#enfusion_generic
1 messages · Page 23 of 1
happens on even base game items so it 100% something to do with tools but can't quite figure it out
Your screenshots didn't reveal enough for me to actually understand what is going on.
Send a full screenshot.
in your first image, place the cursor directly above the search bar in Object Properties
Your cursor should change indicating you can slide
Simple fix hahah so hidden, appreciate the help man I think I accidentally done it
No worries.
Quick question, i uploaded my conflict scenario to the workshop but my dedicated server fails to download the conflict everytime
RESOURCES : GetResourceObject @"{C3923A48D4B5862E}Missions/DarkstarUdachneConflict.conf"
RESOURCES (E): Failed to open
RESOURCES (E): MissionHeader::ReadMissionHeader cannot load the resource 'Missions/DarkstarUdachneConflict.conf'!
ENGINE (E): Unable to read the mission header '{C3923A48D4B5862E}Missions/DarkstarUdachneConflict.conf'
Everything is formatted properly inside Enfusion i think
Please advise.
Is it possible to implement Item Carrying through SCR_FilteredInventoryStorageComponent in the right hand and Carrying in the Weapon Slot?
I want to be able to carry 1 item in different ways, in the hand like a suitcase and in the weapon slot.
I am trying to make an arsenal not visible in the vicinity so that you have to walk up to it and interact with it. Could someone point me in the direction to do that?
@hollow rampart
If you have a moment, i sent a DM regarding custom licensing
how do i find the muzzle velocity of the 2b14 mortar?
What component or entity would be responsible for actually creating a group or joining a group from the deploy menu. I have set up the components in MP_Test.ent with some game mode, faction manager, etc, but the deploy menu create group and join group buttons don't do anything. I believe the default player has some PlayerGroupManagerComponent or whatever it is, but I haven't changed anything regarding that, and unsure where to continue from here
Furthermore, the continue button will grey out because the player needs to be in a group, as I have seen the button's logic
Question
How do i Disable these white zones to get a better view for my cinematic?
G should do it
nope
i tried all the eye icons under that entity and only the main one makes it dissapear, but then everything dissapears

yeah i guess, it's gone in the final render tho so i'll just have to wing it like that
Hey that works
H
Or Ctrl - H
Are you able to see anything under the military base component? Or maybe under something with a similar name, its either in the components, or a specific prefab for the "military base area", I think....
is there a way to create a script to flip a protected boolean from true to false without having write access to the original script that determines it?
Mod the class and add a public setter.
@sly elm hi
Can anyone tell me about the ACE Dev settings for the mission?
All the ace settings are controlled with mission headers on the server side so you don’t need to hard code them in the mission configuration
Why is my grass white
fixed it with a temporarly Sattelitemap, empty png
Thanks i will try this!
Hello I am trying to make a grenade not give damage when exploding does anyone know what I need to do thanks in advance
Hey all, we’ve just had to add rank back to our server post 1.6 due to abuse of heli spam - however we’d like to have the lack of rank requirement for saved loadouts as it was before 1.6, has anyone found a way to do this?
any luck? We are having the same issue
Nope, nothing. Problem is I cant seem to replicate it consistently to troubleshoot properly. I even grabbed a players kit that had insufficient rank and dropped item by item until my character was naked and saved a naked loadout and still couldnt spawn in.
yeah same here, I set the default rank/starting rank to CPL and that didn't do it either. From what I am seeing it starts allowing around the SGT rank? This is extremely aggravating
like you noted, I even unchecked ranked locked items in the SCR_ArsenalManager component and that didn't work either
I've had starting rank set to major since 1.6 and that resolves the issue because its really difficult for players to fall below sergeant rank and receive the error but thats not really a long term solution for my server so Im just having people select default kits to spawn in with then grab their save from arsenal
I've been doing the same thing. I don't want to just give default Major ranks because that defeats the purpose of rank locking vehicles. I don't want players spawning in able to just load a CROWS vehicle off rip. Where is the component located to set default rank again? I could have sworn it used to be in the mission config
its at the very bottom of mission config, thats how ive been doing it. This issue has been driving me insane and ive spent so many hours trying to fix it. I'm sure it will be a simple click of a button but I cant figure it out.
The only place "insufficient rank" is referenced is "SCR_PlayerControllerGroupComponent". Seems to have something to do with groups but I havent dug into that side of it much
hello all 🙂
Does anyone know if this will potentially fix the issue where people cant spawn if they're renegades?
https://reforger.armaplatform.com/workshop/671ED75A67BD4024-LegacyConflictRenegadeFix
Have searched high and low for some further detail on the purpose of this mod so I'm clutching at straws at this point
it just disables the renegade rank entirely - that could've been clearer lol
that is what I have been doing since 1.6 dropped. I went into the world file and disabled the "is rank renegade" status under the renegade rank. That is essentially what that mod is doing from what it looks like
Oh you mean rigidbody on rigidbody
They just added it in 1.6 I think it's on an animation component
Any advice or ideas for placing trenches on maps using the vanilla assets? I've been struggling to make them look okay and the prefab shapes are funny
This is on Kolyguyev so I don't think I'm able to change the terrain itself, it'll be a matter of wacking down prefabs as far as I know but would like then to look decent 😄
This keeps happening to me everytime I try to load onto my server, i hvae zero idea whats going on, ive wiped my battle eye and my game twice now. Its only happening on my server, anyone know whats going on??
I swear im not cheating i have zero clue why this is happening
That will do it
Makes battleeye think you are using a lag switch or something probably.
Are you running the server on the same PC? Maybe alt-tabbing into the game and having it be focus makes the server stall
If different PC, might be a port forwarding issue. I’ve had it in the past where it’ll show but wont connect because of a port being closed
Its a rented server
Im hopping between mine and others to check the difference and so far its just mine
nothigs weird in the server tools and everyone else connects okay
The alt tab thing he mentioned is legit. If you are doing that.
How to understand exactly why error 8 JIP occurs?
I just made a video for somebody else like two days ago.
!!! Also don't forget to turn off the Filter By RPLComponent in the hierarchy after you are done or you will be missing some of your entities !!!
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hmm i'm trying
it didn't help (
Idk then its always been that that caused them for me, and it fixed the guys the other day.
and how can I roll back my addon a couple of versions myself? Is it possible?
You should start using version control like github for the future. Dont think you can get them really from workshop. You can put the version number you want in your server config mods section and then connect to your server and download it.
If it has been published. It saves the last 10 or 15 I believe.
Anyone good with character dev that can assist me. I found a way to render vehicles to max network distance/max client render on servers and I am trying to apply it to GM placeable characters.
I have my code in github and I wanted to know is it safe to clone my repo into the My Games\ArmaReforgerWorkbench folder such that the addons are in the correct place? I see there is a VCS option in the script editor but it looks like it's based on tortoise, ( which i was using about 20 years ago!), so I'm not sure exactly how to set that up properly with github. Is there a good/standard approach that is used by most modders?
https://youtu.be/7EpCmKMNdE8?si=W5lQ3fDjeijHMcW4
circulating this one more time, ive gotten some good feedback so ik it would help anyone looking to make a map!
In this tutorial, hopefully you will learn all of the basic tools and functions necessary in order to make your very own Arma Reforger (and technically Arma 4) map. I go over where and how to collect real world terrain data, importing the data into Arma Reforger Tools and then cover the core tools of the engine. These include: movement functions...
For milsim events, to make the medic even more indispensable than he already is, I came up with a penalty system for applying bandages and morphine based on the player’s role and status. In practice, it would look like this:
Wounded soldier → applying bandages to self: 45 seconds
Regular soldier → applying bandages to an ally: 18 seconds
Medic → applying bandages to an ally: 6 seconds (the vanilla value)
To achieve this, I need to change two things:
Bandages: I can modify the application time depending on whether they are used on self or on an ally.
Roles: using the vanilla role system (the one you get when you spawn), I think I can add a speed bonus for medics, or rather a speed penalty for non‑medics.
I don't know if the way i want to process is the right one, but i wanted to have some more experimented advise !
For some reason all the items in my arsenal dont require ranks is there a reason for that? Do i have to set it in my conflict?
Hey guys a few months ago i had a server up with editable everon and recently im changing back to it and its not loading up on the server but when i load up normal non editable everon it works i was wondering if anyone might know why
(Cinematic Timeline) idk where else to put this but im having trouble with vehicle tracks and similar custom tracks in the cinematic timeline, i dont understand where to select/change what entity is being edited/animated in the track, with the animation track it asks you the name of it but it doesnt for the vehicle or similar tracks, any ideas?
-# so far i've checked multiple videos and looked for documentation but none have helped much
i dont wnat to keep working on my project to later find out this is going to break something down the line
Where do I ask questions about getting into Enfusion for making mods
why does this happen when placing a custom prefab to build?
Question of the years guys. Is there mod that fixes GM voice. Having issue where if gamaster is over head instead of hearing it over radio. Instead hearing him like he is speaking in the year like a good
Also im using props by hygie and his props sandbags despawn after server restart is it possible to modifuly in workshop somewhere to make them stay ?
hi! is there a way to have the loading screen show a video or have pictures changing while loading in to the server?
and is there a way to play a soundfile while loading in ?
keep a long range radio on you if you want to be heard and transmit from there after cycling as you would on the ground
I just waited in a whole 25 person queue for the game to lose connection to services and completely lost my spot
This has happened several times.. why????
It’s not server specific , I’m losing connection to online services for the game.. my internet is fine
Finally get in and then my game crashes first 3 seconds
What would y’all say would be the best starting mod to make a vehicle a gun or a map?
Dont remember which wiki page thats on, but I believe a gun would be the easiest!
Anyone know if there is a way to clear grass from an area on a map?
also so you know, there should be a tutorial for that on the wiki too
either is really easy message me if you want help
at the top on the tool icons look for the mountain looking one that is terrain tool. now way bottom right of the page little tab button that says terrain tool and click on that. every tim you hit a tool on top you may have to go down to that tab and click on it. what that tab does is switch between editing the attributes of the tool you selected, or the item you have selected on the left hand side area called your hierarchy i am also new but feel free to shoot me any question that arent too complex lol ill try
there you have terrain brush option select that and go under the default texture that looks like a grid or aslphalt. there you drag in a texture that can be found in resource browser
is there any way to tell if the world editor crashed or is still loading in my forest generation>? ve been waiting for like 5 mins i do have a 1650ti tho lol
i guess i should be loading it in chunks but if i split the spline line will it do it automatically or do i have to trace two areas ?
Is this possible for a map you are not the owner of?
It was greyed out for me on one map
they are vanilla warnings, nothing you need to worry about
heey there are lots of ways to gain server acces through the arma engin in 1.6 update pls look into this ??
Hi everyone, I'm currently working on a mod and ran into an issue I can't seem to solve. Any tips or hints would be greatly appreciated.
Issue: After entering the game, I can select a faction, but all squads are greyed out in the squad selection menu, making it impossible to deploy.
This seems to be happening since the version 1.6 update. Does anyone know a fix or what might be causing this? Thanks in advance!
What is the mod you are working on?
i think you mean HQ game announcer?
I'm currently developing a custom PvE Conflict mission based on the ConflictPVERemixedVanilla2.0 framework.
Have you checked if you have factions playable in the faction manager within your scenario?
Or Conflict military bases set as HQs
Also check your Faction affiliation in the Conflict base and Set the Base you want as HQ to Is HQ like TPM said
nd 'SCR_CampaignHQComponent' in the components list of my base. It doesn't appear even when I search for it in the [+ Add Component] menu.
I've already checked the 'Is HQ' setting, but it didn't improve the situation. The squads are still greyed out.
Can you send a screenshot?
Sorry for the late reply. Here are the screenshots of my current setup. I've configured the components as you suggested, but the squads are still not becoming active in-game. Could you take a look and see if I've missed anything?
