#enfusion_generic
1 messages · Page 21 of 1
I need some help if there is anyone who can, i am trying to add a contributor to my mod im uploading. i have added the email address they use for there enfustion engine but they are not receiving a invitation when on the engine and then they check invitation. Thanks
and yes, you can accidentally load a 30rnd stanag with 100rnds of 50cal and have it weigh the same as normal
moose it up a lil
How-
Ok thx
Can anyone show me how to edit Armour on a vehicle?
I need some help if there is anyone who can, i am trying to add a contributor to my mod im uploading. i have added the email address they use for there enfustion engine but they are not receiving a invitation when on the engine and then they check invitation. Thanks
Anyone?
that, Idk how to do, but I know you can moose that up real good. like one 20mm plate getting counted twice, so dumb
almost forgot about giving the engine, fuel tanks and other stuff the wrong colliders so they just eat shells and never take damage. sooo good. its not cheating if you're a modder.
Anyone?
Do you know anyone who may know
all the usual vehicle modders but Im not about to ask any, I don't think they like me looking through there stuff
Not sure how much can be edited but you can tweak a lot of damage variables and hitzones from the SCR_WheeledDamageManagerComponent in the vehicle prefab. Just mess around with the values. Unless you mean something else!!
I mean just the steel, like nothing else, I know penetration is pretty realistic in game
Anyone able to help me work out this jankiness?
background is the .et dragged in and the foreground is what is spawning in from GM mode
Registered component slot?
I think I see what it did, I tried using v_trunk as the pivot and it appears to have defaulted to v_body
You may have to adjust the prefab that you are putting on the truck
Specifically...
Make sure to check "Parent node from parent entity" on the prefab you put onto the truck
Just override the c-ram
go to rpl component
check Parent node from parent entity
Then try it
🤦♂️
Let me know if that works, if not may have to think of something else
it was already set like that, looks like it set itself to v_body as pivot, and what the prefab's slot offset says/shows isnt what spawns, but if it still work... just adjust and go and that's the plan for right now.
But here's one for you, how do you dictate supply cost, spawn building, and rank cost? I know its a config somewhere
I believe it's under
Just scroll down till you see something like this...
thank you so much, I'll pull up a LAV25 and see what they have in there and compare what the SampleMod_NewCar has, because one should land at the small depot and the other at large
Prefab vs spawned, but it works like intended so we wont go looking at the wizard behind the curtain
anyone else having the issue of tools just refusing to save anything today?
took me multiple tries to get it to work
nvm i figured it out
well... I guess Prefab was correct
my vic is corrupted
do you have a back up to roll back to?
nope
I broke my Hilux prob 10x this week needing a full restart, the only thing I was lucky about was the turret prefab didnt get lost, now I manually copy my prefabs into a backup folder outside of the mod's folder and duplicate my prefabs I'm about to edit, so incase I break something I can roll back
any clues?
18:17:58.862 BACKEND (E): [RestApi] ID:[11] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:524 - Unimplemented 5xx, apiCode="", uid="", message=""
18:17:58.862 DEFAULT (E): Uploading failed! Reason: ""
it gets to like 30% everytime then fails
im trying to update an existing addon
This issue is widely known now.
#enfusion_tools message
If you can, also make a bug report on the matter via: https://feedback.bistudio.com/T194844
You are not the only one with the issue so dont be worried 🙂
thank you sir
been trying to publish my first mod for 4 days now so me and my son can battle in game master on it, have managed to get to 85% now before error occurs. started at 30% error so maybe next week lol. plenty people getting the error just id is different mine has been id 10 urs is id 11 no idea what the error means at all????
Hi I bought the game 1 year ago for my xbox and I want to make mods , do I need to buy the game again on steam ???
Yes
You need the tools which only comes with the PC version
You can wait to by the game when it's on sale which is quite often
Do you also have a computer? You need one to download the tools
Nah
@orchid trellis Hey man! Im hoping your the right person, im trying to find the creator of the MK46 - MK48 mod, to try and get permission to edit the sound files for them. Currently, suppressed is the only sound that works, unsuppressed its just silent.
Yeah go ahead. I’ve stepped away from modding
Ah man, I hate to hear that, the mk48 is awesome! I appreciate the permission though!
Secondary question, if youre leaving the modding scene, would you be opposed to allowing someone to take over your weapons?
And the smokes pls
This also. I could just do general maintenance to his mods if he gives me that permission, so then they'll keep working throughout Reforger updates, and what not. Hes made alot of good stuff, would be a shame to see it all disappear after an update.
Would anyone be willing to answer a few questions for me in regards to making a custom faction?
Depends on what the questions are but possibly
Iv never done it before so I’m just kinda following a tutorial online lol
Before you create an entirely new faction, what are you trying to do? And for what purpose?
Make a few factions with custom flag, name, ai uniforms, player spawn load outs, ect for my server
And my plan was to just “reskin” the vanilla factions
Ah, yeah i was gonna ask why dont you just reskin vanilla, thats what I do, except our GM faction, its a new one. When you reskin, you dont have to create entirely new arsenal configs to match faction affiliation or anything, its just your normal arsenal upkeep.
Do I have to do anything with the how the ai move and stuff when doing that? I think it’s like the scr stuff in there idk the terminology sorry lol
No you dont, you just change the UI names, flags, keep factions set to either US USSR or FIA, and everything still functions like normal, they just look different is all
Bet
Would you be willing to join a call n help me out real quick?
Sure go for it
not sure which channel is the best place to ask this but does anyone have any resources about the peer and dedicated server tools? I'm able to get it all working if im working on a mod with no dependencies but once I add any dependencies to the mod im working on it errors out with unable to locate dependecy addon. I've tried setting -addonsDir param but can't seem to get it configured correctly
Are there any good syria inspired maps? Zargabad, Zaryan?
Show your config to see if everything is correctly set up 🤔
Does anyone know how i'm able to edit yellow locked files? I've been trying for hours to create my own version of a PVE world But I cannot change the teams on the conflict server for the life of me
this is so damn annoying I just want to change the teams for the game mode
you can't edit locked files. you need to create your own scenario and copy-paste those folders into it (use paste on same position)
I just realized I wasn't copying the entire file seletion correctly, and I was reopening the source file
now... I fixed the teams... but how would one go about replacing the main team, it's a US based team and I wish to swap it to a modded faction I have added in the game, when attempting to just do it through game master in game it does not work, so I assume it has something on here I have to do
I figured that out, but when I add the faction, is there any reason why it does this?
It will not let me join, seems to be a deployment bug? Doesn't show load out or anything
is this something to do with a lack of a loadout designed for that faction?
Day 936484984635712e of BI having DOG SHIT backend for the workshop.........
So excited to be able to upload my work to ArmA XVII when the backend patch drops......
Hey BI, CONGRATULATIONS on yalls corporate partnership with DG! Its so bad ass yall got them to host yalls server room!!!!
anyone know how to add items to a player when they first spawn into the world in tools?
Look at any of the existing loadouts, all of them do it
Find the prefab that you use as your starter kit
In that prefab go to the inventory manager comp and edit it as you see fit.
@orchid trellis Could we link up in DMs? Im interested in just taking over your existing addons, so I don't have to just keep make patch addons for them, im willing to purchase any and all licensing for models you used for them, and keep them alive. If youre alright with it of course, if not i will just keep making patch updates for them.
hey guys I put a faction down im trying to play but when going to the command tent to build stuff, they have no active buildings they can build? What's the file to fix this and or how do I fix this? i'll cashapp someone if they can help me
Is there any way to create multiple emats at once? Or do I have to do it one by one?
Dont cashapp anyone my man, there's an entity catalog for the buildings, I forget the exact name, but go to Configs -> EntityCatalogs should be in one of those.
One by one is the only way ive ever been able to do them
I got to that point where I copied a bunch of prefabs, now im looking in the area, does the access key have any bearing on which factions can build what?
trying to relable the buildings now because my game is only reading them as Us / USSR while I have another faction
it's not like loadouts though where I can just rename it to the faction key, I can't seem to find thay anywhere so it must be something else.
I forget exactly, its been a minute since ive done it. I dont think its the keys. I could check when I get home but it will be in like 8 hours or so.
Check the building composition component also,
You may need to set your loadouts in your loadouts manager
why is it not giving me the secnario ID when I publish this?
what am I publishing wrong? it worked the first time I did it??
you need to configure a mission config file
Did you ever figure this one out? Got a whole bunch of clutter sets that i'd rather not start over with
Guys
Smth is preventing me from having 2 rifles i can only have 1 riflr and 1 launcher how can i disable that?
Well, you could disable the mod that does that that you have enabled in the first place
It should be a crime to carry 2 rifles in a Milsim game. Army of one ahhhh
No idea which mod it is
Sniper and small smgs ftw
Are you running any WCS type mods? One of the more known ones for this limitation... I think
Yes
But there are other servers with same mods without this limitation
They might be using override mods, it's been quite a while since I last updated mine so things may have changed. When I created mine it was a case of changing base character to be able to carry two "primary" weapon slots. Then overriding each launcher prefab and changing them to "primary" instead of launcher, also messing with sling options in some cases. This is from around June/July though so might be worth just asking in their discord 🙂
(Mod was also VERY roughly made so there could be better ways of doing this)
Hmmm sling could be rhe solution my freind i appreciate it!
Hey new to enfusion. I've got a scenario set up and running on a dedicated server. I've worked out most of my bugs but for some reason the in game text chat won't function even for commands(like #login) and I have no addons that mess with the chat, if anyone could help I would appriciate it.
Find MPChat entity prefab or named like this and place it in world
I will try this thankyou
Anyone got any tips on getting the PG_PowerLine_EHV_01.et generator working without detached cables or wrong orientation of the substation?
Hello everyone,
I need help with the conflict I created. Basically, when the radio station is spawned from the command tent, the signal strengthens until it reaches every point on the map. How can I avoid this?
Thanks.
Is it possible to create a prefab that sends a message to a discord server whenever a player enters the prefab area, like a capture point?
Yes
I'll have to look into figuring that out
Are you using WCS Core? Cause that will happen with their base character. You have to go into the base character and edit the weapon slot from launcher to primary. Then you have to go and edit all the rocket launchers that are label as one and make them primary too. Here's a picture...
Ahhhhhhhhhhhhhhhh
That is it!!!, so ive got to edit them 1 by 1 now
if i use the peertool and i disconnect the peertool (goto mainmenu)
can i reconnect the peertool to workbench by ip?
Do we have the posibility to have two modders work on the same project?
meant in a way like steam works, you can have multiple update the same mod.
