with similar roots -it makes total sense to ask or request or admire something so similar. If you had read with comprehension rather than knee-trigger well oversold response "its totally different!!" ( making sense while having many, many aspects that arma games have)...you'd have gotten that
Already resolved where to discuss -no need to add fuel to fire
Managed to make something cool š
that B2 is so low lmao
yeah I can move it up was just for testing š
Anyone know what causes these to appear? In the Everon X Arland map
I am trying to change a clothing items perceived faction. I have tried changing the faction key in ItemOutfitFactionComponent in the prefab but that does not seem to do the trick. Can anyone point me in the right direction?
anyone know a tutorial to work with UIs? To give range elavtion etc
improper spline points
Also stop cross posting lol
which channel should I go to ask questions about modding weapon attachments to give weapons different attributes like recoil or movement speed while ADS?
I think they plan on adding that to the game eventually tbh. Just wait
Hey guys, any tips on speeding up the map creation process ? I'm still relatively new to the workbench and i feel like the way I'm working on my terrain is very slow and non efficient
Maybe ask in #enfusion_terrain ?
But from what i heard making maps is a really tedious and long process
Hi there!
I'm looking to implement an intro text in my mission that activates once the players reach a certain point on their way to an objective. I have done things like this in arma 3 before (https://www.youtube.com/watch?v=noYqfa4iRe0&t=269s).
Is there anyone who was able to implement something like this in reforger?
Hi guys, this is a simple video on how to call a few intro text for arma 3 without the need of advance scripting and manipulation of init files. As usual, the script will be pinned on the comment section. Hope you find the intro text for your mission, have fun!
Oh will do, sorry i didn't realise there was that channel
Just pointing you out to where youāre the most likely to get an answer ^^
No need to apologize and good luck
Thanks, appreciate it
That's Leonard Axeman, it's written right there!
haha it caught me off guard
Not worried -bought Reforger first hour it released and probably have a solid 12 hours play time. I bought it just to support development for the future I dont really sweat features as long as i know they planning it for Arma 4
Arma 4 should remain priority in my opinion reforger is nearly at its end of roadmap and the more hands on with A4 the better. I will say reforger for a lot of us modders is definitely something that was ground breaking and really good for whatās to come for the series it allowed much more then just modding it allowed us to have hands on experience with most of the engine.
And for the most part it taught a lot of valuable things and developed a lot of peopleās brains around game development
In what channel should I ask for help/tips if I'm having trouble with gloves? As in modeling and getting them to work in tools?
Ive found that the WCS_Arsenal mod should have a "Thomas the tank engine" rpg in the civillian arsenal, but im unable to find it, and looking through both the WCS mods and the mod that removes it (to see what file it disables, it just said unknown) gave no result.
In the WCS_Arsenal mod i dont even find an entitycatalog for the civillian faction
hello guys, how to add an entity (it doesn't matter which one, the process itself is important) in Zeus (GM menu). I add the SCR_EditableEntityComponent config, set the PLACEABLE flag and then bind the entity to the SCR_PlaceableEntitiesRegistry, but it doesn't give any result...
Add the config to editormode.edit then it will show up in gm mode
Easier to import your own height maps
Im looking for a modding community im trying to build a DAYZ style freemode mod that i can share with everyone so we can see an influx in more dayz servers.
Anyone have any info for creating custom ballistic tables, Ive tried following the wiki but its a bit of a pain to follow. Im working a 9x39 Groza and am runnin into a few snags trying to get the ammo to penetrate properly.
what's the difference between Waypoint Attack and Waypoint Search and Destroy? I'm trying to find a waypoint that is good for vehicle crews so that they attack using the turret all the time without dismounting.
WP Attack works but only until they reach the location since it then marks the WP as completed but I see WP Search and destroy has holding time. are these interchangeable?
did you find a fix to this ?
Yes, the texture res isnāt a power of two, for example 256, 512, 1024, 2048 etc etc
Fun fact there are developer names that are hidden in spawned in ai if youāre lucky enough to see them theyāll have an āaliasā
For anyone who hasnāt already noticed these
thank you!!!
Please, can someone clarify for me how mod licenses work? I talk about those mods which set up custom licenses. For example WCS. Their mods have following in the license:
This content may not be shared, redistributed, modified, or adapted in any way without the express written permission of the original author.
Any exceptions to these terms must be explicitly granted in writing by the author.
Does this mean that i'm not allowed to even use their mod for any of my mods unless i get their explicit writed allowance? (I wanna make scenario using one of their's scenarios and gamemodes).
Sorry if i'm asking in inappropriate channel, i didn't figure out where i can ask it.
I've read page about licenses - https://www.bohemia.net/community/licenses
And I also still don't understand fully how APL-ND works. It says:
No Derivatives - If you remix, transform, or build upon the material, you may not distribute the modified material.
Does this mean if i build my own mod upon any mod with such license, then i'm now allowed to publish it publically? Or This means that before publishing i'm required to ask mod's author for his allowance as well?
is there a reason why my flare gets stuck in the air after throwing? all it is is a duplicated smoke grenade with model changed so it should already have physics enables on it
check your collider, maybe you scaled the model and the collider didnt follow suite or something along those lines
im assuming this? its my first time adding a model into reforger
yup, youll need to add a collider, have a read at this https://community.bistudio.com/wiki/Arma_Reforger:FBX_Import
just a single UBX_ collider should be fine in your use-case
You duplicate the said model parts and add UBX_ in front of the duplicated pieces name.Shoube be 001 at the end.
tri-meshes wont work with a UBX_ collider
this is something i can do in workbench right? or is it a blender thing
is blender
and also theyre kind of strict about channel usage here (rightly so) but if you have any more questions just ping me in #enfusion_model
Counter strike did that decades ago, maybe they're paying homage?
any resources on getting lighting on custom building interiors to look better than just everything looking bright?
Use probes/volumes
BI has a bunch of stuff online on all that
I'd like to know too
A lot of modders are very restrictive with their licencing and not sure if 1) is anything really legal? 2) why prohibit others from changing or improving on a mod? Is not like we are selling or profiting with the mods they are literally free for anyone to use and I don't see how restricting them makes the community better. I mean the original mod will always be there.
Maybe what I'm saying controversial but I'm also talking as a modder myself.
I just started modding arma, personally I'd be very happy if someone could take what I started an made it better in anyway. The things I know about modding couldn't even fill a thimble so if someone who is more knowledgeable fixes a mistake I made more power to'em.
Yes,itād be UTM.
Perhaps
Does anyone know when the framework for jets will be released? I'm part of the USAF mod team and am a solo developer, we are wanting to start the transition over on reforger, but we are unsure of when there will be a reliable framework.
Arma 4 in 2027. No official jets in reforger.
Its BI btw. Not BIS. BIS is Bohemia Interactive Simulations.
Autocorrect got me
edited
can someone explain me what is the difference between regular "group_base.et" and any other prefab group please ? As for example "group_ussr_spetnaz_reconsquad.et", because I see no difference in the WB, is it simply to have a clone and be able to add different values ?
Hey, does someone from you guys also notice a high film grain at night time in EXP 1.5??
its nearly unplayable
was done on purpose to combat gamma cheaters im pretty sure
yeah but it is a crazy amount i do agree
There's a server cli parameter to disable it, don't remember it off the top of my head.
Been MP playing since Tribes pc (1998?) and ive never once been temped to cheat -i just dont get it
is tools down as mine launches but doesn't actually open anything
CLI param is -forceDisableNightGrain
how does it affect HDR?
when i have HDR enabled on my monitor, i can see at night. without it, its pitch black
IDK I turned it off right away so I have no experience with it.
you can also just disable it with a mod if you search for nightnoise.emat
Am I the only one whose animator editor crashes just by double-clicking?
I noticed this the other night in latest stable version
same here, id say its like playing with ace3 nvgs gen 2s or 3s on arma 3
is there a way to save my diag menu settings so I don't have to go through and turn them all back on each time I reopen workbench?
No
Or there was something iirc actually, but i do not recall what it is for.
I will check
Would anyone whoās done loading screens and patches and such be able to help me with something
Just dm me Iād appreciate it
anyone seen this before and know a fix?
fixed, cant have arma pinned to taskbar.....
You can read them and write to file

Did you ever figure this out? I am trying to get Ai to spawn on an oilrig but they just spawn in the water.
I didn't find any configurable setting that allows it, there must be other ways but I've never continued to try to fix it. My assumption is that you might be able to fix it by modding the SCR_AmbientPatrolSpawnPointComponent where transforms on the Entity occur from line 387 to 389 for example a ETransformMode.WORLD is set on line 388, I haven't tried it but you can try ETransformMode.OFFSET and set the offset of the ambient spawner. This is all an assumption as I didn't test it.
yes
ah, yes. inches down the same page I took that image from... ok I think its working, thank you.
diagMenu CLI option is also handy when trying to establish some debug profiles. At work I have one work vehicles, weapons and damage debug
Look at the flags on the entity that the ambient patrol spawnpoint is attached to. I think it's called "relative to y." Just check that box and you should be good.