Don’t worry about replying late everyone does it, I’ll have a look now and I’ll let you know
I am so sorry! I just realized that some Faction fields within the respawn system were left blank. After filling them in, everything is working perfectly now.
Thank you so much for your kind and patient support. I'm sure I'll run into more challenges I can't solve on my own, so I hope I can count on your advice again in the future!
no worries mate all good
No,bwe do Mil sim so one is doing missions flying around and pastes object. If he is around the area you hear like voice of good from sky not through radio
Merry Christmas @high nest
Merry Christmas Nate
A stupid question probably, is there any limitation to gore in terms of modding, like body parts etc, can we work on them or is something nop?
Yes. Nothing worse than what's in vanilla i think is the general rule.
How to I start the battle when this pops up it happens for me in pve since I play offline
Not sure which channel is the best place for this question, so I’m asking here. How do I keep the area around arsenal boxes free of dropped gear.
if u are not using any mods u need to script some kind of garbage cleaner around arsenal
Does conflict acutmatically run garbage cleaner or do I need to add it tomy scenario?
As in I made my own conflict scenario, and I wasn't sure if the default garbage collection is automatically ran in it, or if the module is required to be placed down.
Is it something stated/written? or you read it from a mod/dev
Think it was just a dev on here said it when somebody else asked.
ok thanks
anyone any idea on how to get the workbench tab too pop up so i can link blender and enfusion lol im at a loss
There is no workbench tab anymore.It's in the file menu
Legend, you wouldnt know how too link the two would you lol
Just look up how to enable .net api in each
Awesome thank you
and make sure ports are same
so im guessing no ARMA boobage?
that terrain sculpt tool with the round brush would be perfect XD
anyone know what the default garbage system values are
like the lifetimes of bodies and vehicles
Struggling to figure out how to change character movement speeds in the base prefab if anyone knows where its at
You can find them by looking at the ChimeraSystemsConfig.conf file and searching for SCR_GarbageSystem.
Thank you
is this due to current upload issue or on my end ? please help guyssss RESOURCES : Checking world file @"$ScorchedSeasProject:Scorched_Seas.ent"
DEFAULT (W): Sound map is missing
DEFAULT (W): Topology map is missing
DEFAULT (W): Navmesh is missing
It looks to be on your end, Navmesh is everything is still missing from that map or atleast the world file
ive tried remapping all three meshes and updating save files still getting that error, wiki says this error can be ignored ? also im pretty sure i have a sound map. is it referring to the scr_everonsoundmap.ent or whatever its called?
ive tried verifying game files, restarts
checking arma workbench directly and in game and no luck sadly
ill try deleting the folders as well see if it recognizes them then
thank you :p
Hey guys the shop system mod seems to keep the item's UI after purchasing something like a vehicle so I was wondering if anybody has experienced this in their server and a possible fix for it? Thanks 🙂
I’m having issues with a tank shell not dealing any damage. It’s damage property has a damage amount, but I am stumped 🤔
trying to copy eden map to make edits to it , but this Duplicate To button doesnt work
I keep trying to upload my mod but I keep getting this and I have no idea what it means
Do you have any dependent mods for your mod you’re uploading?
Yeah
try changing the preview image
trying to upload keep getting RESOURCES : Checking world file @"$ScorchedSeasProject:Scorched_Seas.ent"
DEFAULT (W): Sound map is missing
DEFAULT (W): Topology map is missing
DEFAULT (W): Navmesh is missing
ive tried resaving navmeshe liek 3 times deleting folders adding soudn mpa etc
been trying to upload for three day im kind of upset lol
i pointed scr ai world to new navmesh as well
ngl this is stupid buggy
topo is linked navmeshes in worlds folder in navmesh folder and linker to ai world
and guide says it can be ignored but thats a lie i guess
also gettign this which i was told wasnt a problem and was normal but im going to ask again
how to make walls like this ?
i can place it 1 by 1 not a single straight line
so i made an spawnable prop with edited physical size.
when i spawn it as gm it spawns with its default size.
when i do a server restart with savegame the prop will be on the map with the size that i set.
is there a setting or parameter that i have to change so the prop spawns in the right size right away??
Create a polyline and drag a wall from the generator folder into it in your hierarchy and it'll place walls along the line
thnxxxx
it placed it only at the first point
didnt place it along the line
You have to extend the poly line by pressing holding down CTRL and LMB and click to where you want it to extend to I believe
can't remember since I haven't touched it in a hot minute so it might be alt LMB or smth but you should have it selected then try one of those ways
i did and still places it at first point only
it kinnda worked with the brush tool but i cant make it follow the line , its heading in 1 direction only !
how to fix it ?
NVM , just do this and select the rotate tool to rotate them and check this box
rotate separately
how to remove the extra lower part ?
Hello there, I'm trying to fix the darkgru boats , this boat has moving turrets linked to player seats , they should work like a BTR turret but when someone's operating the turret they detach from the main prefab and start rotating around... how should I fix this? any help?
I'll explain myself better... each turret doesn't rotate on itself but around the boat, same happens for the operator inside cabin, it starts rotating inside the cabin 🤣
@shy fable Hey, not sure if it have been reported or not but mod that you have released "Russian SSO Leaf Suits" we have noticed issue with it. That when helmet gets Leafs attached to it. It allows to store in helmet anything. As example we had CAR full of people and one right clicked car and it got placed in his helmet. Causing server to crash. Here is example from one side. https://outplayed.tv/arma-reforger/B5PKoZ
Outplayed - The ultimate capture app for gamers. While playing, it automatically captures your best moments and biggest plays. When the match is over, relive your best (and not so best) moments by watching them in the match timeline.
It will be fixed at some point, not sure when maybe a few months, I haven’t got the time currently
Anyone have a best practice for testing multiplayer-reliant mods (e.g. Radio / VON mods)? Can you spin a local MP instance in workbench that a tester can join over IP for testing with debugging?
you can also try the spline tool. I find sometimes polyline doesn't work for certain generators! I forgot to mention that earlier so my bad
Can anyone help me with this error? NETWORK (E): Trying to register connection of possibly unauthorized client.
WORLD : UpdateEntities
RPL : rpl::Pip::ProcessNetToGame
NETWORK (E): RplConnection::ValidationError remote script source code checksum does not match! local=0xC603847010993478 remote=0xA125AEF1D1EC6A1A
Has anyone tried out Vital Hitzones? How does it play?
If anyone knows of any mods that don't use ACE, or Kex Stay Alive (bugged on our end) to decrease the chances of insta death lmk please
Anybody know how to get the left hand / right hand / buttstock offsets to respond on MuzzleComponent? I have muzzle end position set right
Hands and buttstock are in same place no matter how I set them
How do I display the logs of everything happening on the test world? I need to see what the AIs are doing
is there any way to make the new faction and loadout manager have the old squad system and one loadout
Quick question,
I'm running into an issue trying to import my roads.shp file. It worked fine maybe 20 minutes ago, and then Enfusion crashed. Upon going to try and upload it again, this time it just isn't recognizing the file I think.
Whether I manually browse to the location, or drag it from my assets window at the bottom to the file selector, it just doesn't accept it.
I've tested the file in question with someone else, and the shape file is able to be uploaded just fine on his Enfusion engine.
I am hoping someone can help me out. I am adding some new compositions to my construction truck build menu and I want the compositions to be able to be built right up next to each other (GM GameMode). I know the compositions can be placed in GM with no issues, just not from the construction truck. I tried adding the SCR_CampaignBuildingObstructionExceptionComponent to the composition, however no luck.
As you can see in the below images, there is a gap between buildable locations.
does anyone know why a none stackable item is still stacking but without a visible number?
it's a known issue, I believe. Feedback ticket here https://feedback.bistudio.com/T196033
Where could i adjust weapons recoil?
ah damn, thank you!
@hidden lotus How do we get the LAV witht the 240 shield?
@empty vessel Sorry for a perhaps slightly silly question, but how do you make a prefab?
Not a silly question 😉. This video might help you out https://youtu.be/OV0e7yPJa4c
A tutorial video showing how to create your own custom compositions.
Game Master: Composition Configuration Tutorial Wiki: https://community.bistudio.com/wiki/Arma_Reforger:Game_Master:_Composition_Configuration_Tutorial
Music from #Uppbeat
https://uppbeat.io/t/prigida/snow-fi
License code: D7ZMNIXZD3LEVXKW
Music from #Uppbeat
https://uppbeat...
I'll put it back on 😆
I've been messing around with removing OneDrive and decided to instal Reforger/Enfusion onto the D drive. Running into a couple of issues. First one is when I open the Editor I alway have the empty launcher.
Thank you the boys from LAR Sabre 2-1 and 2-2 sends their love 🤘
Could someone help me with Enfusion plz?
Be a bit more specific with your question or issue and someone will be able to advise.
I want to back up a bit. First I want to install Reforger "outside" of OneDrive,....if that is possible
or I guess another question would be, will OneDrive inevitably reappear even without Arma, say other installations of whatever?
You need to disable onedrive everywhere you can find on your system
Or it will take over the documents folder. And all that automatically
Yup, done that, moved everything to a backup folder, removed all traces of OneDrive but last night whenI installed Reforger (default) the OneDrive reappeared!
Damn
Microsoft should face capital punishment for that abomination
I really want to experiment with L#*&^x but if i go back to flightsimming, I have to stay with Windows?
Linux
Linux is not the answer haha imo
I tried to install on my D drive but now I'm back to the Editor not saving my projects in the launcher
I like windows 10. The day will come when I have to upgrade. I'm sure.
ya still on 10
I think all the logs and saves, ect are stored through OneDrive, just need to know how to bypass that
Yeah because their profiles go in Documents/My Games
Find where that is set.I'm not sure if you can change it, but I imagine you can.
Don't save anything in documents or desktop all that shit will be taken over by onedrive.
Steam installs it so I'm not sure if we have to start there?
You can change it via startup parameters like -profile "D:\foldername" as well as the addon download location with "-addonDownloadDir D:\foldername"
tried that but the Steamapps folder doesn't get created,.....I think. Let me try again before I totally say nuh uh. 😅
Steamapps folder will not be created, foldername will be whatever you name it lol
You mean like so? C:\Users\Partz\Documents\MyGames ?
and for workshop addons,,, D:\Games\ArmaReforgeraddons \addons ?
I mean for both config and addons for example "-profile D:\Games\ArmaReforger"
"-addonDownloadDir D:\Games\ArmaReforger"
Without quotation marks ofc
In the Enfusion Engine for Arma Reforger, successfully implementing a setup where the main base (MOB) uses existing assets and the forward operating base (FOB) uses custom objects depends crucially on correctly attaching components at the appropriate hierarchy level and ensuring consistency with Base Data in the Map Config. Achieving this requires careful configuration within the engine. You can find more information about this process on the Arma Platform website.
does anybody have any clue why some times i can bandage when im hit and other times when the server rests nobody can bandage
what is the entity for alllowing login to admin via chat for gm in Enfusion
? if anyone could kindly let me know
one sec
if you hold y do you have game master?
do you have a game mode set up? i might be wrong trying to remember sorry im a noob
im actually not sure, ive only used it in game to get to game master rights and i guess you just haev those by default in workbench?
Virtual Machine Exception
Reason: NULL pointer to instance. Variable '#return'
Class: 'SCR_VehicleTagData'
Function: 'InitData'
Stack trace:
scripts/Game/UI/Nametags/SCR_NameTagData.c:636 Function InitData
scripts/Game/UI/Nametags/SCR_NameTagData.c:672 Function InitTag
scripts/Game/UI/Nametags/SCR_NameTagDisplay.c:111 Function OnNewVehicleOccupant
scripts/Game/UI/Nametags/SCR_NameTagData.c:399 Function AddAsVehicleOccupant
scripts/Game/UI/Nametags/SCR_NameTagData.c:427 Function OnVehicleEntered
scripts/Game/Vehicle/SCR_CompartmentAccessComponent.c:67 Function OnCompartmentEntered
getting this when enetering my base helicopter vehicel with my mesh applied then wehn i start the engine game crashes
You have admin by default
Add Gamemode_Editor to your map, and it should sort that out
This might be helpful
https://www.youtube.com/watch?v=OV0e7yPJa4c&t=1061s
A tutorial video showing how to create your own custom compositions.
