#enfusion_generic
1 messages · Page 22 of 1
This is a tool heavily used internally. So unlikely it will be changed that easily. It will probably go through some testing as changes can corrupt data.
So I would say to not hope for next patch
That usage of filesystem might be deliberate, I am not the owner nor participated to the development of the plugin. So I can only tell you what I saw is the issue.
For you
It should fix it to make it use actual ResourceNames
Or local paths
When you say filesystem, do you mean hard drive path like D:\foo? Looking through EditablePrefabsConfig.conf now
@vernal pollen Refer to this for terminology on paths in Enf
#enfusion_scripting message
ResourceNames stuff is below
No
ahhh I see what you mean now in enfusion_scripting
Thanks, I'll see if this bourbon gives me motivation to do that tonight 😄
Might be because I am mexican, but Tequila works best 
Is there a way to just add a new path to my mods Editable prefabs with this .conf file being called? Not a big fan of C coding 😄
Hello. What do I need to changed to stop the Extra 1-6 load out slots from appearing in game?
It's coming in when https://reforger.armaplatform.com/workshop/61A0D54519634294-Vinny-Civilians is running and the extra slots are causing a third column to appear with https://reforger.armaplatform.com/workshop/65F93D3655B7D63C-Northcom-RetroNightVision also running.
this is causing some problems for players. I've been looking for a few hours and i am not seeing what i need to be adjusting.
it seems like i should be overriding
ZEL_Characters > Configs > Inventory > InventoryUI.conf
but when I do i can't delete or change the Extra 1-6 SCR_InventoryConfig rows. that probably means i'm doing this wrong, but i'm not sure what exactly.
@nova delta Thanks for your help, managed to get it working by altering the prefab, then replacing the default prefab in the composition with the new one prefab.
Altering the Composition directly felt like it should have worked fine ... nope!
same problem bro - did you solved it?
So new update🤢 just jumped in to work on a map of mine, alot of the terrain paint have been removed and buildings dissapered. Must have been the update since I worked on it yesterday and everything was fine.
I have not been able to fix it, might just have to wait for another update or hotfix.
Unless there’s a new option to turn it on now idk
Is it possible to prevent players from accessing platoon channel? I am trying to create modified vanilla radios that cannot go to platoon channel.
I know factions have radio protocol stuff in their config, will probably be able to find stuff there. Possibly a way to just make people spawn with being connected to only their regular squad channel? platoon channel is just that bcz everybody is connected to it by default
Players can still switch to platoon, even if the radio they are using is limited to a channel below it. But I'l take a look at the radio protocol, ty
also super beginner question, but i cant seem to find where these values are represented (its definitely not in the component class) and "jump to script definition" is not helping me 🤔 anybody that can point me in the right direction?
yeah as long as they can edit the radio frequency nothing stopping everybody from just picking a channel and using that one as their main one so im not sure how you mean
Wondering if I can limit what channel they are able to swap to. Or if I can make it so they can't switch radio channels at all. Even if I make the max frequency below platoon, it's still an option
should be able to just override the radio logic itself then i think
👋 Hello, where can i ask questions about making Cinematics with Arma Reforger Tools?
I want to know if it is possible to create some lightrays or anything that makes lights more volumetric.
i think i cant find it bcz its all engine code 😔 darnit
Postprocessing has god rays
That and rumple because I am the problem.
Oh.... this is a big problem
Hello 👋
Does anyone know how to make the clouds darker ? Or have less bloom if I'm not mistaken the name ?
I'm trying to make a dark rainy gloomy day but the current 1.6 lighting is so bright.
Thanks to TunnelSnake for the pics.
The left is current 1.6, The right is old lighting both are on rainy weatherState
I want old lighting back.
Mess around with the atmospheric weather mod, might get the results you are looking for.
Hey all im trying to set compartments for a entering a pilot seat and it’s coming up as obstructed, any idea what could be the issue?
Is anyone else having PC freezing issues in workbench? Running a 5080 and ryzen 7 9800. World editor will randomly freeze my entire PC. Updated bios, reinstalled windows etc but no improvements.
how does one change it back to the vanilla spawn pre 1.6 ie you have to select faction then group each time you enter the server tia
By not choosing any persistence spawn logic
i remember seeing spawn logic but cont remember where
@remote bronze correct if uncheck self spawn all will be like pre 1.6 or just disable the state
dang that right one looks so much more athmospheric
Not sure which one exactly but start overriding material files and playing with values. Moon_01.emat, HDR.emat etc. The moon, sun, stars etc can impact the clouds visuals so might take some trial and error. You can open world editor and hit play then drag the emat tabs to another monitor and change values to see the changes live (most of the time)
@thorny ginkgo hey bud need a little help with this trying to get the spawn system back to pre 1.6
DEFAULT (E): Uploading failed! Reason: "File contents don't match expected content type - data.pak application/enfusion-pak"
guys i am cooked, what does this mean, i cannot update my mod.
🤣
No clue where to ask besides generic but is there some sort of GameMode_Editor entity with all the components already added or do I have to place one myself on my map I'm making and add everything one at a time?
Is it as easy as just clicking off persistence under the SCR_GamemodeCampaign?
I just want to know what you all do when you come across a component and you don’t know what it does. For example, here with ‘Persistence’ or any other component shown in the image, where or how do you look up that information?
surly putting these to nothing would solve this
or unticking self spawn i figured but didnt work
No. Entirely unrelated. Are you using EPF or vanilla persistence?
Right click and go to script definition
i want to use vanilla but at this point dont know how to if these aint related, i need it so every time i join server it prompts me to pick a squad then deploy like pre 1.6
Anyone pretty decent in animation editor?
Need some help setting up custom cycle in helicopter🤔
Are there any prefabs that are helpful for filling in gaps? Want to set up some trench compositions, but there are loads of gaps where the prefab doesn't touch the ground, any ideas?
hi anyone maybe knows why in my server all muzzle options dissapeared ? im using COE2, yesterday it worked, today its just gone, no muzzles at all, i had the same problem with scopes
I'm trying to change the channels on radios, and the amount of channels, but it always resets after I load the project back up despite me saving it countless times
The handheld radios appear to be incapable of going below two channels. Unsure if I'd have to change any code for that, but I'm not a coder so
Hi everyone, does anyone know how to ensure the inside of an amphibious vehicle isn't underwater?
This question has been asked numerous times.
If I can remember check the model section https://discord.com/channels/105462288051380224/976159912679850004
Or use the search function.
Hope you come right.
I searched for it but couldn't find an answer, so I'll move the question to that channel anyway, thanks.
muzzles fixed now scopes dissapeared using both wcs and rhs
Hey all, a question regarding conflict control points, i have placed these down and are working fine but when you enter build mode in game and move with WASD it moves the camera to the edge of the circle and wont let you move. Why would this be?
help pls theres no scopes in arsenals im doing this for 8 hours
Anyone ever get the image generation to work for custom Editable prefabs? It wouldn't work for me following this guide, so I used to read-only version of images: https://community.bistudio.com/wiki/Arma_Reforger:Game_Master:_Image_Generation_Tutorial
Hey all, how can i allow non faction items to be saved to loadouts
ah i think i just override ArsenalSaveTypeInfoHolder
nah thats not right
I think the inventoryitems config
hmm, essentially ive made a British Forces override for US and am using "British Forces" mods weapons in an override of that already>
but i dont see a flag for faction affiliation
I've found a workaround, on each multilistentry for the arsenal items, you can add to the "label" list for each one and force it to the faction chosen
after you make a project and want to add more dependencys are you able to and if so how?
Project selection screen can do that i think, or in the Editor options. theres a project dependency thing somewhere
File - Project Settings
Thank you
Does anyone know how to increase AI health? say I wanna make a guy chunky to take a bunch of bullets before dying how would I go about that
Give this Component a look at inside a character prefab.
There you can change the damage multiplier for specific hit zones, this might do what you want.
lower would obs mean he can become a tank right
I assume so yes, I just tested it and set a characters head damage multiplier to 0 and the first bullet knocked him unconscious, but the next 10 to the head did not kill him. So other things in that component will need to be tweaked.
Further test on the Chest hit zone, I set the multiplier to zero and increased health to 500. 30, 5.56 did NOT knock him unconscious.
anyone else getting a cloudflare timeout while trying to upload?
BACKEND (E): [RestApi] ID:[131] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:524 - Cloudflare - A Timeout Occurred, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""
Dumb question,can info like Torque,speed,pitch ladder CCIP,etc be shown on collimator sights?
Wanna try do something like this
how do you unlock a entity say I wanna remove a tree or building on everon?
How would one resize an object / person?
Yo, lads, I don't see blueish sphere of radio anymore, when checking ConflictMilitaryBase prefab, is something changed?
Now How the fuck do I texture this
And can I do some fuckery to use the more appropriate filter in bag with hose arrangement instead of the filter being on the mask itsel?
Hey so I'm working a model thats a little complicated and I'm wondering if what I'm doing is even possible.
So I'm blocking an MA5C model (halo 3 AR) and my intention is to have multiple attachments that can have additional stuff attached to them such as optics or lasers, with multiple sets of rails that can be covered.
Is there anyway to model this in Reforger or should I simplify things?
Look for scale where the prefab Co ords are.
I dont think it works for characters.
It is not easy.
You will need to copy the whole of Everon into a subscene on Empty Everon, just to move one tree.
Hi all! Hope Im in the right thread. Im doing keybindings for HOTAs in Enfusion Workbench and Im wondering where I can find more actions to add to my conf file. Cant seem to do a good job finding them. Anyone got a tip?
Does enfusion automatically managing culling or is this something you need to bake manually?
There is:
- automatic terrain occlusion culling
- object occlusion culling IF the models contain manually created occluders (https://community.bistudio.com/wiki/Arma_Reforger:FBX_Import#Occluders)
- frustrum culling, obviously
Hey, im super new to Enfusion and i simply wanted to add some things to a Combat Ops Mission, like the Bacon Armory Mod and maybe some vehicles here and there. I downloaded Arma Tools, opened the world editor and found the scenario i wanted to edit, but now im a bit helpless. could somebody help me or send me a tutorial?
If you want to add things to an existing scenario, you can create a subworld of that gamemode and either create an inheriting scenario header that references the subworld, or override the original scenario header so it references the subworld.
You cannot directly add another world, by creating a subworld you create a different world that includes the original as a basis.
yeah, it did asked me to create a subworld when i wanted to place something in the world. From there, i can put stuff in it, save it and load it up without issues?
the most important thing for me is to add an armory to the spawn, so i can gear up with whatever id like
yes. but as i said, the original mission header / config still points to the original world so you'll have to make your own header or override the old one
Header= save world as? (filename)
header = mission config = .conf files of SCR_MissionHeader class in the Missions folder
Hey there.
I'm trying to make cinematics similar to how Arma Reforger's trailers are, and want to know how.
Are they done inside of Enfusion, or with exported assets to Blender?
Inside enfusion with cinematic timeline tool. There is a video with the bohemia artist who made the trailer for reforger on youtube.
thank you
Anyone know anyone extremely proficient in c++, our best bet to fix all of this bullshit is to "rescript" the original conflict game mode and have concrete variables.
From what i can tell the main issue is the mods are calling to nonexistent variables and components bc bohemia completely rescripted the conflict game mode to create the commander conflict mode
Don't like bumping messages but I seriously need help
Gm game mode prefab?
There are like seven or eight game mode prefabs
Yes
I have no clue where the prefab is if one exists only the entity I have to fill with all the components
No, they have all the components on them. Just search for gamemode in the resource browser
I'll be home in a few minutes if you don't find it.
I can show you in like twenty minutes
Any tips for reducing the filesize for maps?
This one. Make sure you have the main parent selected for components to show. If they arent showing send screenshot.
Drag the prefab into the world
Gotcha I'll see if this works or not
In my conflict map only one team can spawn at captured points and the other team gets the "no relay" symbol and cant spawn there... any ideas?
it worked tysm, just another quick question of how do i upload my map so it can be uplaoded to the workshop?
Thanks i couldn't find any yt videos
Sup guys, tools is constantly crashing for me now and I'm not sure why. Is there anywhere/anyone I can speak with to find out what the issue is / how to resolve?
Having this issue aswell, regardless of if I use and old or new Project it'll end up crashing instantly
Having issues with painting, is there an easier way to duplicate all the textures into your map so you can paint with them? I try to do it by dragging and then when I paint it crashes my game.