Can I modify workbench to implement an AI that does everything for me?
Hey there - does anyone understand prefab & prefab children, where for example I want to either remove a child or extract one and only keep the child - how would I achieve that? Is there any good guide to prefab comps?
hey guys can anyone help me? I have some issues with my game file being broken and I cant figure out what is causing it, base game map it works fine but when I built a scenario I am getting some jank. Video is what I am talking about:
its stuck perpetually loading
Does anyone know how to make it so that bases can only connect to specified bases in conflict?
WCS has a way to whitelist certain bases if youre trying to do AAS or something
Yep I found the core assets for that!
Is there a way to override an EntityCatalog with a blank Catalog? I can't for the life of me figure it out
Trying to override a US EntityCatalog without having to disable all the things that are pre-existing in the Multilist.
Why even have an arsenal if you don't want anything in it?
obviously it's going to have things in it... blank catalog that is then filled out
all g, found a real jank way of doing it.
tried that too but they still spawn on water level
Duplicate existing inventory items entity catalogue, remove content, override faction config, set new entity catalogue
exactly what I ended up doing, but thanks! ā¤ļø
have an issue when i export a collider to reforger tools it never has any faces or vertices anyone know how to fix
Hi all i hope you can help me ! I am using GameModeSF_SinglePlayer and cant recruit any ai i place in the world editor any ideas thanks in advance !
i have some mods on workshop which are not usable or working anymore and i would like to remove them from there. Now the problem is i have lost the files so i can't open it in AR Tools and select remove option in dropdown menu. Is there any other way to achieve this?
is there going to be another modding competition next year?
i think this question is for #mbc_chat
does anyone know how i can adjust the lighting to see what im working on
hello, im trying to make a simple Vbied Car ,but i have no idea how to do so . any links or videos i need to see?
how do you want it to work? I never used them in game before but I assume you could just put a massive warhead on the vehicle's explosion thingy and then trigger it using C4 + switch.
what are you working on
Custom base composition
maybe add a lamp
Trigger it by pressing a button
what do you mean the explosive thingy ?
I just opened enfusion, lemme take a look
component ?
i tried duplicating the games car but im new to the components thingy , i just want to press a button and a huge cabooom ,
Helicopter damage manager component, at the bottom theres a whole lot of stuff about making secondary explosions (I picked the mi8 because I know something on it already detonates like aa mininuke when they are destroyed. I added some battery explosion and selected "massive" so this is what I was thinking of, not really sure how you trigger it tho
THNX
WHAT ABOUT SCRIPTING IT TO A CUSTOM BUTTON IN THE SETTINGS SO PLAYERS CAN CHANGE IT
I just know a few things about how gun and explosives work, I make up the rest as I go.
ty
so I cranked that massive battery explosion scale from 1 to 3 and its pretty lit but its not really killing my bots standing around unless they are super close. they're only taking explosive damage from the battery explosion, no fragmentation which would shred them and cause em to bleed out before they can get gain consciousness.
thats what i need
search: Explosion_Battery.et
only how to make it triggeredd by a button and make it changeable by the players
and you can change it to being fragmentation and wipe out people who never even heard the car explode
Explosions are capped a little bit so you can't really have a singular big one, which is why my mini nuke spawns 50 small explosions in a spiral
and how to trigger it with a button ? lets say ( numpad 3 ) and i want it to appear in the settings so players can change it
ive tried searching for it but nothing so far
don't let bacon mislead you. you can always go bigger
haha it clips the audio
i said a vbied not RUSSIA NUKING OHIO
you could probably scale that down by 80%, keep that dope nuke particle effect and still level city blocks without too many people questioning "balance" and "who is this mf that keeps crashing me to desktop"
Nuke doesnt crash anything
3 of em at once def crashed me. I was trying to wipe all the trees off a map as fast as possible
Can you send console.log from crash? I have not experienced any while leveling arland and everon
I use artilleryfx in gamemaster, do you have a seperate one mod or is this yours?
huh I guess it kind of is https://reforger.armaplatform.com/workshop/5994AD5A9F33BE57-GameMasterFX
Nuke comes from Game Master FX, this one is not my mod
If it crashes I need console.log from crash, low fps is not relevant
it didn't crash
I got the model for the gun. just need a modder who knows how to put it in the game and I'll pick up the 22" sword bayonet 3d model too.
I would recommend against licensing models you do not have the ability to import to reforger yourself - generally licensing does not allow for transferring that license to someone else
Also just from a practical perspective there's a lot of work that goes in to importing assets to the game, the spending money licensing the model is generally the cheap part versus the time spent
I wonder what % of 3d models that are purchased actually get modded into games or just sit in someones account untouched
More than half in my cgtrader account
I agree with you!
Also here's another question which i don't know how to resolve as well.
Those licenses ask for explicit written grant from the author. Alright, WCS is big community and it's kinda easy to find ways to contact em. But on the other hand what should i do if i find some random mod with exactly same lines from some unknown modder? Arma's workshop doesn't allow me to just click on mod's author and send him a message, also i seen none of the authors leaving any ways of contacting them.
What way am I supposed to contact the said author to ask for his explicit allowance?
Does anyone know if its possible to open the .json save from Game Master into enfusion workbench? Is there a plugin that can read the meta data from the json to then open in world editor
be cool if we could all trade them like pokemon cards but I guess that wouldn't solve the problem of none of us actually modding them anyways
Anyone else having the problem where none of their enfusion projects open up AT ALL?
Hi everyone, I'm having a problem with my server. Since Monday, after the update, I've suddenly seen players flying or becoming invisible. Has anyone else had this problem? Which mod is the problem? Thanks for your help.
thats a great question but I would hope and assume the answer is no. at least I've never seen those sample mods as dependencies before, ever.
actually? I don't need to give credit to bohemia for stealing their RPG prefab and making one that fires their 70mm Hydra rockets.
I dont see a specific channel for dedicated server issues so i'll ask here (if i should move it to another channel please let me know). I'm running into an issue where I'm hosting a server for testing and my friends can connect to the server but I can't. It's locally hosted on my machine so i'm not sure why this is. Any thoughts?
ypu may have better luck in here but... good luck https://discord.com/channels/105462288051380224/976190496143708191
thanks
lemme know if you actually find an solution
I made a helmet and rigged it and eveything how do i now add attachemnts slots to it?
@empty nexus can we get vehicle saved inventory ppls
IM TIRED OF FILLING THE VIKS EVERY SINGLE DEATH WHICH TAKES 5 MINUTES
Yes we can! Go for it and make it š
probably downloadload a helmet mod that does the things you want to do and then add those settings on your who items
Or there was something iirc actually, but i do not recall what it is for.
I will check
Home key - jump to root menu
Insert - reset to default just for options in actual menu
Delete - reset to default for all options
Shift+Up/Down - faster movement through the menu
F1 - save actual options to user profile
F2 - load options from user profile
CLI parameter -diagMenu "filename" for override of store file
The options are always loaded from file upon engine start.
I appreciate you Mario, but Vlad lemme know a few hours after you went to sleep I guess, I do love this feature though. Sooo good.
Iāll try
Anyone thought of producing a toggle-able & adjustable mod that limits the amount of specific vehicles on a map at a time? Being able to adjust the values in GM would be icing on the cake, but it would be a huge help on vehicle spam & allow server owners to better balance their server.
As of now, the way we find balance is by decreasing XP on supply runs, capture points etc, and increasing the hit on XP by spawning specific vehicles. Of course, this causes issues with players getting mad over how we tweak these values. Being able to slap specific limits on specific vehicles would massively improve performance and overall balance.
Iāve thought about diving into this myself, but I wasnāt sure if anyone is already cooking something in the kitchenā¦.
littlebirds limited to 2 per team max and everyone wins - except for littlebird mains
server performance goes off the charts, suicide rates drop around the world, and littlebird pilots suffer
Is there no way to delete objects when overridden the map layer? There so much junk I want to remove but its not letting me.
nope, you have two options: delete them at runtime (for example, using EntityDeleter entity) or create your world from base of your base world, and copy-paste everything from base world and delete what you want
Apologies thats a bit confusing for me as im kinda new to the workshop tbh. When you mean runtime like in game or in game in the enfusion and the 2nd one is a bit hard to understand icl but overall is a no which is sad
also deleting many big things may affect AI navmesh, so probably you need to regenerate it
I miss the "Hide" Feature in Arma 3 icl
it's same as EntityDeleter entity in create tab
But yeah, nah Im just trying to delete respawnable Trucks and tanks
by runtime I mean delete created entities by some script after game start
ah is there a video to watch on "EntityDeleter"
First time Im learning about this tool rn
Just find it in create tab, it pretty straightforward - place, setup radius, test
Again im new to workbench lmao
Idk what all of that is, im just messing around rn and watching videos. I find a video on it, thanks for the help
Ah nvm I just clicked on of what you mean
https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding or Modding bootcamp videos on official youtube channel
Real quick, I cannot for the life of me find anything on it there, is in an area thing or what can I type in to find it
It is in World editor right? Or am I tripping?