It is diabolical that there is no way to do this.
use git

github?
that is one option yes
you could try using this, should be easier for you if youre not familiar (would still recommend reading or watching a tutorial on how to use this)
https://github.com/apps/desktop
can github store graphics?
our mod constists of alot of graphics and stuff more than a code.
depends on the size
limit is 100mb per file on github
otherwise you will need to find (and probably pay for) a git lfs solution
holy shit. lol
Yes the enfusion projects for British Forces mod and Arma-ry mods are all hosted on GitHub
I keep all the source files in a google drive
If someone is set as a collaborator they can upload the same mod iirc
anyone happen to know why in 3rd person its crazy zoomed in.
wait really?
the bohemia email stuff?
example..
hello
if I make a simple polyline shape and drop a fence generator onto it its doing this... any ideas what is wrong?
also ... a spline seems to work fine without issue only polyline shape does the above
poliline is bugged
1.6 fixit, i think if u check and uncheck "is closed" should temp fix it
ok thanks
This works for me
you need to add a camera manager to your project
i have one.. but now that you say that .. i need to make sure..
theres a specific one you want to grab so you can adjust fov
streaming myself updating appalachian conflict if anyone is interested
you were right.. i was missing that.. dangit
When trying to create a new Procedural Animation Project (.pap) I am running into a wall. I must have something setup incorrectly. When setting the Listen Window Model it crashes. Any help would be greatly appreciated 🙏
is there anyone that could help me get the dedicated server tool working with addon dependencies?
no matter what I do I cannot get it to work properly if I'm working on a mod that uses external dependencies... I feel like i'm missing something dumb but can't figure out what that is
When using the DST you do not need to specify addons manually, it detects them automatically.
You just need to add the dirs argument.
I have been able to get the dedicated server to run now but the peer tool is giving me issues. I have specified dirs and no luck. The only thing that I have been able to get working is manually copying the mod files to the PeerTool1 addons folder, including the mod I am working on which is a huge PIA
What are your launch arguments?
SCRIPT : Starting dedicated server: C:\Program Files (x86)\Steam\steamapps\common\Arma Reforger Server\ArmaReforgerServerDiag.exe -gproj="C:/Program Files (x86)/Steam/steamapps/common/Arma Reforger/addons/data/ArmaReforger.gproj" -server "Worlds/superflat.ent" -MissionHeader "Missions.conf" -adminPassword 1234 -addons EnfusionDatabaseFramework,EnfusionPersistenceFramework,HelheimRoleplay -profile ReforgerServer -backendLog File -backendEnv Dev -maxFPS 60 -logLevel DEBUG
SCRIPT : Running command: C:\Program Files (x86)\Steam\steamapps\common\Arma Reforger\ArmaReforgerSteamDiag.exe -gproj "C:/Program Files (x86)/Steam/steamapps/common/Arma Reforger/addons/data/ArmaReforger.gproj" -addons EnfusionDatabaseFramework,EnfusionPersistenceFramework,HelheimRoleplay -window -forceupdate -nofocus -client -rpl-reconnect -rpl-timeout-disable -profile PeerPlugin1
thats without the -addonsDir param for either which I cannot seem to get working regardless of what path I put in that directory, I must be formatting it wrong or something
the only way I have been able to get it to work is if I copy all addons, dependencies and mine to both the addons folder in the peer and server profile
If you use the DST and not the PeerTool you can omit -addons
those get populated by the engine. my params line is empty
I think I just solved my issue...
I just copied both executables and pasted them in the Workbench folder so they would use the addons directory also located in that same folder.
I appreciate your help
anyway to see the whole map with out the shadow?
Can anyone please help, im trying to add a contributor to my project, he is not getting any invitation in the engine when he checks. the mod does say his name as a contributor but he is unable to edit or publish
Guys, is it even possible to get some data from AR like if I want to get all map into blender? Or am I forced to use World editor in AR Tools?
Silly request, but can any russian readers please give a proof read of this text? ChatGPT spat it out and I want to make sure a human gives it the ok before sticking it on a model
``МАСКИРУЮЩИЙ КРЕМ
(для лица и рук)
ЦВЕТ: ЗЕЛЁНЫЙ / КОРИЧНЕВЫЙ
Масса нетто: 25 г
СОСТАВ: жир, воск, пигмент, тальк.
Хранить при температуре от +5° до +25°С.
Сделано в СССР.``
It's not clear about the pigment, but everything seems to be fine if it's a face and hand cream.
Thanks! It’s supposed to say something like :
CAMOUFLAGE CREAM
(for face and hands)
COLOR: GREEN / BROWN
Net weight: 25 g
INGREDIENTS: fat, wax, pigment, talc.
Store at temperatures from +5 °C to +25 °C.
Made in the USSR.
Any suggestions you’d make to improve it?
no, this good
Ok great, thank you!
is someone already working on an HQC mode with ai vs ai? like the commander gives orders to ai squads instead of players
idk how difficult it is but I would love to give it a try
hello - any ideas what happened here where things just lost their textures or something? these are vanilla assets
i have been out of the loop for some years, with no forums where do people publish their mods these days?
github
and the reforger workshop ofc
the steam workshop? it seems to be deactivated. or is it ingame and i just didn't find it?
ok nvm i was blind
Hello
I want to work on a map for an RP server, but I can't delete buildings or trees.
Can you help with videos or a tutorial?
The map is KUNAR.
You can't. It is read only if you download mods from workshop.
Hello, good morning. Does anyone know why PlayStation 5 players can’t see the mods with the letters, logos, and why they appear differently compared to Xbox and PC?
First Photo from Xbox and the second it is from ps5.
Please helpme.
Sorry for My English i m from México and My English is not good
So what's the solution?
There isn't one. Use it as is or make your own map or pick a different one.
I mean technically you could ask the map developer if they would edit it for you but not gonna happen lol
And the developer can't unlock it?
No. They could send you it outside of the workshop if they wanted to, but theres no reason they would do that unless you partnered with them or something.
Never know though
Is there a way to add a different arsenal config to the arsenal box ?
I have my factions main arsenal but I want to add an edited version with much less items such as mission specific items.
So that players can't get all the items in the main arsenal which will make the mission far to easy.
for me it was that i didn't have the source texture saved as 1024x1024 or 2048x2048px picture
It worked with 2048x2048,
but the letters and logos look a bit blurry.
Can I try with a higher resolution? Do you know of any larger one?
4096 is the next size up. 2048 is 2k resolution and 4096 is 4k resolution
Thanks You brother
is there a backend issue today?
Can you tell me the creator of Kunar or how to find it?
from my knowledge on the configs you can make a duplicate or an override of your own to add them in but you would have to enable or disable it each time so it would be a lot easier to make a secondary mod just for your mission critical stuff vs your main arsenal
or you could also put it in another factions arsenal and have them go through and meet with high command to recieve said items or however you have that setup
Not sure where to post this, but could anyone help me gain access to my project? I simply added a mod as a dependency to my project, enfusion crashed, and now each time I reopen this mod in particular, enfusion crashes. This occurs with only this particular project, I have a week old backup, but would like to try any means necessary to not revert if possible, thanks.
Is there a limit to how many entities we can have when building a map in Enfusion. I’m building a city (Pokrovsk, Ukraine) and i just want to make sure it will run on pc/consoles before finishing the project.
Anyone know why when I make a mod theres no scenario id when I post it
you probably didnt include a mission config
Does anyone know how the standing on moving vehicle works? I was looking for a component on vanilla vehicles, but Im not seeing anything new that could relate...
Do you mind giving me a hand?
Look at ArmaReforger/Missions/ for examples. Duplicate one of those and customize for your scenario.
Now it wont even let me post
Its giving me a unknown error message
@keen forge hey bro please share your wisdom 😅
anyone have a clue what controls this and how to correct it??
This happens within my scenario
#reforger_experimental message shared 😉
there should be a .gproj file or something similar in the root directory of your mod. go to documents/my games/arma reforger workbench/addons and open your addon folder. open that file with a text editor and remove the mod you added as a dependency
Do you have any other mods active in that play session or server?
I have a couple dependencies within the scenario
(Problem occurred before dependencies marked with red dash where added)
It's probably "Boat Maintenance Point", I made this mod🙃
It allows placing vehicles on water. I was pretty sure that I restricted to vehicles.
So in some function it always at .et to be stackable?
Tbh I’ve been meaning to remove it😂 nobody is driving boats on Everon
No I made a script that edited the obstruction "rule". In arma reforger is placing all combined in one script with building and vehicle placement
It's not separated in multiple scripts. Just multiple scripts for both uses combined
Welp our community has enjoyed it.. 😂 but it’s gotta go lol
Love to see it. Maybe the "bug" is removed in the next update who knows 🙃keep an eye on the change-log 😉
Open your mods JPROJ in notepad and delete the GUID of the dep mod you added and save then try agin
I'm not sure where to ask this. I'm still learning workbench, and I'm trying to modify a workshop map (gulfcoast islands) for a scenario i am working on, that has an area of grass that i want to change to concrete or gravel. Is there a tool to easily do this in the world editor? because I cant for the life of me find one.
Is there a limit to how many entities we can have on our map? I’m building a big city I want to make sure that having all the buildings isn’t gonna be too laggy
satmap disappears when zooming in? any clues?
this indeed was the cause, thank you for helping resolve it!
What is the name of prefab that spawns as conflict military base? I’m not sure if I’m just being dumb, but I can’t find it…
Please remind me, where is edited preview render of the object when in GM mod spawn it?
I have for some reason the technique is turned 180 , although when spawning the direction is correct.
anyone know how to fix the map not opening for my player? It opens but only shows the folded map in the players hand and not the actual map.
you need the map entity prefab
Thank you!!!!!
any idea why this is happening when loading my world?
check or share the logs
Hi everyone, I have a question. If I wanted to remove the radio antenna from the "catalog," which item should I delete? Thanks.
In which channel would it be best to ask about Prefabs, Pivot Ids, and Hierarchy?
would it be possible to edit the LAV to make the main gun scope level more bearable? maybe set it to 1.5? was such mod made yet?
Zoom?
can you check out 2.5?
Swapped over to Arland so you can see the scale better.
Can do, give me a few.
I don't know the rules on links so I'll just give ya the name: LAV-25 Zoom Adjustment.
you're truly insane dude, I wasn't expecting a response that quickly, let alone a finished mod, thank you so much!
added to server, works fine
it's even functional with the vanilla vehicles expanded mod
Is there a way to force AI to melee fights the players?
Just give them a gun with no ammo? Ive been melee'd by AI before when they were super close to me.
Anyone know any mods that allow for you to save a loadout and apply it to AIs? For PVE of course. I found one but it doesn't work
Can you open and edit the mod if you are added as contributor ?
I GM’d for an RP server and we were able to do so. Not sure which mod did it though. Admin tools maybe? Or Game Master Enhanced?
I think GME doesn't work that might be the one I used
Huh, it used to at least. You’d save a GM loadout in bacon’s loadout editor and then you’d have 10 slot choose from
ye but that portion won't work when applied
@hollow rampart
You know what. It really is my fault for having eyes
!purgeban @agile herald 0 spammer
*PewPewPew!!*
RIP @agile herald
Anyone know how to have a certain vehicle respawn at a spefic spot after it got destroyed?
Create a component that gets the DamageManagerComponent and subscribes to it's damage state changed script invoker with a custom function that checks the state of the vehicle and when it's destroyed respawns it somewhere else
Is it possible to show ai group markers on the map to swuadleaders.
Say you spawn in ai via the tent or gamemaster, I want the group to be visable on map.
How do I make a "custom" scenerio for my server?