This would have been avoided if some people didn’t make the mods private
Seeing they only took down the private mods first before deciding they all had to go
-
Jesus dude that was all close to a year ago move on.
-
delisting my work doesn't give anyone a right to rip assets lmao thats some wild logic.
-
my mods where not pulled down by BI. I pulled them down bc that big update to the armiture broke everything. And a week later Mario reached out telling me that fallout was on the chopping block that he'd be reaching out to BGS for clarification and that ultimately lead to BI banning the IP all together. But none of my stuff got hit as I had already pulled it and never re-uploaded it.
Get a hobby bro.
Hi everybody. I want to contact the game developer. At the moment, for those who create their own map in this game, one very important function does not work, it is the use of their own brushes to draw on the landscape, when using your brush, your game will crash and nothing will be painted, will it be fixed?
You will get more help with this in #enfusion_terrain channel
Seems like I fixed my issue with this by restarting my PC, hopefully that helps.
Unfortunately, I won't be able to get it, as it turned out this feature was broken in some update. I found out and tested this feature with several players, unfortunately, all of them had crashes, as it turns out now no one has the opportunity to use their author's brushes, any brushes will lead to the crash of the game.
do you mean paint? as in painting the terrain with textures they give?
if so, I am having the same issue
Yes, I mean that if you want to add your brushes to color the terrain, and try to color something after adding this black and white picture, then alas, your game will say goodbye to you and show a crash
I've tried adding their textures and it crashes as well. So it's good to hear it isn't just me then.
I've been trying to figure out for the past 3 hours if it was something I did but good to know others are having this issue too
As I understand it, it broke in one of the updates, as there are videos that were shot relatively recently, where they show the work of these brushes without paint.
Wait are you using the paint feature or the terrain then paint feature?
Yes, it's probably nice to know that it's not your fault, and it needs to be fixed. But it's unpleasant to know in general that there is such a mistake, as it binds your hands who want to embody your most natural fantasies on a canvas called terrane. It's a pity that something like this happens and slows you down, but one way or another we all have to be ready for it, and go through it together, all the games go through it, we'll go through it too. I think it will be very easy to fix, the developers most likely already know exactly about this problem and how to solve it, these are really cool guys who know their stuff, they know what they are doing, and we are looking at it.
I wonder, can you revert back to an older workbench version in the meantime to work on maps to get things down like painting
I think you can't...atleast there is no option for that on steam like there is for some games
Nope, still getting this... so annoying..
Anyone got any ideas?
read above, we also are having this issue.
Send and copy button, then tell me the ID you get into your clipboard and i'll see what crash you encounter
Via Reforger: Crash GUID: 2885a48a-db02-4f3a-a0e2-eac23039bb49
Via Reforger Tools: Crash GUID: dc02b5eb-3f85-4778-91a1-059d03a99267
It is a crash related to the terrain mod you use Project_Trident_Ireland There is some destrucible entity with a perhapy faulty rpl component. We will have to take a deeper look to catch it, but its definetly not going away on it's own. Remove the mod or if you are the author, roll back to a version that worked and add things back until it crashes to know which entity/prefab is causing the trouble for you
It's 100% the destructible entity but I can't remove it... trying to is what causes the crash. Is that what's causing the crash whilst in game too?
Could you do the same with this? 779789ac-1cfa-4823-b4a8-13bad6cf1340
It's the paint brush issue on terrain. (I have no mods active)
Yep. well that is unfortunate, you can always remove it via text editor manually in your layer files. If you have a reproduction of it, please make a feedback ticket, upload the exact mod source there and tell us which entity to remove to force the crash. That would help us a lot https://feedback.bistudio.com/maniphest/task/edit/form/40/
Some issue while calculating the normals of the height map while using paint tool yes
Ok, cheers for the support. Will submit that now
So my height map is causing this issue? NOOOOOOOOOOOO
(I noticed my mountain is flat at the top so that could be why? When it should be higher still)
Lemme try with a base flat map
Dear god that's the issue
Question
When rendering from Cinematic Timeline the mountain seems to be missing.
How can I check what is going wrong, is there a Render Distance setting perhaps?
is the Cinematic Timeline in game mode? if so, change the view distance in game mode options (F10 = Esc)
Thanks, I turned on Game Mode, then adjusted the Draw Distance and went back to workbench. But it doesn't seem to save the settings for the export.
do I have to adjust it in-game and will it translate to Workbench that way perhaps?
I turned on Game Mode, then adjusted the Draw Distance
not using the Camera > Far Plane setting right?
I have adjust that one to see the mountain, correct, is that the issue?
I see now if I set it to default, it is the same as my export
use F10 to get the pause menu and edit view distance in the options
IDK if there are any Cinematic Timeline specific settings anywhere however
I see, I have set it to max (12000), but to no avail. I guess i'll work around it, thank you
Anyone can help me with supply depot map markers?
I am creating a Vanilla HQC mode on Kolguyev. I have pretty much everything figured out except map markers. I understand the map markers come from a prefab file "CampaignRemnantsSupplyDepot.et", and the base game mode comes with preset markers from the default mode. I have successfully copy/pasted and dragged the prefab to the new custom locations, but now I am getting an error when I launch the game mode "playbutton". Virtual Machine Exception
Reason: Division by zero
Class: 'SCR_MapEntity'
Entity name:'MapEntity_Default1' id:2
Function: 'UpdateZoomBounds'
Stack trace:
scripts/Game/Map/SCR_MapEntity.c:1067 Function UpdateZoomBounds
scripts/Game/Map/SCR_MapEntity.c:345 Function OnMapOpen
scripts/Game/Map/SCR_MapEntity.c:1488 Function EOnFrame
Now when I try to copy and paste new markers, the new ones don't appear in the game. Even when I drag and drop new "CampaignRemnantsSupplyDepot.et" from the resource browser, they dont appear as well. Nothing I was doing from when it was working up to when it wasn't changed.
Probably too high res or whatever but hey Substance painter is really nice
Where can I find reference clothing and gear to use in blender?
oh the horror!
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Aha, It is done I believe. Now to get it back into blender and try rigging, something I've never done, and have no idea how to do
I've published a test mod on the workshop, and put the visibility as test. My question is how do I access that mod for me to test on main game?
Anyone got any good arma weapon tutorials?
I have this one from awhilea go should be mostly relevant still
Showing some of the different places you can configure weapons / ammo on custom weapon.
➡️ Donate here: https://ko-fi.com/andeerock
Thanks a million
Do we have a working bolt action gun for 1.6?
If not, what's the good alternative?
All you have to do basically is set magazine size to 1
make a custom MagazineWell in the script
you can translate this gibberish? why doesn't it just tell us what the error is? can I ping you next time to translate?
Because you need to know the source code and what it does to understand. Yes you can ask me to give you info about crashes
can the EU modders go back to bed so I can upload w/o workshop API timing out? thx
How can I see the changes in the Bone Animation Track, without having to hit preview?
nvm i found it, i just had to hit the play button once for it to trigger
Any clue server keeps crashing because of this ?
Virtual Machine Exception
Reason: NULL pointer to instance
Class: 'SCR_FactionManagerSerializer'
Function: 'Serialize'
Stack trace:
scripts/Game/Systems/Persistence/Serializers/Entities/SCR_FactionManagerSerializer.c:50 Function Serialize
probably a no but is there anyway they can make these alphabetically ordered? Its god awful trying to find a few mods and have look through them all. What is even the order that they are using? Is it their GUID?
Everytime i launch my map editor the main window refuses to close and i cannot select or do anything until the main window closes resulting in the entire program being clsoed. Someone please help me
Hi, I have managed to destroy the drive all my mods I created were on without back up (yes im stupid) I understand there is some way for BI to retrieve the original files from the workshop to allow me to edit them again. Does anyone know how to go about this?
#discord_tickets probably
those are for discord only from what the description says
Maybe #workshop_admin
thanks will try
Don't cross post. A Dev already replied to you down in scripting where you also posted the same thing.
The pivot ID for the initialstorageslot is empty for a prefab item I'm making, so there a way to fix this?
so i have arsenals rank locked items turned off in game mode campaign arsenalcomponent but when i try to spawn with a rank locked item i get insufficient rank. What am I missing here?
What would cause you to spawn into the ocean instead of the MOB? It works on the workbench okay but on the actual server it spawns me in the ocean.
240d7fb0-d64f-4836-9f3a-acaf7b5ee839
- ah thats probably a dumb one, I think I know what happened. - ok this one is more of a mystery 33347afe-e0a8-4325-8813-f64cd0636d23
The collection grows
240d7fb0-d64f-4836-9f3a-acaf7b5ee839 -> scripts/Game/PREFIX_EarplugSystem.c:83 Function FetchEarplugsVolume, maybe you ask for some non existing module, not sure.
33347afe-e0a8-4325-8813-f64cd0636d23 -> when you switch to gamemode some widget is failing to draw properly. not much more info available. maybe reset workbench
The first one is when I entered gamemaster on a map without a gamemaster scenario I think. Sometimes it works. The 2nd time was just trying to press play in world editor to enter the map. 
Whats a widget?
Some button or what ever inside workbench, maybe some ingame visualizer. Hard to tell from the crash data alone
I appreciate you taking the time to look into that. I thought the crash logs were just nonsense all this time.
The only workaround I have found, was to go into CampaignLoadoutManager component and disable the renegade rank.
WHAT THE HONEST F does this mean...
I literally made a plan to go to a server room an hour away from where I stay so that I can connect to super fast internet so that I can upload in 120 sec before 524 Cloudflare and now I get this....
cloudflare is down
Welcome to Cloudflare's home for real-time and historical data on system performance.
they say they're already attempting to implement a fix, so hopefully should be fixed in 10-30 minutes
yea most recent update is from 15 mins ago really no saying when it will get restored
clause: This is just a joke, calm down white knights
Question
All my first 20- 40 frames are Dark/Black, then flash white before returning to normal Exposure.
It seems like the Camera exposure takes some time to kick in and the normal exposure to take effect.
Is there a way to prevent this? Like is there a way to get Warm-Up Frames for exporting a Cinmatic Timeline with custom camera?
@wild mauve seems to be back
I left the place 😂 🤣
But thanks for letting me know.

baaaaaaaaaaad luck :(
Got a quick question having a hard time navigating the github is there a m21 reload anim on there cause i cannot find one
How does this waypoint work? What do I need to put in "Entity Name"?
There is one in the base game that you can use?
Anyone know where I can get a hold of the uniform/equipment models as references to use in blender?
i was gonna use it to get the hand placement on the mag in blender but got stubborn and did the whole reload from scratch
Oh shit, kudos to you man!
thank you tbh it was my first time doing a full reload anim so it was a tiny bit jank but it wasnt to bad for a first time
I have a script that bypasses it.
I can send to you an script to bypass this
howdy guys i want to take a crack at moding do you guys know any good starter tutorials to get a feel for the tools also the community wiki is the official documentation for enscript right?
How can I publish an existing mod as a separate mod? (for testing)
Change guid in workbench project settings
You can generate a new one in the utilities menu then generate guid
Thank you 🙏
How can i make an simple object move, i want to make this rock move to fake cloud shadow.
got it moving with slot managers etc. but now it's not generating anyshadow anymore
Hey all, i have an override of the USSR faction and im trying to drop an override of the vehicle catalog onto the entity catalog section but it will not let me. It let me do it for US and let me do it for items on ussr.. what could be wrong?
That's my US one & USSR ones. I cant seem to achieve the same result? - ive even tried dropping the same catalog im using for US onto USSR but it wont take it
Hi, if you use -addonsdir it doesn't show up in your mod manager right? 🤔 just making sure
nvm can confirm!
I had to overwrite the catalog inside of the CampaignFactionManager.et for USSR...
Are you making a cinematic? If so you could use the animation editor?
Im drawing a blank, anyone know where the arsenal loadout supply limits for saving loadouts is?
Yes! I am trying, I've watched the dev do it on their tutorial but he goes super fast and it doesn't cover basic stuff. I'm using the cinematic timeline.