Game Master: Composition Configuration Tutorial Wiki: https://community.bistudio.com/wiki/Arma_Reforger:Game_Master:_Composition_Configuration_Tutorial
Music from #Uppbeat
https://uppbeat.io/t/prigida/snow-fi
License code: D7ZMNIXZD3LEVXKW
Music from #Uppbeat
https://uppbeat...
BACKEND (E): [RestApi] ID:[14] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:524 - Cloudflare - A Timeout Occurred, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""
does anyone know if is a my problem? I'm trying to upload a mod into the workshop
You just gotta re-try sometimes the upload & cloudflare stuff can fail to work time to time
It is a consistent and on going problem for months, that you get timed out at 2 mins into upload
The solution is to make mods that only can be uploaded within 2 minutes in your connection speed XD
Thank you, I did for the 2230th time, I also tried to change the DNS but I had no result, as chance says I tried to upload a mod with only 100mb and it went well but with this 400mb one it got to 90% with the error listed above
MONTHS???
I was gonna say a year at least actually
Feels like modding is being discouraged recently
Hey guys anyone aware regarding Takistan map, AI dont want to move at all....
Sounds like they forgot to bake the navmesh, or didn't set it.
Yea found there is mod that fixes, But houses are not set, kinda sucks
All that stuff takes a lot of time and energy to keep up. Everybody thinks it's like a one button solution, but that's not how things work unfortunately.
As of 1.6 all custom maps need to regenerate their navmesh. AFAIK, we never got a modders update for 1.6 that would contain very useful info like that.
Gamedev is 20x harder than everybody thinks it is or wants it to be.
Ackshually, regenerating the navmesh is kind of a one button thing... 🤓 😏
Lol yeah indeed, but there are other buttons to adjust it better.
And you still have to set it on the component After you bake
yeah true hahah
Hey, wasn’t sure where to ask this. Do we know if the new Son of Liberty rifle for USSOCOM has been 3D modeled and where I could buy it?
https://sonsoflibertygw.com/sons-of-liberty-gun-works-awarded-u-s-socom-contract-for-mk1-rifle/
Sons of Liberty Gun Works (SOLGW) is proud to announce it has been awarded a contract by U.S. Special Operations Command (SOCOM) for the Combat Assault Rifle (CAR) program. Following a rigorous competitive evaluation, a select-fire variant of the SOLGW MK1 rifle with an 11.5-inch barrel was chosen to equip…
hypothetically if i made a pair of sweatpants that said "Bad Bitch" on the ass, could i get away with uploading that?
I'm creating a Conflict scenario and want to disable the cost limit for saving loadouts. Does anyone know how to change this setting?
not sure where to post prefab issues but can someone help with this? I feel like ive tried everything
Hierarchy component missing on something?
Just following up if anyone knows how to resolve the above issue.
Is it just the issue of you cant place it directly next to each other?
If so have you tried shifting the barbed wire, looks like its clipping the other barbed wire invalidating its placement
I think so the barbed wire colliders, try removing the barbed wire and see if you can attach them
how to show screenshots?
I will take a look. But I don't think it is the barbed wire as I have another composition which does the same thing which doesn't have the wire.
Pretty sure you have to verify from memory
Do you have an editable version of the thing that doesn't move?
No, everything moves. They work fine if I add them to the GM menu. It is just due to the construction truck menu.
Sorry I'm confused whats the problem with it
All good 👍
What do you mean?
My bad I was thinking I was in general channel
wish we could get a player preview when setting up the player position in compartment manager
do you have to enter world editor a dozen times trial and erroring it?
Yes
Anywhere I can get help with the config file it doesn’t want to run the (enfusion persistent framework and the database framework) at all even when I try to run only the two of them alone
I have tried JSON validator and wrote a completely new script nothing works I’m using nitrado
is it possible to change the same value in multiple prefabs at the same time?
If you’ve got the unlocked prefabs yeah, they’re editable in VS code etc, so you can mass search/replace
Just be careful as it’s easier to break a prefab that way
Cheers, ill look into that
Question, I'm not really sure where to ask, but is editing the base Everon map a problem?
not sure of which channel to post this in but.
Anyone know if the campaign can be put onto a server for the purpose of due / squad runs?
Setting Up New Faction Arma Reforger Tools Enfusion
➡️ Donate here: https://ko-fi.com/andeerock
Discord: andeerocks
how is there no search function and not even an alphabetical ordered list of my mods when im looking for the mods I need as depedencies? Ive got probably 250 mods and im scrolling up and down this mf for 10 minutes trying to find all 5 of them
like is this something bohemia just did not think to organize in anyway? or did they just decide to not make alphabetical or have a search bar?
Yeah I often wonder why they do things like this, same with the collider materials for blender. Can't search or quick press any key you have to scroll up or down the full lsit
fuck it, imma search my addon folder with the search function, move all of my mods into a different folder or something, and then go back check all these boxes. cannot find this last mod.
Does anyone know why they stay floating even though I apply it and save it in another position?
In prefab or xob?
prefab
Are you using a guide to create this, or how exactly are you going about creating it?
Without knowing the process you went through, I'm assuming that you may have forgotten to apply the individual transformations of each of the nested items that make up your composition.
I was following this video, but it doesn’t show what happens when building taller things or placing objects at different heights, other than the lamp
Yes, I applied them individually and then saved it.
Hm, Im assuming it is based off of this https://community.bistudio.com/wiki/Arma_Reforger:Game_Master:_Composition_Configuration_Tutorial#Configuring_Composition guide, so you may want to give it a careful read through and see if you can't identify the source of the issue.
If you have it added already, remove it from the list and re-add it, then it will be at the top of the list. It doesnt help it doesnt use the mod name and uses the folder name for the mod, which can often be different.
I've griped about the same thing when it comes to the config file arrays not being searchable, it's in the BI feedback tracker. Not surprised the project menus have a similar pain
Need help in Enfusion I would like to make a conflict and would like some help just want top learn if anyone could help be much appreciated
hi, my GUID lead to Version: 1.6.0.95 - Report Result: - SUCCESS - Crash GUID: 9826a754-93a4-4b61-b398-affcd2bc1f75. What could be the reason of this crash. In A- map terrain texture are painting perfer, in B-map this custom terrain texture cause crash
If a mod creates a json, then I believe Nitrado will prevent it.
You cant edit the base everon map. You can create a sub layer and add to it or use the empty version, copy and paste everything from the normal version on to it and delete what you want.
According to the crash you pain/export s ome layer, and it has a problem therre with your grass materials
You are better off creating your project, the. In the settings adding the dependencies, close and reopen project. A lot easier.
and how to fix that ?
No idea, not a terrain guy. i just answer crash questions
got that, anyway thank for help !
I keep getting this whenever I try upload a mod, not sure how to work around it, any help would be greatly appreciated (BACKEND (E): [RestApi] ID:[21] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:500 - Internal Server Error, apiCode="remoteRequestFailed", uid="1767545047631-643150", message="Internal Server Error"
DEFAULT (E): Uploading failed! Reason: "Internal Server Error")
same its global
bruh, what the helly
I JUST GOT THE SAME THING
backend servers are down are my assumption
BACKEND (E): [RestApi] ID:[21] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:500 - Internal Server Error, apiCode="remoteRequestFailed", uid="1767545732142-668888", message="Internal Server Error"
DEFAULT (E): Uploading failed! Reason: "Internal Server Error"
Any idea on when it’ll be fixed?
we pray to the arma gods handle this ughhhhh
So Internal Server Error is a BI issue and i didnt break my mod??
Ping me when its fixed
same here seems to be fixed
very fascinating
seems to work now
Thankss
Fixed
Good morning
Not entirely sure where to ask, but Im looking for some pointers on icons; for newly created camo items. Best ways to generate them, or if the toolset can / does generate them itself? (and I have missed how to do this)
Depends on what your talking about when you say icon, do you mean the preview in inventory for an item?
Yes - the icon when viewing at an arsenal, or in your inventory
So you can either use the xob (model) as the preview or you can specify an actual icon file
xob is the quicker route but obviously can be a bit more on performance if its high poly
That makes sense; does the xob get linked to the icon (under Attributes - Item Display Name (under description) then -> Icon [Edit] Nope xob does not go there
So under the InventoryItemComponent if you leave the icon blank (thats only for a flat image) it will use the xob to preview. Further down under Custom Attributes add a new one using PreviewRenderAttributes. That lets you specify the model to use for preview and change distance, angles etc.
Depends how high detail it is, I normally preview it in map, see how it looks. If it's too decimated I use a higher LOD to keep the detail
Thankyou very much 🙂
is there any good tutorials how to make a helicopter i know nothing any bot would help
Not sure where the best place to ask this would be but is a player able to have the same GUID on xbox and PC if they login to a Bohemia account? Currently looking at the same GUID for 2 seperate platforms and scratching my head at it
Also the entries are nearly a year apart in when they were generated and it is the same person on both accounts.
Hi everyone. I'm trying to change the visual appearance of "Type: Base" locations that are generated in Conflict mode. Does anyone know the best way to do this? Any advice or documentation would be appreciated.
Send me the identiy guid and i can have a look at it.
Just sent a DM
hi , I would like to ask to anyone who added wcs_armaments as dependency how exactly can I add flares and chaffs to a heli? I did add them to the vehicle slots and added the wcs scripts for both flares and chaffs ... they are showing in the hud with the assigned input command but they don't work somehow... any help anyone?
question of curiosity - is there a way to remove that disappearing/teleport effect when running past an animation start? like selecting 'climb ladder' but still running towards it, then the animation starts 0.1 seconds after
Where could i override markers limit to increase from 10 to X amount that i want ?
I believe you'd have to essentially tell the game engine to do that, it more than likely is processing the last few steps of running after you hit the action, then it gets to the action
hey all new to arma modding! I'm wondering if anyone has any resources for learning etc. Had things going pretty good and now i get an error i cant figure out lol. So as one should Ill go back to the beginning and figure it out. Just looking for places to learn! The videos they made or ok but i cant understands half the stuff they are saying sometimes.
i think im doing something wrong in the mision. Everything laods and works but there are no objectives. Installed a conflict mod and it was nope lol
Been running dayz server forever and i need a change of pace!
Hey All,
Thought I would pop it in here as I cannot find a channel for it. Got a quick question, when Im running a server, and booting it up with mods. But it keeps failing to start. Is there anyone that can help me out settings up a server. I am currently hosting on Bisect Hosting. Just wanna play with few of my mates.
Add one mod at a time to help you determine which mod is preventing your server from starting.
Hi everyone, can you please help me? How do I disable spawning when capturing a base? Thanks.
You can not hire people to make mods for you. The modder can end up getting banned for using the tools commercially. Best bet is to learn how to do it yourself!
Gotcha, I tried watching the boot camp but I couldn't understand the guys accent.
I would try asking questions in #enfusion_scenario since it's a game mode you're looking to make. A guy in there has made a ton of videos about scenario framework and how to set that stuff up.
Thanks, I'll look into it
not sure waht channel to put this in but has anyone had any issues with the Character track "Get In" stuff on Reforger? it constantly crashes my game no matter what unless i preview it where it just does nothing
does anyone know how to look at other peoples mods and how they do stuff in arma tools
You load their mods into workbench? When opening WB, press add projects and scan for projects in the addons folder for mods. Downloaded mods are in the My Games folder for Reforger in your documents
like this?
also i was watching a vid so ignore that
Im confused, the video shows nothing
Oh, the video doesn’t show that lol. You have to scan for projects in the addons folder for Reforger.