Or where do I find existing ones to edit in workbench?
Does anyone know?
There is a lot of videos on YouTube regarding this.
Just search Reforger Scenario Creation.
You won't be able to, the scenario will be locked and you won't be able to edit it.
Plus it may go against the copyright licenses.
Did you ever find an answer to this? Battling the same problem
u cannot, contibutor allows u to update/publish mod update so u need source files anyway
Okay
I was hoping contributor would just allow me to download the published mod without requiring them everytime from the original
hey i have a question about modding, am i allowed to use models i find on sketch fab as long as i follow the CC licensing and the model isnt ripped?
yup
just use github
If i have built a 8km x 8km map, can i simply change the terrain to like 10x10 later and expand if i choose too, or would that cause problems?
select that and toggle the play from camera position option
or add gamemode
sick i got it fixed
how hard do you think it would be to make a map and game mode thats like a small urban city hood map with two gangs fighting eachother
i want to make some custom mods n stuff for it
based on size smth around 6month-1year
i want to make a map thats like super small thats 1kmx1km max but honestly smaller
scaled down straight to the action combat simulating gang warefare. so instead of your standard gun being a rifle its a glock.
It all depends on the detail of the map. The truth is that even in one day it is possible to make a map of flat terrain with houses on it.
cool so i could make something playable in a couple of weeks then slowly add the finer details to it
sure
huh
If you get disappeared just know we'll all miss you EE 😔
Has anyone every scripted a password entry onto the arsenals?
I have a combat ops scenario where we are the US instead of the FIA. I have the helipad placed down and supplies enabled and some supplies next to the helipad. It shows me I can spawn a Huey, but when I try its always red and says cannot place here. What do I have to change to make it work? The small and large vehicle spawners work just not the helicopter.
Id love to know the answer to that, I had a custom vehicle that showed up red as well when it shouldnt afaik.
never got an answer to that though
Theoretically is it possible to make a mod that would allow players to add their own racks onto their chest with a patch like system so it allows people to arrange their ribbons how they please?
does anyone know what seems to be causing certain models to "hang" on the character model like this?
the is also an issue where most equipment(shovel, radio, etc) seems to be piled up under the characters feet
anyone know which version of bacon loadout was the one where you could load your ranked loadouts ie sergeant etc even at private tia
Soooo when WS upload error getting fixed?
Does anyone know which vehicle components control the open/close door animations. I am attempting to create a static vehicle wreck prop with doors that can open/close (not trying to enter vehicle) for the UAZ-452. I copied the SCR_BaseCompartmentManagerComponent, VehicleLightPortalComponent, ActionManagerComponent, and VehicleAnimationComponent from the original UAZ-452 to my wreck, but every time I try to open/close the doors, it says "Obstructed"; I can, however, enter and exit the vehicle with the proper animations (which I will remove once I figure out what is causing the issue with the open/close door). Does anyone know which vehicle component I could be missing?
How do you rename a vanilla scenario like conflict everon to be something else like I see some servers do without adding mods?
by creating a mod 
Oh I found it. Its within the mission header on the json file. you can rename it whatever you want. You can also adjust the starting bases and cap points all without mods.
When I go into the tools and set the gamemode to Conflict, it no longer appears like before — it now shows as “Commander mode”, and I no longer have the radius indicators to manage and connect the bases together. That’s what feels strange to me
I keep getting this error on combat ops. Its a JIP, not sure whats the best way to fix this. RPL (E): IReplication::JIPError: Inconsistent item table on Slave connection. Item is missing or different item was loaded in its place. (con=0x0)
RPL (E): IReplication::JIPError: Terminating connection. (identity=0x00000000)
Thats all it gives me on the counsel errors. It wont lets us join. Everything works great in workbench tests. ugh its annoying how many errors this game has.
best way to fix this is find what cause it in your world
and you need to test it in peertool/dedicated server in WB, not simple singleplayer
any info or documentation on how to use peertools/dedicated server in WB? I have never been able to figure out how to use that tool. Its a mod that's causing it just cant figure out which one. It runs fine when I take them all off just a matter of finding the culprit now.
is it possible to change the order in which weapons show up in the arsenal? for example if i had a pistol mod, would i be able to settle it next to the vanilla M9?
Not without duplicating the existing inventory items list and overriding the faction config to use your duplicated arsenal list - this precludes any compatibility with other mods though. There’s not a great solution here
any other solution?
do all servers just live with the unarranged arsenal? it kind of feels like every mod author has his own idea on how to structure this stuff, and when combining just a few of them it always results in a huge visual mess there
Organizing arsenals by item type would be a welcome feature
So I lost files to some of my config mods and would like to remove those from workshop, because they are not useful to me or anyone else anymore. How would I do that?
Just make a new project and put the guid rom the workshop of your mod in there
Then you can remove from workshop in the same area that you go to the publishing window from
Hey, are F1 cars without branding / real names allowed?
Let's say someone (not me 🫣 ) misspelled something in the summary of a published mod, how would I.. I mean they fix it?
Publish it again
There's already some on the workshop so should be fine
If you model it yourself you’re almost certainly fine but I would not be surprised if the majority of f1 car models for sale online are rips from driving games
is it possble to setup CAH on a custom map?
Ive got it sort of working but workbench consistently crashes when I hit "Deploy" on a spawn point :/
this helped me too thanks bro
Np man yeah learned that one awhile ago had same issue.
anyone know how to change the clothing to default characters ?
What happened to the drive-by mod?
BaseLoadoutManagerComponent on character prefab
Banned for allegedly containing malicious software, IIRC.
Will it ever be remade? seems like a really core feature to just... not exist
Not sure. The author of that mod was banned as far as I know and also, I seem to remember the mod caused a lot of issues with physics etc. but I'm sure is pretty doable is just a matter of someone to be interested in such thing and has the knowledge to make it
Hello, I'm looking for someone who could help me better understand the merged software of arma reforger tool or even a collaborator to do the mapping of a server. Thank you for your possible response 🫡. I quickly specify that I am French and may have gaps in English
false
Sorry thanks
What would the best melee mod be to use to add my own weapon into? and is it possible to add a “sheath” model for when the melee Espoo is in the player’s inventory and hands?
Aren't any afaik except somebody who made a knife but all it is is the pistol whip action with a knife model.
There are several
Oh nice wasn't last time I checked. ty
I'm gonna do it myself at some point, but will be good to have a look.
I am new to mod making so apologies if this is a stupid question, and it's probably caused by me messing something up. I've been working on a core mod pack and have been able to successfully upload it to a server and even play on it successfully. I added a few things and started getting "JIP_ERROR" trying to log on. I've been troubleshooting and decided to strip the dependencies down to what they were when I was successfully playing with it, but when I went to go republish I get this error. I have checked all the mods and they all have the required dependencies. For reference 669222051BD30D33 is my mod and the version it is trying to publish is 1.0.14. I should also note that I can't find any evidence of it being self-dependent anywhere either.
Only half false, it was indeed banned.
Why was it banned?
Soooo we fixed the bs upload error yet or we still waiting for ArmA4? Id like to update my shit sometime this year.
BI never announce why someone is banned. So all you have is rumors. you can find a thread on reddit about it.
Hi guys, Im actually editing a mission and I have a problem.
Is possible to resupply the rockets from an heli with a supply truck (thats possible with fuel tracks for refuel) instead of landing on a helipad???
Thanks in advance guys!!
The idea is the heli need to rearm and instead of go back to base, infantry would make a LZ and they will rearm the helicopter faster
/*!
Attribute for Workbench plugin definition:
- `name` - ui name in Script Tools menu
- `description` - tooltip
- `shortcut` - shortcut in simple text form e.g. "ctrl+g"
- `icon` - relative path to icon file (32x32 png)
- `wbModules` - list of strings representing Workbench modules where this tool should be avalaible (e.g. {"ResourceManager", "ScriptEditor"}). Leave null or empty array for any module.
- `resourceTypes` - list of resource types to offer this plugin in context menu (e.g. {"conf", "dds", "layout"})
*/
class WorkbenchPluginAttribute
So we can use custom icons with plugins by specifying a .png, but .png files cannot be registered and are not bundled when the addon is published. Am I missing something?
Just tested it in tools to check and It seems you can, though I've never seen it done in game.
any thoughts?
Thanks, I will try it
actually not. that particular mod was not banned, the user was.
Yeah but wasn't it the user, and all his content? If not, I guess he just took it down voluntarily?
is there any way we could have the mod and not the user?
Ehm.... Whats the difference between PrefabLibary and Prefabs?
Does anyone know if you can use the Diag Menu to disable / limit AI spawns? Everytime I load my scenario it melts my PC because of all the ambient spawns lol
it was the user and the direct repercussions of removing (banning) the user is the removal of all published content (no matter if it infringes upon copyright/ tos or not)
I wanna drive by the ops pufu you must understand
Any reuploads of that content, even by different authors, is prohibited and considered ban evasion, correct?
re uploading can only happen by people who own the content anyway. afaik there are no different authors.
generally speaking it is best to ask BI, especially if the content that was removed is not the one that is was the reason for removal
I recall there was a lot of drama around that, and the general understanding in the community now is that all content is nuked, regardless if it was offending, or just created by the offending author. I don't remember the specific case though. The guy later published his stuff in public domain or with some other permissive license (outside of Workshop).
he did not, nope
Oh sorry, I'm not sure if the case I have in mind refers to the case discussed above. There were at least 3 big banning dramas over last year, and I'm too busy to follow soap operas. 😄
So my point is more about that content banning policy, but alas, there's a lot of miscommunication and misconceptions in the community.
you can always contact bi directly, @hollow rampart is in charge of curating the workshop / modding part and he is very responsive
especially the people getting banned spread around very wild information
if you want to know how things are, you ask us directly
generally speaking yes reuploading banned material gets it banned again. and possibly your workshop upload rights revoked
when in doubt. ask or dont do it
Well, I can confirm the part about responsiveness myself. Got my case sorted in 15 mins, though I was on the other side of the ban hammer.
Disclaimer: this message is not sponsored by Goat and we're not affiliated in any way.
Is that even if the mod was banned as collateral damage since banning an author auto bans all of his mods?
as previously explained it depends on the case
YES (typically)
we would prefer not have to deal such punishments
if it is a project with multiple contributing members, and a single member was removed / banned, contacting bi would be the step to take in order to explain the situation.
this too.
theres also been lot of cases of mod teams splitting up due to arguments
and people have needed to remove content due to maker leaving
re-uploading a mod done by someone else (even if original author was banned) is not allowed
So if I make my own mod and name it Drive-by will that get auto flagged? Or do you review each mod personally?
Not saying the mod will be the same, like just a mod that does something similar and name it the same. Just trying to get an idea how this all work. I obviously don't want any trouble so that's why I ask.
no. mods are reviewed. Would be wise to have an original name
Thanks
I've notified few instances of using same or similar names as banned mods and requested name changes.
everyone should tag their work uniquely anyway
which unfortunately has become a lost art.