Nvm, I think im dumb... I hate how ppl put Respawnable stuff in main layer which I can now never remove, yay
I followed this and got it working.
I'm making an amphibious vehicle, and I'd like to know if anyone knows where I can find the LAV component that only activates the rotation of the amphibious propellers when it comes into contact with water.
Good question, i got no answer but I do have another question. What kind of vehicle you making?
a brazilian apc , the name is urutu, but i want to make a lot of ampibhius vehichels
I got to play a PT76 for a few months before it got removed and I never expected it to be so fun being able to cross rivers and show up in unexpected places with tank. Amphibious vehicles are so cool.
yess is too cool
Link me when you publish mods or make a #1049297536617291827 thread and I'll follow it. I want more vehicles, especially boat tanks.
So I just tried adding an arsenal component to an MHQ truck and I set it so that the only things NOT included are the radio backpack and mortar categories. When I test in world editor, the only thing in the arsenal is the radio backpack, but you cant get one even if there are more than enough supplies in the truck. Anyone happen to know what Im missing, or why its pretty much doing the exact opposite of what I set it to do?
The one with the cannon would be dope.
Is there a way to hard cutoff a light entity once the light is a certain distance away from the source
Getting some really nasty wall clipping
okkkkk i will link you when i publish
In addition to this, how do I revert the change to the MHQ to allow custom loadout spawning?
any idea why this happens
I just did one of new York.
Quick question is Enfusion engine going to be public for other game devs in the future or solely for BI projects?
It's only for BI projects.
Right as I googled it and it said it would be open for public use future just didnt know if it was a shakey source or able to get more info
Random one. New to the workshop. Once I close enfusion tools it makes the project read only. Is there anyway to change this so can edit things again
What would cause this 2nd arsenal with the radio backpack in a vehicle?
I'm adding a colleague's email to the "contributor" section of a mod, then publishing. But afterwards, if I open the publish menu again, there' email isn't there and they aren't recieving an invite.
Is this feature bugged currently?
Hi all, I'm trying to work out how to make a modification to the PlayerManager class in Enfusion but the only thing I can find seems to be a header file PlayerManager.c. If you could @ me in your response just in case I miss is that would be appreciated ā¤ļø
Has anyone seen this happen on Gogland map? I have the same mods on iraq, fallujah, and kunar and it wasn't happening. Only on ps5 too. It looks like thermals or something with the HDR. What's weird is you can change from performance to fidelity and then back to performance mode and it fixes it. Any ideas what might cause something like this?
Does anyone know how to make a full clothing mod with attachments and without a bunch of stupid dependencies
base all of your stuff on base game files instead of modded ones
Still not really sure why I have a 2nd arsenal in this vehicle that contains an item I've not allowed in the SCR_ArsenalComponent. Any ideas?
Figured it out, the MHQ truck has an arsenal slot in the slot manager component. Disabled that and the ghost arsenal is gone! š
I would also like this answered as I am the colleague in question
Anyone know whats required for a deployed MHQ to show up on the map? Made a custom one and this is the last issue I think.
Hello š Having a go at world creation for the first time!!
Does anyone know why I've got some sort of fog making it really hard to see anything whilst I'm in the viewport? I've got the camera setting to 2000, which you can see in the distance, but theres some other fog type stuff that I'm really struggling to turn off?
Also why is everything white unless I'm close to it?
Have a problem, whan i try override Antenna prefab from E_..... .et file an in editing prefab changing transition range, upload to SRC_...Build system, i see that antenna seems like no vanilla settings, but - still working in basic transmitter range 2 km, some one know how its can be fixed or in wich of channel there will be better ask this question?
Is splitting my mod up worth the hassle ?
I have a custom scenario on everon and the navmesh is massive in size.
I was thinking about splitting the mod into Navmesh & Mod.
This way I don't have to upload the navmesh everything I change something small in the mod.
If anyone can give me advice into this it would be appreciated.
Like possible issues... etc.
navmesh should be with terrain or scenario (if big changes in terrain are made)
Like possible issues... etc.
if player will not enable mod with navmesh he will get broken AI and many other bad things, if you force this by adding navmesh mod into dependencies of terrain/scenario mod then it will be same as placing navmesh in this mod
But there is one benefit: because navmesh is big in size and when uploading you addon you must upload all files even if you change single text file, so it will be faster to update
Cool...
so the one draw back is if the player "decides" for what ever reason the navmesh dependency is not worth adding he will get a broken game, Im fine with that, it is not my fault, Although as a Modder we have to cater to those kinds of people...šŖ
my problem is, when ever I change a small thing I have to upload the whole mod including navmesh (~800mb) which is now starting to cause problems when uploading to workshop.
Just make the navmesh a required dependency, but keep it a separate mod.
thanks for the confirmation !
Iv done that now, sadly I still cant upload to workshop, but this isn't a huge issue I will wait until I can.
Still trying to figure out how to get a custom MHQ to show up on the map when deployed in conflict game mode.
vic just starts floating when placed anyone know how to fix
hey guys, i have several problems while creating a map, the first one is when im spawning in a vehicle into the world and trying to drive it, it wouldnt move at all. it makes the engine sounds etc but it doesnt move.
the second problem is when im trying to place a pond as "lake" and then switch to game mode it crashes and throws an error
It seems like it might be. I think we had this too and we didnt get invites but two of our names showed up in the mods contributors listing.
I think it may just be workshop bugginess
My understanding of how it works is - once added those users will appear as contributors regardless of whether theyāre present there or not (much like screenshots)
Anyone else can't upload?
same
It's not common, right? Do you think it can be fixed today?
Not common, sometimes it happens and fixes itself when you try a second time, but this seems to be a bigger problem. Being fixed today is what Iām hoping but like 7-8 months ago the workshop was down for like 3 weeks straight, so I dont count on anything.
Damn yeah, I remember.
Honestly I see someone say this just about every single day so I would say it is quite common. However I've not had a problem myself for a long time, but my mods are also quite small.
How do I make sure the faction manager counts the player into the correct faction.
I'm using enfusion Persistent Framework and my scenario only has one player which is assigned to faction (HVK_D15) but my problem is that the faction manager doesn't register that player so he is not counted into the faction.
I have tried multiple ways and I still can't get it right.
I dont know where to ask this so i will ask this here. How do I change the voice lines of the ai so like if i wanted the ussr guys to sound more chinese how would i go about doing that
Hello everyone. I am making a new vehicle that have a custom turret. The vehicle uses the LAV25 character animations as base animation.
I am getting a character right arm deformation to scene root problem, like shown in the images.
What i have tried already:
- Reproduce the bone hierarchy in my turret, the same as the LAV25
- Change or delete gunner idle character animation (something still pulls the right arm no matter if there is no animation)
- Set LAV25_Empty animation for TurretStick, both in Vehicle and Character instances
I think some rig somewhere is pulling the characters right arm. In the LAV25 there is a animated stick, but in my model there is not. I tried to replace with BTR70 turret, and the right hand still is broken, but not deformed all the way to scene root.
I don't have ideas anymore, so any help will be apreciated. Thanks.
when i test my game after I publish it to the workshop, i dont see my arsenal the guns and the clothes
how can I add ? in game its empty, please help
how do i make default game vehicles drive in a custom map in enfusion world editor
In Conflict game mode, can you make the HQ location for each faction to be fixed instead of randomising every start. Thank
Please recommend me a youtube guide video how to transfer existing scenario on a new map. I am total n00b with dev tools.
Im not randomizing I already have both USSR MOB and US MOB since from beginning. what do you mean bro? Still not working and my arsenal it's empty. Please help
cant get the EPF spawnpoint to spawn players as a certain faction, spawn as no faction currently. anyone know to fix this?
The vanilla epf spawnpoint has no faction associated nor any logic for it. if you rely on factions you will need to add some logic yourself or wait for one of the next EXP updates where the mod is no longer needed
Iv been trying to do this but my scripting knowledge is not great.
If you get it right please let me know.
Armst Platform has got it right but their spawn is insanely involved with multiple other scripts and mods that all need to be present, so unfortunately not a plug and play type fix.
Any helps appreciated, Iām having problems uploading a mod, and the reason itās giving me is āā none, and idea how to fix this?
T.A.O ain't working for me, any idea of what could be happening?
Do you know how to remove that fog?