It’s like Documets/My Games/ArmaReforger/addons or something like that
oh wait
hold on let me do something
its just not showing up in my folder when i scan
do i wait or something for it to load, like did i do it right in the first clip
?
The clip you shared just shows you sitting at the in-game Workshop screen with 3 RHS mods pulled up.
if i have 2 loudoutui mods in my scenario, how do i select one over the other?
If those mods modify the same thing without regard for the other one then the order in the server configuration will determine which one is used
sweet
If anyone is having issues with the inventory management for the Ai for your mod, I found a fix for it
If your overridden ai is spawning without like bandages and other stuff, remove the flares and it should be able to make the other item spawn in the character
I am having some issues with a loadout manager that I made (not a loadout editor). can anyone tell me which channel I should ask my question in?
guys I have no idea how to use enfusion, I have a bit of experience with C# and js but not really anything else, all the tutorials are outdated
Did you find a fix for this?
Found easier way to make faction simply override all prefabs from an existing faction and customize as your own
I'm wondering how I get rid of this black shadow effect. I already unchecked "In Linear Color Space" in the Terrain satellite map tool. The shadow changes depending on how close my camera is to the terrain.
Why can you see some mods in the browser but not ingame?
If im creating a scenario for me and my friends to play. And im using assets from a ton of other mods for helis, factions, all that... Do i just go ahead and have a ton of dependencies when i create the project? its like 10+ mods... and then for me and my friends to all play on a server running this.. do i have to upload to workshop for them to all download or am i able to just distribute it to them in some way?
My players spawn with no maps in their loadout. I've added a map in their loadout but when I have it on me I can't open it. Any idea on why and how to properly implement this ?
You absolutely don't redistribute them, the dependency list exists for a reason
for that part, im more speaking on how do i distribute my scenario mod
what prefab did you choose
you upload it to workshop, only way
Can’t remember the name exactly, but it was the big unfolded one, everon with no suffix in the name.
use PaperMap_01_folded_US.et and add it to the storage component
Sorry, but how do I prevent my composition from deforming when placing it?
I assume you'd untick 'snap to terrain'
I didn’t uncheck it
https://reforger.armaplatform.com/dev-hub
This needs more frequent updates.
Thanks a lot, now my map opens. The only problem remaining is that it looks like this :
anyone any idea why i might be getting this error when trying to connect to my server with a custom scenario
BACKEND (E): [RestApi] ID:[15] TYPE:[EBREQ_LOBBY_RoomsAcceptPlayerS2S] Error Code:400 - Bad Request, apiCode="InvalidSessionTicket", uid="5dfdce1d-ccf4-4567-93cb-576fc9c77f00", message="Invalid ticket"
Question
I'm making a Civ Music Radio Mod. Tested it with 2 dummy tracks 1 for Music, 1 for Ad's, and they work.
My question is if it is better to put in loose tracks and loose Ad files, or can I chuck in a whole DJ mix, because i prefer the latter. I can always cut it up later if that is better for the engine, but maybe anyone with audio experience knows more about this. 🙂
If you are trying to download mods in workshop to add to your project you will need to go to documents/my games/armareforger/addons- copy the mods you want- in the same directory locate the workbench addons folder and copy them there. Next- open the editor open world editor, go to file/project properties and locate the mods in the workbench addon folder and add them as dependencies
Ive made a helmet mod that for some reason it is the only mod we have on our server that seems to be causing DCs for only some people. Once it is removed the server is stable for everyone. Is there something I can do on the back end of the mod to figure our what might be causing it? Ive made sure the load order was not an issue. Any help on pointing me in a direction to debug it would be great!
research the errors themselves and see what the engine is saying
can someone explain why i cant see other people mods in workbench
some mods are unlisted, check your filters you may be filtering out content
You know it and you will just get banned for it right?
do you know here to load the mod folders as dependencies? open world editor, dont open the project yet- ok find the downloaded files in - documents/mygames/armareforger/addons- copy the mod foldrs and paste them to docum,ent/reforger workbench/addons- open wporld editor-not the project yet- go to file/ project properties then add dependencies, click the 3 dots it will open a browser and allow you to locate the copied files add them one at a time, click ok, close and reopen, open project and your mods will be there
like from the workshop
like these dependencies?
What do you mean? I'm mixing my own productions with my own created commercial breaks.
My question is how to treat the engine in a way it will load fastest for players, 1 big audio file, or multiple shorter ones.
the folder no i dont
mixing my own production means what
I make music
no what do you mean by that
thats fine unless by making music you mean you remix musics you dont have the rights for and distribute them
Thanks for trying to give advice
hey sorry scroll up I added directions to my last response- I hope it helps 🙂
You dont need to copy the mod folder to add it as a dependecy, you can just add the one direct from reforger mod folder
me too I produce since Im a little kid I do electronic 🙂
exactly whgat I said
You told him to copy from one folder to another?
you dont need to was my point. Its extra work to re-copy every time they update
yes you ned to get the mods from reforger to add to workbench its the only way
When people would DC, the server terminal normally would tell you what the fatal error is right before someone crashes. But rn, no such errors are accruing.
mods dont download directly to the workbench they need to be copied over
No you can add one thats in "add existing project", just find the .gproj file in Documents\My Games\ArmaReforger\addons\
Nice! Yeah for our server I'm making a custom Civ Radio Mix. but I was thinking maybe it's better to cut up the files so they can be loaded when needed. I followed the guide Pin on the #enfusion_audio for editing.
Was just wondering if it would help the server responsiveness if I use multiple files, or if it is better to have 1 big file, not sure how it is loaded into memory on the engine. 🙂
I'm not confused but ok lol. You told them they need to copy it from that folder to their ArmaReforgerWorkbench addons folder but they dont
They absolutely do though so I guess that is old advise. I've worked as part of a team, had the git for some mods but not all. Used the others from workshop and they do update properly
Dunno why that was deleted 
Mods do not download to the workbench-they download to arma reforger
Yes, and if you've set the path in your workbench tool to the project in the reforger folder it will update whenever you update via reforger joining a server etc
Even if you do manually copy it over, you have to do that every single time your dependency gets updated. Thats manual work for zero reason
Mods only download to the arma reforger addons folder and have to be manually added to the project as dependencies -
Yes, but you dont need to copy the whole folder you can just add the project & dep from the reforger files direct
I didnt say that you misread, I said copy the mod folder you want- and you are wrong it doesd need to be added as a dependency - have a nice day no need to chat further junior umm k 😉
I didn't misread you just said it again... copy. You dont need to copy them over but okk
I was never trying to have an arguement just add slightly better advise for those that dont know
youre wrong I can teach you how to make woirlds produce m usic and score motion vidoe too- go away stop trtolling adults are4 here trying to work- goodbye
Dunno why you feel the need to bring trolling or age into any of this. You dont even know how old I am and even then its not relevant
yo sorry again but here is the mods shown, they dont seem to match up with any of the mods names i downloaded
nvm
i got it, make sure not to look for this file through steam apps
its in documnets buddy inside my games there another reforger directory there
glad you found it-sorry for any confusion buddy have fun good luck with the mod 🙂
ok now i figured it out but it was kind of a pain but i did it right now but i don't know if i did it very efficiently at all. but what happened was that i moved the addons from C:\Users\jacob\OneDrive\Documents\My Games\ArmaReforger\addons to C:\Users\jacob\OneDrive\Documents\My Games\ArmaReforgerWorkbench\addons and when i tried to load up my game and tried scanning for my file it did not appear. so i had to go to C:\Program Files (x86)\Steam\steamapps\common\Arma Reforger\addons\data and move the addons to there and it worked but it takes so much time just to get to that file location and idk why it wont work with this path C:\Users\jacob\OneDrive\Documents\My Games\ArmaReforgerWorkbench\
^
It works though so i was just curios
You dont need to copy the files over, in workbench do the "Add Existing Project", then just go to your My Games > ArmaReforger > Addons and add rthe one you want. No copying stuff over and workbench can read it
ill try that
yeah man sorry Casey that's what I was trying to say lol sorry pal 🙂
Don't use onedrive for anything modding related
its not on
btw does anyone know how to increase the render distance in the enfusion workbench
Anyone know how to make a scenario?
Doesn't matter it's not on
in the camera button top left-far plane is the setting you wanna increase
i moved it from one drive
is there a way to do it for enfusion workbench and not just world editor?
do mean to maintain control over the overall view distance on the project itself? once it is hosted that is controlled on the server if that is what you mean.
Does anyone know of a mod that will allow me to spawn loot in chosen prefabs and inside children of prefabs? Like the survival servers where you can search the lockers....
Can we make a mod that's only a specific user can use it? Like a named ID patch that only I can use...
How do i blacklist items with the wcs loudout item save black list? Nothing is black listing for me and im not sure if im missing something.
Isn’t there anyone who has a more specific tutorial on how to do these things?
Hi guys, I don't understand what I'm doing wrong. I'm trying to do everything from scratch starting from wheel_car_base. Once I've set the base_compartmanager and actionmanager settings,and I can't use the vehicle. GM doesn't recognize it as a vehicle. Thanks in advance.
Does your model have vehicle colliders?
Yes , colliers and bones are ok
Compare to the sample vehicle mod, you must have missed something it doesn’t like
Are you using the xob directly, or have you created an prefab from your model with all of the proper components?
what is a source base? never used it
I'm using the prefab (the blue one, to be clear) with all the components
When will the official Forums be opened up again?
Why in the name of 2026 do we need forums anymore?
Discord is more accessible and everyones familiar with it by now. Has threads/forum functions etc
Well im not really getting the assistance i am looking for, so i thought about posting it on the forum - maybe some other people look there
More likely to get an answer here. Either your question is too complex for most people to answer or people just missed it
Forums are much better in every way. Most importantly, information is easier to find and you don't have to worry about an outside force (Discord ™️) potentially removing your data.
Much easier to have a conversation about a specific issue on a forum as well
I would have agreed back in the day I come from the old old IPBoard & Xenforo days but now I dont see the benefit. Discords jsut as easy if the channels/threads are organised properly
Discord search is the absolute worst though
At least with forums google could search them
Plus the ultimate factor here lets be real, forums cost games companies money to host, licenses etc.
Wiki pages for that 
except everything is discussed in discord. So many times Ive tried to find an old post I made myself, but discord fails to find it.
But, you get what you pay for amIrite?
We're gonna build a forum and make Mořický pay for it 
anyone have issues with all your terrain textures painting in a whiteish color?
Would dense rock formations like these cause performance issues in a live setting? Still very early in development of this map but wanted to get a good idea of what's too much before I get carried away with the rest of it. I don't intend to do this much all over the map, just in certain areas
These types of rocks were horrendous for performance in A3
You'll have to see if it's different in Reforger, it's entirely different engine so it wouldn't be fair to say it'll be the same
I've never been so happy to have my debug yell at me
I'm looking to mod the map of Everon and make changes for my server. Is it possible to remove trees and stuff ?
nope, only add some stuff
??
You’re either not running the workbench tool or you need to go to settings as tick the net API option
No idea why that is turned off by default
Are there any LLMs trained on the Reforger Codebase/Scripting to aid in modding?
Question how can you choose for character randomized, with what gear he can be randomized ?
Think it would save them a lot of headaches to change it but idk. Maybe a security liability or something.
There are versions of each character prefab that have "randomized" in the prefab name that automatically do it.
No, they don't allow it to be used to train them. You have to just feed it info yourself.
Yea i see it but how can i choose from what items i want to randomize ? @zealous scroll
That I do not know, but probably a configuration file i'm thinking.
Damn tried look around could not see
I think it just does a random prefab, so you would just have to set up different prefabs with different equipment
I don't think it actually touches the equipment beyond switching prefabs
You could do it, but I think it would take scripting. I don't think work from vanilla like that but I could be wrong
I recently formatted my PC, is there any way to recover my files from other mods?