It’s nice saying this but the tools give zero guidance or opinion on how they’re used - barely even how to set version numbers for updates
It’s not enough to say ‘community should figure it out’ when the community uses a system like discord to communicate vs forums, where its tricky to share information ‘globally’
If people should be using unique tags for their work the tools should be telling you to and when your name matches other people’s
Better yet the workshop should let you upload your work in the fist place.
But thats too much to ask ig.
BI got them DG servers for cheap cheap
Sure. And guidance on that is something Id like to improve in the future.
it is being worked on
it is not a server issue.
When creating a conflict is there a way to disable the vehicles that spawn by default at the HQ?
You posted this exact same thing before half a month ago. Don't spam
Hello. I am trying to create a custom conflict game mode map. I have been following on the documentation provided with the enfusion workbench but am looking for a more substantial guide if one exists.
I'm coming from editing using the Arma3 in game editor so this is all new to me.
(PC)
Is there any guide or video or any other resource aside from the wiki page linked in the workbench that I can use to figure out how to do this?
Made this last night lol, a Holy Hand Grenade. It's on the shop. If you ever played Worms Armageddon you will recognise it.
Ik right and ive been waiting even longer to be able to update my content.
My 300 failed uploads at 85 and 90% is a bit more annoying that a DG Server meme lmao
Problem has been acknowledged, solution is being worked on. Not much you can do really and over complaining / mocking will not get you far imo.
I called it Zeus's Wrath.
for some reason, enfusion wont open any of my projects and it doesn't give me any errors. I checked task manager and it shows enfusion running but nothing opens, can some one help?
I think this has been asked before and I think the solution is using startup params -clearsettings.
Type in -clearsettings in search you should find the solution.
Does anyone know how I can visually prevent water from entering my amphibious vehicle?
Hello, could anyone help me understand something with arma servers please?
I have been working on a mod for a while which uses lots of dependencies from the workshop, and i noticed when i load just my mod on the server it pulls all the addons from each mod ive used inside my server file.
Does this mean that i dont have to install each mod individually to my server and just run it with my mod ?
Or do i still need to install every dependency i used for my server mod manually?
Post be evaporating in here 🕵️
Any mod used needs to be added to your servers Config.json
Lovely thankyou, i was unsure as when running just my mod and joining server everything seemed to work fine without installing anything else.
You have been warned.dont do it again.
when trying to sculpt i get this in the ground but it doesnt follow my mouse and when i click it disappears and I cant sculpt or paint. If anyone has any ideas LMK!
also what is this square
camera manager nvm
Anyone know how to fix my issue with a jip error. I have reloaded all the mods set dependencies and everything... Cant seem to figure it out.
Does anyone know what changed in 1.6 with conflict's radio coverage? My custom conflict scenario only refreshes the hq radio range after the first radio antenna tent is built. It doesn't update when a base is captured and a new radio antenna tent is built. I had to increase the radio coverage to cover the whole map to make it playable.
anyone know why the forrest generators make x's on the turns? it happens both on Polylines and Splines.
I am also having an issue where the underbrush in a forrest generator appear in the viewport like screenshot 1. But in screenshot 2, when I am testing as a playable character, they are not there?
https://i.imgur.com/19qnl6W.jpeg
https://i.imgur.com/4a34iwL.jpeg
Would anybody able to help me,
I been able to change my weapon to take the 40mm grenades however it refuses to fire and when reload the ammo just disapears
Concrete Donkey when?
A throwable version?
Smoke location?
I can try to make that work lol
Did you make a new ballistic array config and ammo config for the ammo and mag. and generate the ballistics?
no i just been trying to use the 4mm grenades from the m203 attatcment
got it to fire for moment then reload broke but now im back at old issue
Which mag are you attaching the 40mm to?
I can try do it myself and help you
that would be great im using the scr_muzzleInMagcomponent
so trying to attatch the shell directly to the gun I send you dm with the error code i got
where you able to find anything? i been trying to find info on the scr_muzzleInMagcomponent but no luck
I'm just about to get home, I'll make a coffee and check it out. I've added different ammo to different guns before but not with 40mm. Should be the same process
sure amazing man i be sure to be online feel free to dm or on here whatever you prefer.
@sterile token do you mind seeing if you also get a Workbench error that I'm trying to track down? not sure if it's just me
sure
anybody have knowledge about the magazine well this is the part where my gun seems to break down and stop reloading.
Are you using that on a M79? I don't know about weapons, but maybe Enfusion needs MagazineWell.c to include M79?
Just used a rpg 7 as base for it have to edit all animations afcourse and such but got it to work, unsure howv but after the hours on it im taking it 😅
Before i used the ak geus that didnt go well
Please select and override the FuelStorage_S_US.et prefab in the read-only AF directory.
Select the FuelStorage_S_US.et prefab file in your modded directory, and press Ctrl+Shift+U to register/update prefabs.
Let me know if an error pops up. It won't make the EditablePrefab for me, it just makes a unusable blank image for me under my mods EditablePrefabs/ and it's preventing my mod from working :/
Are you registering the M79 and applying/updating all the changes to the prefabs?
Please tell me why I can't open or add a previously saved project?
yea greyed out and when i change something click the apply to prefabs button if thats what you mean
also treid it got lot of script autorzation required popups but no errors but yes i do get the empty blank page like you
Anyone know how yo fix my jip error when load my mod into a server
Thanks so much, now I know I'm doing something very wrong or it's a bug!
happy to help (:
Try deleting that blank Editable Prefab and see if Workbench crashes. Save any work before doing this, though 🙂
I am new to this so I will be asking alot of questions im sorry 😞
How do I modify a factions weapon
I could use help with a modded US factions
Who here knows the lead of Reforged Army Studios
I need his permission to edit a mod just in case
Can anyone explain to me how significantly an increase to "Conversion Quality" improves the visual quality of a texture or normal map when reimporting. Does changing the value from 0.05 to 1 make any meaningful difference given the amount of time it takes to reimport? The only documentation from BI that I can find on it is that it can reduce blurriness for imported scope reticles, but it doesn't talk about it in any other context
Kinda feel like I'm wasting my time with it, but I honestly dont know
You should worry about file size and fidelity balance more than import time
those inputs are documented on the thing itself
hover over the text, and it will show a tooltip explaining it
Conversion quality for compressed formats. Higher number means better quality ratio but compression will be slower.
Would anyone know why when i change the required rank of a item in my conf. and save it, it doesnt take? would there be something overriding my override?
Have you reloaded the scenario you’re using to check it’s changed? Not all configs update in real time
yeah i've been battling it for a while
There’s always another config…. I ran into this and discovered there is a config for each subcategory (depending on the mods your using), say you’re changing rank requirement for the m200 sniper rifle, look for a sniper rifle config. Can also right click on the prefab, find references and log console will show you any configs it’s in
I’ll give that a try thanks
Depending on the prefab, rank requirement might be set in the editableentitycomponent
Getting this error when uploading my map mod:
BACKEND (E): [RestApi] ID:[47] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:400 - Bad Request, apiCode="ValidationError", uid="1761833150230-120140", message="Scenario name or game ID must be provided for scenario images"
DEFAULT (E): Uploading failed! Reason: "Scenario name or game ID must be provided for scenario images"
Anyone know how to fix? It says: Scenario name or game ID must be provided for scenario images.
Got it sorted? Was driving me right round the bend this morning 😂
So when they gonna fix enfusion since it's throwing so many errors and has broked so many things
hey I am getting cant compile "engine" script module when I try to open an old project or when I create a new one
can anyone help please?
I'm just getting an error saying some tools functions are no longer available and I can't push my updates because I need to re-select the category but it won't let me
anyone know where the script/component is for being able to walk with stability on vehicles?
same cant select category. tried to remove from workshop and publish but that didnt work
note the file path and script name that is giving the error, go into file explorer and into your mod project folder. Re-create the broken script file structure "Scripts/GameLib/xyz" and create a blank text document "brokenscript.c" then try to open the mod via tools
Any idea why?
prob just issues with backend/ update but not sure. If you can find another way to change category like via file explorer or something that may be a workaround but i dont think theres another way. Gonna circle back to it later as I assume hotfix will roll out for it
Idk. It only happens with some of my mods, others work fine with no reason or code as to why its happening
Is anyone else having this issue? Or does any dev know whats up?
hello everyone? any one know where is the new linkinging objects gor this 1.6 update? i dont find
hey after the 1.6 update will any previous version's mods work if you're just using the workshop for cinematic shots
If they aren't broken yes
but for the vast majority that are it wont work right? sorry i only started yesterday
i wasn't sure if arma reforger tools and the base game are fully linked in that way, i'm guessing they are
I had this error and after updating the base game and reforger server it's good
asny idea why this is happening since the update "? in wb its all good , front and back wheels are setup the same but only the fronts do this ......
Where did u get your info? Can we have links to keep up to date ourselves. Btw, I'm from Ottawa 🙂
Small world. RHS did a tech demo, but the game by its nature with the floating head and how you can place interaction points, the interaction part is done. Now its just floating head, arm animations de janked and such.
Again, any channel, Discord, blogs we can follow?
Na. Didn't do enough work on it. Going to let others develop. Go find RHS's tech demo and then follow the chatter is best bet.
New version first weird crash guid 1c0a3b40-b975-47e1-8db2-bbf36112b267
Seems like logging was not improved in 1.6. Crashes still contain no information that is helpful in figuring out reasons.
Is Zeliks Characters needing an update as well? I am getting this when attaching an item. The item does not show up visibly on the character
is projectilesoundsmanager.et gone?
does anyone know how to put the character model in a ui
Am I the only one with this ?
DEFAULT (E): Unknown class 'SCR_FilterCategory' at offset 19(0x13)
prolly not update fuked everything
cant get persistence working even though its a component on the Gamemode - any ideas?
I have the same thing. 3 mods are fine but one of them I can't change the category dropdown when I try to publish my fix.
how did you fix lmfao
Amen to that.
Pops some wrong GUID for localization of a couple mods (ACE, MapDrawing)
Then:
Engine: Unable to initialize a game/gamelib. Some workbench features will not work.
Default: Unkown class 'SCR_FilterCategory' at offset 19 (0x13)
https://discord.com/channels/105462288051380224/1430828753717559430
Check this out.
But I don't have a clue on how to get it to work.
Need to have your images in your main project folder, rather than an images folder inside the main one. You'll see the scenario ID in the file path when you add to your mission
Hello guys WCS_Armaments is working for 1.6 version?
Asked in their Discord yesterday and the answer was no not sure about now though
any truth to rhs not updating post 1.6?
anyone had any luck with publishing projects after the update?
i can not choose category and i get this in the console
I will need to deal with some bugs and crashes so we can release fixes soon, then I will have time to sit down with extensive documentation and tutorials on it
Actually just trying to get the world to read my Mission System.Conf. It weird. There's a path to it from my header conf but the world is still not grabbing it.....Oh the joys lol
The lighting system is bugged.
We're do I got to create a ticket ?
Please whats the name of actor which I can add to map and name location ? so it will float above POI ?