We switched to gogland on our server today and we get this error a lot now. Did not had these errors on the previous map.
Also PS5 players have black and white screens when joining the server and the only workaround is switching between performance and fidelity mode a couple times.
Does anyone know what could be the problem?
Anyone know what to do here?
Sounds to me like it would be gogland
Solved. Entity catalog in faction manager was set to none instead of items. IF YOUR ARSENAL DONT SHOW NOTHING INSIDE DO THIS OK. PROBLEM SOLVED BY: @tepid tinsel thank you so much Sir!
We ruled that out. some PS5 players played on just the gogland map without any mods. no issues. Its probably gogland having a conflict with a mod i assume
Yeah if it started happening when you added that map, I would assume it's that map. (Or any other mods that got added when that change was made)
Only gogland and our conflict layout mod got added.
Anyone know how to make sure supply points are refilling and how do you change the timings/config of it?
Hello, kindve a vague question but is there any way to "extract" a heightmap (data or image) from an existing map? Like one from the workshop? Coding an arty calc and having that would be really useful. Any other ideas would be great.
Download a mod that has an elevation tool and walk around the map writing down elevation every 1 meter and then create an ASC heightmap from that collected data
š„²
Still havent found this out, anyone got anything?
Also another question how do I rearm vehicles (refilling rockets), which Area Radius is it? I cannot find it as it doesn't fit in the Refuling one. Or which Component is it?
Hello, I was wondering if this is the correct place to post this. I am trying to add a graphic to the in-game map (The one the player see's when pressing M), I thought I had found it in the Directory "ArmaReforger > UI > Textures > Map > Worlds > EveronRasteirized.edds", however this seams to be a "Vanilla" map with no roads or villages marked on it? If anyone is aware of the directory where I could find the correct file, I would appreciate it very much, or even link me to the BI Wiki page dealing with this matter? Many thanks!
In regads to the above message, you can disregard it. I was just sent the BI Wiki page pertatning to this information. I have included it below should anyone encounter the same problem as I.
https://community.bistudio.com/wiki/Arma_Reforger:2D_Map_Creation
What determines how strong a rocket/missile is?
I've tried copying the RPG's default stats.
I have a rocket/missle that is now x5 as strong and twice as fast as the RPG, and it doesn't kill vehicles still.
How can I fix this? Its annoying.
Anyone know how I can remove a mod from the workshop after Iāve factory reset my pc?
Had the same thing happen on gogland. PS5 screens were messed up upon joining but could be fixed by switching the graphics mode. Not sure what mod it was that caused it yet. I would like to find out because that's a cool map. It doesn't do it if I load up the map on local host too rule out the map as the problem but as always seems to be a ps5 problem only.
Yeah, we love the map aswel
The workaround will be fine for now though
Anyone know why arma tools make my pc periodically go into limp mode lol
I mean the whole pc starts lagging, mouse barely responsive, audio output freezes, sometimes it freezes my whole pc I have to power cycle it
Is that normal for you guys because I feel like umm itās a bit extreme? Nothing has ever made my pc act this way.
Did you ever solve this ?
Naw my man , I quit trying about 3 months ago , for some reason Iām just not able to make maps anymore , terrain wonāt save, tried everything I could . Sorry bro
Damn I hate to hear that⦠I hope I donāt end up doing down the same path š
Iām not even sure what I could tell you to avoid to make sure it doesnāt happen, I took like a week break, came back and tried to start a new project and everything just went down hill . I kept trying for like 2 weeks straight but eventually just gave up because I just couldnāt make anything.
Thatās horrible. I wish they would give us better resources. We should at least be able to diagnose our issues. This shi is quite literally bricking my pc but only sometimes and I genuinely have no clue why
Even keyboard commands donāt respond. Mouse moves very slowly and rubberbandy but canāt click anything. Audio stops working like I said, just a paperweight with a screen
Yeah it upset me a lot not being able to continue making maps , really was probably my favorite thing Iāve ever done , i love arma and dayz and making maps for them was something Iāve always wanted to do so when i got my pc i was so happy I couldnāt even explain it, but than after my little 1 week break and i came back , nothing wanted to work , there was times I couldnāt save my maps 2 minutes into creating the base terrain , and then there was times where I wasnāt even able to place a base terrain . I got overwhelmed and just gave up , I think I tried again about a month ago and still I had the same issues . I never could figure out why I all the sudden couldnāt create anything. I plan on building a new pc in the next 3 months so Iāve been telling myself Iāll try again when that times comes. Hopefully things will go smoothly than .
I hope you find the solution to your problems bro, I know how frustrating it can be
Thanks man and I hope you find yours! Iām kinda in the same boat, started making a map and was loving all of it, had some issues took a break, just now coming back and itās freezing like hell
Hope to see both of our terrains on the poppin servers some day @silver thistle šŖ hopefully Bohemia will find some solution or compromise. If not to fix any issues then at least give us the knowledge so we can fix it or avoid it
@noble terrace If you want you can add me on disc my man , Iām not able to help right now but you can DM me and when I hop on in a few hours I may be able to give some insight or help with whatās going on . I understand how annoying and frustrating it can be , especially when youāre mid map creation and all the sudden it wants to stop working š
Sounds good brother appreciate it
Forsure bro, Iāll hit you up when I get home š
Anyone know how to fix Shadows glitching/flickering like this? New to Building so trying to figure it out and cant find anything online:
Okie dokie, apparently it was other light sources interfering outside...
is there anyone here that uses the zels banking system and shop system together, that could lend a hand please, i ahve all the banking set up and the shop im just unsure how to link the currency ?
Hi everybody, i have a question , how do i add some item to the construction possibility in the command tente? I mean i make some prefabs and then i want them to be able to be placed in game by players , can someone help me ? Or send me like a tuto already existing ? Thanks a lot
Where do I report bugs in mods? Can someone point me in the right direction please?
Do I do that in #1049297536617291827 on the specific mod?
That would be the most appropriate place to report a bug, unless they have a dedicated bug reporting system on github or something.
Hey all maybe a dev could give me a answer here. I have my map sitting as a manw entry but have some critical fixes to it. Am I allowed to upload a secondary non manw version separately?
To my understanding the answer is Yes.
As long as you don't update the MANW version, you can upload another version.
just maybe make sure as I can't 100% confirm this.
Just don't get confused on which mod is the MANW version, it will not be a good day, if you do
Yeah I am in the same boat. I should fix a crash that is caused by BI publishing 1.4 straight to stable, but I cannot touch my MANW entry anymore š¢
But I understood the rules same way that as long as you dont touch the entry that is tagged with the MANW tags you should be fine.
Hello everyone, which website youre using to get the height png photo ?
What would cause a vehicle in the building menu to remain red, denying placement?
How does Magazine Well Class work? I'm trying to modified Mosin Nagant to have 1 shot magazine.
I modified the mag with one ammo max capacity (Pink Arrow). But with original mag well class, every reload add 5 rounds instead of one. How do I fix the problem?
What are the other rifles? Im pretty sure chungus wrote the script for most bolt action reloads so maybe ask here https://discord.com/channels/105462288051380224/1351814740070105160
I assume its the script thats going to override any kind of new mag you try to make for it 
Meant to reply
I tried messing around with the mags and idk, nothing im trying makes it 1 shot per mag
Good morning. Is there any chance that Refurger Tools ever getting ported to Linux?š„ŗ
Arma Reforger Linux community has a great number of creative players who want to share their work with world, but unfortunately they canāt
Other rifles he made also have an internal magazine.
Guys Iām depressed
same same
I have no friends
Join a milsim Reforger server there are plenty of people there that are friendly !
Awesome people to play with.
Well that's bad, not sure what to say but... I think you should do what HVK Ind said
Any idea where is the config file that managed the magazine well classes?
There is no config file for magazineWell, it is a script.
Duplicate a magazine then right click on the magazine component inside the magazine prefab then click on "jump to script"
Any idea which one
Does anyone know if itās possible to cycle through multiple textures on a single object, for example to create a slideshow or PowerPoint-like effect?
I tried creating a script but it seems like the meshobject always is priority and my script didnt overlay the selected textures on it
So sad actually..
can anyone help me put in persistant characteres in my scenario?
@remote bronze any help? trying to add persistence to my server scenario
What would cause a vehicle in the building menu to remain red, denying placement?
Any easy tools to fix a pre-1.0 mod?
No, they told us they were all wiped, but I have seen a couple of my own pre 1.0 mods pop up again randomly. If you see a pre 1.0 mod, you're not supposed to.
I mean fixing some of my old mods
i having trobles whit my vehicle , when he deep ofset in the water the engine dont stop, any one know why?
you're goal is to drown the engine?
yes
I have legit no idea what any of this means but I notice the amphibious vehicle's engine is a UCX collider and the truck that drowns has a UBX collider. Id be surprised if this works so pls do let me know that goes for ya,
Ideally you wait for next experimental update which makes this a lot easier for you š
ohhhh i like the way you play with my emotions. But aawwesome thank you!!