Reread what you said and youve answered your own question
If it's an already uploaded mod then just reimport it
😁
Is the vanilla persistence system currently broken? I'm pretty sure I got it configured correctly and it was working at some point in the past. Currently I do not get it to save anything. Using the same hosting provider (HostHavoc) I was using since forever and was working there.
-bindIP “censored” -a2sIpAddress “censored” -bindPort “censored” -a2sPort “censored” -maxFPS 120 -config "C:\TCAFiles\Users\censored\censored\config\serverconfig.json" -loadSessionSave -backendLog -logLevel normal -profile "C:\TCAFiles\Users\censored\censored\Profile"
"gameProperties": {
"serverMaxViewDistance": 7000,
"serverMinGrassDistance": 50,
"networkViewDistance": 4000,
"disableThirdPerson": false,
"fastValidation": true,
"battlEye": true,
"VONDisableUI": false,
"VONDisableDirectSpeechUI": false,
"missionHeader": {
"m_bOverrideScenarioTimeAndWeather": true,
"m_bRandomStartingWeather": true,
"m_bRandomStartingDaytime": true,
"m_bRandomWeatherChanges": true,
"m_bIsSavingEnabled": true,
}
},
"persistence": {
"autoSaveInterval": 15,
"hiveId": 0,
"databases": {},
"storages": {
"session": {
"database": "main"
}
}
}
},
Remove the persistence section, all mods you are using and then wait at least 10 minutes in your game to see if it saves
OK will try. But not sure how REMOVING the persistence section would trigger a save with that persistence system? I am not talking about player saves just to be clear.
By default it works, with your configuration you say it doesn't, therefore try with defaults is my best advice
Oh interesting, I wasnt aware that the persistence system is default on. Thanks! Will report back
So, I downloaded and imported the mod, but it still shows the padlock icon, and the mod is mine. lol
Yes wait for 1.7
You have to use an extraction tool and then republish it
https://github.com/FlipperPlz/PakExplorer
Theres a few. Here's one
How can I change the max player count for my game mode?
my weapon shows up in the arsenal in tools but when i update the mod and download it on the workshop its not in the arsenals
Is there any official info on this? As in known broken?
There
Is there persistence of data in the workbench ?
Where can i make a bug report?
Ty - ill take a look!
Ok so me and a couple guys are working on making a M32 and M320. I’m curious if anyone knows how I would go about having it load 1 round into each slot on the cylinder instead of it working like a magazine where they do a single action and all the rounds are there. When prepping the asset would we have to make a slot in blender where each round will go instead of a single magazine slot?
Any help is appreciated, I also don’t know if this is the correct place to put this, thank you.
I'm looking for help with the Persistence system, I've got question. Anybody with good knownledge ?
is there a way to change clothing color?
and remove patches that are built in the item
there's a megathread here that may provide info for what you're looking for 😄 https://discord.com/channels/105462288051380224/1430828753717559430
any way to check something like physics tick rate on a dedicated server? Can do it in workbench with diag menu
Set gravity to 0 since its in the same module and it did work on server so I assume physics changes work as well
hi could i get some help making custom ammo for another mod vehicle
Trying to replace the mesh object of the Van UAZ for some reason its snapping to this angle, however If I replace the mesh object of the jeep its just fine. Any ideas?
Vehicle in blender is centered to y+ aswell
Pivot is wrong
Red = forward
@restive mesa
Rotate it around the gimbal pivot in blender and re-export
Hey is anyone familiar with dynamic economy by wyqdsyq, we're having issues finding the global multiplier or just a way to up items prices WITHOUT changing the economy math
Like the base price of an item not the math behind buying and selling said item
Which is strange cause I thought y+ was the orientation for reforger. Even the Vans base xob is orientated like my xob its just when I override the base mesh in the prefab it freaks out. Every other vic prefab is fine.
You can also change it on the fbx / xob import settings
Check there
ahhhhh yes
Anyone know why I can't see my saved world?
Maybe it is just an empty world? 🤔
no it wasnt i got it lol thanks tho
Is there a way I can save a bunch of prefabs in their current selected format so that I can transfer all of them together between projects?
What was the solution so those with the problem in the future know what to do?
for sure
So when you load up where you put your title etc. go to editor top left go to world editor with empty world and go to fild load world and load it from there fiou try to just load it up it wont load the actual picture itself!
You can make a parent layer and have all the prefab entities be children of it, then drag the parent layer entity into the resource browser to create a prefab. It should retain positioning, but will not retain naming of child entities
Any idea how to share that between different projects?
It wont let me deposit it into any folders in the resource browser since it's "read only"
So working out of someone else's world then? Do you have your own project open as well?
No, it's my world. both are. but my original wasnt optimized at all so im starting a new world from scratch and want to bring my shoothouses over
Should be able to go into the original world then and create the prefab from there then, yeah?
I did, it allowed me to stick it in that original world's file, but now that I'm in my new world I'm not sure how to access it
Load the old world, and do this. Then you can load the new world, then you can place the prefab anywhere on the map
Sorry, I should have specified I mean between projects
if the old project has the assets, then you'll have to reimport them for the new project if you don't want the old project to be a dependency
I made the prefab then just went into the file and transfered the emat meta files
Thank you so much for your help! 🙂 I appreciate you taking the time to help me
Basically, if you have the source files for the old project, go into file explorer and copy the assets folder over to the new project once you have the prefab saved. Then it should automatically point to the new assets? If not, then you'll have to go in and adjust the mesh object of the prefab to new project assets
That's how I'd probably quickly do it
i made a prop/composition and created an editable entity of it. when i spawn the composition as gamemaster some of the included objects are missing and a few are misplaced
the composition shows up correctly when i open the prefabs in the workbench.
it also shows up correctly in-game, when i put it in a testworld and run it.
anyone has an idea what could be the issue??
Hi, I’m making my own place to spawn trucks. I copied the original exactly, but all the tabs show up and I don’t know how to prevent it. Does anyone have any idea?
anyone know why this main base tent isnt spawning? its just a light and some vehicles only for nato on either side it spawns. ru works jus fine
i need to change the entity prefab i think. but i dont know how to
um now i cant edit anything
Yes you can make them all part of the same Prefab- I make towns this way, I add the decorations, fence, shed etc.. so I can drop down entire properties at a time.
Hi, I'm trying to create a custom server scenario and I'm having a problem. I've set the HQ to US, but I can't respawn or get a signal to make it the main base. I need an expert to help me. Thanks.
I recommend not posting to multiple channels. I understand you're new here, but it's frowned upon. So just post to one channel, and wait for someone to come along to help
Sorry
I think you will need to look here.
Yes, I looked and noticed there was no radio. I don't know why, even though I followed the same method as in the tutorial video.
I'm a beginner, if there's a video that can teach me, please send it to me.
Check the factionAffiliation, just to make sure.
why is the taskman locked ?
because they come from a source that you are not editing. in this case the base game. could also be another mod. if you want to edit it, you have to overwrite or inherit it
yes i try to override ,, this is what come
@remote bronze
I'm trying to build a scenario for my server. The main idea of the server is tactical operations, and the idea is Americans "online" versus Russians "AI". There are two bases, all for the Russians at the beginning, and the players are trying to control them. But I need the scenario to have resources for the American base HQ so that the gameplay is more fun and most of my control is from the game master. But the question is, in this case, do I need a task manager?
Hello, Doing a loading screen for our server, just wondering what the perfect resolution for the image would be? we have it set to the default amount however image is still very
, Is there a perfect ratio ?
Has anyone had issues with command tents not spawning when playtesting? My command tents wont spawn in. Im not even using mods just a modded map, kunar, and its just not spawning command tents, all the points have tents
I see a lot of "Optics upgrade" mods for a variety of vehicles, how hard would it be to port one of those over to a modded airframe?
Hey Guys, anyone know how the loadout selection background can be changed for a faction? i wanna change the flag behind i couldn't find the component
check here
Hey guys, I have a question. I want to use the M60 and make it possible for a second player to extend the magazine. Specifically: if the shooter only has 20 rounds left, then player 2 can add 100 more. Does anyone have any ideas on how to implement this?
How to get custom ambient noise into the game?
whisper into your mic.... lol! sorry, couldnt resist! 🧌
.
I am making a GM gamemode for a map, and in the editor it lets me edit the weather, but when i load it on to my server, or load it in singleplayer it does not let me change the weather, does anyone know why this is?
these are my conf settings
i'd recommend you just one entity.
It's not my map idk how to take the second one out
How can we get custom ambient sound into the game?
Have you tried #enfusion_audio
I shall head there, thank you.
Does anyone know of a Mod for a Predator Drone or those type of unmanned aerial vehicles.
he did a few drone strikes 😉
Has anyone set a record yet for most sockets? I'm on 260 
how to fix this is this a LOD issue? this is a floating gun belt of an ai that is prone/ down
What is it supposed to be? No context and picture is so small lol
floating gun belt of prone ai
Yeah most likely a LOD issue, if its from your mod it's probably not weighted to bones properly on a LOD
its rtg clothing
Would need to report it to them
Is it possible to import the Drone from ArmA 3 into Enfusion Workbench?
Base game no, you could only import a modded custom one with permissions
Casey sorry I am not a modder, I make terrains and new to Enfusion, learning, what do you mean when you say "permissions"?
Permission from whoever made the original mod to use their content
Otherwise BI would take your mod down
Ohh right yes, ofcourse I would never use anything without a persons permission I totally agree, thanks fro your speedy response 🙂
some people have done combat versions of like DJI drones, dunno if anyones made a proper predator drone yet
Nah I have been looking, whop knows as the engine develops perhaps towards ArmA 4 we will see more assets like that. I realize even with thje model, that entire flight control system with some sort of remore interface like the tablet in arma 3 would be needed. I will ask a friend who is a coder perhaps he may help, thanks again @Casey 🙂
how can i look up mod by their ID?
68570C6DF24DE342 1.0.0 not found || this mod is not letting me upload and ineed to fix it
i figured out jus searching it in my files works but it pops nothing up and idk what it could be
@zealous glacier Put the GUID in the workshop website search
If it's public it will show
cyborgmatt from wcs helped me out. it was my own guid
so he deleted everything in the file and i re did the dependencies and it worked
Nice
hes like arma jesus
question
what is the legality of me posting a lego mod, spefically a unikity lego mod
Is it possible to create a mod that overwrites the base game character model? Im trying to adjust the Pixel Size Scale value, and I'm not sure how to make the mod apply to all characters rather than the base game one
Yes just override Character_Base.et prefab
Np
You’ll be lined up and shot by BI
IDK if Lego would notice or care but BI don’t allow that kind of stuff due to the risk
Day 420
The sea is calm today.
Or at least, it looks that way.
I am not.
I am still here, standing on the deck of my ship called Reforger, staring at the horizon where the publication of my mod should be. Each day we raise the sails, each day we set off with hope… and each day, after some unknown amount of time, the winds of the Bohemia servers shift, and all progress comes to a halt. Frozen.
Silent.
Mocking.
I have tried many times.
I have waited patiently.
I have sacrificed coffee, sleep, and a respectable portion of my sanity.
Yet nothing changes. After a while, the progress bar refuses to move, like a ship run aground on an invisible reef.
No clear error.
No understandable message. Just me, the digital sea, and this cursed endless upload.
It has been days now.
Days.
The crew (me) is tired, but not yet mutinous.
So I write this letter, sealed in a virtual bottle, hoping that someone—from a distant control tower or a port called “support”—might read it. If this message is found, know that there is a lone sailor out here asking for only one thing: to finally make port… and publish the mod.
I remain awaiting a sign.
Even a lighthouse would do.