The systems config specified in mission header is read when you start a mission via the header. aka main menu or dedicated server. If you are in workbench you can select the active systems config next to the play button on the little dropdown
WHAT ?
are you talking about this ?
it should be create one and edit the SCR_EditableCommentComponent to your needs
Thank you for this. Will persistence save out from the workbench editor like it did in epf - To allow testing
Not sure what you mean, but workbench play mode works too for persistence, just exit out of it does not shutdown save (yet). Will probably on next update. But you can trigger save via script api on console or any game logic
By the way, wasnt there an information that 1.6 update will contain spline trenches which automatically level to ground ???
Ah ok, thats exactly why im not seeing the save then. Thank you again - Very much appreciated
so euh how do we fix this shissel now.... it wont find the death conditions anymore
I want to make my own map, but why is my terrain white when I zoom out?
Close and re open the tool
is there any fix to this ? also happens in vanilla game...
Still the same
satmap
So I have to have a satellite map?
What if I want to make my own map
How do I get a image that works?
yup
u can paint map and then generate your own satmap
How?
The Atlas 2: Arma Reforger Terrain Creation Guide by Jakerod Special Thanks Special thanks to Blanch, pond, Zer0, Wetzer, Adanteh, RedisMad, Miro, Ivan, Branzik, Kllrt, Til W, Sterling, bacon, Surg TO, Blud and Bushlurker. 65% of this was mentioned by them in one of the terrain channels. The ...
there are every answer that u need
Look up TilW reforger terrain tools there is one to generate a satmap
https://github.com/Til-Weimann/tilw-terrain-tools/wiki/Seamless-Satmap-Tool
Is this what you mean?
Yep
So I need to generate the satmap after my map is finished?
You can just generate it whenever just to have something to put in that slot.
MapEntity prefab / entity you need to put in your world
And assign the topo and the satmap. You can generate the topo by the little globe icon on the toolbar.
Hi, I have a problem. I'm making a map from scratch, and now I find that for some reason it's completely broken. The roads aren't showing up, and when I click on “play” to test it, I can't see any buildings and the collisions aren't working. When I put in a spline and add a road generator, it still doesn't work. Has this happened to anyone else, or can anyone help me?
It worked, thank you!! But somehow I have to keep the satmap folder in the downloads folder, otherwise arma reforger tools can't find the folder...
Not sure about that one. The guy tha makes it is active on the terrain channel.
@bright sable
There's a terrain channel?
Ohhhh, I didn't select to follow the other enfusion channels
Load into the game and see if it goes away cause I had the same issue
Andeerock solved my problem
is Bacon loadout editor being worked on?
Yes
Hey, does the ship assets mod by Jeronimo, just not work?
It's a recent-ish mod so i would've assumed that it'd work both pre,and post Kolguyev updat.e
Not how it works.
Probably needs updated
Actually no, got some more important things to deal with first
word to the bird
just gave the yes cause we’re all scrambling rn
If you purchase 10 more servers from bacon, maybe he will fix it sooner (or maybe not)
Unlike some server hosts I do not make mods for customers, sorries
I can make a mod that crashes your server, free of charge
Doesn't take much in 1.6 tbh
Already done
This is my first Arma Update as a modder, how do we update our mods? Do I just make sure they work as intended and then republish?
i dont think you need to update it if nothing in your mod broke
If they don't compile get them to compile. If they do already then you're good.
Anyone aware of the basegame Night vision name in enfusion im having trouble finding it
Is one else having problems generating a navmesh or is it just my pc? It freezes every time I try.
for some reason i am unable to import my files into enfusion can anyone help me
It gets about halfway done with regen on navmesh on Khanh Trung then locks it all up. 😭 Ill have to wait and see if the map maker updates it.
can anyone help me guys?
Hey so this is my first full game update as a modder/mod creator, does every mod have to be at game version 1.6? I've noticed there are quite a lot of mods that are still on game version 1.2. or what ever, so I'm just curious about this
depends on mods, some old mods still work. only real way to tell is to load the mod on a server
if mod is outdated, server wont boot
Cool thanks for that! i went looking to try and sort out what would and wouldn't work and noticed that so it sparked my curiosity 
yeah, now is a very bad time tbh since an update dropped yesterday. We have a server with over 100 mods, ive spent the past 2 hours removing mods to get the server to boot again. This happens every single damn major update and its annoying af for server owners and modders
Just dont use mods, ez
I'm trying to keep mine to just a few for awhile until things get sorted, I don't have much traffic right now since the servers are still pretty new so it's a little easier for me to just mess with it all day haha
yeah, not using mods is a real help, considering most of the popular servers have mods
im stuck with this, not sure what mod it even is because none of the logs tell us
weird that it's not giving you anything at all 🤔 I also haven't figured out all of the log language yet either
ive been using the script log, but error and console log can give more info too.
Ive removed 10 mods already, 4 weapon packs rely on 1 dependency which isnt updated, hence all of them need to be removed
there really should be a better system put in place by BI for this, when they know themselves the game relies heavily on mods to keep it alive
you would think that
Would it be possible to create a helmet mounted display in Arma Reforger?
Like this for instance
What is going on w/ 1.6 update and the tools? I swear, several of my .emats have just randomly unattached themselves from their assigned prefab for no reason. I wasn't experiencing this in the exp tools for this update
yeah you can.
Mods made with earlier versions might not need updating for new releases, all depends on how it's made. If a mod works in 1.5 but is broken in 1.6, it'll need to be updated fof 1.6 ofc.
It says in there it’s a user action for TEM_SaunaStove, quick google of that + reforger suggests it’s Temppa’s Ruha terrain
Yeah, that script is broken in ruha terrain. I cannot update new version cause reason "".
Thats amazing guys, thank you for that.
Dann man, it looks like whatever the saunastove is had a previous user action or interaction, maybe they changed some components of the entity hence the script being broken. Im not sure what the saunastoveuseraction is, but maybe you can search it in the workbench with ruha enabled.
It could also be any ambient sounds you added to the map, judging by the soundmanager
It's a simple script that throws water on the stove and uses the doorbell :D, the script has been fixed in the new internal version.
Does anyone know which Mod causes this Error? Or had the same issue
Bro has a reforger blue screen
😂 Thats just the server interface
Hey all, anyone know what's wrong with my Dedicated Server Plugin? Attached console.log, throws me a billion "ResourceDB: invalid GUID for resource" for no clear reason.
Doesn't seem to launch any type of server at this time. Is it because my server is on X:, potentially, instead of C:?
Update, I was a stupid idiot and forgot to update my Server Tool to the new update...
they really F'd this game up. All my scenarios need to be rebuilt from scratch for them to work. Why not just add a new gamemode and not f with the classic that made alot of people like the game. I know its basically the same from the looks but its not under the hood. Just fucking release a eden editor so dumb asses like me can just put some AI down in a ddamn map without learning how to be a computer programmer. CHIRST! rant over.
lol.
hi i’ve just started, why can’t i edit objects? it says it’s locked but im in a sub scene on everon
Can anyone assist? Is there currently a common reason why on server loading it cant read or load the header files. The log is telling me :
itRESOURCES : GetResourceObject @"{C235BFD31FC68BC7}Missions/ZDZ.conf"
18:11:48.369 RESOURCES (E): Failed to open
18:11:48.369 RESOURCES (E): MissionHeader::ReadMissionHeader cannot load the resource 'Missions/ZDZ.conf'!
Appreciate any help
You can't edit parent world, only your, if you need that, you need subscene for parent of parent and copy paste everything from original world
ah so when i make the sub scene i also have to copy and paste after?
Subscene parent's parent and copy parent, if you need full control
this might sound stupid but can you only export as images?, i exported something hoping for it to be a video but it was a million pngs
nevermind you can’t 😞
how can i get it to be a video, im trying to externally and it wont even work
does anybody know how to edit the base hit effecht when you shoto something for a projecile?
I want the hit effecht of the surface just not the smoke its causing lot of issues for performance
Any know what this error is?
Anyone else having problems with AKI Core? Working on a mod, but can't publish it because off a missing dependency. Narrowed itt down to AKI Core. Only dependency it lists is WCS Armament which is clearly there. Update mess with it?
i had an issue similar, apon inspecting the config file i think the guid wasnt correct, pilot panda mentioned it earlier today
If you use something like DaVinci resolve which is free just look up how to turn frames into a sequence
go in game and download the updates. Its working for me so far.
is this something wrong with the map or did I select some tool or something? Use to just be tan sand.
They swapped the default dirt texture to those grids
What could be the problem that in the Workbench, when I'm a little further away from the target, my turret's weapon snaps to the terrain, but when I'm close, it's in its proper position.
In the game itself, everything is fine, and the weapon is always in its place.
However, for some reason, the preview image shows two guns.
does anyone know why explosion effects won’t appear in the render but will in preview?
also rain won’t save for some reason
I got an item my carachter cant seem to pickup im trying to copy the prefabs from the 40mm grenades but no luck would anyone be able to help?
why haha, okay I need to learn how make it dirt again. First I have to figure out how to get the navmesh on Rooikat to generate it just gives me one little square not the whole map. Its a different map the way its built up in the air and not on the ground like others.
So that's why the MP test map looks like that
i got the GUID from Workbench for it. Im guessing its that one and not the Mod GUID?
looks like assetsbyheine, but im not seeing a RearElevator.c in the mod. So i could be wrong
yeah you were right, i have figured it out my self by now but still thank you
in my case the guid before the world was not the guid for my mod, once i corrected that it started opening the header but i am still dealing with other faults on that project
what version are you using becuase i do not have that script in there
Im using the GUID from workbench for the Headerfile.conf Thats the correct one isnt it? Thanks
the newest
i believe so, basically your mods guid need to be the guid before the world.et your trying to load
i fixed it by opening the .conf in notepad++
Do you have a copy of your server config.json. Im pointing my scenario ID at the GUID of the mission header config file. I was concerned i was doing something wrong there. Appreciate the help, thanks
Its all very strange because it says the header failed to load in the error log, yet the server boots and persistence saves as per the missionsystem.conf that I linked within the headerfile. So what im saying is - it says it doesnt load but its obviously using it for persistence. Very odd 🙂
hey do you know why explosion effects won’t appear in the render but will in preview?
or rain
Not sure on that one i'm afraid.
all good thanks anyway
Having problems now with the base helicopter controls not letting us key bind them. They're all blank and no one can remap them.
Sorry ignore ping @keen rune
Is there a free sample for projectiles that track targets?
What happened? They removed the mod from Becon Loadout Editor
😭
It was a wonderful mod, and they destroyed a national treasure.
Why did they remove it 🙁
it didnt work so he remarking it
Ah ok thank u
The downside of removing this mod is that many other mods relied on it as a dependency. Removing it is like ripping off Arma Reforger's left ear; it was a wonderful, excellent mod, but it brought thousands of critical problems to many mods running on servers worldwide, completely altering the gameplay for many players.
would there be anyone willing to help me figure out what mods are causing my server to boot loop?
thats the dude that made the mod goober lmao
I think dude knows
Whats the point of keeping a mod that crashes the game on the workshop
sentimental value of course
You've convinced me
I keep a photo of loadout editor on my desk.