Is there not ANY way to host a private session with my buddies so I can test out the map I been working on WITHOUT starting a legitimate server ??
Cannot do it in an official game master because the ā scenario ā isnāt on the vanilla terrains, leaving no option to load it
Hi, does anyone knows what is the prioritization of override structure?
For example , I have two different mods, each one of them override the same composition.acp with different audios assigned.
The question is, which mod will override the other and what depends on that?
Perhaps it's mod list order within the config file, the second to load is the one who override the file at last?
FYI, This worked, all good š
Are we getting vanilla support for persistence?
Yes I believe he said in 1.6
What would cause a vehicle in the building menu to remain red, denying placement?
in gamemode campaign?
Yes, custom vehicle from a vehicle depot. I've been trying to figure this out for over a week now. I'm sure I've seen this issue come up before, but discord search is absolutely horrible.
I'm about to lose my mind with aresenals. I routinely add items to our arsenal and about 1 in 6 times it just doesn't show up in game. I cannot for the life of me figure out what the problem is. Question: What are the prerequisites for an item to appear in an arsenal?
Step 1: If problem then console log
Would something like that be logged? I figured it was a problem with a "flag" on the item or something like that
does anyone know how to enable game master when playing a non-game master scenario offline? it can be done when you are on a server but not offline for some reason
There are a few things that need to be correctly configured in the config file. Try duplicating and editing an entry to add your item, see if that works.
Yeah, that's what I usually do but no luck half the time. Then I try to change (for instance) Weapon, Weapon -> Weapon, Default, -> Equipment etc
and sometimes that works but I have no idea why
Hello, im having issues with vehicles on my map, i drop them in but they wont move and i cant remember how to do it š¤
@grave prairie
Who is currently scripting the engine?
Hello everyone, quick question for all you smart peeps here today š Is there a way to get the bridge deck portions to follow a nice curved spline that i have created? I am unable to drag and drop the asset onto the spline. I tried meticulously placing the bridge portions and adding my own curve but it did not turn out as nicely as I had hoped since it is such a large span over a river.
Is there a way to forced AI to melee fight against players with empty gun with bayonet?
I am getting this error when trying to load everon in the world editor, I get a huge memory leak. It will fill up to about 50 Gigs.
Does anyone know what causes this and how to fix it?
I was loading everon just fine 2 days ago.
50 GIGS!
Iām pretty new to this whole thing.. but learning š«¶
Starting a forum if anyone wants to check out what Iām up too
https://discordapp.com/channels/105462288051380224/1419806551497117826
Does anyone know which mod adds those pink pit vipers āthe Barbieā?
is the backend down? have not been able to post an update in 2 days
Must use a vpn to publish, singapore location has worked fine for me, been cooked for the last week or two
Is it possible to run a server without connecting to the Arma's backend that shows my server in the multiplayer list? Or is this a breach of licence?
Like a server without A2S information
Canāt post mod to workshop any idea what the cause is??
BACKEND (E): [RestApi] ID:[17] TYPE:[EBREQ_WORKBENCH_GetAsset] Error Code:400 - Bad Request, apiCode="workshopApi.assetNotPublished", uid="1758611749224-113089", message="Asset 66602414CFC10B29 is not published"
BACKEND (E): [RestApi] ID:[27] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:524 - Unimplemented 5xx, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""
The UID it gives me is my mod..
where do I find the actual reload time of weapons? they all say 2 except for the vehicle mounted ones.
hello im struggling to get my in game vehicles to drive on the terrain, but on my old map i did something on the settings but i can remember how to do it? can someone help please
Select the terrain layer and in the object properties toggle the Terrain box. Hopefully thats the fix š
After clicking on the terrain layer in Hierarchy , then scroll down right side to Unsorted Tab, and select terrain.
May need to scroll the window down a bit
@late sleet thats the full section i cant seem to find what your on:/
It appears that you have Forest entities selected in the object properties. Make sure that you have selected your terrain
im on the terrain now lol
That one has terrain in the list. Select terrain for that layer
you legend!! i couldnt find this for over 2 days :)#
Glad to help, I was also stuck on that for a bit. After hours an hours of YouTube tutorials I finally found it
dude i watched so many videos and couldnt see it, but this is my 2nd map i should of known lol
Could someone, anyone point me to where and/or how to make a prefab and/or prop placeable by GM?
Thank you so much. I found a small bit about the plugin to add prefabs in a different tutorial but when I did it it added 2000-ish things to GM (250 pages of things) and ultimately crashed Tools. So I knew I was doing something wrong.
Had issues where i could not upload mod to workshop, thought removing GUID it would generate a new one... BAD IDEA
Does anyone know how to repair this? The file path still has all the assets & data
Hi everyone, I have just started in Enfusion and don't have a lot o experience in engines like it. I am trying to make cinamatics for my milsim unity and I am running into this problem:
One of the mods for our uniform is GRS. We use ModularBeltsAMPBags and ModularVestsAMPRigs, both of which have the Bacon Loadout Editor as a dependency. I wanted to use the same uniform we use in the game within the cinematics. However, Bacon adds the option to edit some items of the uniform, literally edit (photos 1 and 2 attached(Taken from within the server, not from Enfusion)), being able to change the position of the pockets, vest configuration, whether or not to use drop leg, etc. However, the problem I have is that, when adding the mods within Enfusion, when I try to edit a bot's uniform, I have three more fields (photo 3 attached), where I can place the belt and drop leg, but I can't edit the pockets of the drop leg, the backpack, the vest, or the helmet, things I can do when playing on the server and using Bacon. I can only assemble the base of the uniform (photo 4 attached), and I wanted to be able to assemble it completely, with the pockets and nvg...
I noticed that Bacon added some components to the editor (photo 5 attached), but the only option I have within the component is to activate or deactivate it, and even when activated, the fields to edit the uniform do not appear (photo 6 attached). Include my Resource Browser and my project dependencies in the images, if necessary. (photos 7 and 8 attached), my project is named "Teste".
Does anyone know how I can completely edit the bot's uniform to match the one I use on the server?
Anyone know why the Black Mamba mod by BlueHazard was Removed? Also anyone know if hes in here?
@hidden lotus are the right bluehazard?
Yes
Lol
what did the black mamba mod do?
It's just they are not allowed to use it so took the decision to make it unlisted
Im just curious what it was, I never heard of it
Oh it was an armored vehicle
I do know of certain groups sabotaging their mods with dependencies and debug things that spawn instead of the actual vehicle or weapon, or they dont show up at all in arsenals or game master, might be an option idk
make it dependent on a massive mod that would have no purpose on their server but on other serverse
Hmm interesting
Have you uploaded your mod before ? If so you could go to the workshop find your mod and copy old GUID or look in the Meta file of your downloaded mod.
or go to plugins and look for GUID generator. It will make a new GUID for you.
Hey anyone able to help?
im making a vehicle, when im in the prefab and i try and select SlotManagementComponent my Reforger Tool Crashes
@empty nexus, can you help me please?
BACKEND (E): [RestApi] ID:[13] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:524 - Unimplemented 5xx, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""
anyone know whats wrong? I cant upload this mod. I can upload others but not this one
ive been dealing with it for 2 days. i set my VPN to germany and it let me upload.. no idea why
Workshop is little messed up right now, my updates are going thru in-game, but on the website it wont update
i was able to recover the data and transfer it to a new project, thanks for you help though!
Once again Im trying to figure out how to allow the placing of vehicles under a custom building tab. What is the name of the action that determines if a vehicle can be placed within building mode? (like from a vehicle depot) The thing just constantly shows red so I can't place it anywhere. Same vehicle places just fine from a vanilla vehicle tab.
But none of my other mods have this issue. I even swapped GUIDs, error. I coppied everything into a new proj, error.
Yes I did the same, VPN to Germany works for me have been having to do it all day today
make inside and outside "serverXy sucks balls" on the vehicle
How can I equip a helmet and NVG in a unit in the workbench? I can only do one thing rn
How to check comment/uncomment code section hotkey (script editor)? / is not working for me anymoreš¤
Just so you know BI I did it first that'll be 1 million dollars for the idea plz :c Added: Character headgear can be knocked off the head if hit with enough force
yoooo how can i allow civilian vehicles to be spawnable from faction maintenance comps? I have the vehicles in the catalog but cant see them
Is there a way to get an object such as a bridge platform, to follow a spline? Each time i place the object to the spline, just one is placed at the start.
You did that nice
Never knew I also didn't even know there was a mod for it
I want to add animals to the game. How can I modify the existing AI? Any tutorial about this?
Hunting mod? I've always wanted to hunt with a m60.