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Community videos and cinematics (also known as machinimas) have always been a part of Arma and DayZ platforms. Vladimír Jaške, director of the #ArmaReforger launch trailer, will show you step-by-step tutorial workflow for creating awesome cinematic and VFX effects in the next...
if you have some good sources i'm all ears, i know how to do keyframe animations etc. in UE or other NLE's, but this enfusion stuff is a bit wierd 😄
Let's check out the Workbench tools together :)
Example video : https://youtu.be/7XKw9FXY2RM?si=jtfTC0-HaCt1ICX2
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thx bro
@small kraken I apologize if this ping is inappropriate. Will there be an update for your Bolt-action rifles for 1.6. I have a missions and faction that uses this rifle and I like to would to know in the near future.
Yes. 1.6 broke it bad, so I’m taking this opportunity to do a full overhaul, basically from scratch. Will be a while before I am finished
Glad to hear, your guns are fun to play with. Keep up the good work!
is there another restriction other than rank on the SF assault and recon squads that they are greyed out. all i did was change the rank they are available.
or are these squads also tied to the same squad type as normal assault and recon squad types
did you set up the rank here?
That icon only shows up when you're not the right rank
Hi, I see this one did not have a lot of advertisement, so please know that Autotest Framework is documented on the wiki!
https://community.bistudio.com/wiki/Arma_Reforger:Autotest_Framework
@real berry hi lol I made the E89 UGL texture mod
do you want those textures for your mod? I'm more than happy to donate both the raw psd and png files for you to put in your mod directly.
whats the difference between workbench and workshop
Workbench is the Enfusion Engine "Workbench" used to build things
Workshop is what we upload the things we build too.
Workbench = building mods
Workshop = downloading mods
workshop is where the mods are displayed / stored
workbench is where the mods are created
i see, thx!
Random mod question, if I've got two different versions of a mod in my Workbench Addons.
Since it uses GUID, is it going to be able to distinguish the difference, or is it just going to nab the first mod matching?
Or does two different versions of the same mod use a different GUID (I'm assuming not.)
Hi everyone. Can you tell me how to enable saving a game session with persistent items after a restart?
In a custum map
Thanks.
Is there a way to copy these names from the Bones list?
im so bad at typing them over lol
i tried that and in the faction manager. it shows the correct rank its needs but if you are that rank it still greyed out
What are you trying to do?
06:22:12.337 RPL (E): IReplication::InsertNodeError: Attempting to register one item from multiple RplNodes! This is a critical failure and should be brought to attention and resolved IMMEDIATELY! itemId=0x80000309 name=CollisionTriggerComponent node=GenericEntity current_node=GenericEntity, item=script::Game::CollisionTriggerComponent, current_item=script::Game::CollisionTriggerComponent
Whats this
Love errors that dont have any information on what to do to fix them
Also, crash guid d177d5a4-332d-4c10-9e2c-c1eddb988e3c from client while this was ongoing
What is an RplNode 
Don't read Replication overview?)
Nop
I dont use RplNode or InsertNode anywhere in script
At least RplComponent do this for you, mb something else
Yeah I have only one enabled RplComponent in the hierarchy
BaseTriggerComponent replication load crashing, probably exactly because of the error it gave you.
Maybe because in workbench you had no rpl going on if you were just alone in playmode.
Todays patch has nothing to do with it.
Okie so the next patch or whatever
Animate the eye muscles and mouth muscles in the cinematic timeline, with a bone track animation. so i have to type the bone name and then fiddle with the rotations to see if it does what i want but there so many
i want to make a short cinematic
How do I go about making string tables, like this?
hi there. i'm somewhat familiar with terms and concepts relating to Enfusion in Arma Reforger but i am still very noob-ish and never actually put my hands into the stuff.
i'm looking to make it so a community server running HQC Kolguyev will not have relay towers.
(or, depending on how complex compared to simply deleting the towers from existance, maybe change the range of the Pik Pobedy big relay tower)
from what i have seen across other community servers, there seems to be a way to do this that does not involve modding, so that the server retains its Vanilla tag on server search. i believe this is because you only edit the mission file for the server? i'm just assuming based on what i have heard in the past.
i could really use some help to figure out how to do this exactly - as in what to look for, what must be edited, et cetera. i'd appreciate any sort of guidance or assistance on the topic, and i'm open for video tutorials or posts that could shed light into the subject. thank you in advance.
@sudden totem Hey, Huey Wings/ Huey DAP guy here. We were just spit balling some stupid ideas for helping our guys on 1stMDiv practice with the mini bombs and (potential) glide bombs I'm working on.
For the dumb bombs, I suggested Heli Cornhole to practice the dumb bomb drift and Heli Darts for the Glide Bombs.
Thoughts?
Can anyone help me out im trying to make a custom PvE conflict mission and Keep getting these popup
Virtual Machine Exception
Reason: NULL pointer to instance. Variable '#return'
Class: 'SCR_CampaignMilitaryBaseComponent'
Function: 'EvaluateDefenders'
Stack trace:
Scripts/Game/Components/Locations/SCR_CampaignMilitaryBaseComponent.c:2484 Function EvaluateDefenders
Scripts/Game/game.c:914 Function OnUpdateVirtual Machine Exception
Reason: NULL pointer to instance
Class: 'SCR_LoadoutButton'
Function: 'SetLoadout'
Stack trace:
Scripts/Game/UI/Menu/DeployMenu/SCR_LoadoutRequestUIComponent.c:826 Function SetLoadout
Scripts/Game/UI/Menu/DeployMenu/SCR_LoadoutRequestUIComponent.c:361 Function CreatePlayerLoadoutButton
Scripts/Game/UI/Menu/DeployMenu/SCR_LoadoutRequestUIComponent.c:325 Function ShowPlayerLoadouts
Scripts/Game/UI/Menu/DeployMenu/SCR_RoleSelectionMenu.c:383 Function OnPlayerGroupJoined
Scripts/Game/UI/Menu/DeployMenu/SCR_RoleSelectionMenu.c:395 Function OnLocalGroupJoined
Scripts/Game/UI/Menu/DeployMenu/SCR_GroupRequestUIComponent.c:168 Function UpdateLocalPlayerGroup
Scripts/Game/Groups/SCR_PlayerControllerGroupComponent.c:796 Function OnGroupChangedDelayed
Scripts/Game/game.c:914 Function OnUpdateVirtual Machine Exception
Reason: NULL pointer to instance. Variable '#return'
Class: 'SCR_CampaignMilitaryBaseComponent'
Function: 'EvaluateDefenders'
Stack trace:
Scripts/Game/Components/Locations/SCR_CampaignMilitaryBaseComponent.c:2484 Function EvaluateDefenders
Scripts/Game/game.c:914 Function OnUpdateVirtual Machine Exception
Reason: NULL pointer to instance. Variable '#return'
Class: 'SCR_CampaignMilitaryBaseComponent'
Function: 'EvaluateDefenders'
Stack trace:
Scripts/Game/Components/Locations/SCR_CampaignMilitaryBaseComponent.c:2484 Function EvaluateDefenders
Scripts/Game/game.c:914 Function OnUpdate
I think that happens when you make a faction unplayable. If you have an HQ the system expects a faction for it
How did you fix this? Is there a way to reset the camera?
Not to my knowledge it's just basically respositioning all of the assets in the world to make sure it all likes up correctly
The camera position seems to be locked into place
I'm curious which mod it is that is causing it to be out of place then, and why... RHS maybe?
RplComponent uses RplNode. The component is an abstraction that handles RplNode and other replication processes for you.
CollisionTriggerComponent probably tried to register into a node, for some reason while it already had another one. Or something else at the same time.
Items in this context are classes that have replication capabilities
Nothing to do with inventory in case anyone wonders that
No idea how to fix it then
So, what big mods did this update break?
Forgot to say something when 1.6 dropped but whichever devs did whatever they did to enable VON to be heard in GM without requiring my own player nearby, i owe you 1000 beers🍻
im running a crap ton of mods on my server and havent found a single issue yet besides some modded gun models being wonky but still work.
yeah the only one I have seen so far was CRX AI. It was either Very Hard CRX AI, or CRX AI itself. I am doing more testing, but I think you're right. Enhanced GM may also have some issues, I cannot change player ranks in GM anymore. That's it so far, thankfully.
they fixed this???
ok I may have read this wrong, but after 1.6 we couldn't even hear in GM when we were nearby. Did they fix hearing in general in GM and the ability to hear without needing to be nearby?
I was talking about hearing VOIP while in GM without the need to place as and put my own character model nearby. After 1.6 I can hear VOIP and speak to players purely from GM mode without having ever spawned in as a character. That wasnt a thing pre 1.6 right?
I've never had an issue hearing all other audio channels like fx in gm, just could never hear voip without my own character placed in range of voip
correct it was not, but after 1.6 we can't even hear in GM regardless of where we are near the players. We can talk, just not hear
Can't hear voip but still hear game sounds? If thats the case sometimes if I have previously spawned in as a player, then my character got killed or deleted I have to place another character down and take control to fix it.
just tested it, we can now hear them in GM. I think they fixed it for most people to even hear in GM
sickkkkkkk
I have VON amplitude outer range cranked to 120m for all players so that helps a lot in GM too
oooo, share please??
Stand by, gotta remove a dependency then ill make it public and link
easy way to duplicate a project and give it a unique identifier so they can be uploaded as separate mods?
just copied project files into a new folder, renamed it, used generate guid util and applied new guid in proj settings
I'd recommend testing it out first and make sure you read description because VON.acp overrides seem to break VOIP if you have an older version of the mod installed before installing an update to the mod. Just need to manually delete it whenever an update comes out for it.
Enjoy!
https://reforger.armaplatform.com/workshop/66EB536657903998-ASAPsVON
I'd prob lock the version to avoid a surprise voip break when it gets updated
When i try to start the game it crashes, it doesn't have anything just the modded map i just copy and paste it and the original one i can start and play but this one i can't
Is there a way to make it so that an equipped prefab cannot be removed from a corpse?
Has anyone ever seen this?
02:16:37.948 WORLD : UpdateEntities
02:16:37.948 WORLD : PostFrame
02:16:37.948 SCRIPT (W): SocialComponent::IsRestricted: Invalid otherPlayerID.
Anyone knows how to make custom arsenal? Like I want to inherit the base US arsenal, but the content is custom. I could inherit the conf file and edit the content, but how to put them into the actual entity/ingame model? For what it's worth, the model is also inherited. If the config just drag and drop, I can't seem to locate where to drop it.
anyone that know if the shop system by ekudmada works after the update? or have i messed it up while updating my map?
grab plastic's halloween pack and check how they did their custom box, its the smallest pack that has a custom arsenal that I can think of to use as a reference
QUESTION: How do you enable server side game saves for conflict scenarios? No "Default Game Flags > Is saving enabled" option in Enfusion
The path has changed and so did the file structure with the 1.6.x update.
The server should be saving the game state every 5 minutes at savepoint140
It is not saving anything.
NEW path:
C:\Program Files (x86)\Steam\steamapps\common\Arma Reforger Server\saves\profile.save\game\F45C6C15D31252E6-27-GM-Cain\playthrough000\savepoint140
https://pasteboard.co/NWEAuGx6mmtL.png
In one of UselessFodder's videos you can clearly see an option for Default Game Flags > Is saving enabled checkbox.
I do not have this in the Enfusion mission.conf file at all???
How do you get this option to appear? Thanks
Okie but how do I fix it tho
Outdated, since 1.6 it a different system. It is enabled by default in mission header, all you need to do is set the systems config in your header to e.g. mission.conf or other applicable one depending on your gamemode
Can you be specific?
It's not working now.
Which option do you need to choose? The SytemsConfig.conf or the more specific ConflictSystems.conf?
That depends on what your gamemode is you are trying to setup
SO ConflictSystems.conf for a CONFLICT mode game then and not the generic SystemsConfig.conf
when making a scope "reflex sight" how would I sort out the glass texture?
it nearly lives, my precious, also smithy its inside the script, its applied as an overlay
This doesn't work. No server saves are created.
My server crashing because of this anyone can help? its when i copy and paste Everon map
hey guys im trying to export an animation from blender to the workbench but i don't understand what it wants me to do or what to select
I set up both bases the same way, but I can’t capture. I don’t know what else to adjust to make it work
I tried adding an antenna, but it still doesn’t get rid of the yellow indicator showing it has no signal
How can i make ai flee more then 5m?
Does anyone have a good Saitek x52 config up and running?