I never experienced any crashes on any server I played on, but if you're saying it did, well, then you have a good point. If I knew how to make a Becon Loadout Editor similar to that one that kept our clothes saved, I wouldn't even hesitate, but I don't have a good vision, idea, or direction on how I could make one from scratch to meet that requirement.
The mod being broken and the mod being removed have the exact same effect. This is a stupid complaint.
Patience is a virtue. Bacon will either fix it in his own time, or he won’t and someone else can try their hand at making a load out editor.
NOT IT 😂
It was incredible and super convenient, but we can work around it not being available right now, lads.
Any reason why this game doesn't have a bacon loadout editor included? It seems like it would be useful thing instead of this night noise effect which is completely useless.
The fact BI hasn’t updated this UI is bonkers. It would be one thing if the inventory at least worked without being so wonky but dang man
Because it’s broken.
I think he means why the game doesn't have something similar to the BLE as a vanilla feature. I'd say that for vanilla well is really not needed since there's only like 2 weapons and 1 sight and one outfit 😂
Fair. Bohemia is pretty famous for making very bare bones games that are basically an open playground for modders. The inventory and UI has never been very intuitive and it probably won’t be in the future either 😂
Is why we love it
PROFILING : Compiling Game scripts took: 1173.687000 ms
INIT : Creating game instance(ArmaReforgerScripted), version 1.6.0.54 built 2025-10-22 22
57 UTC.
BACKEND : Loading dedicated server config.
BACKEND : Server config loaded.
BACKEND : JSON Schema Validation:
BACKEND : JSON is Valid
ENGINE : Game successfully created.
ENGINE (E): Unable to initialize the game
ENGINE : Game destroyed.
RPL : Pip::Destroy
RESOURCES (E): ==== Resource leaks ====
RESOURCES (E): ui/fonts/robotomono_msdf_28.edds 1
[WISP] Server marked as OFF
[WISP] ---------- Detected server process in a crashed state! ----------
can someone please tell me why my server wont start lmao
All the more reason to make it. It's actually useful in many ways, makes our lives as players easier. IF I was BI, I would see that everyone who plays this game pretty much loves that feature and uses it every time they play. I would be paying Bacon for that to be put into the game then if they cant find someone else to do it or are too lazy. Whatever reason it may be, I think its an awfully dumb one business wise to not look at what your customers actually want. I for one would rather see that on the road map then power grid or anything else, well maybe not over fixing the backend upload issue but whatever! I mean how much time have players wasted on loadout making because it never actually saves the loadouts when you rejoin the server. Bacon has probably double the actual time players have been in combat situations because its a streamlined way to get your shit and go die.
dont know if it was answerd but did you check your lods ? sometimes a lod can be on a dif spot , so once that lod triggers it also moves the object
No bro I mean that's why I removed it since post-update it no worky
@hollow flame hey, i'm the one who made the window cleaner modification to wcs armaments, i'm not in trouble for that am i? last time I checked your mods they all had APL/APL-SA content licenses, and I just checked your stuff basically right now to see it all has a custom license now.
all the mod does is just override all the WCS Mi-8's to remove the dot on the window and adds the gunship reflex optic to all the RU heli's, as well as editing the hardpoints a bit to make the weapons line up with the reticle and adjusting the aim function to line up with the optical sight. I also threw in a custom bombsight for the fab-250 variant as well, but that's pretty much my entire OC contribution.
I also thought it was LOD, but no, LOD0 and the others are in the same position, and the rotation, precision, and size are all the same.
Mm because it triggers on view distance it has to do with the way they lod gets loaded tho. Is there bones on. The lods or are the lods on. The bone ?
There are no bones, just empty dots for the magazine and the muzzle. Hmm, maybe I can make LOD0 the parent of the dots and make the dots the parents of LOD1+ I don't know if this is correct
You’re fine don’t worry
Added bones to the model and tied them to Loda's bones
It didn't help either, oh well.
the main thing is that everything is fine in the game itself, except for the preview
anyone figured out persistence spawns yet when reconnection to the server instead of using the spawn menu again you spawn back as your previous character?
Since EPF removed there spawn system is there another way to replicate that feature at all please
EPF was moved to spawn logic, it is still fully functional
Vanilla persistence doesnt work on server
It saves but doesnt load, even with the uuid of the save specified
It doesn't seem to load the player back in though, every time i disconnect and reconnect, i have to select my faction again and character is resets, I'm using the menuspawnlogic as i didn't see any other option like before for autospawn ect.
What would be the other option to allow player to return where they left ?
Could it have something to do with server start parameter... something like lastsession save/load ...?
No EPF still uses its own logic, if you want full respawn menu integration for vanilla use vanilla persistence system which should be fixed in next weeks patch (until then workarounds are needed)
So EPF doesn't currently have a spawnlogic component right, i cant seem to find any components reated to spawning other then the normal SCR, what i was hoping is that menuspawnlogic was intergrated into EPF spawning, so that you can have choose your faction and character on first load and then until death that character would be persistent even on leaving the server and re-joining, only a death would force the menulogic to come back up again.
Please have a look at changelog and commits to see how to migrate. EPF never supported menu spawn. if you want it, use vanilla persistence https://community.bistudio.com/wiki/Arma_Reforger:Persistence_System
How do I turn this off?
thank you
is anyone else having issues with launcher projectiles?
like ones from RHS and other mods?
No problem, but tell me, is there any chance the mod will return or that a new one similar to Becon Loadout Editor will appear?
Dunno I didnt get to it yet
The persistence config: https://community.bistudio.com/wiki/Arma_Reforger:Server_Config#persistence
Is this used to add to a DB like mongoDB?
And do i need some sort of universalAPI to connect the server to my MongoDB?
I have used this system for DayZ database before when using a hive to link maps. I'm familiar with how a db works, just set up information is limited on the arma wiki.
in the future couchdb yes, mongo no as it has no http api. only via some proxy app
cool i shall check out couchdb now and see where i can get to with this persistence, thanks again 🙂
Why a NoSql db?
Hi,
I'm experiencing an issue where with the persistence system, after a server restart, loading a session causes the player's faction not to load properly in the Game Mode. You can still choose a faction and join or create a group, but no spawn point appears. The enemy faction loads correctly, and their spawn points are displayed with the proper color, but the player faction doesn't seem to function as expected.
Is that a known bug with the new persistence system?
Question, does anyone know how to make it to where an items visible when it’s inside gear. Example being a magazine in a magazine pouch
sorry to bother you again. i got all the couchdb setup, created my database and then try to run the :https://community.bistudio.com/wiki/Arma_Reforger:Server_Config#persistence through the Mango Query and get and error for a key (missing required key) i presume it has something to do with this key "X-API-KEY": "4rm4R3f0rg3r",
Where would i find the correct key please?
It's just me or now all the gamemaster's if they talk in this mode its like they're in radio chat or something
You missed the part where I said "in the future". Right now we only released local file support
Because entity component system data is highly unstructured. You would need a polymorphic table setup for every component and entity type and join them all together etc. total waste of resources
ive officially lost my mind lol
i cannot figure out what is going on with these launchers.
Ah apologies, i jumped ahead to try and figure something out for this persistence spawning. In regards to local file support does that mean that although persistence is present in the gamemode for the world, persistence spawning isnt quite ready yet until next weeks update. Sorry im just wracking my head as to why the EPF_Spawncomponent was removed to be replaced by the new persistence that doesn't seem to have any persistence related to the player when reconnecting to a server. thank you for all the points, i shall continue to research and wait to see what the update brings. Hopefully we get a redesign of the original EPFSpawnpoint that can be used with the SCRspawnmenulogic instead of just autospawnlogic 🙂
Everything else is persistent, other then character data.
EPF was not removed, it was refactored to work with the new update. EPF never supported menu spawning so far out of the box. If you had custom code for it you can convert it to spawn logic class with 4 line changes.
The vanilla persistence supports characters and much more out of the box. Vanilla conflict and gamemaster are setup by default to use it.
yeah i know it wasnt removed and integrated to base game and yeah EPF never did use menuspawnlogic your right. i made a couple changes to about 5 different script to try and link it, just before the update 1.6.
So it is possible to have the menuspawnlogic work with custom code..?
ok so I'm using a Gamemaster for my build, i have all factions, spawns setup and working, and as explained before if a character leaves the server. on reconnection they are set back to new character and have to choose faction again then spawn with a freshie.
What I'm not understanding about this whole new persistence is that before after, making a character you would spawn do you thing, leave to eat food say and on return you would spawn back where you left off. now the logic doesn't seem to work like that or am i missing something major to allow characters to reconnect as they left...
Apologies its alot from me but there doesn't seem to be much information on this new persistence and how to ensure players dont loose data when disconnecting
Read through this thread #1430828753717559430 message
Legend 👊 💙
ok not sure why I can't make runway on my map? I make line and drop in line RG_Runway_40m.et and it is not spawning runway
I just get this
Is it possible to override these values on a weapon via a script?
Right click -> Go to script definition or whatever
Does that work? If not, you're 100% cooked
Love that we still cant upload shit.
I've found it works if it is under 400mbs. Otherwise you are up a creek.
Yea my KA-27 is 180mb
and it fails at 75% every time
Does anybody know what the object names for helicopter joystick binds:
- Change ripple quantity
- Switch Weapon
Has anyone ever encountered one of these bugs and found a solution?
When I host a game from the multiplayer menu and enable exactly the same mods as on the server, I don’t have any problems — everything works fine.
Does anyone have an idea why?
anyone knows how to apply animations in gamemode?
i already try that and didnt work
i want to know how to convert this cinematic timeline thing into game mode
well im not into it, try looking for yt tutorials
i only understand basics
andy might help u hes trying to make intro
You have to start it with a script
I'll be home in a little while.I have a couple other things to do, but I will try to reply a little bit
You're trying to play it in engine or export it as a video or what??
My question touches multiple parts of the app so I'll ask here.
The goal of this is to have one vertical grip that is compatible with multiple weapons and using this integer to handle the different reload animations. But the central part, this variable, isn't working.
- I have a component that I've put on a weapon. It contains integer variable. For right now: 0 = M4 and 1 = SCAR-H.
- I have a script that pushes the value of this variable to the animation graph of an attached grip. This is because the grip is overriding the animations of the weapon it's on (base functionality).
- In the animation graph, in Live debug, I can see the variable weapon_type is correctly being set to either 0 (the player is has the vertical grip on an m4) or 1 (the player is holding a scar-h with the same vertical grip)
- However, when I created a state machine to do (if == 0 do this, if == 1 do that) it always defaults to 0. I've also tried blends. Yet, it says in the controls weapon_type was correctly set to 1, so it shouldn't be defaulting to 0.
Why would it report itself as being 1 in the debug but not when the animation graph tries to use it?
Here's the kicker, if I disable the script that sets it, but I manually set it in the graph, it works as expected.
yhm
i wnat to make a scenario that characters in-game moving with applied animation. just like reforger campaign
Ok cool.
Thats what Im learning also.
i think im halfway to it. it works good with preview mod but game mode
Someone had any info about this ? ☝️
hey i’ve dmed you, do u think u can help me rq? u seem like u kinda know what you’re doing
anyone knows if there's a way of changing the render distance for units? PC still stuck at ~870 with binoculars and ~830 naked eye (infantry) and a solid 1000m for vehicles. Poor console players, can't even see past 421m naked eye lmao.