Respectfully,
a sailor stuck in upload ⛵
Having a problem Im not sure how to resolve. I made a special MHQ truck that contains an arsenal and generates supplies when deployed. The problem is when it ticks to generate supplies, it resets the arsenal to page 1. How can I prevent the arsenal from changing page on the players when this happens?
BACKEND (E): Http Error (BAD_REQUEST)
BACKEND (E): [RestApi] ID:[202] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error - Cannot send request
DEFAULT (E): Uploading failed! Reason: ""
😭
EDIT: This seems to only happen in multiplayer mode, not in single player / world editor.
KINDA GAY
so how is it tat he halo mods are allowed or is it like due at your own risk
If there is an actual HALO mod it probably just hasnt been removed yet. If it's halo-ish it may get away with it. Its a fine line
i mean there are full on halo mods
halo is different due to its unique licence agreement. under it your allowed to make copywrite stuff so long as you don't profit from it (and is not a direct rip usually), and anything you make can be taken and used by 343/halo studios at will
how is stalker stuff allowed? how is 40 k stuff? allowed is it just because they have permission i just point this out because its either a policy i dont see or its favoritism ? i really dont see lego having a big issue with it aslong as i dont make any money and use my own made models ? the thing im confused about unikitty was property of cartoon network which doesn't exists anymore now warner brothers and i cant find anything about the ip that says you cant use her depiction in a mod ? is there something should be finding spherically
As far as Lego goes, you should give this a read: https://www.lego.com/en-us/legal/notices-and-policies/fair-play Or you can skip all that and call it "Gelo" or "Ogel" instead (NOT LEGO). Does that make sense?
Probably also have to keep in mind "likeness" of the characters and sorts
Yeah and every company is different, they dont all have the same rules so you cant just lump everyone in together like that.
i see
how long or how does adding one to a project work via contributer ive followed the direction but the invitee is not recieving invitation?
They also don't care about Reforger, probably don't even know about it, hence won't bother submitting a DMCA
@remote bronze
We had these happen back to back within like 5 minutes of each other after playing for like an hour
2026-01-11 21:04:31 (UTC) : Version: 1.6.0.95 - Report Result: - SUCCESS - Crash GUID: ee17d051-a149-4705-85a5-8c38d5be041e
2026-01-11 21:07:59 (UTC) : Version: 1.6.0.95 - Report Result: - SUCCESS - Crash GUID: c5ff8209-cfe9-4962-a5e1-44c604d61092
2026-01-11 21:12:43 (UTC) : Version: 1.6.0.95 - Report Result: - SUCCESS - Crash GUID: bfe0ad05-ce1b-4059-9b5c-83533c7cdcd1
2026-01-11 21:20:20 (UTC) : Version: 1.6.0.95 - Report Result: - SUCCESS - Crash GUID: 9c30ea1a-daca-42d7-ac29-0e29244dfbdc
LEGO is over protective of their IP. It's best to leave it out of your ideas. @wicked needle
https://www.lego.com/cdn/cs/legal/assets/blt1a4c9a959ce8e1cb/LEGO_Fairplay_Nov2018.pdf
https://www.lego.com/en-gb/legal/notices-and-policies/fair-play?locale=en-gb
"Armo"
I mean lack of interest of the IP owner doesnt justify infringement, just feel like I should clarify
It sounded like you were saying "Just do it, they don't care enough"
That is ill advice
MuzzleInMagComponent trying to attach some entity, aka projectile but probably is being deleted later that frame
Wack, thank you haha
Is there any way to adjust the distance at which characters/ai render? No matter what i do to the pixel scale, they never render past ~1000 meters
Ive been scouring the code for a long while and I'm beginning to believe its something in the engine itself thats limiting it and nothing with the code of the game
workshop is broken can we get an ETA on a fix this is going on for days now .......
really need help with these errors it is not on my end I havent done anything BACKEND (E): [RestApi] ID:[34] TYPE:[EBREQ_WORKBENCH_GetAsset] Error Code:400 - Bad Request, apiCode="workshopApi.assetNotPublished", uid="1768501877517-160459", message="A
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[1:36 PM]Thursday, January 15, 2026 1:36 PM
RESOURCES (E): Failed to load metafile of image: UI/Textures/MissionThumbnails/Default.edds
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[1:36 PM]Thursday, January 15, 2026 1:36 PM
STILL NEED HELP
okay but didnt you guyz have lego in your tiny war april fools thing ? if i recall correctly what made that be okay? not trying to be sassy or anything i just dont want my stuff to get taken down just trying to understand
or is it more of like hey if lego says take it down take it down .
because what im gathering along as it not called lego and theres no logos its okay ?
my grand plan was to make like a whole toy war thing
No, but I understand why you'd think so.
That wasnt lego block
Like the blocks in tiny wars are all squareish. Even the sockets
is there a tutorial on how to add optic attachment on weapons?
Is there a tutorial for creating building compositions for conflict game mode? I have an old mod that adds more stuff to build, but I'm not sure how to add the building part, they just spawn right in, no shovel needed. Like the way they used to be built. I compared components but I couldn't find anything different to create those ghost prefab outlines anywhere to require that they be built.
Been stuck on this for over a year now, maybe two?
How can I bulk edit configs in the editor or how can I export the config data in its entirety to a 3rd party app like VS? Looking to bulk disable/enable, change rank requirement etc
idk about a tutorial but ill PM u some info
Does anyone know where the 'check injuries' function can be found?
It's gonna be under the character's ActionManagerComponent, and I believe it's SCR_InspectCasualtyUserAction
Appreciate it!
Anyone know if it's possible to create a signal blocker? (opposite of the radio antennas). I don't have any coding knowledge, if that's required
it would be possible with coding knowledge
feelsgoodman
after ages working on an airburst feature ive done it
tad bit curious is there anywhere that teaches you how to increase explosive radius im trying to figure out explosives and having no luck
How is your solution different from the vanilla trigger?
#1359995440916987984 message
So far I have had no issues with using vanilla components as long as you just set the timetriggercomponent as a child of the collisiontriggercomponent.
the projectile actually asks the weapon for the fuze so the player can adjust the length in-game
so for instance instead of the 'primitive flak' you could adjust the range [even by intergrated rangefinder] and it'll explode at the set distance. 🙂
Ah yeah so programmable time fuze with a rangefinder.
bingo!
You dont NEED the rangefinder, it just saves the player mashing a key 50 times if you also want finer adjustment and generally less clunky than using modifier binds. You could also just use larger increments, for the XM25 it uses ~3m increments so imagine ranging to 500m from 100m xD
pretty sure it's still like this;
1000kg TNT blast kills characters ~40m away
1kg TNT kills characters ~4m away
iirc its on the warhead
preciate it
In version 1.6, Wether not the "Enable Repeated Spawn" feature of the Children subcategory of Layer in ScenarioFramework become ineffective
hello im new to enfusion , how can I export a xob files to be placeable as a gm?
Im also new to enfusion and for some functionality an LLM decided to override the player controller. I dont wanna debate AI or not AI, but is overriding the player contorller a common thing? Or is this unstable/not recommended? Seems pretty harsh. Like overriding it to add some functionality. Do many mods do this? The mod works but it seems to me that if another Mod overrides the player controller that loads after mine that might lead to issues. Whats the generally accepted soluton here?
Watch the basic bootcamp videos to see the basics, you'd want a prefab not an .xob to be the placeable one
yes I did a .et and also i put a SRC_EditableEntityComponent and a SCR_placeableentitiesregistry but it doesn't work
does anyone know why my heirarchy tab has disappeared??
Hierarchy is in world editor. You are in workbench and have compiler errors so world editor will not open.
why is my prefab doesn't show on the gm menu but i applied a SCR_EditableEntityComponent and a placeableentitiesregistry
can someone help me
Probably missing the EDIT flag in the entity catalog. Or maybe missing the correct Labels for those items in the editable entity component. I would check those two things.
All errors just point to asset related things he should be fine to open world editor. He’s just in the wrong workspace.
@subtle yacht are you online currently.
I can help you trouble shoot the issue if you’d like, you may just be missing the required config setup, or something small related to the component 
Ah yes indeed. Suppose I should have actually read the errors lol
I fixed it but idk how lmao
I’m tryna make a game mode on reforger
Question regarding persistence. I have these settings on the prefab and after restart building does not save im i missing something ? Other building saves and are fine on the sever.
Does BI ever intend to fix the issue of infantry remaining invisible at distance? Regarding the whole replication bubble debacle and such.
After yesterdays update I am no longer able to import any jpg/png into my files, to have it import and convert to an .edds. It just says this. Can't do any texturing work at all. Is there a fix?
read console png has to have sizing that divides by4 so as example u need picture size 256x256 or 256x512 asnthing that divides by 4
You know - I never considered that. Thanks, it's probably why!
There is a lot more things to do than adding the component
Its intresting since building that i duplicate from saves but mine with extra items in now does not. Also have anyone reported that now if you create folder on workbench we are unable to delete it
Hi, is it possible to load server-side mods in the reforger?
So that the client doesn't need to download them.
dont believe so
What would cause this? It occured on every world inside of this mod project so I know it wasnt the world. It started a few days ago in workbench only, some textures were also blurry and everything seemed to be oversaturated with green hues. Today after a server restart, it appeared on my dedicated server despite updating the mod that had this issue multiple times and it never impacted server until today? I think I fixed it by deleting all files and folders in the mods "profile" folder in which i did see some color palette jsons? No idea what really resolved it.
How can I add items inside a chest rig on the BaseLoadoutManagerComponent. For exemple, I want to make my players spawn with mags inside the chest rigs.
Having trouble with getting the Passenger text popping up (fixed)
"Get In: Passenger" is what I'm aiming for
that would be too smart of a design
Dayz allowed that, reforger doesn't. I think they smartened up after the dayz modding mayhem. Typically you would do that if you're trying to hide stolen code...
i dont care about stolen code i care about not taking up space on users drives and being more secure against cheating
if you play modded reforget right now you are basically put a stick it note on your back that says hack me
Anybody have or working on a mod to fix and or bypass the problem with ai not recruiting? Reforger
anyone know what this error is and if its a problem? Getting it constantly on dedicated server
RPL (E): RpcError: Calling a RPC from an unregistered item! itemType='script::Game::SCR_BudgetEditorComponent', rpc='OnEntityCoreBudgetUpdatedOwner'
Hey Guys, can anyone teach me how to give a building prefab interior property so that sounds (like gunshots) inside register as an interior gunshots?
Damn if someone will give you instructions would be nice to see them me self, since i have few buildings but sound is non existing :D
The building needs a box volume & BSP geometry, they are mainly used for probes with lighting but they also effect how sound is contained inside. Details on the FBX import wiki page cover the high level of how to make them
I think Arma Reforger has the mechanics needed to support an RTS-like mod using mostly existing systems. The core idea is a 1v1 RTS-style mode inspired by Age of Empires, combined with Arma’s realistic military gameplay, where players do not directly control soldiers but instead command AI squads, vehicles, and logistics through a top-down RTS camera. Each player starts with a main base similar to Conflict, one construction truck, one supply truck, and faction-specific vehicles (US: three Humvees, two armed and one unarmed; Soviets: one BRDM and one Soviet jeep), along with four initial AI squads: basic infantry, a two-man recon team used to explore the map like AoE scouts, a logistics team, and a construction team. Squads can be upgraded using supplies: infantry can evolve into suppression or grenadier units and eventually special forces, while recon squads can expand to four scouts and later become a special forces recon platoon; if upgraded squads are destroyed, they respawn at their lowest tier, forcing reinvestment. Players can expand by building new bases, which increase the AI unit cap but .
only provide basic infantry squads that cannot be upgraded and do not respawn if destroyed. Players spawn far from each other, with enemy main and secondary bases hidden, requiring reconnaissance to locate them as well as HQC supply bases guarded by FIA. The map uses an Age of Empires–style fog of war where only explored areas are revealed, and the RTS camera vision is limited to around 300 meters from friendly units. Victory is achieved by capturing and holding three points of interest, which can be fortified and used as forward bases. From a technical standpoint, many elements already exist or can be reused, such as HQC logistics and base systems, the Game Master camera adapted into an RTS view, construction animations, and existing fog effects, while the main challenges remain AI autonomous construction and a true dynamic RTS fog of war. Overall, I believe around 80% of this concept is achievable with vanilla scripting through smart simplifications like prefabs, timers, and squad swapping
Has anyone ever made a way to mass addprefabs as child entities (when editing main prefab) at a socket? E.g if a name contains Socket_Light_ apply a specific light prefab to it?