I am trying to work on a joint project and want to add someone as a contributor so we can work on it together. I've published the mod with his email but he does not get an invite. He as tried restarting the workbench but for some reason it wont let us collaborate. Any help would be much appreciated!
so we can work on it together
not how it works, it just adds their name to the contributors list on the workshop
use git or some other svn
So I can't solicit devs in this chat for work? Am I understanding the rules correctly?
As a European crazy to find out this a real thing in Texas. The government will pay you to go shoot pigs with an m60 flying in a Huey.
Is there any way to get a good quality reforged texture? I mean, I need an NMO of a 4k texture (the vehicle driver's suit) and I don't have a way to capture it and keep the details I want
*for paid work, that is correct.

is there a simple way to up the amount of supplies a heli can carry?
probably inside a component on the heli
If its so crystal clear, how abt you try to find it, theres not too many comps on the heli
Where do i find the EBT add on?
obviously something to do with the heli would be part of the heli. If it were clear i wouldnt be asking. i've looked over the heli for an hour and seen nothing that directly coorilates to the Supply capacity. If you don't know then dont answer. If your solution to a answer is to "go look" then keep it to yourself
He knows and he's right, but its not simple at all, its overly complicated imho. So in short, the answer to your question is "no."
I'd just like to add that if your reply is gonna be "don't answer If I'm not gonna like your answer" then keep it to yourself.
Regardless
SCR_ResourceComponent is where that's changed, but not specifically the component on the heil.
The component on the "supply storages" that are added to the heli via the SlotManagerComponent.
thank you
Does anyone know whats up with my connection issues here? I am running WCS-Core in order to individualize whitelising for the bases for an AAS style, They wont interconnect
hi - if i place a cyan object and add rigid body on it seems i can still pass through it. for example BarrelMetal_01.xob seems to has this behavior. Anyone know how to fix or am I missing something? Thanks in advance!
Hello All,
hope this is the right channel.
RHS NVG Question
I tried to add them to backpacks but this does not seem to work. Are they too big or just cannot be added as deposit?
Can i attached them to a helmet then?
I would overwrite the prefab and use storage manager.
Do i need the battery box for them as well?
thanks
Armin
Ehm.. A stupid question....
Its possible to make a Server or something with a Map project directly from Workbenmch without uploading to Workshop so you can showcase your work?
Hit the big green play button
Does this work to play a multiplayer?
i do this myself.. but i wanna show it to some dudes without uploading the mod/map....
Is the workshop backend down? We're getting JIP replication errors
The only way for them to have access to it is for you to upload it or pack it and manually send it to them and I've never tested the second option.
If it's a map, then you're gonna have to find somewhere to upload gigs of data to.
At that point you should just upload it to the workshop. It literally is a place that you can upload gigs of data to. lol
I donāt recommend that option⦠lots of arma folks steal and copy right maps
The only true way for a mod to be private is if it's privately distributed. There's nothing wrong with manual distribution, just don't send it to a thief and you wont have any issues. lol
We're not dealing with Steam any longer. We're dealing with B.I. directly for mod hosting. They've made it perfectly clear and proved that they will ban and remove mods that are stolen.
Mean while SaMatra koth servers were stolen and are still around lol
Running a server with someone elses mods isn't illegal or against the TOS.
If they've ripped his mods and reuploaded them then he should contact the correct authorities.
They tried, they got ties to the inside and stole it all
Likely story
not sure if this is the right spot but does anyone know the fix or work around for this warning i get when i add a second attachmentcomponent as a child to muzzlecomponent
yea.... can you upload and make it ehm... locked? or maybe just delete it after a test?
Not sure what you mean by "locked" but you can upload it "unlisted" The password protect your server.
Then*
Which still makes the mod publicly visible on your server page on BattleMetrics which uses official server browser API
maybe mods are not meant to be private
should be up to the one making it..
Has anyone tried to fix the spawn of mines inside minefields?
so that all mines are adjacent to the Terrain
I want to make AP mines POM-2 for BM-21, so that they spawn in the zone after the missile arrives.
Since the mines will be visually connected to the ground, when they are not in contact with the terrain in the zone, they will look like contact threads sticking out of a small hill.
Anyone know why when i put a custom prefab in the world editor it loses the textures?
try restarting the workbench, quick fix that works most of the time for me at least
Im trying to load into my test world with less addons, mainly all the RHS stuff and im pretty sure I disabled everything dependent on RHS and RHS_core and content stuff. Its still available in my mod list when I get into workbench. Have I not disabled everything or do I need to start a new project or whats the deal?
how do i import the games models to blender to do animations?
Use chatgbt or Youtube
Chatgtp 2025ā¦..
Yall still havent fixed the polyline issue
it's in the arma reforger tools steam installation dir
I have the pose library never saw anything about importing weapons though
Tried using ai didn't really work tbh I'll check yt tho
You can't import the games models (.xob) you need to import your own models to my understanding Maybe asking in the animation section.
https://discord.com/channels/105462288051380224/976155605100294224
Hm alr bc I wanna work with the games model and rig to do some animations for them yk I'll ask though
You can't work they are locked, only weapon you can work on is the sample Rifle
That's dumb sample weapon won't work for jamming animations for every gun yk
Well it is just a sample weapon for the tutorials.
Unfortunately, there is no way of getting the games weapon models into blender.
That sucks bc then it'll be harder to make quality animations without knowing what the rig looks like for it yk plus how the weapon looks in the hands compared to a free model of the same weapon
You don't.
Ah
you can overwrite the .ets with your own and it should change any generator that used that one
if you select one of the generated spots on the map , it will tell you what is in it
alr ill try and find that maybe you can help cuz ngl idk how to go around the enfusion stuff its new still to me personally
He wasn't talking to you, someone removed a message.
ah my bad
yea some dude ask about the generators for trees
BACKEND (E): [RestApi] ID:[15] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:524 - Unimplemented 5xx, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""
Anyone know what this means
Reason: ""
It means workshop broken lol
I had this for the last 5 or so days.. If I set my VPN to Germany it publishes just fine
Greattttt also thank you!
Hello, I want to make a base in Everon for my clan, I would like to use it with game master, so far I have created it, but I want us to always appear in the base I assigned, how do I do it? thank you.
Bi running out of money or wa ?
they already upped the price of the (game) engine test. to 40 euro. and now asking for more because they can ? bit of a joke isnt it
if base game had a ton of content it would be diffrent but its modders that have been keeping the lights on here , without them reforger would have been nothing the few people that play vanilla conflict is nothing compared to the people that are on modded content
well first of all vanilla has a lot of players. and second this is just a DLC that you don't have to buy. I see nothing wrong with this.
nm you dont see the bigger picture here
It's not even game related content.
a lot of people will understand what i am saying here and defently the modder will
Out of curiosity does anyone know a way for me to open two editors at once? trying to get the names of certain objects used in other maps and finding them one by one closing and re-opening each time sounds a little painful
right click the workbench icon on taskbar
then? haha sorry im a bit slow
then just click on the arma reforger workbench thing to open it haha
i totally opened task manager...
thanks!
@deep quarry Wouldn't happen to know why my map has this shadow over it.. If i zoom out far the whole place turns black and trees etc turn neon
But then looking at this (absoloutely stunning) map from workshop it doesn't appear to do the same..
could be something to do with the topographic image of the map but terrain modding isnāt really my area. Youāll get better answers in #enfusion_terrain probably
Okay will do thankyou! š
Good afternoon
I'm experiencing a recurring issue with high CPU usage on my Hostinger hosting / AMP (Phobos). After about 2 to 3 days of normal operation, my server's CPU usage reaches 100% and stays there.
Is this happening to anyone else? Or is there a solution?
are you using mods?
more than likely that the cause is a mod
Yes
I'm using the basics (RHS - WCS and ConflictPVERemixed4x).
I used them more before, and after removing them, nothing changed.
If remove these three, it becomes vanilla :/
Would someone link me please the BI Rules for Workshop Maps or general TOS, please? š
Hi, when using the generator for walls with a polyline, for some reason my walls have starting firing just one piece into the direction of the vertex for the polyline. instead of following the path, is was working fine before but has stopped working. If i try it as a spline it works, just not as a polyline. Any help appreciated
Is there a way to place vehicles for testing on roads in the editor? Similar way to A3?
Like you created a Vic and want to test it in Arma reforger tools?
You just pull the prefab into the world of whatever you want to test or use and press play
lets say i want to take a model and use it on a prefab vehicle so that it behaves the same way as the prefab and looks like the model, do i need to scale it to match in blender before importing it into enfusion
What exactly are you trying to do?
send the btr to blender so i can scale my model to match its dimensions
You can't use the in game models elsewhere.
i understand that, im trying to use the btr as a base for behavior but make it look like the model i have in blender
im new to all this so maybe im saying it wrong
i want to make a vehicle that behaves like the btr but looks like my 3d model in blender
You need your model in blender to be the correct size and share the exact same skeleton with the BTR then.
correct
Yes, I know.