I'm saying that because during experimental 1.6 I was able to see people super far away ~2000m with binoculars of course.
I set NetworkViewDistacne on the server to 2k and ViewDistance standard at 5k but no successes.
If you are not using WCS they are in the weapon subsection, not the helicopter subsection.
How i disable the GM radio? its very annoying and its little bugged if someone talks the other people hear a noise like a radio
Does anyone know which file to edit to change item costs?
any idea how to solve this?
"Exception: Access violation. Illegal read by 0x7ff7c02a3360 at 0x3618d4cbe58"
nvm i solved it. it was an script error
trying to create a default loadout for our server. does anyoen know why binoculars are always getting stuck here? ty
They are on one of the storage inventory components in a slot specifically for binoculars
Like the flashlight and bandages and such
i have them empty except pants
the chest pouches are on the floor between the legs becaue binocs are in the way
isnt the binocs a separate character slot?
i tried it in a test world, if I try open inventory I get this error
I found the binoc slot. its in Equipment Storage Component. Cant remove the binocs, I tried changing them to the vector rangerfinder from rhs but same issue remains
Try just disabling that slot and see what happens
ahhh I found the problem
it wasnt anything to do with the binocs actually, I was using the wrong vest prefabs in the vest slot. I was using vest pouches in the vest slot, you need to use the varients in the vest slot
but you telling me to disable the binocos made me notice, so ty
i tried this so many times LOL
Does anyone have any insight firing system to work with swapped weapons on the stock UH1?
I have been trying to do a mod that adds wings and pylons to the Huey, I used the stock rocket sled as the base.
I cannot get them fire in groups, even if I use the stock fire groups.
I have even renumbered the weapons to slots 2/3 and added firing controls for 2/3 but it's like it knows.
Best I've been able to get is them to cycle one at a time and single fire a rocket
wish I could return the help bud but I dont mess around on the workbench too much
I think the mi8 with rockets had a salvo mode, maybe you could look at that
the Huey does as well. I'm just at a loss on what button I'm missing
if i remember right it was left control + c or v to change the firing modes
yup, wont change, but the biggest issue right now is the grouping, because if I can get that to act properly, I can get the flipping firemodes to work afterwards
.... I am shockingly dumb sometimes. So... you cant have them having the same slot number, if you want them to shoot togeter, you have to put them into the Weapons Group Ids. TLDR, 2 HMGs named "2" will not fire together, they have to be "2" & "3" and then put in the list under one firing slot
Lol
I think a lot of people sit on the workbench scratching their heads because its a clusterfuck of components with too many options with 0 explanation on what does what. There's so many silly quirks where 1 simple misclick or misread will steer you wrong for hours
I ended up folding and just using the WCS Armaments system and took inspiration on how they did their dual gunpod to make my quad 25mm pods.
I'm sure it was asked recently but can't find the messages - What's the best way to transfer my workbench projects to a new machine? Stick them on a memory stick or something maybe?
Folder transfer via USB would make most sense to me, we use a Google drive at 1stMDiv to share our stuff
In a perfect world, we would be able to collaborate on a live files, would make some of the more tedious tasks go by quicker to be able to divvy them up and tackle them at the same time. Map creation is one of them.
Thanks!! Will check out gdrive too 🙂
Makes it really easy of you're in a team where everyone has very narrow overlaps in skill... Or not everyone can afford Substance Painter
Quixel Mixer is what I use for the very few things I've had to texture, that and Gimp. Both free.
I thought mixer was getting phased out, if not, I'll jump on that.
I hope not, I absolutely refuse to pay the insane subscription price for Substance. Or anything adobe for that matter.
I'm old enough to remember when Photoshop wasnt a subscription, Its not that their stuff isnt top notch, its just that it's out of reach of the casuals. Ironically, by them moving to a sub system they eliminated piracy, but also eliminated those that used to dabble and learn on pirated copies, like I did on PS7 20+ years ago. Now they start with GIMP and end with GIMP. At least no more Piracy🍷
I love GIMP. It's what I use for image editing, been using it for several years and still don't know what half the buttons do.
I really like Krita for simplistic, but Gimp can sometimes make some epic jank by not know what to do exactly. This started as wanting to take the FIA BMP3/T72 and making a Halloween themed camo for it, based on the 90s orange rave camp. In Aseprite you just index the colours and swap, so I started there and kept notching the pallet size down. Little part of me wishes UV painter integration was an option in Engine for easier livery customization, but another part of me enjoys the jank that comes with the ol screenshot + Gimp.
feel free to use these textures if you want, I'm just happy seeing people enjoy my goofy mods
@remote bronze Hey Arkensor
EPF_BasicRespawnSystemComponent(EPF_BasicSpawnLogic) is not showing up as suitable component under gamemode with the new update.
looking at the old version there this is missing, is this intentional
It is no longer a component, its a spawn logic to put on vanilla respawn system component
Figured it out thanks
Hi! Is there any good, up to date guide on Cinematics in Arma Reforger using the WB? I've looked up the Bohemia YouTube tutorial but left more confused, and I personally prefer documentations versus videos. Anyone got something within the Discord or outside?
because easter egg collaboration between the studios
Oh so there is also collaboration 🙂
I read something about relocation assistance
collaboration can be many things. I dont know the specifics.
Are those collaboration assets here to stay or will they eventually be removed?
Ladies and gents, Bacon pushed an update for Loadout Editor. I am testing now.
is that Bacon Loadout Editor BACK I SEE 😂 🙏 🫡
@remote bronze Does this spawn logic also account for enemies being able to respawn on conflict cap point while friendlies are seizing the point?
How can I make an AI character man a turret in enfusion world editor?
I'm trying to do this automatically on game start, for example
seems to save all body gear guns etc but however when loading back in all stored inventory was gone so unsure if that's still a loadout issue or what was put in the inventory
turrets are basically vehicles. You need to place the AI character near the turret with a "Get In Nearest" waypoint
Is it just me or the lighting on Everon is horrible after 1.6 ?
Something about it just doesn't look right, it looks way to bright, like there is a white light shining on everything.
It's not just you
Hi everyone, can anyone tell me where the option to disable QRMG is? THANKS
@cedar hollow
I know this question has been asked a million times.
When the Licensing says "No Derivatives", what Exactlydoes that mean? Hard to find an exact use case to reference, so I'll use the WCS_LittleBird even though its not technically marked APL-ND, If my server really wanted a custom armaments loadout like my 25mm gunpods strapped to it, I'd have to message CyborgMatt to get the clear?
apparently WCS allows reskins of their mi24's as long as they don't break eula or you ask or something, I forgot. but some modders will let you do whatever if you ask.
cybormatt seems pretty chill, he was the one who signed off on the mi24 thing I skimmed
I really couldnt think of a better example other than the littlebird, but I just offered another server that we'll be doing ops with to give them custom armaments to their vics/helis and I want to know before they come to me and say "Can you do this loadout for this APL-ND mod pack"
search "apl-nd" in here and nobody knows what it actually means https://discord.com/channels/105462288051380224/105792634995388416
I'm trying really had to be above board and not get kicked in the behind, but it really feels like a maze.
yeah this was probably the most useless explanation I've come across. you are free to adapt, modify, rework and update the mod. you cannot remix, transform or build upon it. good luck with that.
Licenses use precise, legally defined terms. If you want human readable explainations consult the FAQ i linked
ya, like is adding 6x miniguns to a APL-ND vehicle an adaptation/modification/rework... or is it a remix?
look, I build stupid things for the love of the sport, Want a JLTV with 4x GAU-12s as an AA vic, I got you boo. Currently it is using the M134 for the JLTV in place of the GAU-12 model I'm working on.
I dare you to nerf the jltv
you're lucky I suck at Blender or I'd make Nerf reactive armour for it
I look at APL as free use
And APL-ND as ask before use
hey, would anyone know why the game mode option in workbench is greyed out for me?
i just tried to make a new project and its same issue
you got dependancies with bad scripts from before the update
no, I just created the project after the update
I even tried a new project with same mods and its still greyed out
removed your dependancies, add them back one by one
I only have rhs as a dependancy
let me try
nope, still greyed out
there isnt even any errors in the console
im from the future thank you so much
oh my days. big dumb moment... i feel totally stupid
I didn't save a test world to the project, so there was no world loaded to for the game mode to be enabled
happens to the best of us
there might be an alternative solution with the AttachToSlot track, but idk how anything works in enfusion engine except how to change the color of the industrial lamp prefabs lmao so that's not within my reach
also is there a reason why my bone animation track doesnt seem to work on anything im very new to using it and trying to test it out on the naval infantry character but it doesnt seem to produce any changes
Hello.
Is there a fix for this ? Happens in my vanilla scenario Framework aswell.
Hey quick question, if this isnt the right channel, please let me know.
I have created a custom faction that I duplicated from Vanilla. I basically copied all of the vanilla properties over to my custom faction to keep things simple. I have created a test scenario to test out the arsenal and see how things work. When I load in as my custom nato faction I get a few error messages that seem to be related to my faction color. When I spawn in all the nato symbols are grey rather than blue. In the error log I get this.
m_wBadge.SetColor(entityUIInfo.GetFaction().GetFactionColor());
Is it as simple as adding my faction key and faction color code between the parentheses after get faction and get faction color?
Any idea why, when I put my mod on the server with only the dependencies shown on the screen, the overlay doesn’t show up? Locally, with the same mods, it works fine.
Im using SCR_BaseHUDComponent
which overlay?
The one from the screen with the gas mask window 😅
oh I didnt even notice that, I thought it was a shadow
Yes allow or not allow it. It's not a bug
Will this only show in workbench and not in-game?
Working through rebinds on my X56 joystick. Wondering why my throttle does not show up now with my config. Stick is on joystick0 but i cant set the throttle to 1
what controls the eye relief/ auto-exposure in game? Looking to tweak the values in workbench
any one now how make lip sinc in cinematic?
Workbench, as a tool can access any folder on your pc. Meaning that mods can too. So it shows in WB as warning that something on the tools wants to use FileIO api
On game, FileIO is restricted and sandboxed.
Ah makes sense, thanks for the info, I appreciate it. 🍻
What prevents players from loading a saved loadout in conflict mode? Always get insufficient rank warning until Im like a Sgt rank, but I have no idea where that limit is set. Even when the loadout cost is strictly made with items available to privates it still says insufficient rank. 🤷♂️
Sorry for the ping, but have you or anyone figured this out yet? Having the same issue, seems this isn't talked about much anywhere. Got some folks waiting on one of my mods to update, and well, they're kind of out of luck.
Broken dependecies. I had taken out a couple of obvious culprits but that wasn't enough. I rebuilt it as mods became updated and it's been working for now...