I tried following the video of making my own but half the stuff he's showing is missing on my end
What do you mean copy and paste everon map?
There is definitely not a way to recover an accidentally deleted file right? Before I restart my prefab journey... oops
Hello anyone could explain what i can do about mesh cover attachment for helmet. When attached it stays under the foots. Since iam resking other model it does look like original xob is missing bones. Anything can be done about that ?
Does the item that you're reskinning work as expected? If so then you just need to inherit from said prefab and set the materials to your materials.
No thats the issue i find out its missing bones. Since its from mod i have no clue if it is possible to add bones to it
There is no "clothing attachment" system in vanilla game. If you want to attach things to your helmet then you have to write your own scripts to handle such things.
Also the Character preview in the inventory menu doesn't always reflect what your character actually looks like.
Then only thing that attaches to clothing by default is the flashlight, you can mimic that functionality for other clothing attachments.
wasnt there a channel for asking if people would like to help join ur mod etc? I swear there was for like recruiting etc
@remote bronze had a bunch of crashes with this ID
fc43fbe5-6dfd-4930-9394-9984a48d3b54
Being that you can't really pay people for their work, good luck.
Would anyone be able to help me figure out an issue with my mod? I'm working on a mod that brings the ability to access other packs back from previous arma games. I have it working and functioning as intended in single player (both in the Workbench and testing in standard single player scenarios) but when I try to load it into a server and test it, it does not allow other players to access packs. Action icon pops up on the player's back/pack but nothing happens with another player attempts to use it.
why just why now XD
For a second I was like ‘hey someone else is already making this’, then realised it was you!
Yea, trying to work through the problem of actually making the mod work with multiplayer. Once I have that figured out, I was going to start making compatibility versions of the mod for other mods (RHS for example).
Have the proof of concept made as the existing mod
GPU render crash
You need to do some debugging in peer tool in Workbench. Your actions need to be properly replicating because you are interacting with objects between multiple peers
or dedicated server tool
Question
I'd like to get a Soldier model from reforger into Blender for a video, but I cannot figure out how to export it from workbench, how do you guys do it?
You don't. You can download the character weight painting blender template from their github.
Does it have the same skeleton, i'd like to make some animations with Cascadeur or similair and then re-import them into Workbench and use them for a cinematic
Yeah its the same. They may have added a couple new bones since then I don't think so. But still it's generally the same
Character weights template, I believe, is what it's called
It's pinned on the blender tools channel
is there any discords for deving?
Developing mods?
Anyone seen this before?
Log /home/reforger/profile/logs/2025-11-24_18-37-15/crash.log started at 2025-11-24 19:08:03 (2025-11-24 19:08:03 UTC)
24.11 2025 19:08:03
Virtual Machine Exception
Reason: No suppression volume provided!
<0x00007FB5377E6A10> SCR_ChimeraAIAgent : AI/BehaviorTrees/Chimera/Soldier/Soldier.bt
(RunBT : ID 0)
AI/BehaviorTrees/Chimera/Soldier/SuppressBehavior.bt
SCR_AI Get Suppression Volume Center Position : ID 0
Function: 'NodeError'
Stack trace:
Scripts/Game/AI/Utils/NodeError.c:8 Function NodeError
Scripts/Game/AI/ScriptedNodes/Utils/SCR_AIGetSuppressionVolumePosition.c:25 Function EOnTaskSimulate
Runtime mode
CLI params: logsDir 2025-11-24_18-37-15 profile /home/reforger/profile logVoting logStats 60000 logLevel normal backendLog noThrow maxFPS 60 freezeCheck 120 disableCampaignTasks config /home/reforger/profile/ServerConfig.json
ye
You're in it 
no like with actual people in a vc i tried getting some help here no response
dudes wanna be right so bad
That's probably just because it's working hours in NA on a weekday. There are smaller communities that you can find, but honestly they're even less helpful. Someone may not be able to hop in a VC with you rn, but if you make a post to ask for help, where you explain yourself fully, someone will try to answer it. If you don't get an answer in a day or so, you can reply to your original post and ask if anyone can help. and yeah, unfortunately, there is a bit of that "dudes wanting to be right so bad" here, but it's a modding community thing. IDK why people are like that, but I run into it everywhere.
You're in it now, in NA it's working hours so you won't see much activity until about 6pm EST.
If it's just creating a faction, I can help you in a few hours, once Im off work 
ye im just tryna make a faction that i can use in game master could be for others or just myself
okay ill ping you when im off
That explains how to create a new faction. Other mods don't change how a new faction is created. What doesn't work?
flags dont appear and i keep getting this Scr_ControlledEntity when using the faction in world editor
I don't know what you mean by "i keep getting this Scr_ControlledEntity when using the faction in world editor".
when i test the faction in world editor
You should ask one of the RHS guys about that. I don't use that mod, unfortunately.
Also, you should make your new faction in a mod that has no dependencies.
If everything is made correctly you won't get any errors and you'll be able to use said Faction like any of the vanilla ones.
@sterile shoal trying to call a function on a null object
good catch
bad if logic
zelik found it
you found it, Zelik pointed out what you didnt read in your error
Are their any Gentlemen's agreement rules for the Showroom? I looked in the pinned area for rules regarding that channel and didn't see any pinned.
stay on topic. The showroom is only for showcasing your mods or work in progress stuff
So like a screenshot of say a vehicle from a mod (my own mod) is within the topic?
Yeah that should be alright
any one here no how to get persitance to work i got the playe to spawn but wen i relog it puts me back at the respawn fresh this is for a dayz server every thing was fine till the 1.6 update
Looks like you got a whole group helping you
hell ya brother
Does anyone know what keybind causes this? I accidentally pressed it and can't find it lol
iirc there's a reset view button in the menu somewhere
What causes an item to be in the Arsenal for players ,but unable to be selected and added to inventory? Its not blacklisted, otherwise it wouldn't be visible, but players cannot drag to inventory.
Msar or rank lock
Hello everyone. Since the last update, any modded vehicle in my project makes the Workbench crash instanlty when it interacts with anything that is explosive (grenades, rpgs, helicopters rockets, etc). It seems to happen more easily when the explosive projectile hits holes in the vehicles. I checked all my vehicles FireView balistic collisors, all my UTM's are lightweight (around 1000 to 2000 faces, like vanilla ones), all of them are closed and uniform, but Workbench crash at every interaction with something explosive. Any insight of what is happening? Vehicles from others mods that are published in workshop don't crash when i use it as dependency in my project, only the vehicles of my project (that is not published yet).
The items in question have 0 cost and require private rank.
Are you testing this on a MPtest map or a map like Arland?
First MpTest, after GM_Arland. Both are crashing. The MpTest seems to crash more easily. Also now i noticed that a vanilla vehicle like BTR70 is crashing in GM_Arland too, but it is not always like happens with my vehicles. Maybe it is a workbench problem.
How would I disable supply refund for a specific item when you place it back in the arsenal?
i had over 700+ errors from using an edds file for a base game file image i added
now none just from a crash and i wasted 24 hrs of my life doing jack shit to fix it
guys is there a place where i can get help, i genuinely cant fix this issue and no one here knows either, are there like some devs or someone professional i can contact? Ive been using google ai ffs lmao
Check DMs
We've been having the same issue with vanilla and all the way up to fully modded. Same issue. We found that any explosion affecting players or AI tanks fps until crash.
Anyone experienced with item creation? I've made a custom version of the M112 demo block, now it's either lodged in a players arm or appearing at their feet when in inventory - anyone know how to fix this?
guys im new on arma tools how can switch to arma vision while playing
when i click esc it gets me out to editor
Rebind exit play mode to Shift + Esc in workbench settings
i have other question
this config file i want to delete all things that in it and make it clean to add my things
but i cant delete because it override
is there a way to make work because if i duplicate it i can delete but it wont work
One or the other afaik. You could use a duplicated one but you'd have to change references idk how many.
is there a vid on youtube or smothing
is anyone else having this issue??
read the error message
Been having that issue. For me its been a Timeout bug. Ive had to find ways to boost my upload speed.
Anyone have a mod tutorial for vests? Specifically for placement of mag pouches and such?
alright, I'm having the dumb and I cant seem to work my way through it. I'm trying to get SpawnPrefabEffect to spawn from BaseTriggerComponent. Prefab is a ParticleEffectEntity with a DamageAreaComponent. It only has 3 checkboxes and one of them is "Enable" and yet I can seem to get it to spawn a prefab😆
I have one for using RHS vest/pouches.
I would greatly appreciate any assistance. Especially anything resembling RHS
Here is the video https://youtu.be/LH7rc0Dsf9Y
A tutorial video showing how to create your own RHS vest layouts.
Music from #Uppbeat
https://uppbeat.io/t/jeff-kaale/mangoe
License code: 19U4RRW77EKRL6KL
Music from #Uppbeat
https://uppbeat.io/t/jeff-kaale/coco
License code: BP2DP4UWMGSC3KVB
Music from #Uppbeat
https://uppbeat.io/t/jeff-kaale/flow
License code: 6GKPXYJ7OI89VQXT
Music from ...
There is also a step by step guide here https://docs.rhsmods.org/rhs-status-quo-user-documentation/arma-reforger/rhs-status-quo/for-developers/custom-pouch-presets
Wow! Thanks!
Trying to make my own stuff with blender. Struggling a bit there so this is a welcome alternative
I have only just dipped my toe into blender. So much to learn.
Is there any good resource for setting up keybinds in WB? Can't find anything on it in BIKI
Have you made the obligatory doughnut XD
No, just linked it with Enfusion and played around with the keybinds.
Anyone know how to fix this please
I am guessing the original demo charge is hidden properly but these extra 5 are not, but I'm not sure how to set this up
I just wanna say ever since 1.6 arma tools has worked so much better thank you guys
While many may be concerned with the main games additions I for 1 have been nothing but thankful that working on my terrain is overall a better and smoother experience
Is there a way to make the character switch weapons faster?
Good morning, I have a few very beginner questions regarding creating a modded game.
- When choosing the modded map/world do I use the GM world file?
- The modded map has some managers already loaded and locked, what manages do I use to be able to use other factions then US and USSR?
- Is it better to place AI, spawn points and structure in the workbench/tools or load in and use the in game GM mode?
seem to have the bug again that i cant move anything from resource to world or anywhere else .... any fix for this
Right click on it and register and import maybe.
Nah had to restart the whole shissel was bugged.out on any project all good now
is there an easy way to unrestrict nato arsenals?
meaning russian gear in nato arsenals as well
For the world you'll probably want to use just the standard world for the map and then use gamemode setup plugin to get the correct managers etc.
Been getting this a lot lately, I usually restart tools and that helps
Thanks, when you say “plugin’s” is that the setting for the managers on the right side of the screen?
At the top of the screen there should be tools/plugins (can't remember which it's under)
Game mode setup > pick your desired game mode > click through each step and should add required managers
ive been trying to figure out some licencing, does anyone know what APL-DN meaning??
how do i reduce graphics quality in editor
how do you increase?
i didnt, i want to lower
I noticed cinematic timeline has received some updates, not sure if it was 1.6 or before that but either way thank you to the dev team for the updates on that amazing tool❤️ Is there any way to live preview the tweak track, I want to get a certain camera angle while cam is attached to head bone but I have to keep making small tweaks and click the preview button. Just curious if anyone has a way to see the cam view while attached without having to preview. Also it would be cool if we could get a dedicated channel to cinematic timeline
Yeah i was surprised there wasn't a viewfinder for the camera in the editor.
the ai inventory managment is being bugged, how do i fix this
it says it there, but when i load the character its not there
help
how come the Ai inventory will be bugged out if i override them but didnt edit them??
any modders here that does AI or faction editing
anyone know why all this colorful spam started covering my screen now whenever I press ctrl in workbench? I would prefer to never see it again 
HOW THE ABSOLUTE FUXH DOES THE AI WEAR M81 CAMO WHEN I GAVE THEM MODERN GEAR WTF
I WOULD LIKE TO HAVE A MOD THAT DOESNT SCREW UP EVERYTHING POSSIBLE
THIS IS SO FUXKING STUPID WHY DOES ONE THING WORK BUT NOT THE OTHER
who ever made the workshop to edit characters, im going to shove a MK19 up him
That’s performance metrics from debug menu. I forget which category it’s called but WIN+ALT and WIN+CTRL are the shortcuts to open the debug menu, try changing values in there. Could check keyboard shortcuts in workbench to see what CTRL is bound to
ty, I definitely mashed a couple keys near windows and ctrl, i'll see what works
Is your windows key disabled? Wonder if disabling windows key in windows settings forces workbench to open diag menu open on CTRL only.
hmm i dont think so. i did accidentally have gamebar open for the first time in a while and thats winows + g
i just got reforger tools and really want to get into this ive looked at tutorials but they dont really help that much lol like my PPeffects seem to do nothing and my terrain is stuck and a grid plate any recomended vids to watch
lemme know if you find out. I spent 500 hours in my little dirt world and im tired of grid world. it was taken from me. new players will never know how good we used to have it.
og world for real
It honestly took me like probably 15-20 minutes to find this out
probably a reason for that

hey man
The world boundry is about 2000 meters
and when you got something that shoots 1300 meters you need the space
I can't say how many hours it took me setting up the targets, and reiterating them multiple times
honestly I'm going to eventually learn how to build a quick terrain so I don't have this issue
and the zeus camera/debug camera go supa fast outside of The Square
the firing range is the more interesting part of it. i dont think I have the dedication for that kind of detail.