And as I said, you have no way of determining the size of the BTR in order to do so because you can't export it and use it in blender.
You also don't have access to the armature that the BTR uses
okay thats what im needed to know
That's why people make their own models and custom animations.
i mean it seems like a dumb question now, but i didnt rrealize thats how it worked
Does anyone know who makes the better map ent's? looking for the one for Everon
i believe i have found it
Does anyone know why i cant get a straight edge on the paint tool? I have changed the strength, radius, falloff, angle, linear, smooth, sphere, inv-sphere, etc and cant get a straight edge
getting alot of rendmainimpl errors just using the workbench..
Is there still current issues with workbench and backend connection? getting an error just when i click publish
is there a way to reset object origin?
ie. reset the orientation of the rotate tool with the surface?
ctrl + shift + down?
Are there any tutorials that don't yk suck for enfusion but actually go over all the steps and are well documented and uh maybe able to explain stuff so I don't wanna break my keyboard?
no that flips the object around.. I mean orient the axis of rotation.. if you look at the image you can see that they are skewed ie. X axis is not parallel with the ground
what are you trying to do exactly? theres plenty of good tutorials from BI:
https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding
Literally anything also the wiki sucks dude doesn't tell me how to do certain stuff at all giving me that is horrible idk how to do lods or even set up anything
Soo its been a while since i have created a mod but I just finnished one and went to upload it, but after i uploaded it its only 47kbs and cant find any sign of my mod. Wtf do i do? Is there a step i missed?
I don't like it. I would prefer them sell sth of real value I could buy to "support" instead of a worthless meme pack.
I love the meme pack.. gunna get some of the posters printed.. what wasnt clear though is are the tiers giving you different stuff (ie. I pay $20 and get more content?) or is it more like a donation and I can pick and choose how much I want to give?
I have a big problem with a mod that wont pack. Mostly scripts and some prefabs. What do I do? (The packed Files are 47kb)
What errors are you getting?
None, i just upload the mod and the file is 47kb with no errors. Just packs the addon.gproj file and the other one. All of the .c and .et files is created in workshop and saved.
So what's the issue?
The prefabs and scripts dont get uploaded or packed. And the file should be bigger (prefabs are 1 car 7 people)
As is new models for a vehicle and new characters?
Prefabs and scripts are just text files. So if all yours adding is scripts and prefabs then your mod will be small...
Okš¤ its a new model yes and the people are duplicates of civs with new Clothing. But does it the upload packed into the addon.gproj?
Rephrase that question so it makes sense.
Its a new car with its own 3d modell. The people have new (not vanilla) Clothing. So should it say in the log that its been uploaded?
So you're having problems uploading then? I assumed that was the case because I've never heard anyone or had any issues packing mods.
Yeah i upload it and the file is 47kb. When I try to find any of the stuff i made i cant. Have tried moving it in and out of folders, importing, duplicating them and cant figure out why. Also tried duplicating just a vanilla car and placing 1 in a file and 1 direct in the mod file.
Are you actually downloading the mod after you upload it?
Yes both on pc and xbox
Send me the mod id and I'll give it a look when I get home from work
Ty
Is there something I need to do when importing a 3D model into reforger? cause it doesn't have collisions (I can walk right throught it) even tho it has the components
Thank you. My dumb Ass had 2 manifest. One of the things i tried was making a new mod with same files and the manifest lured itself into one of the folders and i probably fixed it at some pointš
Having properly configured components are more important than just having the components. Lol
I basically copy pasted them from a prefab that already works. All the the settings are there not sure what else to do
Are you sure you even imported a mesh that has colliders?
Not sure. I just wanted to test something out so I downloaded a free model to do my testing. I've never done this before so that's probably it.
If you've never done this before then you should be on the modding wiki reading everything.
You're right. Thanks.
No offense to you or anyone that's new but, that's literally the first thing all of you should be doing. https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding
It covers the basics and some of the intermediate things.
Thanks. I'm not new at modding, just new at 3D model stuff. Thanks for the link
I need some help, and I don't really know what channel to ask in. So, I have this (Photo: Alice frame with some props attached) it looks and works fine in tools but on a server the Ammo can spawns on the ground and doesn't follow the player.
A little bit more info about the setup here, the ammo can is placed there using a SlotManagerComponent, it has a the same components as the rearming bag, and works like intended in tools. i.e. You can grab ammo by looking at and interacting with it. The smokes and bayonet are placed using the BaseLoadoutClothComponent and work as intended in tools and on a server. But are non-interactive, i.e. static.
Workbench still having issues with uploading?
Top for those who are interested to see the evolution of the mods since 2022
all the stalker 2 assets in exp 
@hollow rampart
im on to you lot 
arent these our eastereggs? š
yes they are š
you cant hide nothing 
but cool you guys got the assets of stalker 2 . they also have stuff of you guys in game like the map behind the trader
Hey guys i'm placing assets but when i press play i'm running through them with no collision. is that just in the testing environment or do i need to change a setting?
Stop placing assets and start placing prefabs.
How do I get my Supply Depots to show up on the map?
Found it, now I just need to figure out changing the supply regen rate š
Anyone having issues pushing updates on workshop? I tried VPNs in France, Germany, Belgium, Netherlands, Portugal, etc. Nothing is working. It's a 686MB upload and fails around 80-90% regardless if I am using a VPN or not. The VPN was the only workaround before, but today it isn't working.
Hey Iām new to Moding can someone teach me the necessary steps to make a functional gun?
Yea. It's been having issues with corrupted files and getting hung as well as server bases going down.
Pure speculation on my part but I think they suddenly dropped the refrogger dlc to drum up money for server stuff
Does anyone know how to visible the weapons holster on the character after entering the vehicle?
There should be a setting in the baseclothloadout component or something within the .et that literally says "visible in vehicle"
if you are doing it in conflict it is in your managers through the world editor in your scenario
There is no BaseLoadoutclothComponent option for weapons, i can only use this option in item prefabs and turn on visible in vehicle.
I checked all the component options in weapon and characters many times, buti didn't find any "VIV"
Holsters usually don't register as weapons
I am looking, at a holster, and there is a BaseLoadoutClothComponent on this particular holster. Visible in Vehicle is an option.
If there isn't a component for it, add one.
You mean the holsters in the item folder? I saw the preview pictures were pistol holsters and i didn't modify them.
The BaseLoadoutClothComponent option is only effective in the Item (.et), so create a copy of the holster and change the model inside to the gun you want to display?
It it a vanilla holster?
I'm not in front of my computer right now, but i think there should be a holster_base.et file and even a Test folder with other tests .et. You can try changing the base holster.
BTW the object model does not need to be change, because the weapon does not belong to the cloth class and will crash.
So when tf is the back end getting fixed? Im tired of playing VPN roulette and still not able to upload like tf guys.
Will be fixed in Arma 4
anyone know what channel would be best to ask for vehicle setup help in?
#enfusion_configuration its not vehicle specific and people think its for .config files for factions but none of the channels are better so good luck
Cheers thank you
how would i go about adjusting the 1st/3rd person camera position for a specific character model? just need to move it forward a bit
how do i use this??
Just open it in blender scripting part, select your object and press play
oh ok also um how do i import my stuff to enfusion???
it didnt work i exported the fbx from blender
to my github to my stuff
You need God's help here, not mine
huh why bro your a RHS dev wouldnt you know this??
know how to do it, but it cannot be taught. It can only be learned
start with the wiki
or the mbc videos
i alreadly tried to find the stupid preference thing it doenst exist dude
gotta try again
where are these settings then
probably an old picture, they are not there anymore, so you dont need them
well i got it in the engine now how do i get textures or lods or literally anything else?
oh nvm the lods are already in the game too
also ngl the script gave me a error every time so yea now i have to manually seperate a ton of parts again like 5 times
this look bad??? its only the second LOD so LOD 02
it was done with advanced LOD tools
nvm its only LOD 1
so yea idk why the textures are so broken
any idea why when importing a FBX model into workbench it's stuck at 58% ?
normal if it has like 500000000 triangles
yo bacon do your LODs do that ever??
No my LODs are not dogwater (most of them)
ah what do you use to make yours because the asset i got is only 7k faces without LODs so yea then i have to manually sharpen everything
also i hate having to set up the bones again and stuff its a pain unless im doing it wrong i probably am tbh
oh and how do i add the textures in enfusion also idk if i should delete the whole thing if i get something wrong in blender or just reimport idk
Second LOD would be LOD1
yea thats what i meant i think how do i make the LOD and bone process faster tho?
where does one change the percentage of players in a squad to be able to make a new squad of the same type in experimental?
Does anyone know of an existing mod that is just stationary undriveable vehicles to use as props? Trying to add a bunch of vehicles to my map but its causing too much lag.