Hello all, happy friday 🙂 quick one, has anyone fixed the shop system UI mod at all? I've been trying for days to correct it but no luck, all markets are working but since the update and widgets was removed the cash sticks on screen when purchasing or selling - i understand ADM need to fix this but was wondering if there was a work around please
what the hell happened to the RHS content packs
Can the enfusion engine handle a digital display for a gunsight similar to the stuff we saw in Arma 3
Or should I just make a custom sight that fills the screen for vehicles
Hey I hope this is the right channel and I apologize if it isn't. for my question, I'm using dual virpil sticks for flying and Im looking to key bind flares and I'm unable to find what they're called within enfusion workbench, if there's any tips or tricks i'd appreciate the help!
is there a way to have a impact fuze plus a timed fuze?
Yes but its a bit hacky.
Check how I did it in Realism Overhaul - Ballistics
ok
bc i wanna do a working rgo rgn grenade
When i import surface maskes and i place a road after the grass goes through it
how do i fix that
i tried to import satmap and didnt work
is there a known fix for the transmitting range bubble not showing at all when trying to change the range in workbench after 1.6?
Hey guys, so weird bug, but are console players able to pick up helicopters and put them in their inventory now? I just had one of my console players demonstrate that they can pick up helicopters from proximity and pick it up and place it in their inventory. They did it with the vanilla huey
I have a friend trying to modify the Arma Reforger campaign to include modded equipment and for some reason the camera from the opening cutscene is no longer attached to the player model and is just teleported out into the water
Has anyone experienced anything like that or is this the first y'all are hearing of it
we fixed it, the camera in the briefing scene is fixed in posistion in the world
Question:
I have folks getting renegade that cannot spawn back in, even on vanilla kits, because of "insufficient rank". Can someone tell me where in Enfusion I can change that to stop happening?
Where can I find out which entity property controls movement speed for players in Reforger?
I suspect Character_Base_SH.et...sorry still learning. Is that even the right approach?
I second this, would love to know where that rank check is in script (if it even is)
ok im hungover brain dead and have a problem! help lol I can't rmb how to do the simplest thing I have a poster portrait that I made for GM use and want to turn it 90 deg landscape in tools for a different reskin, what's the component called that has those setting? its really bumming me out lol.
Hey bros, I have a relatively basic question. I have one big mod project where all of my mods are contained within. The new update broke that and I need to fix that but I still want to use the parts of my mod which should be unaffected by the new v1.6 update.
Can I copy the Weapons and Ammo files, my Radio Broadcast, the Entity Catalogs, and whatnot, then create a new project, and then drop those Weapons Files into a new project, the Radio Broadcast into another new project, and the Entity Catalogs into another new project?
Basically all my mods are currently in one project and I want to move them to individual projects, which I imagine will help with troubleshooting in the future or, if anyone wants to use my mods, they can use part of them rather than being forced to use all of them!
I do not see a way to copy the folders and files so that I can do this. Is there something I'm missing here? Thanks for any help.
Copy the file and folders in windows.
It works all the same and won't be a conflict?
Just be methodical and move the necessary files into their respective folders keeping the same structure.
Fair enough! Thank you!
I don't know what channel to use as I'm new to modding in reforger so I'm going to ask it here... What do I need to change here so instead of it showing "Combat Support" it shows "Commander interface" and when activated it opens a custom game master interface (need to know how to create the custom game master interface too)?
if someone could link me a youtube video or if we could get in a call to do it that would be nice
PS when replying please ping me
has anyone else noticed terrible server fps on WCS_Serhiivka
Bump 👆🏼👆🏼
would you mind pinging me if you find a solution? I will do the same
If gramps cant even find it... does it even exist? What was bohemia thinking?
Ping me next bro
ping train, got it
Was it a vanilla backpack? Something like that happened on a modded server i played on after new clothing got added. Someone picked up an entire arsenal box and loaded into their vest. Then a truck. And that crashed the server.
I just went through and changed literally everything in our arsenal confs to Renegade, overrode the vanilla character loadouts to renegade ranks, and we are conducting trial and error. I should have a better idea what may be going on tomorrow.
oh, no it wasn't a vanilla backpack I dont think, but that is a weird bug. The volume of all of the bags we use definitely aren't large enough to fit a helicopter in it though lol
Def check the volume on it
Also probably tell guy not spread that info around or... people started picking a lot arsenal boxes and trucks at the start every new game right after they crashed the server.
anyone?
Things arent nearly as easy as you are wanting them to be.
cloudflare error is funny, it could be that your internet is too slow or acting faulty. It probably is that they are currently experiencing issues server side. Try again later maybe? I do see some minor outage reports
can you guide me on how to
No it would take many hours and I dont have time for that srry. It's not just a little thing you have to know a whole bunch of things.
You are completely underestimating the amount of work it is.
I mean the features sounds simple but I guess the way of implementing it is not
Yeah basically nothing is easy to implement thats not really how it works.
somebody else had it too yesterday so its likely an outage #reforger_workbench message
I understand that walking someone through how to do it is not possible, but do you (or anyone here) think it would be theoretically possible to mod the Game Master mode into a mode where there are TWO game masters placing units/buildings, and they have limited resources? Could you turn Reforger Game Master into Command and Conquer, basically?
I assume that some of the features needed would not be possible. Like, if you wanted to make a post process effect on the Game Master's world camera to do some sort of Fog of War, creating a 2d render target based on who is where on the map and then projecting that to the commander's camera / post process settings seems like... a lot. I suppose you could just make units appear / disappear like the arma3 RTS mod appears to do. Even getting two "game masters" to exist on the server at the same time sounds like it could be impossible.
If it matters, I have a background in Unreal engine and modding in general, but I'm new to Reforger modding.
Yeah i think you could, but it would be a lot of work. Isn't there a new bohemia game something like that I think they just announced they just announced recently.
And i'm talking at least hundreds of hours of work, if not thousands. And you can do post process stuff, but not shader stuff.
I don't know about making it.Have two game masters placing things. That would probably be a complete rewrite, but I don't know for sure.
Arma Reforger has HQ Conflict mode but I believe all of the overhead stuff is based in the 2D map, other than placing base structures.
I know it would be a ton of work 😅 I was one of the main devs for a mod for Squad that did exactly this. It was an unbelievable amount of work but I gave up on maintaining the mod every time Squad updated. With Squad modding you basically have the full Unreal Engine to work with, but with a bunch of caveats. It still lets you create completely custom pawns, game modes, etc, so I was able to make a Comannder "vehicle" that you can possess and get a top down view.
I have since tried to make a simple version of this UE5, which is admittedly much easier to work with, but then I miss out on the giant library of guns, vehicles, etc.
does anyone know where the layout for this is? i want to remove the ammo counter for vehicles.
Any idea what's up with this? Even new projects, I can't edit hardly anything now. I thought I messed something up on my old project, but I even made a new Test Project thing with no dependencies at all, all new files, and even overridding a new file from the Arma Reforger yielded this. In the object properties in the right pane, you can't hardly click or change ANYTHING!
I've always noticed smaller uploads are far more likely to work, and when I converted my radio to .wav files to .snd files, it worked the very first time lol.
Guys ??? how can be new shafts assets integrated into landscape?? How it can cut open trough landscape layer so it can be enterable ???
should i just mark it as underground sctructure and than reimport satmap ?
as far as I'm aware, there's no way to do this with a locked or read-only map.
it my project open map
Anyone know where I can contact some RHS devs?
Klamacz*
Look at the new vanilla map in tools, there are mines with "caps" essentially, they are objects with a hole in them to cover up a larger hole in the terrain that's needed to make underground structures work.
ok so I fixed it on my servers. In the mission file for the scenario, change starting rank to Corporal or Private. In the SCR_FactionManager component for your scenario default, scroll to the bottom and uncheck "Is Renegade" under the "Renegade" rank. I also changed every item in our US arsenal to "Renegade" and in our JSOC Loadouts mod I overrode all vanilla kits to "Renegade". The last part is likely not needed, but I was tired of the issue so I went a little overboard. We tested it and it functions.
ok so I fixed it on my servers. In the mission file for the scenario, change starting rank to Corporal or Private. In the SCR_FactionManager component for your scenario default, scroll to the bottom and uncheck "Is Renegade" under the "Renegade" rank. I also changed every item in our US arsenal to "Renegade" and in our JSOC Loadouts mod I overrode all vanilla kits to "Renegade". The last part is likely not needed, but I was tired of the issue so I went a little overboard. We tested it and it functions.
Thanks! I'll have to test this out tonight!
where can i adjust camera head bobbing?
how do you make server Save so when you log out and back on the server save everything or is that still not working
like i want everything to save like car and players stuff like that
Wtf, and how they populated cap with vegetation ? Or its another smaller landscape ?
A quick video showing how to fix the persistence feature in Arma Reforger 1.6 until the loadsessionsave CLI is fixed.
Theres an object that can be used once you lower the terrain to cover it, has a cutout for the shaft itself, doesnt have a prefab setup. Hope that helps. Could be used for cave systems and bunkers too really.
Screenshot shows the location in the resource browser, the object itself and an example of a mine using it.
You saved the day. I must say that ... that is pretty shitty solution compared to for example invisible hole material like unreal has for example.
Is there a diff tool to compare files in Enfusion?
Any fix to this? i just spawned wihout any weapons and i see this permanently
I posted a workaround snippet in #enfusion_scripting.
Its a vanilla thing? holy
Thanks btw
Most bugs are from vanilla.
Hey guys I have big problem. I use Arma Reforger Tools and struggle, my Military Base not showing anymore Blue Circle - Transmitting Range no longer showing to me distance and I can`t continue my project. How I can return Blue Circle as I would like to use distance between Military Bases 🙁
the Ultimate fun of all woooo
Does anyone know why the radio transmitting range bubble no longer shows after 1.6?
most annoying thing ever 
is this true? i cant tell
How do you increase the movement speed of a character? I've tried to look around in the components but nothing was there, i dont get if i have to do it by scripts or theres an actual component value, just saw the jump effect and the stamina threshold. Any help is appreciated thank you
It's embeded on the EntityPosition bone movement in the animations iirc
At least the actual end speed computation.
You can only control it through anim variables iirc
I see, so i have to work on the sheet in the animation. Thanks i'll take a look i guess
Was hoping it to be easier ù
Hi @nova delta What would be a reason an Editable prefab is not acting like its base prefab? A custom ActionContextManager shows on the base prefab fine, but not on its EditablePrefab version.
Editable Prefabs are separate prefabs
Mod the parents of the Editable Prefab version as well
Yep, i mod the base version and then create/update prefabs. The settings get inherited to Editable, but will not show in 3d port
Could you make a video showing the issue?
sure, i do have a BI feedback report too
Also, are you running your mod in isolation? Or you have others loaded
Only isolation
Here's a video. You can skip to the 3/4 way point to see the different behavior in 3d viewport. The first part is showing settings. The ActionContext components are from a fuel truck
That behavior is akin to when developers or modders wrongly do things with prefabs or configs, or any asset in general by using filesystem path
The usual $AddonName:...
So my educated guess is that the Create Editable Prefabs action is using filesystem, which makes it so that only that specific resolution of the prefab is used, and overriden/inherited ones are ignored past that
Looking at the scripts for the tool
It is exactly doing that
Is it something I can change?