You REALLY don't wanna know what it was used for
worst glitch since the grenade stuck in hand glitch
I need a bigger dirt world
also if you want a copy of it I'm willing to post it somewhere
im trying to think if I need it or not or what exactly I'd do with it. in the past for sure but I use a lot of the diagmenu stuff for range/speed/penetration tests.
I suck at eyeballing ranges though so see that enough could help me estimate a lil better.
I used it to find out that the RPG-7 PGO-7 scope shoots a little low at 400 meters, and a lot more low at 500 meters
bohemia can't do anything right
maybe it was the wind though. something they also didnt do right.
maybe
-# ranged to 250 meters btw
does anyone else experience too heavy exposure effect after 1.6?
can I please get some help with my ctrl button toggling this thing on for no reason? I reset all my keybinds to default. why does it trigger diagmenu > statistics > general and then flip through them?
I am pressing nothing but left ctrl for this to happen
me problem or server problem?
@exotic stirrup
am i doing this right?
I need to make my own game mode. Never did coding. Guessing I have to start with the basics and do the tutorials on the website to learn how to acclimated to the engine?
or is there a better start I should be following to learn whats what?
quick question: is it possible to make modifications to vanilla maps in reforger or only additions through subscenes? i'd like to be able to modify build properties, vegetation models, terrain textures, road textures and so on.
I wanna do this on my own without any direct help, but being pointed in the right direction is something i do need as i've been thrusted into this position
You need to make a Sub-Scene
so the answer is no then? you can only make additions to vanilla maps, but not change what already exists?
Is there a modification that incorporates sandstorms?
For performance reasons loadtime entities can't be modded on a map.
(We do not have unique reliable per mod and map update IDs for them, meaning recognizing which is which externally is not possible)
Only way to do it is provide such ID, which will increase the size of the map files and it's initialization speed
There is EntityID, but that changes every time you resave anything on the map
okay, gotcha, disappointing. I was hoping the subscene system worked like a change log and loads the initial map, then the subscene and applies changes to the already loaded data. However that architecture gets tricky if it isn't designed into the system from the start, so i understand
Thanks for the detailed response :)
You can do this only by copying entire world
Don't.
If you really need this, why not? Of course it will break future map updates, your mod will be huge, you need to regenerate navmesh for your changes and etc, but if it's really big changes (not just moving trees), then I don't think it's big problem.
If you want do add buildings you can in a subscene. if you want to remove entities place down a remover entity in your subscrene to clean out some half of a town etc. we will improve the available filters for them to make them more userfriendly. uploading the whole assortment of placed entities is a large amount of data, will break with updates and we do not want 500 slightly edited everon copies on our workshop. We generally tolerated mod uploads who - if not otherwise possible - contain parts of the game data they were made for, but we do not tolerate terrain duplicates.
One thing that is also a person pain of me, that hopefully we can work on somehow, is if you edit e.g. a faction manager form a subscene. it is just not possible to adjust entitiy properties. i believe that alone could eliminate a lot of need to even attempt to copy the data to change it. @nova delta 
Let's remove all entity managers and move them to world systems instead 
But yeah that is also another issue. And another reason to not use entities and components as managers
Main issue is that whole config modding relies on GUIDs
and adding that to maps will be costly
Maybe we can figure out something else for maps
It's supremely funny that overrides cannot remove and can only add
Also funny that there needs to be a workaround in form of a prefab deleter entity for users to be able to remove a house from a map
It's because of the ID thing
This is by design
Extremely risky to remove
Can we test ban api with workbench yet?
40km2 is the maximum Mapa size? for optimal performance?
i want the Earth 2.0 MOD from Arma 3
Abusing and harrasing our engine, I see 
I’m abusing the lighting system
That scene had a total of like 20 light entities lol
How do you make those?
Looks awesome. Hard to believe it's reforger. 🤣
all of a sudden whenever i open my project, the enfusion logo doesnt appear and it closes on steam. any idea why?
I check my log and the last thing is
before it closes
So I can see on event log its crashing due to
ntdll.dll
Any idea why this has started all of a sudden?
SOmething with kernel access crashed
Check your drivers
Any specific drivers? Ive gone and updated my GPU, happened out of the blue without any sys changes
No
Usually any driver crash causes blames to ntdll
Did you update to latest windows 11 update?
It seems to be mega broken in general
no im still on w10
i cant upgrade to w11 since i need to sort out tpm, however this issue ive never ecountered before. it does seem like other projects work
clear WB settings just in case
run workbench with -clearSettings once
nope still crashes, ive managed to copy my project to a new project and it starts up fine without issue so im a bit baffled
Can you send me the logs folder of the crash?
---------------------------------------------
Log C:\Users\spudg\Documents\My Games\ArmaReforgerWorkbench\logs\logs_2025-11-30_19-39-35\console.log started at 2025-11-30 19:39:35 (2025-11-30 19:39:35 UTC)
19:39:35.107 ENGINE : FileSystem: Adding relative directory 'C:\Users\spudg\Documents\My Games\ArmaReforgerWorkbench\logs\logs_2025-11-30_19-39-35' to filesystem under name logs
19:39:35.107 ENGINE : FileSystem: Adding relative directory 'C:\Users\spudg\Documents\My Games\ArmaReforgerWorkbench\profile' to filesystem under name profile
19:39:35.108 PROFILING : Workbench Create Engine took: 8.814200 ms
19:39:37.070 PROFILING : Workbench startup took: 2055.226900 ms
19:39:37.070 ENGINE : Game destroyed.
19:39:37.071 ENGINE : Game destroyed.
Then under Windows Event Viewer:
Faulting application name: ArmaReforgerWorkbenchSteamDiag.exe, version: 1.6.0.0, time stamp: 0x6917bf4f
Faulting module name: ntdll.dll, version: 10.0.19041.6456, time stamp: 0x7ec9c15d
Exception code: 0xc0000005
Fault offset: 0x000000000002b866
Faulting process ID: 0x6558
Faulting application start time: 0x01dc6230f7b62f93
Faulting application path: C:\Program Files (x86)\Steam\steamapps\common\Arma Reforger Tools\Workbench\ArmaReforgerWorkbenchSteamDiag.exe
Faulting module path: C:\WINDOWS\SYSTEM32\ntdll.dll
Report ID: 8b023596-6f18-4661-8de2-8090ff9b4a56
Faulting package full name:
Faulting package-relative application ID:
Send me the logs folder
Not a specific log
zip this folder C:\Users\spudg\Documents\My Games\ArmaReforgerWorkbench\logs\logs_2025-11-30_19-39-35
Send it on DM
sent, its gonna leave you scratching your head
Ouch. No other files on the folder?
Nope, it is literally just this one log. When I get the workbench running on another project which doesnt crash, i see the proper logs
Yeah no way to figure out without logs 
It seems WB tried to access memory it has no access to
But how, who knows
Welp. I have moved everything to a new project and its working fine without issue. Almost certain one of my scripts had broken 
Could be WB, or corrupted/faulty ram
Check Arma Platforms newest video on you tube, there is a tutorial now.
Might of figured it out, I had two projects which were dependencies of each other
So I have an Assets project and an Economy Project, and both of them were dependencies of one another
On the topic of creating those awesome pictures with the cinematic timeline would a channel dedicated to that part of the workbench be appropriate? Like I have sooo many questions and I don't know what channel to ask them in.
Players are unable to select certain weapons from the arsenal.
In this instance, in workbench, I can't select the SA-58. It isn't rank locked so I'm presuming maybe its locked because of the MSAR right? But then I check the next page and there are various AR's I can choose from that exceed the MSAR that I'm allowed to select.
What is going on here? All of the weapons are enabled for this faction via the catalogue def, they have 0 supply and require private, there should be no reason why they aren't all available.
Future plans to add chemlights or am I stupid and missing something?
Looks awesome 🔥 I've never used Tools before, but after watching the new tutorial, I think I'll give enfusion photography a shot
i have to say that this is my first time having fun creating a mod
is this related? no idea why but sometimes workbench decides to crash whenever i close the world editor (only after having been in play mode at least once)
To follow up on this, I tested this further. Another weapon I wasn't able to select from the box was the AR9.
So out of curiousity, I removed all of it's attachments, and low and behold I was able to select it from the box. Then I added the barrel and handguard. I couldn't select it again. But as soon as I removed the handguard. I could.
I've looked in to the handguard prefab, I'm not seeing anything that would cause the weapon to become unselectable. Has anyone else run in to this/
Any1 who had this error
Is there a mod for a zombie infection? Like I know there is bacon zombie but when a zombie kill you u just die. I would like a mod that makes it so when someone is killed by a zombie, they become one
Its super fun, but very time consuming. This took an hour yesterday, and all the bones I moved to do it.
this is sick nice landing lmao
Damn, that does look a bit complicated 😅
Don't let that discourage you. I just finished this about 15 minutes ago, The only bones I moved were on vehicles, the characters are all just using vanilla animations stopped where I wanted them. But seeing the finished product of hard work really pays off.
Picture looks awesome man! I'll definetly give it a try. Just gonna need to take more time for sure
So you can basically pose the characters however you want?
jaja i have to fix some physics calculation and damping XD,
I tried to add basic wind and presure simulation but it does not feel good
Esentially yeah. In this scene I didn't use any of the Bone Animation Tracks on any character's, these are all Vanilla animations for various things.
I did use them in the screenshot a few posts above though.
damn getting the wind to work with that would be crazy
i hate how it feels on ballistics
XD
i need to see how other planes mod handle physics 
bruh what are these info descriptions lmao
Hello I hope someone can help me out here. I'm working on a radar that detects enemy, and I am handling the actual radar dots on a Panel Widget. the problem is the Panel Widget seems to change size depending on where I am playing. for example I get different size in WB, in dedicated server tool and also different size on offline local testing. How can I just lock the size of this thing?
Actually never mind I figured it out.
Anyone made a mod that lets you control the volume of proximity & radio chat separately? 🤔
Yeah but it uses teamspeak lmao
anybody know a fix for my issues
im trying to add custom vehicles to my small vehicle station
they show up nicely but whenever is want to spawn them the silhouet stays red and get error "cannot place here" ?
Does anyone know how to tweak character speed? Basically increase how fast they can run
You can adjust it in the Character prefab under SCR_CharacterCommandHandlerComonent
There was a mod that allowed you to adjust global radio volume, you wouldn't be able to adjust it per radio/channel and I don't believe you can adjust proximity volume on the fly. there are mods that lower or raise the distance from which people can hear you I believe.
I just want a simple volume slider for the radio & proxy separately 😫 radio is always 2x louder than proxy 😂
Unfortunately the way that the engine is set up, it’s not super easy to do so
Anybody got anything for Night Vision?
cloudflare issues still occuring? ive spent the last few hours bouncing around VPNs to see if anything happens and ive not been able to upload my mod, is it still just a wait and hope its fixed?
Trying to make a weapon from scratch using a Blender model. Any good tutorials?
hey guys any reason why my server would be loading letting me in, working for like 10 mins and then i randomly get kicked and cant ge back. keep getting "Kick cause code: group=1 'REPLICATION', reason=1 'SYSTEM_FAILURE
im not getting anything in logs. warnings arent noisy etc? anything i can do to debug this further?