Hit "shade flat" on your LODs if you are getting funky/ugly normals through the decimate method
how do I update tools?
tbh enfusion sucks ass dude wont let me import properly my LODs are completely broken and idk how tf to even put the textures on it
Looking For Help - Hit a bit of a snag with an AI character mod - in game the models appears with different textures, #1 pilot vest is MC instead of tan, and in #2 the clothes are Plaid and M81 intead of black and green) is there any way to stop this from happening?
Solved - apparently just needed a restart lol
Does anyone have complete knowledge of mission-making in reformer and a good idea of what it will be like in arma 4?
The main assumption people have is that there will be a 3d editor more in line (or perhaps evolved further) with the arma 3 editor, but nothing has been confirmed at this stage
Iām looking for an āexpertā on this to give me a quick crash course
I've taken a hiatus from mission making and I want to be prepared to start for arma 4 as soon as it comes out
Hello! I'm interested in modding and have some questions.
What if I want to protect my work? Is there a way to obfuscate my mod? I understand there are licenses, but that still doesn't guarantee someone will steal your work.
Is it even possible? Steal someone else's scripts?
You should not obfuscate your mods. I'm not sure if it is banned yet, but devs have previously suggested it would be prohibited in the near future (#enfusion_scripting message #other_ip_topics message).
Copying other peoples scripts is possible from a technical perspective, but to be honest, I would not be too afraid of that. If someone reuploads your work, you can just report it to BI.
Most modders also have no issue with their code being read as long it's not blatantly stolen + reuploaded without credit or permission. My Map Drawing mod even includes some script documentation which makes it easier to understand for other modders.
I understand, thank you very much for your response!
that would probably be wasted time, there is no mission editor. in workbench you can do missions but its so cumbersome few have the will to do it. in a4 there will likely be something more accessible, which would make your learnings obsolete (you would still have aquired some workbench skills and gray hairs, so if you feel enthusiastic - go for it)
there is no concept of slots, no accessible loadout system to use, gamemaster is severely lacking features (cant even see/set markers or units on map).
Just wanted to show you A work in progress Air Drop mod I have been working on. you can set up Air drop locations ( as many as you wish ) and define what loot is in what type of air drop e.g high tier mil / building supplies /medical . it picks random location and picks random loot each Airdrop. thanks to parachute mod and Ac130mod for the prefabs
How to stop water from clipping inside the vehicle when the vehicle is in anfibious mode?
have you tried the Water Exclusion Volume you can add a volume component that tells the engine to exclude water rendering inside it.
or Sometimes the āclippingā is made worse because the vehicle sits too low in the water.
Increasing buoyancy coefficient in your physics or simulation component is another work around if you can try that
No. Never heard about that. I am using the same configurations of buoyancy of LAV25.
I have no messed around with this kind of stuff myself but thats where i would start
Fix the god damn workshop back end.
I think my byoyancy configs are ok. The vehicle height of buoyancy is just fine, but it suffers from water clipping. I will check about this volume component, thanks.
Like this is getting stupid af, I have been trying to push updates for a week now with errors every damn time. No matter what region I VPN into
It'll be fixed in arma 4 dw
I doubt it at this point
I can't enter gm mode or admin mode on my server on this new scenario. What's the manager again for that? Editor something?
you need the scripted chat entity
Thank you!
Is there a good place here to ask about specifics in terms of APL-ND asset modification?
If i want to use an asset like a rifle from an APL-ND licensed mod on my server, but I want to disable the default scope the mod-maker put on it, am i good to create a local variation and modify the prefab or does that qualify as "remix, transform or build upon" as specified by the license? Also the restriction is on re-distributing, if i'm still including the original mod as a dependency, where is that line drawn?
Guys i need some help, ive added 2 new vehicle mods to my server and wanted to make them lockable, im on wcs based server, so i added the wcs-lockable component in the prefab, but still cannot lock or unlock it, any idea why?
thanks!
Hey all! I've added a task to the command bar, but when I click it I get "Unable to place as max budget has been reached!". ANyone might be able to shed some light?
what game mode and what are you trying to place?
My apologies! Wrong channel. Was meant for the scripting. It's a custom command task that I'm trying to make for game master mode
Guys i need some help, ive added 2 new vehicle mods to my server and wanted to make them lockable, im on wcs based server, so i added the wcs-lockable component in the prefab, but still cannot lock or unlock it, any idea why?
Hello everyone i encounter a weird bug after updating server:
- player have a weapon in hand but other player don't see them in it
- bullet wont do damage at all
- people who have this bug cant drop/switch/sling the weapon they have in their hand
- player who have the bug can shoot but other player wont hear the shot or see the animation of shooting
kinda like an unsync things
error occuerd after i change the prefab load in loadout manager of wcs arsenal ( but i have no idea if it link)
i dont have any client or server log that help me on that case
the error occuer randomly after a player respawn on a point
Lemme know if you figure it out. Im not sure anyone really understands it.
I had alot of help on my last mod, but realised i missed a few things. I am now trying to make a car mod but not sure how to make prefabs able to be spawned in in the actual game. What do I need to make it spawneble in lets say game master? I tried with the scr_placaebleEntitiesRegistry
Maybe .config files for teams/arsenals/factions/depots, idk what im talking about exactly and I definitely dont know the proper terms
Will try to look at that
Is there a way to delete the predefined squads in the experimental version? I don't want there to be any squads when players join I want them to have to create thier own.
That's explained in its own wiki article iirc
Ah shit, tried google it and youtube but didnt find anything. Will try to look in wiki thanks
Can i make a map in experimental and port it to stable when it comes out ?
Yes
Looking for ways to make a height map canāt find any current ways any ideas / tips?
In my case I just wanted to reset some of the prefab choices for weapon attachments to nothing so people would have to get their own scopes, the override of the prefab in my mod just holds a reference to the original mod and a very short config describing those changes. This is one of the example BI used in their article on the subject, they recommend evaluating it on a case-by-case basis, but state you technically might not need permission.
I ended up just asking the modmaker for permission here and he told me to go ahead with that solution.

IP and license stuff is just a bit of a pain.
A regular issue in my dayjob too
It wouldn't bother me as much if Bohemia just didn't give the most confusing explanation for it. modify it, rework it, and update it all you want, but don't you dare remix, transform or build upon that same mod.
what making?
I think the GRS pistol holster can be automatically visible in the position after the character get in the vehicle. Now only an invisible left and right shoulder back holster is needed.
@echo dove don't you like visible pistol holsters?
Yes I like them because where else am I supposed to put my pistol
same place you keep your log book of your pistol kills
Guys how easy is it to create a custom ai squad for GM?
And how easy is it to edit armour and ballistics for vehciles and their guns?
like make a faction with already existing armour and guns?
Like say I have a bunch of mods downloaded, I would then make a us army weapons and then a rifle squad, me having all the guns and equipment downloaded already
just create a new mod with all those dependencies and override the US Characters / Group to edit them
I haven't looked at that kind of thing myself but it could be as simple as finding the .config file for squads, duplicating one and then editing the stuff they spawn with by maybe drag and dropping prefabs, or copy pasting .et stuff into it
Or duplicate them instead if you wanna keep the vanilla intact
So what does the code look like for the infantry squads
Iād just like to see what Iām looking at
there's no code involved in this unless I am misunderstanding you. You just need to edit the prefabs in the loadout properties etc
Oh good
When I want to give them different gear do I have to change the gearās location on the guy or does it go where itās supposed ti
Say I wanna give him an RHS ACH
And editing his ammo and medical stuff?
Ye ye seems decently easy to learn
Also how do you modify the guns?
modify in what way? like give him a different gun or make a gun OP af for him?
Like an optic
I think you would have to duplicate the MG3 prefab and have a seperate one with an optic equipped then give him that one
Mkay, how do ya make the prefab gun?
And sure how do you edit a guns velocity and such to make it different (what you said about OP)
found all the clothing stuff I think
we call this moosing it up a bit
Doesnāt look to hard
this is the easy part of making weapons. easy to do right and easy to make a lot convenient typos.
Now how would I slap an optic on that there mg 3
attachment component then you can search for it, or just drag and drop the picture into the thingy
Seems easy enough.
What does the stuff of a squad look like?
Also what does a soldiers kit look like. Like ammo and medical gear
this is the individual soldiers kit with clothing and then what items are in each vest or whatever.
this is squad prefab I guess. you would need to edit each individual solder and save them to your squad or duplicate your one guy and edit him, idk the fastest or smartest way with that.
Like all the magazines listed out (I assume that being where your edit them)
uhhhh think you gotta go by memory
Is there not a way to edit magazines?
Because youād have to find them somewhere and theyād probably be all there
one server I was playing kept getting the default loadouts messed up, someone forgot the radio, the shovel, only gave us 1 mag and no flashlight