Feels like we've somewhat gone back in time in that sense since A3, used to be a lot easier with proxies
Is there an easy way to remove trees mid way through creating a scenario?
are there any mods that adds vergys clothing from rhs besides WCS clothing?
He's published some stuff on his own mods dunno if it's the stuff in WCS/RHS though
do you know if it had the usmc frogs?
Is there mod by any chance that replaces map with tablet or something to look modern ?
This one is broken isnt ?
Oh I have no idea, haven’t tested it in a long time
Its broken as i am ware since 1.6
Hey, I'm trying to find the script that displays players' usernames on their character in gamemaster. Does anyone have a clue on where I can find that at?
I encountered a problem while trying to upgrade the GAZ Tigr mod for Command Unit. I replaced the model in M1097_Command_Box.et (a fork of M923A1_COM) with RadioStation_R123M_01.xob. For some reason, when I try to activate it in my prefab slot, I get the console error I attached in the message.
NeuroNetworks didn't even understand the root of the problem, so I'm turning to you. What's wrong?
What component controls how much damage is passed through a collider like if an rpg hits side armor of a vehicle, how do I change the amount of damage an occupant receives or is that collider based or warhead?
Collider material determines the thickness, sound output etc when shot at. Engien calculates if it should be penetrated by the projectile and how much it slows it down etc
With the Diag menu, is there a way to scroll down or some other way to see the things that don't fit the screen?
I know there should be like 60 signals here but I cant see them all.
Does anyone know anything about this?
Bit of a random but also curious question, as I may be inexperienced with the Game Master Editor, but does this not have any Pitch / Yaw functionality?
Hi, how do I stop - "ENTITY (E): Huge number of entities (XYZ) per scene tree leaf! Center position"?
Hi guys, looking to start making some vehicle mods for Reforger, anyone know where I can find more documentation on helicopter creation? Specifically rigging of moving parts like the suspension and swashplate. This is the high poly that I have so far
anyone having trouble with connecting to the workshop from the workbench?
probably down right now, if i had to guess
how do you add Destructions in buildings
Look at a base game building prefabs, the entity needs to be the destructible type and then there’s a module you add (not home rn to get the name) that lets you tell it which models to change to for each phase
I think I fucked up my post on the enf showcases:
https://discord.com/channels/105462288051380224/1463127855360901212
I wanted to put the Black and White Icon as thumbnail and add screenshots in the post below it but now I have no thumbnail at all. Can any admin take care of this?
can you give me a step by step i try it and for me it dint work and i search on youtube or any social dont have any info about it ?
Hi guys having an issue in my map, whenever it is cloudy or rainy the whole world becomes like super super bright and weird, anyone know of the fix?
good to see that they finnaly man up enough to say they did something wrong. i hope they will be able to fix it but i know it wont be anytime soon. aslong as it fixes these crashes 
https://x.com/armaplatform/status/2013635694594265592?s=46&t=iERKkgI_EoK5VSA02FK8GQ
some things i want to know about is wat is the default things you need in a Enfusion arma reforger map editor ?
Currently I am also working on a mass teleport mod to allow comfortable teleportation of many players at once to a specific location, some WiP video here
https://medal.tv/games/arma-reforger/clips/lXaif7RJNognsq9UD?invite=cr-MSxHWlosMjI1MjYxOTAz&v=257
Open to feedback, suggestions, etc! Im fairly unexperienced with Reforger Modding or modding in general so by all means point out common pitfalls.
Watch 15th Mass Teleporter by Kitosho and millions of other Arma Reforger videos on Medal. #armareforger
Make sure your prefab entity is SCR_DestructibleBuildingEntity, then it just needs a SCR_DestructibleBuildingComponentset up properly. Look at the ControlTower prefab for an example.
Is there a way to edit the inventories of "arsenal" type items? Like vehicle trunks, workshop tool walls, etc?
my console players are crashing like crazy. Is it worth the headache trying to debug it or will it keep happening anyways?
Series S users usually do not have enough RAM to wear 50 gigaslop gear packs driving 15 high polygon detail cgtrader trucks and shooting rifles with 8k texture laser pointers mounted on them
If the game itself already doesnt shit the bed 
Don’t forget the AI vibe coded scripts
I didn't include them because they don't work
They function just enough to throw errors and crash stuff
I get it, but they did not have it before 1.6 either and it was playable for them, so something's up
I indeed see number of crashes on console to be elevated since then, though they should crash much less often when playing without mods. This leaves either RAM or bugs in the game introduced in 1.6 that make the game crash more often, which is also highly likely as stability is not a high priority for the devs in Reforger.
It's 100% related to something in mods or how they are managed in consoles. I tried to remove modded vehicles and they stopped crashing. Thing is... it's the same vehicles we used pre-1.6, so it's weird. Also they have proper LODs and such... I'll check all of them again, maybe textures in some of them are too high res or they are too high poly
Things change in the game between updates. Existing features may need to be used differently by modders and while new features are added, new bugs also might show up.
Hi I had a quick question,my weapon doesn't show up in moddded servers and only shows in the vanilla arsenal. When WCS/RHS arsenal is on the weapon doesn't appear in the arsenal. in tbe weapon creation wiki i dont see anything on this, any help or a pointer to resources would be really appreciated 🙂
Hey guys, i built conflict for my terrain and i noticed during my tests that some bases are not being captured sometimes, other times everything works correctly, this issue is pretty random, tested this on vanilla as well, what could be the issue ?
Does anyone know how to unlock a map so I can edit it and convert it into a modern/ww2 map
how can we add a new seat in a vehicle ? isn't that was with basecompartement manager ? i'm confused
Can I lower the settings of the world I'm tryna build a mission on? It just freezes and can't click on anything
Yes, go to project settings and scroll down through everything until you find the quality and video settings, turn the shadows down or the overall quality down.
How do I actually do it tho? There are sub menus with low, medium, high etc that let's u edit the values, how do I pick one?
These
Overall quality, draw distance and shadows
Lowering or disabling shadows will give you the most performance gain
Oh yeh nice one found them. My main window just freezes still. Is my pc just not up to it?
I can play Arma 3 on ultra n reforger on probably low. Can't understand why I can't even open map on tools
OK now I've noticed it only registers my clicks after I move the mouse over the task bar below.
Like tools pauses when I hover mouse over world editor screen
how do I define what class/model/file spawns when i press play?
or what is the best way to spawn players?
or better yet is there a simple way to add a raycast to a character that is spawned?
AI logi question
Is there any way to ask BI devs about AI logi? Noone could help me with my question for almost 2 months and there is no way I can find the issue not even knowing the requirements for the correct work. All I need is knowing what are the necessary settings/components to mak AI load supplies and drive them to another base, or vice versa. My problem is they only drive to destination base and that's it
Hi everyone. I'm looking for an experienced coder/modder who's proficient with Arma Reforger. Message me in DM if you're ready to discuss collaboration 🤝 (Sorry if this is in the wrong channel)
#creators_recruiting follow the pinned format
np
No one else had my problem above? I spent all night tryna fix it 😫
Hello to all, i got some problem with destroying objects, all fences (not gates), small and big trees, some props on map doesn't destroying by vehicles or heli with rockets
thats base game,
if you want it differently you would need to mod it
did u add destructionmanager and mpdestructionmanager into ur map ?
Maybe you just need a killdozer
I added this and when i press play enfusion crash
No idea why it crashes tbh.
I also now can't delete it from map(((
And can't change anything on it, cas it crash too
Open the world layer file in a text editor and you can remove it there.
idk what I pressed to cause this view, whatever it is I need help to get it to stop
all of my colours turned into this
Windows key + period key, hold them together.And then go to physics and disable bodies show bodies or whatever
Something in there more than likely
Use arrow keys while you are holding the windows and period key to get through the menu
nvm it stopped on its own, weird
Lol nice
Whats the best guide for dynamic despawning AI. Trying to understand why i cant just use dynamic despawn on the area.et. Looking at other scenario mods, it seems they use player triggers a lot.
Random question for anyone who uses rhs a lot. In the bumerang they have the computers all over the vehicle that act like a blue force tracker. Does anyone know if they made that themselves or pulled it from somewhere else
I have no clue where this would go but does anyone here understand how gasmasks work with the gmfx mod cause i cannot figure it out for the life of me
What's not working with it? I normally use for AI Areas and don't have any issues
Thx for saying where it hide, i was trying to find cfg file with object placement, finaly deleted manager, but i think world is broken cas im add again destrucktion manager and still god crash, after that i think that's i need to rebuil main world, i done it fully, starting from create noraml settings by documentation steps, after copy terrain from buggy map, and after you give me instructions how to delete manager i finaly can close map without crash and copy all objects to new map. And now it works like should be, thank you again
No problem. Glad it helped!
And thanks to you for saying how to solve problem with destroying objects
https://www.youtube.com/watch?v=KLM3BUzWovg
Thats a good guide that tells you all the things (?) that should be in the map
**Update 12/23/25 - The projectilesoundmanager was removed, so that is no longer a required manager at this time. Thank you everyone for letting me know.
This video is a basic introduction to making a new terrain project. There is alot more steps to do, however this will get you started.
Organizing folders
https://youtu.be/YSr1CPnj7GU?si=koU3...
i also had this problem with destruction until i added these objects
yea, i got this document, at starting i was using steam community guide, but someone was share to me link on documentation created by this discord community, and new world was recreated by using this, that's i think it will now work better, without alot of crashes
Hello, I am having problem with enfusion workbench. i have added base game addon. than i add my new project, i will save it. and when i start tools again i cant see it.
So not having any issues, just trying to learn best practices, dynamic despawn just on area.et seems to work, but i felt like i was leaving it half finished without player triggers. After poking around in rhs/reaper scenarios they have so many additional triggers for spawning and im just trying to understand all the use cases
Hello. This may be an easy answer, but I have recently made some flags for my server, and can't find where to disable them from switching to the faction near a command post. YouTube videos I find are outdated. Any help would be appreciated. Thanks!
any of the diag menu options show draw call counts?
Is there a place i can find templates for masks? Or do I need to make the entire thing from scratch?
Make from scratch but the sample head in the samples git gives you a ref to fit it to
Hi, on the map bellau woods the gamemaster camera always shoots up when entering gm.
i think its has something to do with how the coordinates were set when the map was first build, but i dont know if this is even fixable… or how i would try to fix it
Weird glitch been happening to me, im just tryna make a small mod that replaces the default soviet rifleman, and for some reason, it messes up the thumbnails for the soviet boots and chest rigs
this happens to me on most maps, would love to know the cause
Share your mod list or server name ill compare it to mine an check if its a mod causing it the camera fly up bug is a map creation error caused by the original author
Hi, how do I override the Time and Weather entity in a vanilla Arland map?
Override the configuration files
Hi Andee! Yeah, I tried that, and the time and weather won't change. I want to override the radiobroadcastmanager in the vanilla world too, to play some original music. The prefab can't be deleted.
Is it red or blue in the hierarchy
I have encountered the dreaded respawn naked bug with my modded server.... anyone know where I should start with this?
Select it and push P on keyboard
See if it pulls up a file in the resource browser
This is what it pulls up. I did an override, but it's not working, and complaining I have more than one RadioBroadCast Managers.