Looking for some help, getting a JIP Error only appears with a certain PvE mission scenario, looking for assistance with this. And also floating players on map
If you mean actually making the model, I suggest YouTube for that. As for the naming conventions that the bones need for Arma Reforger, I suggest watching this tutorial series.
https://www.youtube.com/watch?v=VyXbwzvfVog&list=PLW_2sDEfasH1FfrJgHpyUviFuC15CP_Ih
or this guy is also good too
Laying out the goals of my tutorial.
IMPORTANT!!
For the exporter to work properly, you MUST use the one provided in the animation sample below. In the zip you will find plugin files, which need to override ones that are currently in plugin zip provided in Arma Reforger tools.
Short showcase on how to make simple custom pose animation for Reforger weapons.
Download animation s...
Are you using modded content?
yes.
I belive the JIP Error was related to a misconfigured prefab, as seen here in this feedback tracker ticket.
https://feedback.bistudio.com/T189936
Your best bet is to enable mods one by one and find out what one is causing the issue.
is there anyway i can fix my workshop uploads posting under my old username? its been changed for months but it still shows as the old one.
Could someone point me to what would be the best pve conflict mode for a small group to play? like 4-6 people
Seems like this one probably: https://reforger.armaplatform.com/workshop/62E960A6A1BA0985-CO-OPConflictPVE
Where can I find information on mod rules relating to political stuff? I know there are some rules about certain groups and ongoing battles etc.
There are no rules per se. It's based on community moderation
Best is to ask us directly
We do not want it to cause issues, so it gets moderated the same as behavior from players
And because it is behavior, it's based on exactly what you did
People often seem to think that servers and mods are not subject to the same as players
copy that thank you. Best channel to ask about a specific idea?
Hey guys, I've currently got a bit of a head scratcher. Which prefab are you supposed to edit? The one in the resource browser or the one that has been placed in the world? What's best or preferred practice here?
Thanks a lot!
(Your server can be banned based on your community actions as well btw)
We expect, that you moderate such communities too
Same for the mod if it gets misused (If opened to heavy misuse and modder does nothing to sort it)
Understood. I run a pretty tight ship and respect BI far too much to break any rules. I'll always ask if somethings appropriate before implementing it
Always feel free to ask. It will not hurt you. And we won't do anything to you for just asking.
The problem is usually when you did something first, then asked later when action was taken
How to remove this error?
Can just click yes to all and should be fine I’d imagine
That's not an error.
It's asking you to authorize that function being called from that component.
why is it potentially dangerous?
That function isn't really. It's just loading a resource from the game files. If it were a FileIO function I would see the need for "authorization" but, not so much in this case.
is there anyway i can fix my workshop uploads posting under my old username? its been changed for months but it still shows as the old one.
something for #enfusion_workshop probably
It gets triggered for anything that uses FileIO
Hello, how would you use this deleter thing to delete a prefab and then add a prefab in its place? Basically hoe do you stop it from deleting the new prefab you've put down - Do these need doing whilst creating a sub-scene?
Has anybody experienced an issue that causes a system failure the second you enter GM mode? Various servers have tried to load my map up, but as soon as they go to Gm mode they experience a hard crash. Their reports seem to be surrounding the gamemode entity and the loadoutmanager, but I'd love to know if this is something others are dealing with.
We're also dealing with the issue of system failures kicking everybody out about 30 seconds to 1 minute after joining the map. I understand it is taxing loading up various arsenals and supply caches, but I'm just curious if there's a new procedure when creating the actual game mode in the map editor
I like the abuse of lights
I do not like the abuse of particles and blender anims
-# WIP
I would pull mods until it works again. That will isolate the issue and give you a place to work from either to fix it or remove it.
So unfortunately my map has no dependencies and people are having those problems
Even replacing the game mode entity doesn’t help
So you have no mods no dependencies and it’s still doing it?
Do you have any custom assets baked into your map?
Does anyone know of a custom text displaying mod? Something that can put text onto an item, vehicle, clothing, or weapon, without needing a separate texture?
I only have some custom models that worked on a previous map. I had some arsenals and supply caches baked in so I removed those to see if that would fix the issue and sadly it didn’t. Other than that everything in my map is vanilla so I’m not entirely sure what’s causing the system failure besides the game mode entity maybe being the issue (although with this is sorta generated itself so idk what could’ve broke there)
how do i change a base game supply value. Im tryna change the cost of a magazine for a mod
for us faction, go to ArmaReforger/Configs/EntityCatalog/US/ here, right click on InventoryItems_EntityCatalog_US.conf , override to your mod folder
Open the new file (should have jigsaw icon bot left) , unfold ammunition master line , search for your magazine unfold it, unfold Entity Data List, unfold Arsenal Data, edit supply cost, save conf file, publish.
Follow up then, is there any reason that this would be impossible in enfusion?
Hi, not really certain where to ask this, but I suppose here will do
I know we aren't allowed to add a red cross onto our stuff via texturing and the like, but what if it was something like the decal slot that is on the vanilla ambulance truck? Does it make it okay to use in a mod if it is something shipped with the game and not something we put in ourselves?
What’s the ruling in profane language used on mods?
I have a morale patch that has the F*** around find out saying.. but don’t know if written profanity is allowed?
the Red Cross isn't allowed because it is a real organization, right? If its the same generic decal as on the vanilla vehicles then should be fine to reuse. #ip_rights_violations isn't the exact spot to ask but they'd probably also know the regulations for depicting irl organizations vs modding reusing vanilla assets.
how work sound track ?
Has anyone seen an addon that adds GAZ66 to the game?
adds soundtrack
yes, but idk how i need xd
I understand the general idea and how it works, but how exactly do I add the audio file into the list, and what is the correct procedure for it?
tbh, idk
i tried adding it but failed it might be easier for u to add music in video editing software
okay, try copy resource name of .wav
The console experience post update 😂
and paste it here
like ps2
Ya someone said "I cant stress enough how much better it runs" and im like...."I bet it does, cus your running at 1/4 of the original quality" XD
like bro those are final state LODS on those trees. like 16 verticy trees. right next to them XD
they should just put the settings in console players hands at this point. just have reccomended settings and a warnin popup when they change them
Yeah
WIP - I've been away at work and have a few bugs on my list to fix
THX!!
All g, no feedback channel for it, but feel free to dm me a list or if you run a server, best to collect a few and then send me a list
I'm currently in the process of creating a mission for the server, and once it's launched for testing, I'll collect feedback from the players.
is it hidden in the workshop? I can't find it (
you reckon its possible to save radio frequencies ? so when you die you dont gotta re-connect to all ur channels etc
what can my freind do
Huh? 
what?
what?
Mod wasn't sapost to be released? Maybe?
Hi guys! Just curious if anybody knows why vehicles and characters don't spawn as what they're meant to when I try to throw them into my map in GM mode? (for example a character for a custom faction might pop us a USSR soldier and a custom car might be a vanilla btr). This seems to only be a problem in actual servers. Is it a desync thing or am I messing up my configs?
Corrupted mods most likely. Redownload the mods on the server and on the client. If it still happens it could be some kind of GUID clash.
These are my new mods so Im not sure what would be broken. I've had this issue before on a previous map I designed so I must be registering something incorrectly but like when I try to spawn a vehicle from Gm for faction A it spawns a vehicle for faction B
Sounds like the Entity Catalog of "Faction A" includes an entity that has it's faction affiliation components faction key set to "Faction B"
Ahhh thank you! This wasn't the exact issue but your reply made me double check my catalogue and it turns out I had inherited it from the other one and was getting them mixed up. I appreciate you! 😄
Sorry, I realised that in enfusion the character gets spawned as intended, but when I try to spawn him in Gm mode in a dedicated server, it seems to spawn a different variant of a USSR character. This guy isn't inheriting anybody from the USSR faction and I've double checked that the tags and faction affiliation are set to the custom faction I've made. The entity catalogue also only has this single custom character in it.. I've never had this issue in my other core mod, but I made that over a year ago so I likely forgot something. Do you reckon I've missed something blatant?
It's unlisted yeah, that why I sent the link
QUICK question... Is it possible to load a previous version of our enfusion project inside the tools?
Everon base prefab causing full server crash
Invalid delete request
Disabling destruction on this prefab resolves this issue.
Invalid delete request. Attempting to delete an entity @"ENTITY:276266" ('GenericEntity','Assets/Structures/Industrial/Houses/PortableCabin_E_01/PortableCabin_door_bar_01.xob')
@hollow rampart can you get this to whoever needs to see it please
can you make a feedback tracker ticket about it?
working on it now
hello, i have a question, it's about Arma 3 units, is it normal that i can't acces it ?
Enfusion channels are for Arma Reforger only
i know but is there something like a shutdown or something else ?
Ask in the Arma 3 channels instead
We don't know
We don't work on Arma 3
So ask there, you will get an A3 dev to see it there
allright, thanks any way, have a nice day
do you guys neeeeed me to post the full mod list...
i'd hate to post 150 lines of possibly useless info in the description
yes. but also you should test if it happens without any mods
i can do that
hmmmm vanilla Game Master - Everon does not cause server shutdown
but, instance still appears in logs
18:53:08.615 NETWORK (W): Invalid delete request. Attempting to delete an entity @"ENTITY:276266" ('GenericEntity','Assets/Structures/Industrial/Houses/PortableCabin_E_01/PortableCabin_door_bar_01.xob') at <5287.247070 49.817047 5298.200195> with RPL properties that is a child of replication hierarchy of @"ENTITY:276070" ('SCR_DestructibleBuildingEntity') at <5287.054199 49.770096 5298.294922> @"{2F830B9B3A7D4855}Prefabs/Structures/Commercial/Shops/ShopHouse_E_2l01/ShopHouse_E_2I01t_foodstore.et". Replicated component: DoorSlotComponent.
worth a report I think
I dont suppose anyones got any idea how to put a arma 1 map into blender and then make it compatible into reforger
Anyone know a way to disable the thing that clears the previous name of a Group on joining. I made a faction with predefined groups but when you join the group, it clears the name and goes back to default.
I’m also have an error pop up when the group is selected having to do with the loadouts
please advise the guides on the topic : Creating Units and Vehicles patrol for PvE conflict?
Fixed this issue
Does anyone know if you can prevent a compartment component's camera (SCR_VehicleCameraDataComponent) from being moved if it's under a partent prefab?
I'm playing with a seating system and they work on their own prefabs but the second it's under another prefab as a child the camera snaps to centre of the actual building?
Or can you force 1st person for a vehicle camera?
Little PSA for anyone who's as big a smooth brain as me.
When trying to duplicate a Vanilla Arma magazine, to use as the base for your prefab. Do NOT select the "Base" variant of the magazine, as it has no ammo in it apparently.
You can add ammo via the Prebab editor, but I wasnt aware of this for the past 5 minutes as I looked around like a pleb trying to figure out my issue.
Sovled, disabled heirachy on the chairs.
I'm trying to look into creating a notification mod that will send a message via discord webhook when a prefab detects players within a radius. If anyone can help me with this, please lmk
Looking to make a 120mm mortar and I'm running into an issue - the mortar doesn't shoot.
I've got it to the point the animations and interaction are there, I press fire, and it plays through the animations without playing the sliding metal noise or firing the mortar, and I keep the round in my hands.
I am thinking I am missing some sort of config file somewhere, but this is what I have so far, all using the same (or similar) values to the vanilla 81mm US mortar.
- HE round XOB and prefab
- HE round effect module prefab
- Propellant ring XOB and prefab
- Mortar Assembly XOB and prefab
- turret_M120.pap
- MortarShell_EffectModule.conf
- MortarShell.conf
- FireMortarAction.conf
Hoping to hear that I am missing some config or file, I've checked over my prefabs and they all hold the same values as the vanilla counterpart, except in XYZ position, or a small size/speed/weight difference to account for the large mortar, but IMO nothing that should cause this failure to fire.
I should add, the rounds fire properly when used with the vanilla 81mm mortar (wrong I know, but I just set the MagazineWellMortar81mm for them all to make it easier to test at first)
@jade current Any chance you are free for a vc? trying to fix my mod off your most recent update, slightly confused but would like some clarity on a couple questions
Hey, I'm not sure if this is the right chat, but I wanted to make a PVE server for myself and about 4 or 5 of my friends. We already rented a server and we're using gramp's PVEConflictRemix as the mission with a couple of other mods.
I wanted to see if there was any tutorials on how to do things like edit the arsenal or the squad loadouts if you rent a server. I also wanted to see if there was a way to decrease the AI difficulty or the amount of counter attacks.
Sorry if this has been asked before or if this is the wrong place. I tried watching a couple of tutorials, but the amount of information is overwhelming and I don't know what is out of date anymore. If someone could help point me in the right direction, it would be appreciated
You would have to create your own mod overriding all that. There is no config edits for all that stuff.
Create my own mod just to edit PVEConflictRemix, or crate my own mod for pretty much everything we're looking for? Als what's a good starting point for learning how to create that type of mod in 1.6?
Yes you would have to create a new mod and make my mod a dependency, which would allow you to edit those settings in the mod.
Unfortunately I don't really have a tutorial for basic modding how to.
Ok, I’m sure I can ChatGPT this with your help, thanks
Very unlikely that chat gpt will know how to do this, but good luck! Probably better off asking it to find you videos on the basics of modding reforger.
Yeah, chatgpt is lousy at the workbench
Anyone having duplication bug on persistence servers - So when we restart the server or shut down to update - upon loading back up the vehicles duplicate on the map if there not stored in a garage and the player entity is there even if the player isnt logged in.
Why is it that supplies don't deplete when used in scenario framework does anyone know? Always used to...
Where do I report a cheater case? With video, server logs, and everything? Acting like a GM with script.
Is Eden in the game yet?
thats only arma3
i doubt AF will have something directly like Eden, closest thing is GM
Anyone could tell me where i could edit GM spawnable items like Vehicle list?
Has anyone else had the problem where, after uploading the mod files to another computer, all the components end up duplicated?
It likes to tell you things like it knows what it’s doing. Can end up wasting more time than it saves. But it is good at shared fundamentals that most engines use.
Anyone know who created this mod or how i can get in contact with him? its about using it for modded vehicles; https://reforger.armaplatform.com/workshop/668D4E5839894782-Fastroping
Can anyone point me in the right direction, my logs are being spammed by the overlaywidget, also happens in vanilla but not as much, it is most prominent when opening Inventory.
and then secondly, RESOURCES : GetResourceObject '{8FBCC8F6A4FAF83A}($ö' what is caused by ?
I have searched all the scenario layers in NotePad++ for ID 8FBCC8F6A4FAF83A but nothing has been found.
Does anyone know why players and vehicles would be duplicating on server restarts. its almost like the persistence save is loading a old save because it slightly roles back to but i only use the params -loadSessionSave
Vanilla error
Would there be a modder that would be willing to help me with a project and teach me a few things. A lot of the you tube videos Iv been watching arnt to helpful
hey guys, is there anyone who was able to actually launch Arma reforger via crossover or parallels desktop on Mac? it's driving me crazy and seems almost impossible. Arma is the most of the hardest games I ever tried to run 😭 https://www.codeweavers.com/compatibility/crossover/forum/arma-reforger?msg=341265
Hi there, is there a way to edit read only files in enfusion?
Guys wtf. I was working on my map, it froze my computer, I restarted it, and now it’s telling me this every time I open up this project
use show details button ... or check the logs
Well I have done that but the issue is I don’t know what I’m looking at in logs, I’m not a dev or enfusion wiz 😭 i will send a pic here and if anyone has any ideas please lmk
WIN + SHIFT + S for screenshots
You are probably mixing experimental and stable workbench, which one did you start?
I am using the bookmark thing on my home screen, it opens “ arma reforger tools”
Never downloaded experimental
Have you started the game at least once?
I’m not sure what you mean
You need to run the normal game once to attempt anything with workbench.
Of course I have played the game haha I will reopen it though and retry
Well your workbench is not finding the necessary game data. Also try launching via steam instead, not some desktop shortcut
I have been able to open the project by selecting “ open with add on “ and then selecting arma reforger
@remote bronze
Hi there, is there a way to edit read only files in enfusion?
Hello! Can anyone point me in the right direction to totally disable the msar stuff?
is there a tutorial for importing new vehicle model and setting it up in blender?
#arma #armareforger #blender #3danimation
Export vehicle from Blender to Arma Reforger Pt.1
I also provide vehicle rigging\weighting as a service here:
ko-fi.com/gatordev
We've made a custom map and we can't upload it to the workshop as it's naive 2G, do we now have to reduce that makes detail down?
Yw
no, workshop had problems with uploads no eta on fix
No, you have to make a Duplicate of the file or Override it. The read-only files are the vanilla game and you cannot change them directly.
everytime i try to load in a world and save it and then click play to run the simulation the world editor freezes. cant seem to play a world. anybopdy know how to fix that? im new to enfusion, trying to figure it all out
Would you be willing to assist me in doing it
Suddenly all my components vanished when im the prefab edit mode, but only i use hierarchy view mode, if i choose flat view, they come back. wat
There are instructions in the modding bootcamp video 1 on YT
check dms if u dont mind
Why are you wanting to duplicate a mod? Just put it as a dependency of the mod you're making
So we using a mod that is littered with another servers PNGs ect We want to remove them but they all under read only files
We want to keep the same features and functionality but remove the original mod’s branding. We successfully duplicated the map, and we want to use a Workshop map that has several other mods as dependencies. The issue is that we want to edit the map to suit our needs, but we're struggling to transfer all the dependencies to the duplicated version. The duplicated map still tries to use the original dependencies instead of the ones we want to assign to it.
Its so hard to explain on text. If ur free to call for 3min so i can explain maybe u can assist. It would be absolutely amazing
whats the name of the mod?
Dunno if you can do anything about that. You could just ask the mod maker what you can do
though the mod maker probably made it for that specific server
The mode maker did make it for the specific server, We want to use it but add a few thing also to make it unique to us. He wont give us access to it hens why we want to take this route
dunno about that. The mod maker is on this Discord so maybe buy them some good bourbon so they'll make a version for your server? They (or BI) have final say in this i think
maybe maybe
@vernal pollen Last question — if you're making a mod pack for something like the arsenal, do you create a new project in Enfusion and add all the other mods as dependencies?
For example, if you're using the WCS Arsenal but want to add more guns to the arsenal, do you simply add those weapon mods as dependencies under your project?
Yes you need mods as dependencies, but you have to add those items and equipment into the faction arsenal via workbench
Or you can use mods for that as well, as i remember there are some mods which put certain modded equipment into arsenals
Was the MSAR system completely removed from legacy conflict?
how come when I host conflict scenario in workbench I have MSAR but when I run a dedicated server (not in workbench), the MSAR is disabled?
This is really frustrating... I want it on, why is the game turning it off on me?!?!? What changed to create this behavior?!??!?
This makes no sense! Is there like a new CLI param I need to use now?
Im convinced something engine side is disabling MSAR. The only way Ive found to fix it is to log into GM, manually turn it off and on again and it works fine. But I have to have a GM log in and do it, cant do it from script... This has been absolutely maddening!
Turns out the replication of the MSAR setting to the client broke. I had to do a custom one to get it to work when I changed the setting server side.
Enfusion Tools never crash 
dont lie
i had a dream where it never crashed and there were no GUID errors in the logs aswell
They don't punish you for dreaming.
Does anyone know how to add custom characters to the entity catalog to be able to spawn them in GM been stuck on this for a while. If you have a solution pls DM
Pretty sure I go over that in my faction video somewhere.
Setting Up New Faction Arma Reforger Tools Enfusion
➡️ Donate here: https://ko-fi.com/andeerock
Discord: andeerocks
Don't be afraid to leave a tip if it helps you 😉
Is there anywhere I could go to learn more about modding?
Love you too @jade current
he wont pay u
He don't have to. Love you.
You fellas have fun with your negative energy.Wish you the best with that
lol.
I also use AI to script, because I can't script without it. If you want more ammo, i'm happy to give you some, but you will never make me blink an eye.
It's a lesson for all the kids out there
Silence is golden
Also I accept tips
Arent your eyes pretty tired from not blinking
Tired from batting my eyes
Tell me im pretty
If your pfp is anything to go by, sure
Im flattered thanks
someone at BI need to add null check for this cast inside vanilla script:
SCR_AIGroupCohesionComponent
method AwardXPToGroup
SCR_XPHandlerComponent comp = SCR_XPHandlerComponent.Cast(GetGame().GetMode().FindComponent(SCR_XPHandlerComponent));
it causes a null reference crash when it tries to access the null pointer instance later in the method
Not having the if check is either overlooked, or implied that it can't fail to find this component in a normal gamestate, but it had failed and cause crash for some
i just checked and i couldnt find anything different then what i am currently attempting
and i cant find anygood videos on youtube'
Bummer
Is there a way to debug how much an .acp is affecting performance?
I have a question: has there been any progress regarding the game documentation? I asked this question in October on Live, and since then I haven't seen anything new appear. It would be nice if something new saw the light of day. The TODO notes on Wikipedia have disappeared, and in their place something has been explained.
I'm looking for general navmesh information. Found this page, but all links seem to be broken? None of them opens anything. Is there maybe something wrong on my and or those hyperlinks just don't work at all?
https://community.bistudio.com/wiki/Arma_Reforger:Navmesh_Tutorial#Partial_Regeneration
The links work for me just to let you know.
Make sure you register the Enfusion protocol. Can find it in settings on Workbench, just a simple button
Thank you, I didn't know about that. It works now.
What setting controls damage through walls? Like frag damage traveling through walls and being able to shoot bullets through walls.
just noticed in one of the non-vanilla buildings on my map that people get frag damage from the floor below, was trying to fix that
what type of material did u use on building?
I didn't make the building myself. I see concrete, metal, and wood _base materials used as collision materials on the .xob, is this what is doing it?
@remote bronze
Server just crashed to this
65af7c7e-30cb-460c-b62f-ff3f3d81dd89
Hello, is it possible to launch Reforger on PC as if I am playing on console to preview console related configurations?
I see there is a -gprojConfig launch paramter for ArmaReforgerWorkbenchSteamDiag.exe but it doesn't seem to do anything when using PS5 or XBOX_SERIES
Is there some option when launching ArmaReforgerSteamDiag.exe?
anybody found a nice solution for impact grenades? trying to make throwable snowballs that break apart on impact.
i see it's already been asked about around here, and it seems like it would probably take a bit of scripting (which is beyond my skillset sadly). but figured i'd ask just in case
I have a question about modding here, why is it impossible not to include the component of Faction Affiliations in vehicle mods? Would cars really not work without it?
I've never tried or put much thought into it but Ive always wondered why people can't just use regular collision triggers like on RPG rockets, whenever people start talking about collision grenades.
idk but I just tried and I was able to change all of them to something meaningless. even the other faction affiliation setting. set at 1.
I'm talking about the fact that out of the box, without using Overwrite, your vehicle is tied to a faction
So, in order to add even a vanilla HMVEE, I need to overwrite it.
sorry man you lost me there
However, this is not the case with weapons and clothing. Similarly, I cannot set access to helicopters through the Entity catalog, even if I have the rank of General. I need to create a helicopter override and edit it in the prefab.
Life of Arma
I've seen an override thing for vehicles in config files, but afaik it still doesn't work so you have to override the prefab itself to make those kinds of changes.
ha yep, that was the first thing i tried, but apparently those collision triggers only work on projectiles and grenades are handled differently. looks like a snowball launcher will have to do
Is there a mod that can take your ingame name and put it on a texture like this patch for example? Or how can one make one? Something like how GlobMob (Arma 3 CDLC) does it. Though I don't know how GlobMob does it...
what if you make an invisible RPG launcher and then firing it makes the players hand do a tossing motion
I'm trying to create a mod that customizes certain changes to the U.S Faction. I've been looking for videos to follow along, but most tutorials just create a new faction instead of teaching how to change the base game faction.
I've been trying to follow them anyway, but my big issue is understanding the difference between override, inherit and duplicate and how each one applies to what my goal is
Hey guys, I'm starting to work with Enfusion for artwork in Arma Reforger. Does anyone know how to add workshop maps to Enfusion?