Is it open in workbench also, not just world editor?
That will cause duplicate message. Not sure why the override isn't working though
Ah, I figured it out. Override it, don't put it in the world.
Got it. Thanks, Andee.
Nice gj
Can anyone help me! I do all my projects on my main PC. I went out of town and wanted to work on the map on my laptop. When I load the workbench up it shows my map project but it loads with the edits I last did on it not on my main PC. I have an external hard drive the project is on which I brought with me. The GUID is the same as my main PC so I’m confused on how that works. Any help is appreciated! Thank You!
so anyone having issues publishing? I've reinstalled tools and relinked my account. been like this for a week or so. I can remove mod but not upload.
wasn't someone making a us building asset pack?
Anyone know where to enable the conflict radio coverage bubble. I thought it was in the diag menu, but cant seem to find it.
from 1.6 it's no longer available afaik
I don't know if it works now, but you need to select radio component in which you setup distance and while it selected it renders bubble
How do I get context actions from a child Prefab, slotted to a parent prefab visiable when in game?
I have context actions configured on the child prefab, and when separated I can see the context bubble for them just fine, but when attached to the parent, it only shows the parent prefab's context actions?
for context, this is a radio, with an added module on the back. (the module on the back is the child prefab)
Ive tried it both using slots in EquipmentStorageComponent, and with SlotManager. neither are working. so I assume I am doing something wrong, I just dont know what i am doing wrong.
how can i disable ts
the whole component or just the one line item?
just the moving
because i want to be able to refuel while the support vehicle is moving
i dont think that is the right spot, that would just remove the hint that you cant refuel, i think. it still wouldnt let you do the action
yep i just tested doesn't work unfortunately
do u know how can i make it work ?
how to implement, nope. in theory you would need a custom class/action that does the refueling, but doesnt do a moving check. Probably would have to be scripted would be my guess
or a script to overwrite the refueling action, that removes the ismoving check
and how can I do this ? (sorry i'm new to modding stuff)
you would need to write a script to make a new action, that does the same as vanilla, but without the isMoving check
so just copy paste the previous script without the 'moving' part ?
could u guide me through it pls ?
unfortunately im not a scripter, you would probably be better asking in #enfusion_scripting
duplicate the script and added the word modded in front of the class name in the script. then change the code how you need.
Yep, tracking. But surely it can be re-enabled.
Yeah, it was removed/disabled in 1.6. just trying to find where to re-enabled it.
hi, I want to use Amravision but one of the mod I use, diseable it. Does someone know hot to active it back again, in which conf I have to look? ...
Is anybody able to tell me how to make my own tracer colour? Essentially I’m able to make it but can’t save it or add it to a round because it won’t let me apply anything other than an .xob file
Is there a way to work on a map collaboratively with someone else using Git? Like, without corrupting/bugging the map?
I think for something like GitHub you might need the paid version due to the size of map mods (I could be wrong though). I use GitHub for all my projects that I work on with other people.
Hello, does anyone knows how to disable the rank requirement for respawn?
Does anyone know how to basically import a town into a map. And does anyone know any towns preferably small
Yes but you still have to coordinate closely. If you publish the map (can be unlisted) and put the other person's bohemia email account in the contributors box, then you can each lock terrain tiles in the world editor with the terrain tool. On the big grid in the bottom of it.
Then, have a branch that you both merge your changes into to test and resolve conflicts, before merging into main branch.
i do that by uploading the main files of the mod to onedrive, and then me and everyone else i wanto to work together can access the files from multiple PCs, not at the same time, cause some errors can happen if the sincronization was not perfect
Cool but highly doubt this is going to be allowed.
These bodies not allowed?
Nothing more gruesome than vanilla bodies allowed
These bodies are vanilla
Oh lol they must have added new ones at some point i missed
Your good, you’ve actually highlighted something.
Haha hey leave me out of it
Where have they ever said that? 😆
Several times on here
Unless it’s actually written somewhere like the EULA etc doesn’t mean much. No reason to limit how graphic someone’s mod can be
Idc
anyone else experience insane deloading times when exiting world editor into edit mode ?
actually its probably written like "BI reserves the right to delete any content from their own workshop without needing to provide a reason" and indeed if they chose to moderate it as too graphic it will be removed
Yup
Anyone else faces error where AI would honk forever on server. On local when i try it never happens. With same mods
I think it might be a reported issue, Blackheart_Six made a feedback video on it if it's the same as what you're experiencing https://youtu.be/sLojsDD5RMk?si=8xZ-lhMafB-mOCfn
BI Feedback | AI continuously blow horns
In a dedicated server environment, the AI will not stop blowing the horn once they start.
Such stupid bug and sooo anyoing when u have convoy coming with fully honking
It has been bugged for so long its a feature at this point.
All of my players are used it by now.
I am able to fix it momentarily by taking control of the AI as a GM
If it moves away from what our ESRB and PEGI ratings and content descriptors allows. It's a problem then
Like the previous gore mod that was removed some time ago
i may be missing something, but i am a noob with Enfusion engine and while trying to learn how to make suppressors, it does not let me drag it into my inventory saying size exceeded/volume exceeded, while the suppressor's inventory stats are the exact same as the default mark 3 suppressor
Is there not a way to set rank for vehicles?
I get the game itself is rated but surely the mods don’t hold to that? I thought that’s how steaks workshop and other mod systems for games have been seen?
They do. Otherwise we would not handle them. It would be silly
Having an issue where I seem to be able to capture most of my radio points, but after I capture a certain amount of them, the previously in range one suddenly display the disconnected icon on the map.
Anyone know what causes this?
for some reason interacting with this object via the actionmanagercomponent isntbeing run at all or triggering my breakpoints, any help is appreciated
does anyone have a scale reforger character model compatable with blender 5.0?
Don’t use 5.0, the plugin doesn’t support it. Use 4.5 LTS
ah
nevermind I figured it out
I didnt technically perform an action so thats why
anyone know why whenever I use enfusion I cannot view the map?
mapentity
So whats up with the ComponentData stuff, did I miss an announcement about it?
-# (not my department)
Bottom of the changelog, modding category
https://reforger.armaplatform.com/news/update-january-29-2026
Yeah I want to know more like what is ComponentData and why is it bad to use variables in Component
~~will ask ~~
nvm ArksensoR is typing

If you have a magazine as an example, all prefab spawned into the world share some data, for example which projectile list config they use. so instead of having a resource name to the config be im memory 3000 times for 3000 magazines in the world, it is moved to component data, which is created ONCE and all instances share the same data instance. if you overwrite a prefab's settings in world editor it will have one instance for itself and all the other unmodified instances share theirs. so it is re-using an assortment of exact same data. this exits for entity and components.
We have made changes to drastically reduce memory usage on some of the things, most in c++ but some in script, hence if your mod relied on it, you need to go through one more getter to go to your data.
We would have normally done breaking changes like this in only a major update, but we have issues with memory usage in 1.6 right now, so we had to deploy any fixes for it we had available now
So this will have a good performance for the memory leaks isssue?
Rule of thumb is: Unless you expect your components do have different member variables (primarily attributes) on every other instance, they should by default go into the component data, aka nameClass and not as direct member on the component or entity class itself.
This does not increase FPS, it is not fixing leaks. It prevents the process from simply crashing due to out of memory if too much is happening
the multiple crash due to that was frustating af
Hey there, just wanted to ask if you could help us figure out why all of configs broke after the latest Reforger update ?
That pump shutgun mod must remove any mention of the method it refers to there, it has been removed from the game and should not have been touched by any mod in the first place
I see, apparently WCS_Armament uses it as well. So we gotta wait for a fix I guess
Thanks for the response
Is using the getter so many times efficient tho?
protected override void EnableReticleIllumination(bool enable)
{
SCR_2DOpticsComponentClass data = SCR_2DOpticsComponentClass.Cast(GetComponentData(GetOwner()));
if (!data)
return;
super.EnableReticleIllumination(enable);
if (data.HasIllumination() && enable)
m_cReticleColor = data.GetReticleIlluminationColor();
else
m_cReticleColor = data.GetReticleColor();
}
What is the idea for deploying to production non-compatible changes?
Cant just understand it, why not doing it smoothly like marking as Obsolete first of all, create separate announcements with warning to remove from mods and then delete.
Detailed info here. tldr was needed for better stability
And yes this is unusual
I understood. But better stability != broken mods and server 🙂
Why not prepare it smoothly?
probably getting pressured from several sources to get it fixed i would imagine,
console platforms have strict requirements etc
and console players arent happy
especially people on older xboxs
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But you can always play vanilla 🙂
Thats a plan, migrate trafic from community servers to vanilla 🙂
new to reforger? 😁 its typical that after every patch all mods are broken and usually takes few hours to week for ppl to fix their stuff
Fml i just finished what i was doing for an update on a mod last night😭 hopefully it didnt fully brick it considering its a gun mod
i assume to fix the whole cant intitialize game thing that yk makes it to where i cant use world editor i'd have to wait for these to release updates or remove them as dependencies
WCS armaments is working on my server, so maybe its melee combat and wcs weapons
all the other stuff i see there i have working
is the update to tools shaffting my ability tto import things?
Anyone know if the workshop publishing is down?
BACKEND (E): [RestApi] ID:[55] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:524 - Cloudflare - A Timeout Occurred, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""
the only thing that was bricking my server was the vulnerability patch lol
Yeah it varies across the board it seems
Hey everyone, does someone have an idea on why my optic 2d is not following the turret movement?
also please forgive me for making this in the first place lol
I cant even go into playmode in reforger tools with only the basic components and terrain now o.O
crashes the playmode instantly
any idea how to fix this? 'SCR_PlaceableEntitiesRegistryFromCatalog cannot find SCR_EntityCatalogManagerComponent so can not initialize entries within Catalogs!
11:47:09.214 WORLD : UpdateEntities
'
if it uses bacons optic mod it might be broken with the update? I think he just put out a patch to fix it.
Heyo!
Don´t want to be the 500th user which is asking for help today, but I really can´t get any further. After this unexpected update I have problems to launch my scenario on the Server. In Workbench everything is fine and ingame as a scenario too. But on the server I get the errorcode: ReadMssionHeader cannot load the resource´Missions/Conflict.conf´
I deleted my mission header in my scenario and recreated it, but same result. Any Ideas?
UB-32 ?
Yep
I have that but it doesn’t work
The map is everon and even created a topo for it myself to no avail
Hmmm, gauss rifle, I see you.
if you made GetReticleIlluminationColor and GetReticleIlluminationColor simple, for example
ReticleColor GetReticleIlluminationColor()
{
return m_cReticleColor;
}
Then it will be inlined as m_cReticleColor when used anywhere.
Is there any good website resources idealy in text/image based guides for beginning to mod for Reforger
Having an issue where it doesnt tell my issue(s)
Is it instantly failing?
after abt 11%
having same issue. dropped mod size down from 600mb to 170mb and its still failing womp
sike, 2nd attempt on smaller size worked
I mean this
SCR_2DOpticsComponentClass data = SCR_2DOpticsComponentClass.Cast(GetComponentData(GetOwner()));
if (!data)
return;
@empty nexus curious fella do you have a github with your mods on by any chance bor anywhere for documentation for your mods
No, I dont care about pull requests or other collaboration so there's no reason to upload them to a github
That's fair
Guess I'll have to find a server to leave to join your discord for documentation I guess haha yes I'm at the 200 server limit haha
What do you mean documentation? I don't write manuals for how to use a gun but server admin tools has a thread here
Admin tools is pretty much main one I'm. Learning how to make scanarios and mod arma. In general and been autistic as hell I like to read as much as I can on things I plan on using if possible hense asking if there was any documentation as I do plan on using your zombies mod but I'm. Assuming that's like most ai stuff on here just needs to be included and used
Sorry if I've been at all annoying