Howdy, anyone able to tell me what I can look for to fix players unable to equip launchers? It says "Weapon Invalid: Unknown type."
hi, maybe launcher or your characters has wrong weapon slot type - I use WCS style - second weapon slot uses launcher slot type and Ive set this slot type on Launcher_base
Could be that - try and check your laucher and its WeaponComponent - Weapon Slot type and compare it to your Character and its set/allowed Weapon slot types
Affirm, I think another mod is interfering with it somehow. Is there a way to check that easily?
- check the Launcher_Base and check this viz. screenshot
There could be versions of the Launcher_Base made by other mods (overrides) - will be in brackets - click on them one by one and check what is stated in the Weapon Slot Type
If you see that there is an problem, just override the Launcher_Base and write in the Weapon slot Type the same thing you have on your Character_base desired weapon slot (Vanilla is primary for both long weapon slots and secondary for pistols, WCS for example has primary - launcher - secondary)
If you want to know what you have stated in the Character_Base - just open it and do the same thing for all 3 CharacterWeaponSlotComponent
Hi, download the desired map in the game then:
- open Enfusion (Arma Reforger Tools)
- click on + Add Project in left down corner of the Enfusion Launcher
- click Add Existing Project
- your file browser should pop-up automatically in Addons folder, if not:
- path is normally Documents\My Games\ArmaReforger\addons
- In folder Addons choose the desired mod (sometimes the project name is different from the Workshop name, but you can use Ctrl+F and use the mod ID to find the mod)- click on the mod folder
- click on addon.gproj
- Hurray - you added modded map to Projects in Enfusion Launcher
Additional
- click Add Project Create New Project
- Name it and add the map mod as dependency
- Create - you can now open the map and add things to it (thats for another whole ass chapter
)
Now this is milsim and beats name tags 💯 Don't know any AF mods, though
Hi guys, is there any way translate whole game?
There are language options in the game settings, if that's what you're meaning?
I mean make new localization for game
That's a good question, possibly? It'd only be for things once in-game as mods don't load onto the main menu, if it is even possible. Not sure if anyone has tried before to do so
So, according to this, I would be better off contacting the developers somehow
The developers will potentially see this when they get on for work in several hours, so could wait for a reply
I have a question about custom map making, i recently have made my and released my custom map for arma reforger and there’s a few big issues with the map.
The main one is the FOV lock. For some reason it’s locked the FOV to
90, while some maps can go above 90 on PC.
- Ai will not move or attack correctly while having the Navmesh correct and up to date.
Any fix would be greatly appreciated, thanks!
Thank you!!!
Yes
Er idk about new ones, but there are some existing ones you can do.
But mods dosen't load with main menu so I can't translate
Well I don't get answer so rip
Anyone have a good guide or willing to show, how to add addtional guns ect to WCS aresnel (WCS is our base Arsenal but we wanna add to it)
Has anyone seen a mod that adds working weapon slings? Or at least moves weapons to (more) realistic positions?
Hi, create your mod in Tools (name it how you like) - add WCS_Arsenal and all gun mods you want to add to the arsenal
NOW find conf. files named US_Campaign and USSR_Campaign - override, now you can do stuff with Faction confs - useful in future. (Starting vehicles are set up from there for example)
Then look for the whole InventoryItemCatalog in WCS_Arsenal for both factions and override it.
Then look for EntityCatalogs in WCS_Arsenal - Im not on PC rn so I dont remember the exact names but WCS has 3 parts of any Catalog + for both factions- eg. Rifle_Reforger, Rifle_RHS, Rifle_WCS - same for MG, Sniper etc. (dont remember the exact names rn)
The best thing is to follow the path of these confs to the whole Weapon configs file in WCS_Arsenal, where all of those confs are placed 1 for US/NATO 2 for USSR/RU.
the logic should be like that: the Campaign file uses 3 confs - InventoryItemCatalog, CharacterCatalog and VehicleCatalog
The InventoryItemCatalog is made from the singular confs eg. Rifle confs, MG, ammo, clothing etc.
Right now Im not on PC and cannot provide any 100% correct names of conf. or the path + screenshots, but if you want more help, just PM me and Ill write you with all info, names of files and screenshots you will ever need for adding anything to arsenal and vehicles.
Is anyone able to tell me the time frame for responses to the feedback things on Bohemias website?
It heavily depends, there are many things in backlog of devs already.
So it might seem to you like your request was never seen for some time.
Also they get done based on priority, so if other impactful things come up.
Yours get delayed.
Makes sense, thanks!
Thank you so much will give it ago
anyone know the equivalent of the OnPlayerKilled invoker, but will work on the entity whether it's AI or a player?
OnControllableDestroyed ?
hmm, would that only fire when it's garbage collected though?
SCR_CharacterDamageManagerComponent has an OnLifeStateChanged
With try that if OnControllableDestroyed isn't working out
Not sure if it functions like a normal invoker though?
I don't see a Get method for it, and it appears as a class in the editor
I don't think OnLifeStateChanged is the right thing. OnControllableDestroyed is invoked by the game mode when a controllable transitions into destruction due to death or removal.
but better ask in the scripting channel
ok noted, thanks!
I did just find this too
do you remember where is OnControllableDestroyed found?
Yeah it's from SCR_BaseGameMode
You could also take a look at SCR_XPHandlerComponent, since it fires events when a character dies to give xp rewards. that's what I used to make my battlefield inspired ticket system mod
anyone know why a mod doesnt want to download to a newest version.
1.0.4 but its sitting on 1.0.2 in our server
Do you have the version set to 1.0.2 in your server config? If it is, you can just remove that line and it will automatically download the newest version if you don't specify a version.
I did
how do I edit these?
I reread the rules of the discord before posting this as to try and not break any rules, if I am mistaken and this post breaks any rules then please feel free to remove this post or if an admin lets me know I will remove the post with full understanding and no complaints.
Hello, I am part of a new project for Arma Reforger. We have some experienced devs and server management on our team already but are looking to expand further. I don't know if this is the correct channel for this so I am here to ask a couple questions.
-Can we recruit for developers in here (without spamming of course)?
-If not and anyone that runs this discord sees this, is there anyway we could get a channel for this kind of thing?
I know there is a communities/units channel but I feel that's more for players and won't be very useful for finding devs that would like to join projects with others.
If you are interested in joining a project or have questions about the project please feel free to message me privately!
Thank you!
How are mod versions handled when added as a dependency in the tools? I think I may have scanned for projects in a path that held older mod versions and it pulled them in into my project but im not sure how to check on mod version inside of a project
can anyone help me out with what the hell is going on here, it happens when I back away from roads, its only on top of the roads and goes away when I get close
I had that happen before,try to re-import the sat mat that fixed it for me. It still happens at distance with painted road textures but never found a fix for that.
Does anyone know about this error? I have zero errors on my project, I did not do anything, this appeared on launch: BACKEND (E): [RestApi] ID:[8] TYPE:[EBREQ_ANALYTICS_SendEventSR] Error Code:503 - Service Unavailable, apiCode="", uid="", message=""
It will go away, it just vanished on mine.. I don't think it's anything to worry about
i just started getting the exact same issue and now my custom scenario is stuck at permanent loading screen... looks like a bohemia service is down
A ha I figured it was on their end because I have learned all the previous errors and with help from the community fixed hundreds. I saw that andw as like-nahh I didn't do that LOL, they will fix it soon I am sure
bro ive been going crazy trying to figure out how to fix my damn scenario for the last 30 min lol i thought i broke something
It says Backend that sounds like it's on their side. Maybe someone will see these messages and shed more light on it
What determines what a contruction truck can build? I thought it was just a config, however I can't seem to find a config that relates to what is currently buildable from the construction truck/engineer box.
prop shares same conf for FOB
?
the same thing you can build on the main base
No, they are not the same. As an example, you can't build a helipad at the construction truck. But I think I just figured it out. Its the traits assigned to the prefabs.
I just added a few traits that were on the HQs to the mortar pit and it appeared in the construction truck build menu next to the HQ
Appreciate your reply though 🙂
Could really use some help if anyone has some info. Since 1.6 I have an issue on my server where lower ranks like private and corporal receive "insufficient rank" when attempting to spawn in with a saved loadout. The saved loadout only contains items that are set to private rank. Even with "Rank locked items" disabled in the arsenal manager, the issue persist. Feel like I've tried everything at this point and still have the issue
Question, i have a small bug/issue with the enfusion workbench i would like to report, but i cant figure out where to send it
Does anyone know the official channel for this?
Seems like this would be a simple fix
My Issue:
Whilst making a new sniper rifle (single fire-bolt action), we were running into the issue where the weapon would not cycle, only fire a single round
went trough everything; ammo, animations, anything we could think of
Turns out, when you set Manual Action in BaseFireMode it still uses the Rounds Per Minute value, which was set to 1, (oops) therefore not shooting
Problem being is that this is hidden from the user, setting Manual Action hides this paramater, which makes it soooooo hard to identify as the problem
Suggestion:
Either keep Rounds Per Minute shown when manual action is set
or disable the rounds per minute check in code when using manual action
Where should i report this?
may have fixed this by rebuilding all my scenarios from scratch since they were built after 1.6 using HQC managers
I'm exporting content (animations) from Blender to Enfusion. But when I update it, its not actually updating the animation in enfusion unless I completely restart the applicaiton. This only started today. Its saying it's re-imported the mesh, but its not actualyl doing anything beyond the initial import. Is this is a setting somewhere?
nvm this did not fix it.
Is there any tutorial that would work for me I've tried the BI tutorials kinda but I'm Still struggling to add guns to the game ik how to do all the stuff in blender but how do I make the textures proper
Hi everyone. I have a quick question about a problem I can't seem to resolve. I created my own scenario on a map. But when I build in-game, the structures fly, not anchored to the ground. What setting did I miss in workbanch?
Thanks.
What are you using for texture creation
Nothing it was a store paid asset I have devs now but they don't do those two files that are needed and sp is quite expensive
Check DM
Please tell me, when using ACE mod All in One Dev, when trying to pump out a character, it knocks out all the players and bots, what could be the reason?
what tool do you use to update maps buildings and roads?
Arma Reforger Tools
Beyond that I don't think you can edit already placed prefabs like that
What components do I need to add to a prefab to enable storage of ammo, weapons, medical supplies etc? I just want to drag and drop items into the storage.
I have spent a heap of time looking at other prefabs but they all use arsenal and haven't been able to figure it out.
I feel like I am missing something simple. Any help would be greatly appreciated.
SCR_UniversalInventoryStorageComponent might be what you're needing?
Yeah, I added that.
And it doesn't show the storage in vicinity that you can click on and open in inventory menu?
Nope.
I might just need a break. I feel like I am missing something simple
Do you have the storage manager as well?
and it set to visible in the universal storage comp?
yes.
For example, this is my storage crate (with some custom components, ignore those and the greyed out ones)
Any chance you could link me your mod and I can take a look?
I can't click and drag anything in atm
If it were uploaded, I would. But I'll screenshot the universal storage component settings so you can see
I can interact with it, just can't drag anything in
you can adjust as needed, but it's what I have for my testing purposes
That worked, thanks a heap. I still don't know what I did differently as I have done this before.
Just losing the plot I think lol
It happens, breaks are nice and needed 😄
Really appreciate the help, thanks.
Anyone have any clue
i swear im not cheating lol. I updated one of my projects now I cant connect to my own server
Everytime I open discord it kits me and says battleye query timeout
does anyone know the component name to change faction names or l ocation path to find where to change it
Did you create your own faction or are you changing a pre-existing one?
changing pre exsisting one
On faction manager
But if you really want to do it properly you will want to create a new faction instead.
Setting Up New Faction Arma Reforger Tools Enfusion
➡️ Donate here: https://ko-fi.com/andeerock
Discord: andeerocks
Andeerock has beaten me to the answer!
Hehe oops.
i want to edit new campaign mission that came with koulgayev, where is it
Hi everyone. I have a quick question about a problem I can't seem to resolve. I created my own scenario on a map. But when I build in-game, the structures fly, not anchored to the ground. What setting did I miss in workbanch?
Thanks.
send ss
Anyone know why I can't see the components in on the 2nd image but then I click the hierarchy view thing it shows components in that way on first photo? it looked different and more easily accessible when it was all on the 2nd image not sure if I done anything in order for that to happen
You probably have flat mode enabled?
I've enabled and disabled it on the icon on the far right
and no components when they 100% do
yeh thats the way I want it to resort back to, anything I should try and select?